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Flubber
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With a view of the Rockies
Aug 2000 time: 22:32
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quote: Originally posted by BustaMike
IMO, drop units are for defense. Choppers are for offense. |
Agreed-- my primary drop unit is the 1-bestAA-1 although I will occasionally use things like a drop artillery or a drop SAM.
Drop troops with offensive powers are somewhat rare for the simple reason that they attack at half power on the turn they drop-- Combine this with 20% damage if you drop them outside a base and they are pretty useless on the turn dropped.
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:32
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When running Wealth, or otherwise morale-deprived and when running FM, and sometimes for other reasons (or lack thereof), I will build trained drop shell units, either infantry or rover chasis, depending on relative costs, intended usage, etc, and sometimes drop artie units. The units then take themselves to a base near a monolith to get upgraded and/or to new home bases (with Punishment Spheres or with only Specialists), then to whereever they will be stationed or otherwise used, where they can be upgraded to the desired ultimate configuration
I also use drop transports, for ferrying units around for much the same purposes, particularly if there is some reason that the shell units don't work (like, for example if I'm too poor to afford to upgrade a lot of shell units). They have certain limitations, however, so they are not as much help as one might imagine they could be.
Drop Probes are also quite a staple of mine as well, unless they are unnecessary for some reason.
I also use those other forms that Timotheus4 and Blake mentioned just above, particularly when the target areas are on a nearby but separate landmass. (I even use aircraft transports sometimes, but they are even more limited than drop transports and land transports.)
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Mead
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quote: Originally posted by HongHu
So does everybody makes anything with drop ability other than the drop infantry say 6-1-1 units? Are there any other units useful in special occasions? For example, drop rovers, drop probes and drop colony pods? After you get unlimited drop range (when is that?) does this make the drop units real powerful? |
Drop probes can be very useful. The only problem I have had with them is that you have to wait until the next turn to move them after they drop.
Drop artillery. I used to use them a lot beore I learned about Clean Minerals on these forums. Usually, I started making about 6 to 10 of them in the Shard era to use as a fire brigad to soften up the Mindworms that would pop around my high polluting bases. Since I don't pollute as much anymore I don't use them too much.
Mead
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Enigma_Nova
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Gratiton Theory (Skybases) and also if you build the Space Elevator.
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:32
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Since drop troops typically come after fusion in my tech-path (I honestly forget whether fusion is a pre-requisite), my drop troops are usually fairly well-balanced, so as to take advantage of the discounts the Fusion reactor offers. 4-3-1 clean drop infantry are cranked out in comparable numbers to my chopper fleet when I'm on offense.
As BustaMike points out, their purpose is to capture and garrison bases, not to attack, my choppers. For air-defense, I typically supplement my forces with a modest number of best-weapon interceptors, and a handful of SAM rovers.
The other unit I occasionally put drop capability on is the probe team, since toward the time drop becomes available, my probes are all elite (I run Fundy/Green/Wealth on attack). Being able to drop my probe into enemy territory, then have it move up to 8 roaded/fungus squares is sometimes terribly convenient.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:32
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quote: Originally posted by Lazerus
well normally when im fighting a builder dropping in 3 of these, using his roads will net me his 6 core bases which really knocks the stuffing out of him, after which just a turn or two mopping up will do the trick, but this is talking about a really early strike and maybe abit rushed (past few wars have been made against me thus i haven't had time to build many. If i planned it then i'd have a drop unit for every base within range and then a couple more ready to push forward next turn. |
An excellent attack method but it is often difficult to get at an opponents core. Either it is ringed by lesser bases meaning you have to conquer the outer ring first or there are ACs meaning that dropping in is much harder. Lastly a strong opponent will consider the accumulation of forces necessary to do this, to be an unacceptable threat. Personaly, I am not hesitant to advise opponents that a buildup of choppers and drop troops off my coast or right at my border is considered a threat that I will strike against.
Part of the reason I often like polar starting positions is the ability to develop a core that is safer and which can be protected with growth in fewer directions
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Enigma_Nova
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Don't interceptors (Sam noodles) prevent drops within the base radius? I don't see how you'd drop the core easily.
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Mead
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quote: Originally posted by Lazerus
He did exactly as you said you would, but i spotted them by scouting with choppers, i knew they were there from the fact that they were built the previous turn and were no longer in his basesand the fact he doesn't have fusion is the reason hes going to lose this war. |
Good Work with the scouting and keeping track of your opponent's units.
I have considered, but have not tried two following strategies:
1. Dropping some defensive AAA infantry units with the probes, to defend them if detected.
2. Dropping my probes from an airbase or an aircraft carrier so their position would not be noticed if I was infiltrated. Can you do that? If you could, it would drive those who have infiltration on your bases (and like you, are paying attention to the production and garrison) nuts.
Has anyone else?
Please note that the last time I tried dropping (a long time ago, at least 4 months) some 8-10 armored AAA units into a rocky square (I thought the rocky terrain would help in their defense) it did not work out well. They were decimated by Morgan (can you believe Morgan, of all people) Choppers crossfire. Since then, I have usually shied away from dropping units into anyplace else than a base (or within the same move to a base).
Mead
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All times are GMT. The time now is 05:32. Apolyton Time is 00:32. |
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