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jewlguy
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Ft. myers, fl
May 2001 time: 00:15
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OOOh-YAA, duh, of coarse - So then in an open battle situation; or exploring around the red fields of planet, it may behove me to leave a turn or two on a very mobile unit (if it can be afforded). Maybe especialy a cruiser in pirate territory -ah. Leaves open a plethora of movement stratagies that were feeling a little to random and will probably save my butt many times to come. Thanks
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jewlguy
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Ft. myers, fl
May 2001 time: 00:15
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Thanks all - knowing a units potential is a large part of playing to optimal levels. And in my humble opinion it has been my experience that elites do seem to disenage more often then others, when confronted with greater firepower than its armor can withstand. But I would imagine that it is an equation, rather than a random event, as the afore mentioned rules of engagement seem to indicate( thanks TKG -I should have looked there first). That would have been too obvious (boy, do I look stupid)and I would not have gotten the opinion of the wise ones.
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bobyk464
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The extra movement points gained from building the Maritime Control Center significantly improve survivability of cruisers - they can disengage from enemy naval attacks quite frequently. Keep them in teams, and use the healthy unit(s) to strike back. Improvement isn't so terrific for foils - enemy cruisers can still nab them pretty reliably.
On top of this, add Naval Detachment ability to a few ships, allowing them to capture rather than sink enemy vessels, and it's possible to net a fairly potent naval force at no cost by co-ordinating a single cruiser group or combo cruiser/foil group in a high-traffic area. Keep an armored cruiser up front to take the initial attack. It will disengage. Strike back with Detachment-equipped ships and capture or sink the enemy vessel. Then rotate another armored cruiser up front to take the next attack when it comes, while the first once hangs in the back and recuperates for a while. Nice approach if you're not ready to go on campaign yet and just want to be left alone for a while, or if you maybe want to guard a point through the entire game. If you capture ships you don't need, send them to a friendly port and disband them.
Kind of unfair against the AI, since they typically don't assemble navies as such, but usually send lone units. Also, once they decide on a path to your homeland, they tend to use it repeatedly.
Once they figure out how to get air power, particularly choppers, to the contested point, then you've got to re-think this approach. Here's to hoping that once the game reaches such a time, that you've got your own air cover in place. Or perhaps by then, the enemy won't be so concerned with making sporadic inroads through your seas as it will be in stopping your co-ordinated inroads through its own.
So what's the point? Right. Disengaging. Very useful at sea. Maritime Control Center makes it happen in a big way.
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