quote:
Originally posted by suicide_junkie:
Mines would make for a nasty surprise, but you'll need an extra turn to launch them
By this he means that on the next turn, you will gain mines tech. You can design mines, and put one turns worth at the top of your build que. Hit end turn. Next turn, the mines will be there (assuming the colony still is), and you can give the planet _the order_ to launch them. hit end turn. Next turn, the mines have been launched, hopefully before the enemy fleet arrived. Otherwise they will do you no good. (Mines only "attack" when enemy ships MOVE INTO the sector. Enemy ships already in sector WILL NOT TRIP THE MINES. Also, IIRC, IF more enemy ships enter the sector, ONLY the new ships are hit w/the mines. The ships that were there before the mines ARE STILL IMMUNE FROM THEM.
quote:
If you can get 24 mines in orbit, you can expect about half of his ships to be hit, and half of those badly hurt.
You could try doing some quick research into planetary weapons (napalm). If you wipe out the planets, his ships will crumble on their own. With napalm, you should be able to do suicide runs on the colonies, taking out the population before the defenses can fry your ship. A heavily armored decoy ship (must have some guns) plus a bunch of Napalm Escorts would probably work the first time, but your opponent would quickly change his strategy to target the smaller ships first. You can then reverse the tactic, and catch him again.
See this thread for a more detailed discussion:
http://www.shrapnelgames.com/cgi-bin...23&t=003805&p=
And here's a general PBW tips thread:
http://www.shrapnelgames.com/cgi-bin...23&t=003921&p=
Hope that is a little more helpful than my Last post.
