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icevic
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Hi there! How heavy should I go with the air units? I am planning to build an air force for my UoP faction, which is besieged on the north by the Peacekeeper (and what is left of Deidre). With the dissolution of the Gaian forces, it seems to be that Lal would go after me within the next 25 turns. Since with my excellent research, I already have the Impact Plasma Rover on the prototype production (and its Arty counterpart) and air power have became available. Should I build some air bases or station the planes in one or two seperate bases? I think I would build a forward Aerospace outpost with some garrison units on it, then use it to spear head my air superiority assualt.
Oh and what is the advantage Choppers have over the jets? I found them lack of fuel compare to the Jets (I had several exploded on me while flying cross strait beach assualt missions in my previous game).
Second question is, when an assualt unit attacks a target, would superior armor help the attacker in anyway or armors are just used for defense attacks? If so, then it would be less important to mount heavy armor onto assualt jets since they always leave the scene before enemy can retailiate.
Hmm, the peace keepers would soon taste my Gatling Needle jets!
Vic
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MariOne
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Erewhon in Neverland
May 1999 time: 06:13
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[EDIT: erm... do you mean that it took me 25 minute to write this? Vel posted while I was writign]
Here are the basics, which you could have also found reading the manual, the datalinks, or doing a little testing.
Jets MUST land every other turn.
They can bring ONE attack, regardless of the spare movements they have.
After they attack, they stop aflight. The next turn they must land. If they attack again on their way home, they fall (suicide Jet attack).
Jets can ONLY be attacked by SAM units (Air Superiority special ability).
Any kind of combat unit can be equipped with SAM ability.
Almost no one puts armor on Jets, because of the sheer costs.
If a normal Jet gets attacked by a SAM unit, there is a modifier which gives the attacker a great advantage, thus the affordable armor is almost useless anyway.
If a SAM Jet gets attacked by a SAM air unit, it defends with his *weapon*, not with his armor (air dogfight?).
SAM Jets are thus the election unit for air coverage of ground units on the field.
Air SAM units have tho a penalty for ground strike.
Copters can bring as many attacks as they have movement points left!
Copters can be attacked by *any unit*, SAM is not required.
Copters have indeed MORE fuel than Jets. They consume 30% of their health for each turn they end outside a base/airbase. This would allow them to return in base only every 4th turn instead of every other like jets. Catch is, if they get damaged in combat, they reduce their healt, thus their range. They can bring multiple attacks, but if you can't mak'em safely land, make sure they end their last combat with more than 30% health left!
As they're more vulnerable when left in the open, you might consider adding armor to Copters makes more sense than with jets anyway. But you'd probably find out it's not worth the cost.
There are few more tiny technicalities about flight & combat, up to you to find out.
[This message has been edited by MariOne (edited May 20, 2001).]
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icevic
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quote: Originally posted by Sikander
Icevic,
I usually only build a few needlejets, as I think they are the least useful of the air units. Instead I build Fighters (needle jets with air to air ability) and helicopters. The helicopters are my bomber force, and the fighters protect me from enemy air units. Helicopters are extremely powerful attackers. They can make as many attacks as they have movement for, and when they are attacking weak units (probe teams, crawlers and formers) or have a significant weapon advantage they can pretty well clean up a sector in one turn. I never built copters when I first started playing because IRL, they are less powerful than their fixed wing counterparts. I finally came around and actually tested them, and now I build them in large numbers. |
Good point. I am not sure if I already got the tech to build choppers or not... got the Neural Grafting alright, but let me check. Hmm, time to test some superior chopper power.
Vic
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icevic
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quote: Originally posted by johndmuller
I have gotten into the habit of building my needlejets and attack choppers with Clean, Deep Radar abilities once I get the appropriate techs, but I am lately wondering whether I should just consider them to be disposable units and not jazz them up at all.
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Currently with Children's Creche + Command Nexus + Bio Enhancement Center + AeroSpace Complex I am able to produce elite units from the start (no morale penalties since I am playing as the University).
If you have the above facilities, you should be able to fly those planes home, start building the new model, disband the old one, then the mineral will go to the current model production.
Vic
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All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
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