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Old June 13th, 2001, 12:04 PM
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Default Re: Turn order in Strategic Combat

I think the best workaround is to either avoid serious combat altogether (with clever use of mines, sabotage, diplomacy =-) or to design your fleets, ships and race to compensate for the disadvantage- multiple targets with lots of defence modifiers, shields, pdc, regenerators and armour will give you a better chance of surviving the first round in warp point combat, and long range weapons might give you the first shot in regular combat.

LCC: I'm not sure warp point manipulation tech works on Starbases because stellar manip requires spare movement points. (like establishing a colony)

Personally I think this one needs to be near the top of MM's "to do" list.

------------------
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"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "

[This message has been edited by dogscoff (edited 13 June 2001).]
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