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Skanderbeg
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of the Anti-Alien Forces of the Cult of Planet
Nov 2000 time: 05:13
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Yesterday I invented a strategy to conquer seabases.
I don't know if it's new for everybody, but it was new for me, so I post it here, because someone can use it like me.
I was playing Cha Dawn and was in vendetta with Santiago.
The problem: Santiago had several sea bases near my continent, with a AAA-defender and several needlejets.
Attack by ships wasn't useful, because after the first attack (succesful or not), the needlejets destroy the ship. Attack by needlejets wouldn't be succesful because of the AAA.
My solution:
First strike: Conventional missile. Kills the best defender, the AAA.
Second strike: Attack with the needlejets. Destroys Santiagos needlejets right on the ground.
Third strike: The cruiser conquers the empty base.
Rush-build Scout-Patrol.
Now the turn is on Santiago. If I had luck, Santiago didn't attack my ship, and I, on my turn conquered the
next base.
Sometimes Santiago destroyed my ship. But then there was still the rush-built Scout Patrol.
Whatever happend, on my turn I upgraded the Scout Patrol, to AAA 1-Best-1, and the conquered base was safe for me.
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big_canuk
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Leamington, ON, Canada
Jul 2000 time: 00:13
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Another way to skin the tough sea base, is to use multiple ships. Just attack if you are strong enough. Then use more ships or noodles to take out the noodles or transports. I like capturing with a 2-3-4 (they are cheap to build, only 2x a scout, so if you loose it, no big deal). A benefit of this stratagy is that if the base is real tough, and has defenders that pose a problem for your ships attack strength, you can artillery the base for a turn or two. Just use one of your noodles to cover the ships, so his noodle can't get them. This of course becomes more complicated when the AI figures out how to use interceptors.
The tough land base is a different story. It often requires probes to take out defensive facilities like areospace complexes, and or perimiter defenses. This is sometimes easier/quicker than artillery.
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Gothar
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Canberra, ACT, Australia
Nov 2000 time: 05:13
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I'm also one of those players who is reluctent to use missile but I'm starting to see their uses.
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Skanderbeg
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of the Anti-Alien Forces of the Cult of Planet
Nov 2000 time: 05:13
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Hy Horus and Gothar!
I have read in many threads that only few players use missiles, because they are one-use and expensive.
So did I beginning to play SMAC.
But I learned to use them from the attacks the AI did with them on me. Their strengh is their power (normally kill all units except AAA or elite in well defended bases) and especially their long range. With missiles, You get Your hand deep in enemies territory.
If You play quite good, in midgame You should have a half dozen of bases or more which could build a missile
in 2, 3, or even 5 turns. So I use to put a missile in one building qeue every turn, and I get, in average, one missile per turn.
I use them often as First-strike-weapons as mentioned above, to take out the best defender of a base I want to conquer. They come very handy, If an enemy appears suprisingly in Your territory or an enemies ship begins to bomb Your enhancemens. Sometimes I even use them to destroy locusts. And, if Your enemy begins to build a secret project or a planet buster, You can bomb the base of the project until the AI switches back to build a defender, an get in this way the time to build the SP Yourself.
Greetings Skanderbeg
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Horus
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Sweden
Nov 2000 time: 05:13
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I really do see your point Skand. And further, as I often play on large, not to say huge maps, I often find large areas which are bona fide wasteland. Imagine some airbases some landrows inland (so that you don't locate the base from the sea), far from you own land.
Your opponents will have a hard time trying to locate were the heck the misslies come from, missiles who tends to sink every important convoy, Alien artifact etc one can think of. Much valuable resources and time will be spent hunting secret launching sites.
Btw can you give the AA ability to a missile?
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Horus
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Sweden
Nov 2000 time: 05:13
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Hrm, I meant the ability do actually attack air crafts, not just fend them of in a better way. But you gave the answer anyway, no special abilities. Nerve gas and long distant anti aircraft missiles makes complete sense on the other hand.
Or imagine a new Orbital defense pod, attack pod actually, which targets aircrafts (maybe not low flying helicopters and hoovercrafts). Then air units would be less outstanding indeed. But I'm drifting away in my own fantasies now, I'll better stop. Right here. Now. That's it. Hmmm, Attack pods.......
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DilithiumDad
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Ogie, your suggestion of marines is right on. Most players neglect marines, but they are part of a balanced force and they are most useful against sea bases.
One added tidbit: try building an amphibious rover or two. I always use a marine to take out the top defender, but there are often air units or transports there as well. An amphibious rover can take out two weak units or take out one and then capture the base while getting instantly repaired!
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Skanderbeg
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of the Anti-Alien Forces of the Cult of Planet
Nov 2000 time: 05:13
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quote:

Originally posted by Ogie Oglethorpe on 12-06-2000 09:21 AM
Skand,
It looks like your approach works. For the most part though I normally rely on the tried and true use of Marines Aka jar heads.
Og
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Hy Ogie!
Yes, that seems to be a good solution for the most cases. I have used marines until now only for attacking coastal bases from a transporter, I see, there are more
ways I could use them.
But in my certain game, my method was the choice, because it was the fastest and cheapest for me.
I was playing Cha Dawn, and because of the slow industry, I had not so much troops. All necessary units except the missile were just in place (the cruiser was one of Santiagos own bribed by a probe skimship (evil grin), so I had only to build one unit (the missile)
instead of transporter + x marines.
With a small bunch of units (3 missiles, 3 needlejets, 1 IOD captured by the way and 1 cruiser), 1 conquered
3 bases in four turns, and I think, this is quite effective.
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Rainstorm
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Skanderbeg, you can't build nerve gas missiles, but you can build nerve gas choppers, then send them on suicide missions to deep enemy bases...move to max, take the damage, move to max, range of 24 I think.
In my current SP game, the AI is using a lot of missiles against me, more effectively than I've ever seen before. Marr is basically doing the typical human denial strategy, hitting my exposed bases with waves of missiles and taking out all the defenders, forcing me to re-adjust my position, move more defenders in, etc. He'll probably keep doing it until I finish nerve gassing him into oblivion.
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LeMark
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Earth
Nov 2000 time: 05:13
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The lack of nerve gas missiles can be remedied.
All you have to do is go into AlphaX.txt, and add the following line to the section marked #UNITS.
Nerve Gas Missile, Missile, Conventional, Scout, -1, 0, 0, Orbital, -1, 00000100000000000000000000
Also, increase the number just below the header by one.
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mark13
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Northampton, England
Sep 2000 time: 05:13
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As the AI never uses it, though, I find it is very often the single most unbalancing aspect of SP play, and so never use it. I had a go once and gassed the Caretakers, who I was level on the chart with, to extinction in a matter of a handful of turns - it makes the game far too easy, IMO.
On the subject of missiles, however, I think they are most effective when the armor level is no more than 6, as any 1-6AAA-1 unit protected by a Space Complex can fend off any missile coming its way. As such, they are an effective weapon for a time - after that, they become useless, as conventional (if you'll excuse the pun ) weaponry is often more powerful, and a *lot* cheaper for multiple uses.
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stuntman19
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Wa, usa
Aug 2000 time: 05:13
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I've seen the AI use Nerve Gas, but only on the factions more aggressive option. In one of these games Morgan was using it against Zak. When Zak finally knocked him down to 2-3 bases Morgan went suicidal. He proceeded to obliterate his remaining bases until he eliminated himself from the game. It was interesting to watch atleast.
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