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  #11  
Old June 18th, 2002, 02:49 PM

tesco samoa tesco samoa is offline
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Default Re: Defending Warp points...

What happens if they send both minesweepers and a fleet together.

So what do you do if your WP defence loses???

How are your planatry defences.

THe problem I have with WP defence is that most of the time people protect the wrong side of the warp point.

You don't know what is going to hit you and when.

Your basically saying. I hope I can hold this because I do not have enough to attack.

Unless of course your talking about static home system defences 4 or 5 wp's behind the front line. And the build is automated so you just let it build up over time.

Because WP Defence is not a good way of attacking. And an experineced player will not let you build up WP static on the front lines.

I know that if I figured out you were doing that I would attack right away..and keep the game in motion.

U would be better off building space yards above every planet and ships from them and using the planets to build wp's until they max out.

But back to the topic

IMHO Defending Warp Point

1500KT Star Base
1 computer
30 launch pads
9 cargo
1 space yard

4950KT of space
Have the base build at as many figheters per turn. click repeat orders. and forget about it.
also have a 500kt space yard building these bases on repeat.
5 of these can pump out 150 fighters a turn.
ANd you have storage just incase they attack next round
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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
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  #12  
Old June 18th, 2002, 10:16 PM

sachmo sachmo is offline
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Default Re: Defending Warp points...

Silly Question Alert!

Since bases can't move, are ya'll building them at the warp point with a ship-based ship yard, or is there something I am missing about moving bases? Thanks!
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  #13  
Old June 18th, 2002, 10:51 PM

Klebdog Klebdog is offline
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Default Re: Defending Warp points...

I usually develop a Cruiser size ship with a shipyard on it and then build a Battle Station at two or three choke points throughout my Empire. These points act as a Last defense for for your core worlds, obviously you will eventually spread out past these points. The Battle Station is equiped with the latest Sensors Etc. and at least 1 Repair bay. I usually use 3 Null Space Cannons, grouped with 3-5 Beam weapons (Usually PPB), 5 PDC and whatever else suits your tastes. Make sure you have something to detect cloaked ships.
Make sure that your Stationis on YOUR side of the warp point, that way the AI will constantly fall into the same trap without changing their tactics. A human opponent will obviously change their tactics to face this obstacle, but you will have the first move everytime the enemy comes through the warp point. Additionally they will be right next to your station so range is not an issue, they will feel the full brunt of your weapons up close and personal.
Obviously you can reinforce these stations with small fleets or other stations or whatever you prefer, but I have'nt lost a station yet (except when I used a Space Station size) I once built a Fortress size one at a particulary contested sight and it held time and time again. I kept a Ship Yard ship close at hand to upgrade when needed and to help repair after big battles. Plus if you make it part of a fleet when ships come by they will refuel and continue on their mission.
This is just a tactic I use regularly with good success, feel free to take it or leave it.
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  #14  
Old June 18th, 2002, 10:56 PM

tesco samoa tesco samoa is offline
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Default Re: Defending Warp points...

sachmo there is no such thing as a silly question.

Suggestion is to build a cruiser size ship with a ship yard on it.
Move it to the warp point and build stable base ship yards that do not move.

The other great way to defend warp points is to close them and recreate them over planets.

That way you can use wp's to defend them
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  #15  
Old June 18th, 2002, 11:16 PM

sachmo sachmo is offline
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Default Re: Defending Warp points...

Quote:
Originally posted by tesco samoa:
sachmo there is no such thing as a silly question.

Suggestion is to build a cruiser size ship with a ship yard on it.
Move it to the warp point and build stable base ship yards that do not move.

The other great way to defend warp points is to close them and recreate them over planets.

That way you can use wp's to defend them


I have to add that I REALLY love this game. Not to get on my soapbox or anything, but it's really amazing what someone can publish if the actually care about the quality of the product. End of rant!

BTW, thanks for the advice. I will, in future, concentrate on getting the hull sizes increased instead of spreading things out like I have been. I have a tendancy to go for the cheapest project avaliable...that might not be the smartest way to play it.
Since the early game seems to value missile ships more than anything else, I usually try and get to Missile 2 before ugrading my guns.
This Last game I tried mixing missile satellites with gun satellites to defend my warp points, but the Norak (nor the Rage)don't seem to want to press the attack.
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  #16  
Old June 19th, 2002, 01:30 AM
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dogscoff dogscoff is offline
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Default Re: Defending Warp points...

Sat- mounted engine damaging weapons are always fun. Keep a few boarding ships handy to mop up those crippled attackers, or just leave 'em there to rot=-)
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