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k.k.fly
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transport with needlejets. man i really thought why go for the fuss of sea transport, until I found out each aircraft transport only carries one unit. But still quite useful to transport formers to cities off the coast.
transport + needlejets + repair. It repairs one unit at a time.
build these 2 above, you can really go deep into enemy dominion with air power. First use aircrafts to attack a base, drop a unit from transport, capture that empty base, then use this base to refuel your aircrafts. Rename this captured base "Base 1"
Then attack another base nearby, drop the unit and capture that base, obliterate the base and move all aircraft back to "Base 1". Obliterate all enemy bases near "Base 1", and then expand further to capture another base for further refuel of your aircrafts.
yay no more fuss with carriers and sea transport. A nice variety from air-drop units, or haven't invent air-drop ability.
You may or may not want to obliterate bases, but since your force are mainly aircrafts (bombers & interceptors & transport) with few ground troops (mainly used to capture empty bases). If you don't obliterate bases, next turn you would lose that base if enemy strike back via mag tube.
I haven't test if needlejet transport can carry naval ships, but if it can, drop your naval ships beside a city that is floating on ocean, and capture that base.
Last edited by k.k.fly on 20-01-2002 at 18:54
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Vytae
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If i am correct you cant put drop pods on colony pods,i just use the computer made colony pods tho,you might on a diffrent chassis.
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MariOne
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Erewhon in Neverland
May 1999 time: 06:17
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No, you CAN use drop pods on any land chassis, regardless of equipment. You can have drop formers, probes, crawlers, pods, and even transports.
transponder crawlers: IIRC they were named "canary with eyes" (or ears) on this forum....
Sorry but I seldom get to build all thos high-tech complex units. When I get past Fusion & Orbital, the rush to transcendence leaves very little time to fidget with unnecessary units....
Most originals are those very simple units that you can put to a specific task with success...
I remember seeing someone using Arty Cops, one row cost...
In a recent game, my enemy was surprised when I succeeded in taking down his jets with 1-<1>-1... (I had not the minerals or the money avaiability to produce even impact noodles in emergency hurry, but thos humble SAM scouts served the purpose perfectly).
Also, when I suddenly decided to take my former ally's coastal seabase, which was at 9 tiles from my nearest, but with an adjacent land tile distant 8 from it, I invented the ... Drop Marine Scout! 1^~-1-1. Only two rows cost. Drop it on the coast, and invade the base... It was the only solution to achieve it in one turn, simple, cheap and elegant. (he had no AeroC or interceptor defenses, of course)
Also, General cousLee always praised me the usefulness of Drop SAM Rovers, even simple <2>^-1-2. It took me a while to understand, but they are often very effective.
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Yxklyx
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My new favorite unit is the Gas Wave Chopper.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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I use a few of the units indicated like the radar sea crawler. I love specific units and make all kinds of different combinations
1. Mall cop -- This is the basic probe on an infantry chassis to reduce cost and is used for base defense
2. The AWACS-4-- a radar plane given the highest weapon the base can build in a turn-- often these guys are impact equipped but the main job is patrolling the frontiers
3. The suicide chopper-- perhaps only equipped with a 4 weapon and the idea is to take a run through opposing unarmoured crawlers/formers and perhaps self destruct at the last movement point
4. The Locust Liquidator -- a best weapon SAM artillery rover, These guys just decimate locusts, worms and IODs-- damaging them so much that a green scout can finish off the stack
5 El cheapo (radar) chopper-- Often I will send a cheap chopper off to explore any remaining unknown frontier. I often find the long range current scouting data to be more than worth the cost of the thing
Those are just some of them. My workshop is always full of all kinds of cheaper units. Later game you might want to go best weapons on everything but lots of times, I build "cheaper" in the early to mid game-- knowing that the role of the thing is to die
Last edited by Flubber on 23-01-2002 at 04:28
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:17
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Marione,
You are correct that I use a regimented approach to shells and upgrades, but I play a lot of single player, and very little multiplayer, and the intent is to save me micromanagement headaches. If I can follow my development paradigm, I have tons of cash, and no really difficult choices to make. I store up clean shells when there is nothing better to build for that day when someone needs a lesson in manners.
There have been some interesting ideas here. I tend to build SAM artillery when the need arises, but most of the time it doesn't. Artillery is pretty handy since the patch, but it needs to be part of a combined arms team obviously.
To answer a question, the only time the trained special ability does any good is when the unit is first built. You can then upgrade the unit from the right click menu (or using U), and it will retain it's higher morale even though the type that you upgrade to lacks the trained attribute. Upgrading the entire type from the Unit Workshop however loses the morale upgrade.
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