War Plans

BLubmuz

HoF Quattromaster
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This is a thread dedicated only to war plans. Please post here only about that.

I'll keep this first post updated with the latest plans and with some report on our battles.
 
I see next turn we'll be out of the forced peace.
In case they propose again the AP resolution, let's defy it! I already explained we have nothing to worry about.

First i see Quat galleons still on their coast. What are they doing?
In any case i stick to our plan, if Quat moves against us we have time and resources to react.
Now, i see the GG and 2 cannons we need to load, so i unloaded a Cav to make room. (noticed later next turn we'll have another EI, sorry)

The first stack is complete and only needs to be loaded next turn (181). Then, since 7 units out of 20 can't move i will just move the EIs on Mavs coast and unload them on turn 182.
The EIs will have full movement. so they can go back to the ferry point (where they are now) and load the units, which can disembark on turn 183.
They can do what they want, they're toasted.
 
What's defying the resolution? Going againt the resolution if it passes? What are the repercussions?

I can see Q's seven empty Galleons and two Frigates. Do they have more naval? And only three rifles and one musket?!? Did they always had this small army? They are higher than Amazon in the power graph. How many rifles did they had when we sent the letter to them mentioning a joint Mav attack?

I smell a backstab.
 
Thier galleons are not empty you cannot see what is loaded on them.
 
What's defying the resolution? Going againt the resolution if it passes? What are the repercussions?
Probably you missed my post about this.
When an AP or UN (not sure about UN) resolution has to be voted, you got the option to defy it (like the veto in RL). If you do so and the resolution will obtain the majority (so it would pass) this won't pass, because you defied it.
In case of an AP resolution, you receive a good number of :mad: citizens in the city (cities) where the AP religion is present. Take a look in the Pedia for more details.

For us this won't be a problem, since we have only one city with hinduism present and this is very small.
I can see Q's seven empty Galleons and two Frigates. Do they have more naval? And only three rifles and one musket?!? Did they always had this small army? They are higher than Amazon in the power graph. How many rifles did they had when we sent the letter to them mentioning a joint Mav attack?

I smell a backstab.
I do not think they have more naval units, but i smell something weird. in any case, we have time to react.

I remember to have seen a big stack of musket rifles some (1-2) turns ago, now they should be loaded in the ships. Remember that in Warlords/BtS you can't see the units in a foreign ship.

I also noticed the lack of siege, so some cannons can deal with them if coupled with the units we can field.

They are ignoring our messages, like CDZ and this is not a good sign. I think they smell we're goin' out of the ETT and they will attack when they know for sure.
 
Ah, that never came to mind.

And if we hold our invasion for two or three turns, building treasury and units untill then?
I don't like to delay the invasion, but i will verify how they move those galleons next turn before doing anything.
If they keep them there we can probably expect a backstab. If so, Mizar will be lost and probably Alcor too. We must keep the other city on the spoke to use it to ferry the units needed to the counter offensive and we must place a good stack in the fort.

I'll try to log at the very beginning of next turn, so i can report and we can decide what to do in the case the galleons are still there.
 
I logged and see Quat was before me, but the galleons are still there.

I propose this: let's keep all the units we have in Comet and let's split our new builds between the possible Quat front and the Mavs island. The 5 galleons probably have some 8 rifles and 7 muskets, no siege.

8 rifles, 4 cannons and 4 Cavs can hold if fortified in Aldebaran, but we need more to attack and take back Mizar and in case Alcor, provided they won't raze them.

Then we must place 2 cannons, 2 rifles and 2 cavs in the fort and forget to have them. Why? the fort is the door to our well developed second core and we can't react quickly enough to a sneak attack. So this small stack can at least hold (passively or actively) for the time we build defenders.

4-6 frigates in the Aldebaran area can serve for Mavs and to fight a possible naval invasion from the south.
 
They are currently building cannons and Spiral Minuret.
 
That's why I think it's necessary to delay the invasion for a couple of turns and build more units.

They are currently building cannons and Spiral Minuret.
OK, let's load the EIs like we need to invade Mavs, but move them near Aldebaran next turn. this will let us unload them in the city if backstabbed and it delays only one turn the invasion. I will fill them with all the cannons and the rifles i can and load only the GG. The rest of the Cavs will gallop to Alcor, to be ready to react to a possible backstab.
All the new units will be moved in direction of the fort, using the shortest path (sea or roads).
Those 5 EIs will be all the invasion force. Once we feel safe on Comet we'll reinforce the Mavs Army.
BTW i conted 15 cats in that stack. Without cannons, nothing can survive.

