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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:36
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Not sure if you noticed, but one of Rubin's friends mentioned that Rubin was having computer problems. Apparently his harddrive failed so someone else will need to perform military matters in the meantime.
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Rubin
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Datalinks
Mar 2003 time: 06:36
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pre-END TURN file: Edit: File removed.
It is time to take decisive action against the CyCon. To this we still need to sustain our air supremacy while having drop forces (colony pods, probes and garrisons) advancing towards the CyCon west front.
The Central Military Committee requests such invasion forces to be produced.
Of note: A brave Red Apache pilot reached Thermal Tassagrad and was able to eliminate all military units at the naval base--including a CyCon chopper and a defensive probe team. Alas, neither the aircraft nor the pilot have returned.
Last edited by Rubin on 31-05-2004 at 20:22
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Mead
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quote: Originally posted by HongHu
Navy forces? |
Be advised that I have not seen the map for a long time but I think the need for naval forces should be minimal.
We should only need naval forces to occupy the emptied enemy bases.
We should empty the bases with air power. Then we should garrison and protect them with air power until we can build a infantry garrison there or get one there.
If we have enough of a momentum we should be able to keep rolling forward.
I seldom use naval forces except to seize control of an emptied enemy sea base.
I could, perhaps, prefer to attack a sea base with naval force rather than air power if the base had good AAA and and an Aerospace Center (I understand that CyCon does not have AAA at this time).
All the above being said, we should only require enough (cheap and fast) ships equal to the the number of bases we expect to capture each turn (plus a small reserve). They capture the base and move on.
Mead
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Mead
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quote: Originally posted by HongHu
We are entering the CC sea territory and quite a few bases are sea bases. So for the purpose of capturing them, I suppose we need something. Now do we want to use ships, or marines? Or perhaps locust or IoD? Or do we think we have enough of those? The reason I ask is because any bases with decent production ability is far behind in our home continent so it will take some time to transport. In other words, we need to consider the plan several turns before when they are needed. |
We got Locust tech?
Wow.
I did not know that (could someone update the covert action reports listing who has what tech and what they are researching as well as stuff such as tech per turn and cost of tech). Usually, once I get Locust I don't build any more ships. Locust move much faster than ships and are more versatile. Locusts should do nicely in seizing the sea bases.
I do have a couple notes:
1. Who has the Neural Amp? I suspect that if we had it the Cloudbase bonus, plus base bonus, plus Neural Amp would make bases defended by Locust somewhat well defended.
2. If I remember correctly I loved Locust because of their speed, ability to operate over any surface, ability to seize sea bases, and freedom from having to return to base for refueling... I hated their cost. I think Locust are one of the more expensive units.
All the above being said, if we have the tech let's start making some Locust now.
Mead
PS
Once we get fusion lets start mass producing needlejet CP's and populate the world with them.
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