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Old 09-06-2020, 15:15   #71
Beorn
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Join Date: Oct 2005
Location: RAWR!
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T300, 1860AD



The Khmer are 5-10 turns from overtaking our score



We'll use our last 3 turns of GA to grab Flight



And prepare for D-Day.

LZ Alpha is virtually undefended. With a squad of marine and infantry, softened by airship and destroyer bombardment, we should be able to establish a foothold in Killer's old capital. Bonus: we deny the only source of healthy sheep for celts to shag.

Make no mistake: the #1 priority of this war is to bring glory back to Sumerian lands. Hence: LZ Alpha.



LZ Bravo holds the cache of camo gear. Though there are too many patches for us to deny them to PP, a swift takeover of this resource will help immensely with morale at home.

Once captured, the Bravo team will create a diversion by sending its roaming tanks and sea-borne marines along the east coast.



The main battle lines will be drawn on the West coast, where PP expects it.

Hopefully, not HOW he expects it.




Oirschot and Bergeijk are well defended, but LZ Omega is set above those juicier targets. There we can gain a foothold from which to deploy tanks, alongside the remnants of our cavalry.


With that objective in the bag, and a number of fast units running amok inside the enemy lines, we hope to disorient and fragment the response. A larger contingent of conventional warfare units will land outside Oirschot to meet the enemy with canons and trenches.



Assuming victories at A, B and O, destroyers will deploy blockades at strategic locations. Airships will encroach from Sumerian lands to the East and an airstrip settled in the West Islands. Spies and/or fighter planes will bust their only manufactures of incense and gold (smoke and glitter) to hit enemy morale. Ferries will reinforce B and O every turn.



Take heart, this is almost over.

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Last edited by Beorn; 09-06-2020 at 15:22.
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