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karu-san
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Matsuyama, Japan
Dec 2000 time: 05:13
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Similar to SMACed: my favorite unit comes into play when I start to get worm-raped: I like psi-combat and usually build the dream twister and I also choose and stay with a reasonably green strategy. So with these enhancements I build "Bug-Off" choppers (trained, empath). In most battles against combat units, choppers can't really use their multi-attack capability since they take damage (sole exception: fending off a rover rush). But with the psi-odds so incredibly stacked, just one of these babies can cut a swath through worms a mile wide. By the way, Sindai: vorpal rabbits?
[This message has been edited by karu-san (edited January 29, 2001).]
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DogberryMan
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Well when making an attack on anther faction I usually build units that suit the situation. These units will be different from game to game, but the defensive units I build are usually the same every game. I build two clean/AAA garrison units in each base, combined with two clean/air superiority needlejets. Then I build at least one artillery unit, and two clean choppers. I also build a good weapon/light armor rover, and if worms are a real problem I build on or two clean psi units.
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"Are you good men and true?" Much Ado About Nothing, Act III, Scene III
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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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Addition: For the end-game, I am gravship addicted.
I build the cheap basic things, small weapon (with fusion, chaos weapon costs not more than hand-weapon), and no armor. Even this basic gravships are good for devastastion of your enemie's territory. They can attack crawlers, formers, and even best-weapon/low armor rovers. If I got the SP that gives You + 50% in Psi attack, I train them hunting fungus towers until they are elite.
They were upgradet to the high-end gravships, best weapon, best armor, special abilities as needed.
A dozen of this can conquer a whole continent in a couple of turns.
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Gregurabi
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Lorain, OH, USA
Jun 1999 time: 05:13
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It depends so much on which stage of the game we're talking about!
I'm not a huge fan of rover rushes. I'll build attack rovers, of course, for the early game -- but I usually back them up with infantry. Or better yet, I'll just forego lots of attacks in the early game, and concentrate on early infrastructure development.
In the later stages of the game, I use air power extensively. Half a dozen needlejets against a faction that doesn't have air power or AAA (Adv Mil Alg) yet are enough to let me do whatever I please.
In the end game, if there are any serious enemies left, I like to use Blink/Dissociative choppers to take out base garrisons, then drop infantry to occupy the bases.
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DilithiumDad
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In multiplayer, especially with 7 human factions, there's always the global arms race problem. If your neighbor sees you building military units, they are going to fet paranoid and start building up and switch research to Conquer techs. Then their neighbors start building up until pretty soon nobody is building anything but military units over the whole planet.
To avoid this, I usually build just a few defensive units until someone else starts cranking on military. I make sure I have some high-mineral bases ready to crank out units, two skunkworks, and some supply crawlers for prototyping.
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