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Flubber
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With a view of the Rockies
Aug 2000 time: 22:37
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You cannot drop inside the AC radius of a treatymate but you can with a pactmate. Ending a treaty has no effect on your units. The second you try to attack a pactmate, all your units are removed from their territory.
So there is really no way to use a "good" diplomatic status to attack in a way that you could not otherwise. It actually works reasonably well.
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Senethro
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Interesting.
Just speaking about setting your units so that they can act during an opponents turn, how do you set your artillery units to do counter-battery fire when an enemy artillery fires during and enemies turn?
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:37
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quote: Originally posted by Chaos Theory
If you have "Confirm Odds" on, you can send a needlejet to a treatied player's unit outside a base, initiate an attack to draw out an interceptor, cancel the attack to preserve the treaty, and then attack the undefended base normally. |
I have not experienced that but it may have simply been that I have never made my first attack when breaking a treaty on a base with an interceptor. I don't use interceptors a lot myself since I don't like the way that they scramble and prefer an AA and AC for base defense
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:37
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quote: Originally posted by Senethro
Just speaking about setting your units so that they can act during an opponents turn, how do you set your artillery units to do counter-battery fire when an enemy artillery fires during and enemies turn? |
Nothing AFAIK-- I believe it is automatic if your arty is in range
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