Turns 231-239

International Scene
Spoiler :

239_International.jpg



Trading: The Council
Spoiler :

239_Council.jpg



Trading: BABE's Gift to Us
Spoiler :

239_BabeTrade.jpg



Trading: BABE
Spoiler :

239_Babe.jpg



Trading: SABER
Spoiler :

239_Saber.jpg

 
Free-Ride
Spoiler :

239_FreeRide.jpg



Free-Spirited
Spoiler :

239_FreeSpirited.jpg



IshmeSwishme
Spoiler :

239_IshmeSwishme.jpg



Lydia Sutherland
Spoiler :

239_LydiaSutherland.jpg



SE Gong
Spoiler :

239_SEGong.jpg



Sub-Killer
Spoiler :

239_SubKiller.jpg



SugarFree-Surprise
Spoiler :

239_SugarFreeSurprise.jpg

 
The northerly of the two invasion routes in the picture is too long - 7 squares instead of 6 on the second leg. We definitely need to use the more southerly of the two routes.
 
Ouch! I see that now.

The problem with the southerly route is that at the end of the turn we are adjacent to a Saber Destroyer. That is bad news.

If we take the northern route on the first turn, we can take the middle route on the second turn and still invade.

I am open to another route, even maybe another turn at sea, if we can avoid Saber's picket line.

If we sail next turn (Turn 240) we will have one settler in the mix and about 7 transports (one was rushed in Unshackled this turn). That is around 40 attacking units. We also need a worker to rush an airfield.

Is that enough?
 
Maybe... SABER is pretty strong. Even with an invasion to the COUNCIL.
 
A few turns back we were Average compared to Saber. We know what we have and can guess what they have.

I wish we knew about their transports. If we knew how many transports they had we can better determine what their plans might be. And what we need to defend agaisnt.
 
In Debt-Free and Ellis Island we are building Destoyers that we could change to Transports and rush them next turn. That would add 2 more Transports.

We can change some Modern Armor builds to Mech Infantry and rush, too. Need to check on SAMs; we have none.

This pushes our invasion back by one turn, maybe more.

We can rush units in Gong next turn and airlift back to Free the following turn, but they cannot move anymore on that turn.

Do we need to switch our Wealth builds on Free to units? I think so, but would like some feedback on what to build where.
 
We've got the time to add some. To attack with 50 units we need 9 transports; we have 7 right now and one is already in play with The Council. The other six are in Unshackled; they just arrived this turn. Unshackled is building a transport, it will complete this turn. That gives us 7 to load up on Turn 240.

Debt-Free and Ellis Island are making Destroyers that we could switch to Transports on Turn 240 and rush. Weltonspolt is still cranking out Transports but it is too far away to rush and use this next turn. Rush and use for reinforcements, yes, but that doesn't help with initial landing.

We have 3 Mech Infantry already in Production. All three will complete on Turn 141. We have several Modern Armor that we could switch to Mech Infantry next turn and, if needed, rush for Turn 141.

In a nutshell, it will take us two turns to have 9 Transports to invade Saber. In that time we will also build (naturally == no rushing) 3 Mech Infantry.

Of course, we can change those Mechs to SAMs. We can build more Mech Infantry and SAMs. SAMs first, then the Mechs, to blunt Saber's air force.
 
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