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  #1  
Old February 27th, 2002, 01:48 AM

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

And another factor in this test is the distance between the homeworlds. So I guess were talking small map.

moves 3 squares per turn. SO that's 4 turns per system. So this fleet at turn 12 to turn 16 will leave its homeworld and travel for at least one turn out of its homeworld system. Stop at the warp point. so now were at turn 14. turn 15 to turn 19 travelling across the next system. Turn 20 to turn 24 the next system. And turn 24 to turn 28 on the next system. So if your lucky you might meet some one on turn 29 if not anoter 4 turns go by and your fleet is starting to get low on supplies. ( And this stuff might take a few turns to start if your fleet is retrofitting slowly so lets say you start this adventure on turn 20 ) and what do you get rid of to fit the ecm and pd's escorts have a 150 kt size.

A few destroyers with capital ship missle level one set at max range would clobber you. Or 10 mines at a warp point.

How about a base yard with 50 kt on vech control and the rest on missles (9) of these would end your fleet.

Or 1 planet 10 swp with 10k on command and 3 missles and 1 pd or level 1 duc with 2 base yards over top.

The fleet dies every time. Their too slow. Combat speed of 2.

And all that can be build easily before turn 20. With 2 space yards out there.

Can you post the results from your testing ??

Perhaps we can learn off each other here.

And the PD with the warp weapon. That is classic.



I will be using that one. I always used them with tractor beams and nul's or ppb's and then the warp weapons ( in that order, you can really tick someone off that way). But the PD -warp combo is classic.

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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
  #2  
Old February 27th, 2002, 01:50 PM

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

What warp weapon? Do you mean the repulsor beam? Am I missing something here?
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  #3  
Old February 27th, 2002, 04:38 PM
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Default Re: newby\'s guide to ship and fleet strategy

The wormhole/warppoint beam. It moves the target to a random (unoccupied) square, anywhere on the combat map. Usually more effective than a repulsor beam, although it sometimes makes the situation worse .
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Old February 28th, 2002, 10:45 PM

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

Hey GUTB where did you go...???
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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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Old March 1st, 2002, 04:31 PM
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Default Re: newby\'s guide to ship and fleet strategy

quote:
Originally posted by tesco samoa:
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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Old March 1st, 2002, 05:19 PM

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

oleg,
Now that you mentioned it, I saw on in the Intergalactic Daily Tribune Harald in the "Incedents Report" that his slow speed caused a pile up in a warp point and has been sent to ship design school.

(I'm only joking)
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Old March 1st, 2002, 08:35 PM
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Default Re: newby\'s guide to ship and fleet strategy

quote:
Originally posted by Phoenix-D:


"OVERWHELMING FORCE. Brutal, direct, unsurmountable FORCE."

[ 26 February 2002: Message edited by: Phoenix-D ]



My response to both GUTB and Phoenix-D is that the strategy of creating a massive, cheap swarm early on and building tones of Weapon Platforms to defend against it is bad while the rest of the universe is developing and expanding normally. If a player spends his first 20 turns building a war fleet in a multiplayer game, he may trash the first player he meets, but he is not colonizing anything, so his power base is not growing. The goal these games is to expand and grow. A player who spends all his resources defending against an early swarm is also seriously set back. In a two player game this strategy might work in a very small universe. I hope someone tries this against me in the Universe Cup. But in that map, the two players start 7 systems apart, but two of the lings would be two turns apart as they are on the same side of the map. I think the home worlds would be 9 turns part. By turn 29, I expect to have Minefields which are the best way to stop an early game hoard. Once minefields enter play, offensive efforts usually shut down for a while while everyone builds massive Mineclearing fleets. A typical planet can build 10 cheap minefields a turn. A mine sweeper with 5 sweaping components will need level 2 to clear one turns worth. The player who build the awful swarm will no research colonies to research Mine tech 2, 3, etc, to keep up with minefield building.

I used to advocate playing with no minefields, but I guess without them early swarms would be hard to handle. Of cource in a multi-player game, I would just find a new game if I ended up being ambushed by a early swarm, knowing that they would not survive long. I would join a new game and hope to start in a better neighborhood.
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