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  #21  
Old November 20th, 2003, 12:10 PM
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Default Re: How to kick A$$ in Warp point combat.

Quote:
Originally posted by Ruatha:
Warped through with my fleet, met some sats, shouldn't be a problem.... but....
One of the sats had the Talisman device, I didn't get to shot back!
Oh, I hate that Talisman and the religious ones! Next time I'll be religious myself!
Hmm, that is a great idea Ruatha. Thanks for letting me know! *Thinks of the game where he is playing a religious race, with quite tense relationship with the Swedes* *Smirks*

But do you really want to be corrupted by this unholy device? I mean, I thought the Swedes wanted to remain free from any influence, so why would you submit to the infamous Talisman, I wonder.
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  #22  
Old November 20th, 2003, 09:30 PM
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Default Re: How to kick A$$ in Warp point combat.

If you send a cloaked ship in first, then send in your fleet at a later move or later turn, does this then give you a 50/50 shot?

Of course the defense need to not have detecting devices. This may even put the defense outside of range at first shot?

[ November 20, 2003, 20:28: Message edited by: Parasite ]
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  #23  
Old November 21st, 2003, 12:02 AM
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Default Re: How to kick A$$ in Warp point combat.

I think it probably would give you a 50/50 chance at first shot, if you can get a ship there before your attack fleet, which is not moving when the attack fleet arrives.

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  #24  
Old November 21st, 2003, 12:45 AM
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Default Re: How to kick A$$ in Warp point combat.

Which is why the defender always should drop some mines on the warppoint. Bye bye to the cloacked ship
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  #25  
Old November 22nd, 2003, 08:17 PM

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Default Re: How to kick A$$ in Warp point combat.

And that's why attacker should send in a fleet of minesweepers on suicide mission. Bye bye to the nasty mines.
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  #26  
Old November 22nd, 2003, 09:01 PM
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Default Re: How to kick A$$ in Warp point combat.

Quote:
Originally posted by BBegemott:
And that's why attacker should send in a fleet of minesweepers on suicide mission. Bye bye to the nasty mines.
And that's why any paranoiac player should have a minelayer with mines (duh) at any warp point likely to be attacked. Then your cloaked ship would still not make it to the warp point.

And if you are an even meaner player, you could build a special minelayer able to only launch two or four mines each turn, ordered to lay mines every turn. (Repeat order) Thus, even if you sent your cloaked scouts and the suicide minesweepers on the same turn, the scout will still get blowed. (Except if there is some oddity in the list used to determine the order of... orders)
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  #27  
Old November 24th, 2003, 07:25 AM
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Default Re: How to kick A$$ in Warp point combat.

That doesn't help, though. If the cloaked ships have enough sweeping ability, then the actual attack fleet no doubt will, as well. The real defense is a device to see through the cloak.

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  #28  
Old November 24th, 2003, 05:55 PM
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Default Re: How to kick A$$ in Warp point combat.

WP anecdot :

I was attacking AI' warp point. I have a fleet of about 15 frigates and destroeyrs. WP was defended by 20+ satellites with missiles. My ships have 1 PDC per ship. I lost half the fleet but during replay I noticed that ships did't shoot as many missiles in the first salvo as I expected. The reason - ships strategy included "don't fire on seekers". As you all know, this is a reasonable setting to keep missiles and torpedo ships to go forward after missiles during the reload phase (PDC will autofire on missiles in the range anyway). But, in the warp point batlle, my ships materialised next to satellites. Satellites (defenders) went first but my ships used all PDC to fire on satellites instead of missiles I reset the strategy to make ships fire on missiles and replayed the turn. Now, I lost only one ship
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  #29  
Old November 24th, 2003, 09:48 PM
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Default Re: How to kick A$$ in Warp point combat.

Cheater! People just don't let the AI get any breaks, do they?

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  #30  
Old November 25th, 2003, 01:00 AM
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Default Re: How to kick A$$ in Warp point combat.

In the times of SEIII I developed a tactic to avoid the WP combats: because the "retreat" was allowed, then, used a few ships as "decoy" with the startegy "optimal Firing range", and the others ships with the "don't get hurt" strategy (usually a sun destroyer, but could be a fleet too).
Then, the decoys gave time to the sun destroyer to retreat to an adjacent sector... and at the same turn blow up the star!

After this, the people started to surround the warp points with ships, and then, don't allow to the enemy ships to retreat (in SEIII a ship could not retreat to a sector where already exist an enemy ship).

[ November 24, 2003, 23:02: Message edited by: Master Belisarius ]
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