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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:26
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quote: Originally posted by Modo44
Do you really need to ask? Of course it should. We might not need reinforcements now, but that bas is in war mode, so priority should be given to protecting it. |
Well, the alternative would be a sensor array (for the defensive protection). It'll be an involuntary instabuild, as the former had almost completed a road to the mine, so it will have its workpoints stored, so I'm guessing it will instantly complete what we assign it to do ((using stored terraforming points as a strategy is forbidden in the rules, but these are involuntary actions - the alternative being to let the former sit and be destroyed.
quote: The question is, will it be safe unmoved? IF yes, then leave it alone. |
trouble is, we don't know. It's too valuable to leave sitting there with the possibility that Hive units are creeping thru the fungus, ao I think we should move it north out of harm's way (plus, if we leave it there, we should move the former back to the mine to complete the road there it was so rudely interrupted in building (if we are saying we believe that mine site to be safe that'd be the action the Mods would enforce so as not to breach the rules, however involuntarily)
So I've talked myself into moving the crawler, but should the former build a road or a sensor array?
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:26
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PTS task force now in position.
Morgan will send their plasma hoverboat out 2 tiles (the fungus will prevent them going any further) but won't see our force lurking in our fungus tile:
Attachment: pts task force in position.jpg
This has been downloaded 36 time(s).
Last edited by Googlie on 11-02-2005 at 19:48
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Modo44
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in western Poland
Jul 2004 time: 06:26
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Alright then, the Crawler needs to move.
As to the Former, I always prefer to have a way of reinforcing a hot spot ASAP. I mean, a Radar is nice, but some bad luck on defense, and no Radar will help.
Last edited by Modo44 on 11-02-2005 at 19:45
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Snoddasmannen
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Hey this is really looking great! There's very little they can do now to stop our raid, what with only one production phase between now and the landing.
That armoured rover at Argi Narnia is a hassle though. We'll need to upgrade at least one of our boys to missile to beat that without losing so much health that we loose MPs.
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Maniac
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Gent, Belgium
Jul 1999 time: 06:26
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A pity we couldn't transport an elite probe team along. That could have killed the plasma probe rover easily.
Btw, regarding upgrading the SCC GeneralTacticus, are you sure it would be necessary? While a direct attack against plasma armour is indeed unlikely to succeed, don't forget the option of long range fire. I think Commando laser against green laser should win, even though our ship is 30% damaged.
Of course, upgrading the ship to missile isn't a bad move, but if I calculated it right, the cost would be 110 credits, and we currently don't really have an abundance of cash right now. Just something I thought I'd mention to take into calculation, in case we're considering other upgrades or hurry orders.
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Modo44
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in western Poland
Jul 2004 time: 06:26
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quote: Originally posted by Maniac
Btw, regarding upgrading the SCC GeneralTacticus, are you sure it would be necessary? While a direct attack against plasma armour is indeed unlikely to succeed, don't forget the option of long range fire. I think Commando laser against green laser should win, even though our ship is 30% damaged. |
Maybe it would, maybe it would not. Can we take chances? I think not.
quote: Originally posted by Maniac
Of course, upgrading the ship to missile isn't a bad move, but if I calculated it right, the cost would be 110 credits, and we currently don't really have an abundance of cash right now. Just something I thought I'd mention to take into calculation, in case we're considering other upgrades or hurry orders. |
Normally, I would agree with you. But this raid is of such importance, I think we must do it. Like I said - I think we should carry this out at all costs.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:26
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For the PTS raid, the Elite Impact Rovers suffice.
With the GeneralTacticus, I'm just paranoid that we'll be blocked by a partially damaged Morgan plasma-armored foil in the fungus channel and have no way of landing our rovers. It's imperitive that we destroy that foil.
I'll sim-test it before we spend any of our 219 credits
Last edited by Googlie on 11-02-2005 at 23:54
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Snoddasmannen
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quote: Originally posted by Googlie
For the PTS raid, the Elite Impact Rovers suffice.
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But how about an expansion of the raid to extend to destroying Impaler Polymers and the HGP? What kind of defense can we expect the Morgans to mount?
