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Old February 27th, 2002, 01:48 AM

tesco samoa tesco samoa is offline
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Default Re: newby\'s guide to ship and fleet strategy

And another factor in this test is the distance between the homeworlds. So I guess were talking small map.

moves 3 squares per turn. SO that's 4 turns per system. So this fleet at turn 12 to turn 16 will leave its homeworld and travel for at least one turn out of its homeworld system. Stop at the warp point. so now were at turn 14. turn 15 to turn 19 travelling across the next system. Turn 20 to turn 24 the next system. And turn 24 to turn 28 on the next system. So if your lucky you might meet some one on turn 29 if not anoter 4 turns go by and your fleet is starting to get low on supplies. ( And this stuff might take a few turns to start if your fleet is retrofitting slowly so lets say you start this adventure on turn 20 ) and what do you get rid of to fit the ecm and pd's escorts have a 150 kt size.

A few destroyers with capital ship missle level one set at max range would clobber you. Or 10 mines at a warp point.

How about a base yard with 50 kt on vech control and the rest on missles (9) of these would end your fleet.

Or 1 planet 10 swp with 10k on command and 3 missles and 1 pd or level 1 duc with 2 base yards over top.

The fleet dies every time. Their too slow. Combat speed of 2.

And all that can be build easily before turn 20. With 2 space yards out there.

Can you post the results from your testing ??

Perhaps we can learn off each other here.

And the PD with the warp weapon. That is classic.



I will be using that one. I always used them with tractor beams and nul's or ppb's and then the warp weapons ( in that order, you can really tick someone off that way). But the PD -warp combo is classic.

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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly