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Maniac
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Gent, Belgium
Jul 1999 time: 06:30
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Give Applied Physics and Synthetic Fossil Fuels to PUT pre-accepted!
Unity Rover (88.56): First switch production in And/Or Gate to a research hospital. Then let the rover pop the unity pod on (87.53). If the research hospital isn't rushed due to a mineral bonus from popping the pod, switch production in And/Or Gate to formers.
Scout patrol (74.78): Move into Aurora and press "L".
CCS Love Boat in Athena Anchorage: Press "L" to let CCS Love Boat repair itself this turn.
The 20% damaged Impact Marine in Casablanca: attack the crawler in the north. Then use the right-click menu in the base screen to "Sleep / Board Transport" the unit.
CCS Impaler: First load all four units in Casablanca on the transport by pressing "L". Then move CCS Impaler to (47.73).
CCS Mammoth (54.68): Move to (46.68), next to Liar's Lair.. Activate the units within:
Disciplined Logic Loop Impact Marines: Attack!
Very Green Apolyton Impact Marines: Attack!
Amphibious impact rover: Attack twice.
CCS Beta Pi in Triplex: Capture Liar's Lair.
Scrap the naval yard in Lair and any other base where a new one has appeared. Create two doctors in Lair, leaving the sea mineral worked.
CCS Mammoth: After the base is captured, move into it.
Rehome the plasma garrison to Liar's Lair.
Boy scout in MegaByteVille: Press "L".
CCS Alpha Pi in Thermal Tassagrad: Press "L" to repair.
CCS Node Runner (55.57): move into Thermal Tassagrad and press "L" to repair.
Probe skimship (58.52): move to (52.52), scouting a little, and then move into Tassagrad.
Last edited by Maniac on 27-01-2004 at 02:48
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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:30
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quote: Originally posted by Maniac
GeoModder, If we build a command center, wouldn't it be better in a highly productive base (eg Logic Loop) instead of a mediocre base such as DBTSverse Portal as IIRC you proposed earlier? |
It doesn't really bother where it is build as long that we have a higher experience unit output. I simply named those two bases since they are a bit away from Apolytoin Prime. But I have a preference for a landlocked base
quote: Originally posted by Maniac
As for building a few more military units, how about waiting until we have Doctrine: Air Power? Then we can build Impact or Missile Needlejets. |
I like to have better defense units as well. Might be possible to build them and when a new plasma steel garrison enters a given base, let the old defender move to the producing base and be dismantled there. No extra minerals for upkeep and production of the next unit is a bit quicker.
quote: Originally posted by Impaler[WrG]
Actualy because of Wealth (witch I dont see us moving out of any time soon) a Comand Center only gives a probe team +1 morale. Thats not realy very usefull. And anyways we will want to make Probe Foils rather then Probe Teams. Our land probes will mostly be defencive anyways so their morale is less important.
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I disagree, In land battle the offender is in favour, so higher morale IS important then.
But I follow your reasoning for making probe foils. Even with only +1 morale, I think it's worth it, especially if probe foils are used and plasma steel garrison can be made then. In case of another war, we're bound to move again to Planned, thus the command center is worth double then.
Last edited by GeoModder on 27-01-2004 at 23:58
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Maniac
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Gent, Belgium
Jul 1999 time: 06:30
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GeoModder:
quote: Perhaps building a probe foil in one of the harbours close to the believers will be done sooner. |
In Aurora one can probably be completed MY 2160.
Impaler:
quote: I agree building a new Probe Foils nearer to the Belivers (posibly Aurora) would be better then moving the current one their. |
If we're gonna build probes to perform many actions overseas, would it be better to send transports filled with probe teams instead of probe foils?
To compare:
One probe foil costs 5 mineral rows, and has a movement of six.
One unarmoured cruiser transport costs 4 min rows and has a movement of seven. It can contain four 0-1-2 probe teams, each costing 3 min rows. So the cost for a full task force is 16 min rows. However it can perform four times as many probe actions as a probe foil, it has faster movement, and if an action fails and the probe is captured, only 3 instead of 5 mineral rows are lost.
quote: Do you belive the CCS Impaler has sufficient firepower to take Little Accident and Henry Morgans Boot in a reasonable time frame? It only has half the punch (2 attacks vs 4) of the Mammoth, their are also considerable numbers of Crawlers near Little Accident that could move in and defend the base. |
IIRC from what happened when I attacked Margarittaville, crawlers are destoyed just like probes when the last normal defender is destroyed. However you are right CCS Impaler's firepower is limited. One option could be to move a marine from Mammoth to Impaler. Or otherwise just stick to the current EAF orders and attack HMB with Mammoth. That way we're sure. Hopefully Pamplona's Barque could then be intercepted by one of the impact cruisers currently in MBV, though that again would most likely delay the capture of Calico Island. It's rather interweaved. 
quote: This might make a mind Control attempt vs Little accident very profitable though as it could steal everycrawler adjacent to the base plus the current defender which is a rover. |
If the cost isn't too high, that would be great!  We'll certainly need to check MY 2156.
quote: Another idea, move the Boy Scout in MBV North West on to the land the PEACE Crawler is on so that we can attack and destroy it next turn. This will slow down Pampolnas mineral collection and alow us to work this desirable 1/4/1 tile in the nera future. |
Sounds great. I suggested it as well last turn IIRC, but no one commented, so I assumed no one liked it. One problem though could be Pamplona's Barque. An empty MBV would be a very attractive target.
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