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  #21  
Old March 14th, 2005, 02:51 PM
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Default Re: Weapon Platforms

Like I said; WMGs (one or two, or perhaps a few WPs of them, spprox. 25% of cargo space) for the initial long-range first strike, and RBs for the close-in dirty work against the Napalm bombers.
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  #22  
Old March 14th, 2005, 02:52 PM
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Default Re: Weapon Platforms

Massive null-space cannons are nice too.
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  #23  
Old March 14th, 2005, 03:57 PM
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Default Re: Weapon Platforms

Nice, but too expensive, especially mounted. Not mentioning size. Only if you have spare ressources and time.
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  #24  
Old March 14th, 2005, 03:59 PM

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Default Re: Weapon Platforms

Is it possible to drop a WP on a enemy planet together with troops? Use the WP like some sort of tank
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  #25  
Old March 14th, 2005, 06:09 PM
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Default Re: Weapon Platforms

No it isnt You could however create a new modded troop size with lets say 200 kT and pumpt it full with ground cannons to create some kind of overlord oder juggernaught or whatever you like to call it. it will only help in ground combat though.
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Old March 15th, 2005, 07:18 PM

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Default Re: Weapon Platforms

WP’s can be specialized like other ships as well, one with massive shields, one with long-range beams and one with big damage guns, one with PDC. If you use them, be sure to have some designed for quick build, and some for completeness. WP’s can be taken as cargo and dropped on newly captured/colonized planets, but not before. Since the planet’s size tends to swamp any ECM, stealth or strategic armor really doesn’t really help on WP’s. Might as well use normal armor for better damage absorption/space, unless you are trying to hide that nifty new weapon from a long range sensor for a few turns.

Also, run the simulator a few times to see if shielding helps. Since WP, like other units, when partially damaged, are fully functional, I find that guns tend do better than shields. A partially damaged ship may be “dead in the water” or have to retreat; as long as your WP has 1 hit point remaining, it’s at full strength.
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