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Snoddasmannen
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quote: Originally posted by Googlie
Can do - the former was building a road over the mine, so will have an almost instabuild capability when we next put it to work - in contravention of the rules, but as the alternative is losing the former to an attack by Hive forces, I don't see how that can be avoided |
Well one way to avoid avoid breaking the rules (or at least compensate for doing so) is simply to hang around an extra turn or whatever with the former before doing any work.
I can't say I understand this exploit however, could someone humor me and explain it briefly?
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Snoddasmannen
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Wow, some tough decisions this turn, great screenies 
First of all, consider the purpose of that morgan foil. It's probably patrolling their west coast, just in case we do something dirty. If they figure us out, we'll find so many more bad-guys on the shore. Hiding in the fungus, the foil won't come looking for us, since they don't want to stir up any IoD:s. However, they are very likely to go bombing the fungus with the foil, and so spot us.
If they spot the Tacticus by bombing, we'll be busted, cos they'll know we have been sneaking around, but if we sink their little rubber-duck aggressively, Kassi can always come up with an excuse for it, right Kassi? So yeah, I'd say attack.
Disco Volante, go for Angel infiltration, I'd say. We need to verify their story about researching Int:Int 
Also, probing that Hive unit seems like a fun idea, try it.
How are the Morgan defenses looking?
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Modo44
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in western Poland
Jul 2004 time: 06:27
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Yup, we need to kill the Morgan ship. We can say "AHA, so you are planning an invasion!". Or I could post a flat "We removed one of your units in violation of the Modo Doctrine". The second option makes us look a bit more paranoid, but a bit less like we're preparing for invasion... Although, technically, it is wrong (it's 9 tiles from our closes base, if I count correctly).
Infiltrate the Angels. I agree we need to know what they are up to, especially after they have met Morgan.
AS to the Trannie, I'd send it to move the Colony Pod. But, can the Crawled defend itself if left alone, or would it be destroyed, if the Hive finds it?
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Zeiter
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I suggest we park the SCC General Tacticus right over the transport. If we kill the laser foil, we'll have no good excuse for it (can't use the Modo Doctrine), and they will highly suspect an invasion. If we park the SCC GT over the transport, neither of them can be destroyed. If they try the long range fire, their ship will be destroyed, and they will only know that we have a destroyer about, not a transport too. In addition, the strict numerial chances of them trying to enter that square are 1/8, and considering that it's fungus, even lower.
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Zeiter
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But I think that the very reason that the Morganites built the cheap laser foil was to see if there was an invasion coming, in which case we would hastily remove it. They can't have built it as a challenge to our navy (it's only 2-2-4 and it's very green) and they can't have expected it to do a very good job of patrolling (it only has 4 moves vs. our 7). I think, then, that they are using the laser foil as a kamikaze proximity mine, as they probably guessed that we would destroy anything that we came across during the voyage to their mainland, which would alert them to any invasions, especially if their ship is outside of the Modo-zone, and thus excused from the Modo rationale of destroying it.
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Maniac
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Gent, Belgium
Jul 1999 time: 06:27
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Some comments & suggestions:
If we wanted to steal Superconductor and the Hive map, we could load both probe teams on the transport cruiser near MT and send it towards Great Collective. Drawback is of course we can't use a probe team anymore to check for Hive units for two turns.
We've got a limited cash reserve, but how about hurrying SC1 for 2 credits, and Fort Soup 3 credits?
The synthmetal sentinels of Tegea Harbour has disappeared (causing a drone riot on top of it ). Caused by the University scrapping their unit design I guess?? - weird bug 
Since there are no Hive units near the MT supercrawler, it could harvest the mine a turn longer. 
quote: Originally posted by Modo44
As to subverting the Hive unit, I'm not sure yet. |
Having checked the mindcontrol cost, I'd advise against it: the cost (80+c IIRC) is higher than our current credit reserves. 
Also, since we now know there are two other Hive units the tile right next to it, the unit and the probe team would most likely be toast anyway.
quote: As to builds... How about many Missile Rovers?  |
A missile rover costs IIRC 5 min rows (6 with amphibious ability). A missile infantry 2 rows (3 amphib). After paying a visit to a monolith, all our combat units can become elite. This means that a rover has 3 attacks, and an infantry unit two attacks. So for the cost of one rover and three attacks we could build two-and-a-half infantry and get five attacks (or four when comparing amphibie troops). Even when you count with the combat units only being able to attack with their second MP, the advantage still lies with the infantrists. More bang for our bucks in other words. May I therefore suggest a focus on infantry instead?
In case you agree, should we mostly build missile infantries (2 rows) or missile marines (3 rows) though? Advantage of marines is that they can attack directly from ship, and thus don't need to waste their first MP to land next to a base. This also means our troops would be safe from counterattack. This (being safe from counterattack) wasn't really an issue while the Morganites' best weapon was laser. A mere 1-2t-2 would have sufficed as defence. But now they have acquired Gatling Lasers, attacking safe from on our transports seems best IMHO. So therefore I'd personally have a slight preference for marines despite being more expensive.
quote: Originally posted by Googlie
And what to do with the Podpopped trannie? |
Personally I'd prefer option 1: pick up the supercrawler. As you say, we couldn't transport the FS CP to another location before MY 2160.
quote: Originally posted by Modo44
The second option makes us look a bit more paranoid, but a bit less like we're preparing for invasion... Although, technically, it is wrong (it's 9 tiles from our closes base, if I count correctly). |
Well... their ship is within eight tiles of a University base. And since the University is our submissive pactmate and thus has carried over part of their sovereignity to us, it's only logical the Modo Doctrine also extends to UoP bases. Right? Especially since the Corporation recently declared war on the University while "mysteriously" acquiring lots of techs that turn, it seems only normal we defend those poor Arcadians against Morganite agression. 
quote: We've dropped off a Crypteia at Climatic research. How about the longstrider currently there moving down to the Uni's other base to do covert ops guard duty there? |
And the Crypteia ready in Fort Liberty could perhaps join with the UoP CP about to found a base on the east coast.(?)
quote: Originally posted by Googlie
(But wouldn't the unloaded probe team see any units there just as it sees them directly south? Shouldn't the cruiser bombard the tile to the south of that first lone Hive unit?) |
Good point. Btw, is it normal a unit gets to see all the units hiding in the fungus around it? Or is this because the unit in question is a probe, or is within a base radius or something?
Something else, does a sensor array always show any unit, even those hiding in the fungus? As I rarely have to deal with AI units near my bases, I don't know this. 
quote: Originally posted by Googlie
Last time we looked at it, I thought that a laser synthmetal defeated an unarmored impact in an arty exchange |
Both our and their ship is laser and synthmetal. Since we Spartans have higher morale, we'd most likely win any fight. 
But anyway, you both have good arguments, so I'll leave it you to fight it out.
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