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  #11  
Old March 14th, 2001, 10:51 PM
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Default Re: Warp Point defence

What If you allow boarding parties on weapon platforms.

Combined with tractor beams & shield depleters, and you have one heck of a defence.
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  #12  
Old March 14th, 2001, 10:57 PM

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Default Re: Warp Point defence

I could be wrong, but I don't think that tractor beams work on Dreadnoughts or baseships.
I recall having heavy mount tractor beams that wouldn't budge those behemoths.
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  #13  
Old March 15th, 2001, 12:12 AM
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Default Re: Warp Point defence

quote:
Originally posted by suicide_junkie:
What If you allow boarding parties on weapon platforms.

Combined with tractor beams & shield depleters, and you have one heck of a defence.



better yet, what if you had psychic subVersion weapons hitting 100% of the time with the bonus from a religious talasman.

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  #14  
Old March 15th, 2001, 12:30 AM

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Default Re: Warp Point defence

although I would love to use the allegianc subverter, i usually grab organics and religion. Not many points left over after that.
And, although there are pluses and negatives to both, I like boarding parties over the allegiance subverter. On the plus side, although the allegiance subverter can only be used once per combat, you can have more than one on a ship and that would allow each ship to take over more than one enemy ship each combat. On the down side, I believe it doesn't work against master computers (which I use on all my large combat craft).
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  #15  
Old March 15th, 2001, 12:35 AM
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Default Re: Warp Point defence

quote:
Originally posted by Kellicus:
although I would love to use the allegianc subverter, i usually grab organics and religion. Not many points left over after that.
And, although there are pluses and negatives to both, I like boarding parties over the allegiance subverter. On the plus side, although the allegiance subverter can only be used once per combat, you can have more than one on a ship and that would allow each ship to take over more than one enemy ship each combat. On the down side, I believe it doesn't work against master computers (which I use on all my large combat craft).



you kidding? they work great against master computer ships... once you fry the MC with a virus...

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  #16  
Old March 15th, 2001, 12:54 AM
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Default Re: Warp Point defence

quote:
Originally posted by Kellicus:
I could be wrong, but I don't think that tractor beams work on Dreadnoughts or baseships.
I recall having heavy mount tractor beams that wouldn't budge those behemoths.



I just ran some ship vs. ship tests. It appears that it takes a similarly sized ship to move another ship with either tractors or repulsors.
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  #17  
Old March 15th, 2001, 03:10 AM

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Default Re: Warp Point defence

quote:
Originally posted by Oggy ben Doggy:
I'm guarding a warp point right now with some fighters and satillites, and I'm thinking of building a battle station there.

Has anyone tried this? I think that If I encounted a battle station, I'd just run to the edge of the map and wait for the combat to end.



Build the bases and put them in a fleet with a formation like Spider or Turbine. Use the biggest guns you can get, including some with nothing but CSM's.

Trust me, they won't get away unless there are more than you can bLast in one or two turns.

I'm going to playtest a formation I call 'ring' to see how it works for static warp point or planet defenses as soon as possible.

Now, if only they can modify how fighters and satellites are grouped so you can split them into smaller units then group them into fleets and not all one clump.

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  #18  
Old March 15th, 2001, 05:17 AM

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Default Re: Warp Point defence

Puke. I think what you mentioned is an oversight. It shouldn't work like that. But I also discovered that myself a few days ago. I was pleasently surprised as I love using Psychic. Shh, don't tell anyone though.
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  #19  
Old March 15th, 2001, 06:03 AM
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Default Re: Warp Point defence

HEHEHEHE I like to fill the warp point with Sats and mines every now and then a space station, It's great they pop in and only 3 or 4 sectors away 99% of the weapons reach
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  #20  
Old March 15th, 2001, 06:14 AM

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Default Re: Warp Point defence

The combination of Religious Talisman and Allegance Subverter is good, in that it doesn't ever miss, but it doesn't guarantee that you'll capture the target. They just don't always work.

The Cue Cappa in one of my games has Star Bases with massive Allegance Subverters. They only NEED one shot each... they have long range and do absurd amounts of "damage". I lost a bunch of ships the first time I hit a warp point defended by one... each AS captured one of my BCs, and that behemoth had a lot of them.

The Religious and Psychic trees make a nasty combination.

John
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