Dire straits indeed; how did we let ourselves get so vulnerable to the *(&^&%in' Borgs, of all people.
Here's a few ideas, although not having been too much in touch lately, I could be missing something important.
--Switch out of Wealth immediately (as in especially before calculating rush costs for any units we need) - this will restore our morale to a more suitable one for fighting the #&*(ers and make the new units stronger (especially sea units built with our free Naval Yards).
--Design a SynthLaser Foil (having both the level 2 weapons and armor costs the same as just either one by itself so why not?). Switch the build at 'Rita to one of these and rush it for 18 to just bareley finish or more to have something left over as a head start for the next build. Also, move that adjacent seaformer into the base to give us an additional turn to see that build through - if they attack the seaformer, it should weaken them a little more and we may even be able to destroy (or capture) their warship on the following turn.
--Switch production at Tripoli to another one of those SynthLaser foils and rush it also for 12 or more
--Cancel the former activity at (59,71) and (59,75) and move them to the West to (57,71) and (57,75) respectively and cancel Seaformer activity at (56.78) and move to (56,76) - all this to block the movement of their transport and/or landing of their troops if they plan to invade Casablanca from Alex/Athena.
--Rush the RecComm at Casablanca for 14 or more to clear the decks for another warship unless unable to complete blocking manouvers above for some reason - OTOH, the more I think about it, the more sensible it seems to retool for yet another SynthLaser Foil and rush that too for another 15 or more, but use your judgement (consider all the possible routes and landing tiles for their potential invasion).
--Continuing my obsession with the Synthlaser foils, I would cancel the Creche's and rush them also at Liars (5 P of E) and SeaLurk (free)
--If you have rushed the minimum necessary to finish all five of those foils, there should be 28 P's of E left in the treasury.
--I don't have strong opinions about Calico, Atlantis or Pamplona, but I'd be inclined to switch to land crawlers at Calico and Atlantis.
--Screw the roads at (39,69) and (39,69) - neither of those seem necessary, if you must build a road, try one at (36,68), but not right away - and move them somewhere else to build more forests, like (37,69) and/or (40,64); Lil Accident needs a sensor also at some point. In general, I'd be using these bases to generate as many mins as possible to support the war effort. I would finish building the currently ongoing crawler builds and then switch HMB to a InfProbe, then boats of one kind or another and Accident to a CmdCntr to be able to make good land units and/or defensive probes while HMB makes boats - maybe additional crawlers when the formers have made a few more forests (or mines if desired).
All this is very well and we could have a large fleet of lousy ships, but we still need to have some defensive probes to stop them from mind controlling our bases and some probeships to get some tech and/or money and to possibly kill or capture their probeships or land units - I don't know where they are going to come from in the short run, as we may need to keep building and losing the cheap boats in our core bases until we can build something better (in 22 years apparently) and sieze the offensive. Eventually we will also have some cannon fodder when our schooner fleet returns
I would suggest voting for Buster unless the Hive has offered us something or someone else has.
Please spit on the Black Spot for me before you send it off to Drogue and Maniac.
Here's a few ideas, although not having been too much in touch lately, I could be missing something important.
--Switch out of Wealth immediately (as in especially before calculating rush costs for any units we need) - this will restore our morale to a more suitable one for fighting the #&*(ers and make the new units stronger (especially sea units built with our free Naval Yards).
--Design a SynthLaser Foil (having both the level 2 weapons and armor costs the same as just either one by itself so why not?). Switch the build at 'Rita to one of these and rush it for 18 to just bareley finish or more to have something left over as a head start for the next build. Also, move that adjacent seaformer into the base to give us an additional turn to see that build through - if they attack the seaformer, it should weaken them a little more and we may even be able to destroy (or capture) their warship on the following turn.
--Switch production at Tripoli to another one of those SynthLaser foils and rush it also for 12 or more
--Cancel the former activity at (59,71) and (59,75) and move them to the West to (57,71) and (57,75) respectively and cancel Seaformer activity at (56.78) and move to (56,76) - all this to block the movement of their transport and/or landing of their troops if they plan to invade Casablanca from Alex/Athena.
--Rush the RecComm at Casablanca for 14 or more to clear the decks for another warship unless unable to complete blocking manouvers above for some reason - OTOH, the more I think about it, the more sensible it seems to retool for yet another SynthLaser Foil and rush that too for another 15 or more, but use your judgement (consider all the possible routes and landing tiles for their potential invasion).
--Continuing my obsession with the Synthlaser foils, I would cancel the Creche's and rush them also at Liars (5 P of E) and SeaLurk (free)
--If you have rushed the minimum necessary to finish all five of those foils, there should be 28 P's of E left in the treasury.
--I don't have strong opinions about Calico, Atlantis or Pamplona, but I'd be inclined to switch to land crawlers at Calico and Atlantis.
--Screw the roads at (39,69) and (39,69) - neither of those seem necessary, if you must build a road, try one at (36,68), but not right away - and move them somewhere else to build more forests, like (37,69) and/or (40,64); Lil Accident needs a sensor also at some point. In general, I'd be using these bases to generate as many mins as possible to support the war effort. I would finish building the currently ongoing crawler builds and then switch HMB to a InfProbe, then boats of one kind or another and Accident to a CmdCntr to be able to make good land units and/or defensive probes while HMB makes boats - maybe additional crawlers when the formers have made a few more forests (or mines if desired).
All this is very well and we could have a large fleet of lousy ships, but we still need to have some defensive probes to stop them from mind controlling our bases and some probeships to get some tech and/or money and to possibly kill or capture their probeships or land units - I don't know where they are going to come from in the short run, as we may need to keep building and losing the cheap boats in our core bases until we can build something better (in 22 years apparently) and sieze the offensive. Eventually we will also have some cannon fodder when our schooner fleet returns
I would suggest voting for Buster unless the Hive has offered us something or someone else has.
Please spit on the Black Spot for me before you send it off to Drogue and Maniac.
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