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Ned
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of Aptos, CA
Oct 1999 time: 21:13
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Ogie, I agree with you that Choppers are the single most important offensive unit in the game. If you have fusion and the other side does not, the unlucky opponent will face a 3-4 move future existence against a force of Choppers and paratroops.
However, lately, I normally get Choppers well in advance of any AI player. It then is just a matter of producing them (and in my view, paratroopers) in large numbers. The game quickly ends. (Locusts, I agree, are a good alternative to paratroops, but I find that they move too slow. Elite Paratroops drop and move +2. This give them far more range than Locusts. I find that Locust are quickly left far behind my quickly advance Copter-Paratroop force.)
However, if I am in a generous mood, I sometimes give the AI players all my technology just to make it fair. The AI player then starts making <4> anti-aircraft defensive units. This is often enough sufficient to defeat a copter. It makes a war a little more interesting and forces one to begin using other troups, such as elite shock troups, to take a well defended city.
Ogie, don't you find it interesting thay when the AI has a copter it never attacks a city like human players do? I have been in situations were the AI player had copters and could have, if it wanted to, made a determined attack on one of my cities and taken it. But instead, the copter wanders around picking off formers and crawlers. This normally allows me time to bring up an interceptor or two and put an end to this annoying but non leathal behavior.
Anywho, Copters are so powerful that world conquest is short and sweet. I have never seen the end portion of the game. I have never, for example, gotten to the Manifold Nexus or seen, for example, the space wars others here have talked about. When I get Copters, it is over.
Ned
BTW, I have never used nerve gas. One
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Travathian
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Chandler, AZ, USA
May 1999 time: 21:13
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Copter/Locusts are a disgusting combination. Once I get this far in the game its usually over. I use the locusts not only to act as base capturers, but also to provide blocking, and ZOC interference to reinforcements, as well as destroying terrain enhancements (sensors).
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Vi Vicdi
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Killeen, TX, USA
Nov 1999 time: 23:13
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The Space Elevator's value is diminished somewhat by the rapidity of late-game tech advances -- even without it you'll have unlimited drop range in just a few turns -- but yeah, it's pretty cool.
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Vi Vicdi
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Killeen, TX, USA
Nov 1999 time: 23:13
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I prefer the infantry drop transport, myself.
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Vi Vicdi
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Killeen, TX, USA
Nov 1999 time: 23:13
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Actually since you can do multiple drops in a single turn range is virtually unlimited. (Damage taken on non-base drops is the only limiting factor.)
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MichaeltheGreat
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Apolyton Grand Executioner
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mooning the house that Ruth built.
Oct 1999 time: 21:13
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In single player, I've never allowed an enemy faction to live long enough for me to bother with Space Elevator, except in games where I transcended, and thus let the pathetic AI live. Choppers aren't necessary in SP games, but they are decisively lethal in multiplayer.
Alinestra - that tactic will work against the AI, but a SAM chopper will shred all your needlejets in one turn - not as an interceptor, but in it's own turn.
Aredhran has half the formula - put a big "X" in front of those Shard Fusion choppers. In one multiplayer (PBEM) game I'm finishing up, I've constructed 34 X-Fusion Fusion and X-Shard Fusion choppers, and I have 17 of them now for the finale. The 19 that I've used (17 destroyed) have been almost exclusively the force that I've used to destroy nine enemy bases (70 population points) and over 120 enemy units, including forty supply crawlers - this against a well armed human enemy whose land mass is 14 ocean squares away from my nearest forward base. Against crawlers and formers, these high grade choppers (cheap to build) can do lethal damage at 90% damage - so you have three turns to fly oblique routes and show up in the enemy rear. When they self destruct, the power of the Shard/Fusion combo will take out any non-military units, and inflict redline damage on anything else not in a base, but in adjacent squares.
I've used choppers to plink enemy crawlers 25 squares away from my closest base - get 3-4 crawlers per chopper, and you're not only way ahead on minerals, but you've taken a good deal of production away from the other guy, until he replaces the crawlers. The maximum effective range is even further, but I haven't found anything that far out to plink.
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