I tagged Herc's email where he took a shot at it along to Tass; I finshed out the turn from the save he sent. Here it is for reference.
Googlie - I trash all but the final before I hit 'end turn' save and the one I pass on ( I only keep 5 turns or so at that); I don't know if that one will help any?![Frown](https://apolyton.net/core/images/smilies/frown.gif)
Googlie - I trash all but the final before I hit 'end turn' save and the one I pass on ( I only keep 5 turns or so at that); I don't know if that one will help any?
![Frown](https://apolyton.net/core/images/smilies/frown.gif)
----- Original Message -----
From: "cathal.mullaghan" (email removed)
To: "Makahlua" (email removed)
Sent: Thursday, February 05, 2004 7:14 PM
Subject: Peace 2155 turn
> Cap'n Maki
>
> Here's what I got after taking some risks.
>
> The key action was to engage the Cycon just outside L'il Accident (LA).
> The lazer squad (2-2-1) had 3 to 4 odds against beating the 4-3-1
> cycon unit but because of the Command centre boost can actually beat the
>
> cycon unit 1 time out of 3/4, When it does, there is collateral
> damage to the 4~1-1 units. Next the veteran rover 1-1-2 takes on the
> 4~1-1 units and it has 2 moves; it can actually beat both of them. This
> leaves our two units still in LA but damaged.
>
> After getting this far, move the crawlers (one to 39,67 and the other
> to 38,68- you might as well have them working) to block the road from
> Henry Morgan's Boot (HMB). You will then be able to see what 's in HMB.
> All this buys us time.So we should
> have 2 crawlers blocking and a former blocking the road from HMB, plus
> two damaged units
> in LA. Next place a scout in the build Q at LA . With all those minerals
> it will complete in 2156 if the base isn't taken. It might be empty but
> still ours.
>
> Next sell off the Command centre ( in LA), this gives us enough ecs to
> complete the colony pod at Atlantis, ready for the transport next turn.
>
>
> I moved the Barque out of Pamlona to 42,62 . To give us the option of
> ambushing that cruiser in Liar's Lair ,if it leaves Liar's lair to go
> for our colony pod If their impact cruiser moves out of Liar's lair,
> feeling safe they just might leave LL empty with a scout in the build Q
> but not yet complete. We might just retake LL. If it spots our Barque at
> 42,62 then attacking us will also delay it. The veteran schooner in the
> fungus ( 40, 58) is also there to ambush any 4-1-6 cruiser en route to
> Atlantis.
>
> All of this is to buy us time
>
> At Pamplona, the idea would be to move the crawler into the base and
> disband it to build another barque and the former moved in as a defense
> unit.
>
> At Calico place a Buoy scout (quicker) in the build queue rather than a
> dock police.
>
> Then send map and techs to Hive and Drones? why not, they are going to
> give us SFF aren't they.
>
> What do you think?
>
> my turn attached mid mid 2155. There is still those workers at Atlantis
> to put on forests and to send the maps and techs to the Hive and Drones?
>
> Cap'n Hercules
From: "cathal.mullaghan" (email removed)
To: "Makahlua" (email removed)
Sent: Thursday, February 05, 2004 7:14 PM
Subject: Peace 2155 turn
> Cap'n Maki
>
> Here's what I got after taking some risks.
>
> The key action was to engage the Cycon just outside L'il Accident (LA).
> The lazer squad (2-2-1) had 3 to 4 odds against beating the 4-3-1
> cycon unit but because of the Command centre boost can actually beat the
>
> cycon unit 1 time out of 3/4, When it does, there is collateral
> damage to the 4~1-1 units. Next the veteran rover 1-1-2 takes on the
> 4~1-1 units and it has 2 moves; it can actually beat both of them. This
> leaves our two units still in LA but damaged.
>
> After getting this far, move the crawlers (one to 39,67 and the other
> to 38,68- you might as well have them working) to block the road from
> Henry Morgan's Boot (HMB). You will then be able to see what 's in HMB.
> All this buys us time.So we should
> have 2 crawlers blocking and a former blocking the road from HMB, plus
> two damaged units
> in LA. Next place a scout in the build Q at LA . With all those minerals
> it will complete in 2156 if the base isn't taken. It might be empty but
> still ours.
>
> Next sell off the Command centre ( in LA), this gives us enough ecs to
> complete the colony pod at Atlantis, ready for the transport next turn.
>
>
> I moved the Barque out of Pamlona to 42,62 . To give us the option of
> ambushing that cruiser in Liar's Lair ,if it leaves Liar's lair to go
> for our colony pod If their impact cruiser moves out of Liar's lair,
> feeling safe they just might leave LL empty with a scout in the build Q
> but not yet complete. We might just retake LL. If it spots our Barque at
> 42,62 then attacking us will also delay it. The veteran schooner in the
> fungus ( 40, 58) is also there to ambush any 4-1-6 cruiser en route to
> Atlantis.
>
> All of this is to buy us time
>
> At Pamplona, the idea would be to move the crawler into the base and
> disband it to build another barque and the former moved in as a defense
> unit.
>
> At Calico place a Buoy scout (quicker) in the build queue rather than a
> dock police.
>
> Then send map and techs to Hive and Drones? why not, they are going to
> give us SFF aren't they.
>
> What do you think?
>
> my turn attached mid mid 2155. There is still those workers at Atlantis
> to put on forests and to send the maps and techs to the Hive and Drones?
>
> Cap'n Hercules
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