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  #1  
Old June 18th, 2002, 01:10 AM

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

Defending warp points are good up to the mid point of a game.

Then they become too costly.

It is better then to spend those resources on attacking the enemies warp points
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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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  #2  
Old June 18th, 2002, 03:18 AM

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

I usually prefer a mix of static and mobile defense. For a starter I deploy a barrage of satellites with allegiance subverters at my WPs, and if they fail then I scramble my nearby intecepter-battlecruisers fitted with emergency populsion pods.

{edit} forgot to add, I often find myself running short on mines, since my expansion strategy tend to be quite aggressive and too often I've a "fluidic" battlefield on my hand.

[ June 18, 2002, 02:22: Message edited by: CW ]
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  #3  
Old June 18th, 2002, 12:34 PM

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

To date I have only used Sattelites. They work great against AI but I have never played against humans. The advantage is that they can be moved. Mines cannot be.
Fighters are the same but I have not used them.
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  #4  
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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  #5  
Old June 18th, 2002, 02:01 PM
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Marvin Kosh Marvin Kosh is offline
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Default Re: Defending Warp points...

Personally, I like to mine one side of the warp point and put all the guns on the other side. Then you either get the mine sweepers sweeping your minefield but running smack against superior firepower, or some fleet getting smashed up by your mines and finished off mercifully with same firepower

But then I'm just evil like that....
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  #6  
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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  #7  
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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