We could hope to do more damage if we had a missile rover or two in that bunch. And with the Morgans going crazy over plasma garrisons I think we need to do all we can do with this opportunity.
quote:
With the GeneralTacticus, I'm just paranoid that we'll be blocked by a partially damaged Morgan plasma-armored foil in the fungus channel and have no way of landing our rovers. It's imperitive that we destroy that foil.
I'll sim-test it before we spend any of our 219 credits |
Yes I agree, we need to upgrade it somehow.
There is another chance for a complete disaster, an IoD being awakened by either us or the Morgan foil. We wouldn't stand a chance against it standing in fungus, I should think.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:26
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OK - I've run the sims - good news/possible bad news
If they simply sail their foil one or two tiles west into the fungus, and the GT tries to enter that fungus square, encountering them, then a straight head-to-head naval encounetr would result in us losing the GT every time.
However, if we avoid the head-to-head, and instead activate long range fire, then we win every time (and get an upgrade to Elite half of the time)
However, if Morgan just sails one tile into the fungus, then on a hunch long-range-fires into our fungus hiding place, they'll kill the GT 60% of the time.
There's not much we can do about the latter, as being Missile armed doesn't help. Only being 100% fit, or plasma armored, helps.
Not much we can do now, as we're in our hiding place, and can't upgrade armor, so we just have to hope tbat they don't have that "hunch"
Also not much we can do about them disturbing an IoD, as we're there now anyway, and they turn before we do
Zip file contains 2 scenarios
The Sparta one lets you test the attack and long range fore from the GT on the morgan ship - open it as a sceanrio edit, then click on the top left sceanrio tab to de-activate the asceanrio, then it plays like a game
The Morgan one lets you play as Morgan (same opening procedure) and then test your "hunch" as to a vessel being in that fungus tile
Attachment: pts raidstart.zip
This has been downloaded 1 time(s).
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Snoddasmannen
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I'm confused, what numbers are used when fighting long range as compared to direct combat? I always thought long range was weapon against weapon.
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Maniac
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Gent, Belgium
Jul 1999 time: 06:26
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quote: Originally posted by Googlie
Moved trannie into Great Collective Bay, and 1st probe team extracted Superconductor - he returned to Minas Tirith as Elite |
Just for information, did you extract it from Hole of Aspiration?
quote: 2nd probe team aboard the transport in Hive waters - both infiltrateable bases now have high security locks, reducing our chances of stealing maps to 66%. Proceed? Or leave the probe aboard and send the Minas Tirith Coastguard Cutter to shadow it and use that probe for gaian infiltration? |
Personally I don't care that much whether or not we get the Hive map. Though personally I wouldn't send the SNC Heimdall + probe towards Gaia, as I think we could make better use of it right now by transporting troops to Minas Tirith (the new Olympian Spartan Kel unit with missile weapons) and later by invading Terrapeso.
quote: Originally posted by Googlie
Well, the alternative would be a sensor array (for the defensive protection). It'll be an involuntary instabuild, as the former had almost completed a road to the mine, so it will have its workpoints stored, so I'm guessing it will instantly complete what we assign it to do ((using stored terraforming points as a strategy is forbidden in the rules, but these are involuntary actions - the alternative being to let the former sit and be destroyed. |
Just for the record, when I assign that former to build a sensor array, it takes the normal four turns. But I also have to add I've never been able to replicate "stored workpoints" like Googlie can. 
quote: Originally posted by Googlie
Zak has 101 credits. Do we want to zap him for a loan, extortion, or sell Superconductor to him before Lal does? |
If I extort Zak for cash, he gives us no less than 100 credits, leaving him only with one. 
quote: Originally posted by Googlie
Do we want to tag-team those 2 CoasrGuard Cutters and go boink some Morgan heads? (ie, destroy forests, roads, crawlers, whatever we can see inland) |
Tagteaming is good - it'll be protect them against mindcontrol. 
While the Vladivostokian coastguard is moving west, how about the laser cruiser moves to the tile N-NE of Paramiria and bombards the base with its last MP? It of course won't do much damage, but who knows it'll make Morgan think we're planning to invade that base, and send some reinforcements to there instead of Morgan Mussels. 
Btw, will Pegasus move southeast to where the Gaian coast must be, to pop any pods in range there? 
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