I propose also to move our EP points to Quat and CDZ. Mavs are almost dead, no point in spying them.
 
New turn!

So what are we loading on the 5th EI? Now dubbed Titan, also do we need two EI up near sol? We could always send one south so we can use 6 EI to invade.

Also I think we could use a fort for the Commet spoke so when were ready to invade Quat it will help our movements.
 
I loded the 5th Ei with 1 rifle, 1 cannon and 2 cavs.
No news on Quat units. They even have a stack of workers parked in their Capital and some unimproved tile in their home Island.

I will wait until the turn timer is around -20 (around tomorrow late afternoon for me) to make my moves.
If anything new happens i will stick to my plan to delay the invasion by 1 turn. I will move the 4 EIs next to Aldebaran and keep the new one where it is now.

I kept 2 cavs on the ferry point, moved the ones which can't find room toward the fort. 2 will remain there, the rest down to Aldebaran.

The 3 cannons and the rifle now out of moves will be loaded, so the EI carrying them can go both to Aldebaran or to the Mavs Island. In any case they can move faster by sea.

I switched the builds to rifles instead of cavs. We have enough of them for now and Quat has many rifles loaded. I suppose you remember rifles have a bonus against cavs, so those are uneffective against them. I moved also the Mace, since we can't upgrade it and close Corps in 2 turns.

We need more frigates. Initially for Mavs but also to cover the Anjennida point.

I need a clarification about the rules during war.
i write what i know, please correct me if i'm wrong.
The attacker can move in the first half of the turn, the defender in the second
this implies that if Quat want declare on us, they must do it in the first half of the turn
this implies also that we can make our war moves in the first half if we go against Mavs and in the secong half if against Quat.
but what if after we repel the invaders we start invading their homeland?
technically they will remain the attackers, since they declared, but actually they will be defending... not so clear :confused:

ah and yes, a fort on Comet can be useful. it will complement well the other one.
 
I don't think the war moves rules are actually designed for a three-way war, it's a bit of a special case.
sure, so 2 questions:
1. in case of a 2-way war, am i correct?
2. what to do for set up a 3-way war ruleset? a PM to one of the Admins? which one, in case?
 
I think it's best to PM one of the game's moderator. It's safer that way.

EDIT: And a fort at the entrance of Comet will be good. It will make hurt Amazon's strategic capability later on.

EDIT2: I remember DaveMcW. Also this subforum mods?
 
There's a dedicated thread for the admins in every team forum.
I posted there and... well, see by youselves.

About the game, i decided to mix it up: 2 EIs near Aldebaran and 2 near Gold city.

We don't need more than 2-3 EIs to ferry units to Mavs'Isle and i'd like to keep 2 S of Mizar, possibly escorted by some frigate.

So i moved what is needed to land the first stack, in any case we can't load units next turn, too faraway.
I think i will promote some rifle to Drill2, useful to limit the collateral. 15 cats, maybe more... not an easy pick.
 
An inspiration came to me.
Worldbuilder.

I started a game, then i WBed for me the units Mavs can roughly field: 16 cats, 3 LB, 4Xbows, 9 Muskets and 5 maces. Gave them appropriate promos.
Gave to barbs our units: 9 cannons, 6 rifles (3 of them promoted to drill 1+2, like 3 cannons) and 5 cavs, basically C1 and C2 for some.

Result: 7 cannons, 2 cavs and 3 rifles survived, badly damaged. No chance to survive to another attack.
I (Mavs) saved 3 muskets, 1 Xbow and 1 mace, all badly damaged.

I think we need more units to be safe. Can we switch to an EI in Beta Centauri and rush build it next turn, sacrificing one turn on Corporations if needed?
With that i could have 3 more cannons and 1 rifle, which should be enough.


EDIT
I logged in again to make the change, we have a big overflow, so the EI can be produced in 2 turns. No need to rush build it, unless we want spend 360g to have it ready next turn.

Good news on the Quat front: they moved their galleons, loaded with more units (some disappeared from their cities). I can't see them, but i suppose they are heading for Mavs.
2 Quat Frigates are near the Pyra City.

Probably is better wait, to see them smashed by all those cats.
 
They moved? That's great news.
But I'm always skeptical. They know we can see their cities and adjacent terrain.
 
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