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puvi
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As a new player i am struggling to use the Air units properly. I hardly used them more than once. After the first attack it vanishes with the message "ran out of fuel"
Is there anyone who can help!!!
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Tizzy
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Air units (except helicopters) must re-fuel periodically.
Fighters must end every turn in a city or on an airbase or carrier, and bombers after 2 turns.
Missiles can only go for one turn too, but I'm not sure if these can be held on airbases, or must end in cities.
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:12
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Just a little trick I use relating to air units.
When attacking a city with multiple bombers, attack from different squares surrounding the city. If the city you are taking has partisans, they can only appear in city squares that do not already have an enemy unit (i.e. bomber) in it.
123
4c6
789
Using the diagram above, where c = the city and numbers 1-9 are the squares directly surrounding the city, lets consider the following example.
The city has 8 defenders so you will need 8 bombers to successfully clear out the defenders and move a ground unit in. If you attack c from square 1 all 8 times, then move a ground unit in, you will have the potential to have 7 partisans appear in squares 2-9. If however you attack 1 time from each numbered square you will not have any partisans appear in any of the numbered squares because your bombers will be occupying them waiting to return home.
I'm sure alot of the vets around here are already aware of this, but it might be helpful for some of the newer players.
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Tesla Picasso
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Greenwich New York, USA
Mar 2000 time: 05:12
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Two other air unit strategies that I'm sure are not new to everyone:
If I have a missle sitting unused for a few turns, I used it as a scout: send it out six squares and back, or in a loop, as a way to find enemy units such as traveling spies, or destroyers.
In my last game I landed a bunch of units on a square next to an enemy city. I ended the turn with a stealth bomber over top, which stopped nearby tanks from attacking my units or reinforcing the city.
"And then one day you find
Ten years have got behind you,
no one told you when to run,
(or mentioned the fact that at this phase of the game each turn is worth ten years, and since you didn't read the manual,)
you missed the starting gun!"
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SandMonkey
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Smash, the end turn function is in ToT, also.
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Hawkman
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Pioneer and Builder
Jan 2001 time: 05:12
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Missiles are poor scouts, can't see far enough. But I don't mind that it's unrealistic to use them as scouts. Whatever the game allows.....
Think of missiles as 'drones.'
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All times are GMT. The time now is 05:12. Apolyton Time is 00:12. |
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