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Old February 26th, 2002, 11:47 PM

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

quote:
Originally posted by Phoenix-D:
DUCs are hardly "advanced guns"


They certainly are only 20 turns from the start of a game starting at low tech.

If you want to wait hundreds of turns to fight my swarm, you are out of luck. The point is that you will be swarmed to oblivion long, long before you get fighters or advanced missiles, etc.

If they game happens to be at that level of tech. Add a PD and ECM. You are dead.

quote:

And I'd say a buffer zone of weapons platforms, fighters, and/or mines would do the trick. You'd taking a long time to build this force- which means that the begining units will be obselte by the time you attack.


And how many mines and weapons platforms (that can do jack all) can you get at the START of the game after twenty turns WITH LOW TECH AND ONE PLANET?

It's amusing listening to all the knee-jerk defending of this or that favorite pet strategy or tech combo. I don't care if you have this many cruisers with sheilds, that many missiles or how you strategically manuever your carriers. They are all DEAD before my massive armada.

OVERWHELMING FORCE. Brutal, direct, unsurmountable FORCE. Forget sheilds, armor, missiles, surface bombs, raming warheads and other nonsense that others play with. You have to have PD and ECM because fighters/missiles can be savage without them -- BUT WITH THEM YOU WILL UTTERLY BRUTALIZE FIGHTERS AND MISSILES. I give a big bonus to reasearch and lower maintenece because this gives me MORE force, EARLIER. I cannibilize other useless traits like strength and savvy.

I never use anything but the escort hull, so my entire fleet can be upgraded only after a few turns.

[ 26 February 2002: Message edited by: GUTB ]

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