DTurtle
Posts: 443
Joined: 4/26/2010 Status: offline
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It was a very interesting game and a very interesting (and ultimately extremely frustrating) war. Saros played extremely well, used all the advantages he had and I made some bad mistakes. It was my game to lose - and I lost it. Looking back on it, the most amazing thing is actually how short it was - 15 turns from the real beginning to the end. I started out way too cocky - and that cost me several turns of getting my troops in place. Troop disposition at the start of the turn 56 (the turn before Saros and ForeverBWFC attacked): A single brigade of mechanized infantry would have been more than enough to roll over the rest of Banditu, but I though I had a few more turns. I had some reserve units sitting around and good enough logistics to move them by strategic move to my capital, but they would then obviously sit right on the rail and not really be combat ready. In addition, I was dealing with the last few rebel units that had spawned around the huge former capital of an AI major. Two turns later, disaster struck: I had foolishly not built a road further back from the front - so when it was cut, basically all logistics just suddenly collapsed. In this game, everything moves through the SHQ - all cities send their superfluous production to the SHQ and the SHQ send everything needed to the other cities and to the units. As all production requires energy, metal, oil, food, etc this meant quite suddenly everything would stop. As a reaction I built an additional SHQ in the east - however it started empty, so it took another few turns for the new SHQ to actually get supplies and then start distributing them again to other cities and units. In addition, the last few rebel units that I had thought beaten decided to run several hexes from the mountain hexes to the east and west of the road and cut off the former AI capital: This would take another few turns to deal with, as I had to strategic move other units back and then start beating back the rebels. This cost me thousands of industrial production and energy every single turn. So a few turns later, when everything was finally sorted out, Saros destroyed everything in the capital with rockets. The result was this: Since all my units were equipped with laser weapons, they need energy to resupply. They get energy from the SHQ. Which was sitting in the capital. Whose energy storage was gone. Which meant a maximum of a few hundred energy could be distributed every turn (as the energy first has to go into storage with the SHQ and then gets distributed to units the next turn). Same with fuel. Suddenly most of my units were useless. Without ammo or fuel, units get a combat reduction of up to 100%. By the time I had fixed that, Saros had nukes, lots of walkers and I had nothing too really slow him down. In the 15 turns of war, I had maybe 3 or so turns in which I could really fight. Logistics is king.
< Message edited by DTurtle -- 9/9/2020 5:55:09 PM >
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