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  • #91
    Good thing with that non-amphibus capture

    Any plan that can capture Casablanca for us on this turn is definatly good as long as it dosent also prevent the capture of SeaLurk (no likly).

    If Peace moves EVERYTHING into Casablanca they will have 5 defenders and the base will be a touch job to plow through, in that case unloading the Plasma Garrions onto the Monolith would be a sound plan as it will be that much better at attacking on the folowing turn.

    Lets Hope PEACE failed to move anything into the base this last turn (likly as their regular turn player was unavalible and an alteranate had to do it).
    Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

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    • #92
      Tentative MY 2153 EAF orders

      Please note that these orders might undergo dramatic changes depending on PEACE's actions, such as beefing up Casablanca's defences. But I'll just already write down a basic guideline now, so I don't need to start from zero when the turn arrives.



      Accept the pact and SotHB offer of PUT.

      Unity rover (91.57): Move NW-W to (88.56). The turn after: pop the pod!

      Probe skimship (69.51): Move to (58.52).

      Auroran scout patrol (69.77): Move back to Aurora. Also don't forget to create a doctor in Aurora! One will appear after capture of Thermal Tassagrad.

      CCS Impaler (64.74): Move to (56.76).
      Activate the independent impact marines, the one with the highest morale, in the transport. Attack Casablanca.
      Activate the Logic Loop impact marine. Attack Casablanca.
      Capture the base with the plasma garrison. Rehome that plasma garrison to Casablanca.
      Move CCS Impaler into Casablanca with its last movement point.

      Scrap ALL naval yards. The one in Casablanca, but also check for any new ones appeared that can be scrapped. Don't forget to check IAF orders for worker orders: work the Casablancan monolith; all other citizens doctors.
      Also execute the IAF orders for Triplex and Athena now Casablanca is captured: move the Triplex sea mineral worker to the land mineral mine. Move the Athenan sea nutrient worker to the land nutrient forest.

      CCS Node Runner (58.64): Move into MegaByteVille. Rehome to that base. Proceed to attack Sealurk Channel.

      CCS Alpha Pi (53.63): Capture Sealurk Channel. Rehome to that base. Attack the schooner on (54.54), N of Sealurk Channel.

      Rename to Thermal Tassagrad. Set production in TT to a boy scout. I'll also mention it here to be sure: scrap the naval yard in Sealurk Channel if there is one. Also check for any new naval yards appeared in other bases that can be scrapped. The usual stuff in other words.

      CCS Love Boat (59.67): Move into Athena Anchorage.

      CCS Beta Pi (58.62): Move into Triplex.

      CCS Mammoth (64.64): Move to (54.68).
      Activate the scout patrol and probe defence in the transport. Move them into Triplex.

      Activate the amphibious impact rover and impact marine in Triplex. Move them into CCS Mammoth.


      Looking ok??
      Last edited by Maniac; January 18, 2004, 16:57.
      Contraria sunt Complementa. -- Niels Bohr
      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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      • #93
        Tentative MY 2154 External Affairs Orders

        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; January 26, 2004, 17:48.
        Contraria sunt Complementa. -- Niels Bohr
        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

        Comment


        • #94
          I recomend moving the CCS Impaler through the gap west of Casablanca and sailing across the Ocean directly to Pampalona or some other northernly PEACE base. I think that you will find this is a faster and more direct route for us to take and will save us a turn.

          The Barq will likly be in the vacinity of Lair (possibl IN Lair) plans need to be made to deal with it.

          Will we make any moves against Calico? The Cruiser in Thermal shouldn't be very heavily damaged could it continue on or do you belive it needs to repair? The 2 gun foils in Atlantis may start moving towards Thermal, perhaps they can be intersepted?
          Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

          Comment


          • #95
            Originally posted by Impaler[WrG]
            I recomend moving the CCS Impaler through the gap west of Casablanca and sailing across the Ocean directly to Pampalona or some other northernly PEACE base. I think that you will find this is a faster and more direct route for us to take and will save us a turn.
            All right (at least if you don't plan to go FM the next two years - pacifism drones ). Move to (47.73)?

            The Barq will likly be in the vacinity of Lair (possibl IN Lair) plans need to be made to deal with it.
            If it's in Lair: no problem. We have four units that can make five attacks on Lair if necessary. If the barque is just outside Lair the impact cruiser can deal with it.

            Will we make any moves against Calico? The Cruiser in Thermal shouldn't be very heavily damaged could it continue on or do you belive it needs to repair? The 2 gun foils in Atlantis may start moving towards Thermal, perhaps they can be intersepted?
            I guess the actions of those cruisers will depend on what the two foils in Atlantis have done. If they for example both moved to (46.54) or (47.49), they could attack our cruisers if we moved them in the direction of Calico Island. But if they stayed in Atlantis, we could probably safely send the cruiser in Tassagrad north. Though there's no real problem with letting it repair this turn either. As long as we capture Calico before that CP gets finished, everything should be ok.
            Contraria sunt Complementa. -- Niels Bohr
            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

            Comment


            • #96
              When do you think it will be possible to switch to FreeMarket, I had asumed we must wait untill the war is over. Do you think earlier is possible? Can we guarantee that our units will be in our territory (as in they move from one captured base inmediatly into a new conqoured one) or if not that any B-Drones are controlable (very hard to do because they are aplied last).
              Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

              Comment


              • #97
                do we know where there probe cruiser is? we dont have a visual...and which bases are on the agenda now?
                Bunnies!
                Welcome to the DBTSverse!
                God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
                'Space05us is just a stupid nice guy' - Space05us

                Comment


                • #98
                  Impaler:
                  Originally posted by Impaler[WrG]
                  When do you think it will be possible to switch to FreeMarket, I had asumed we must wait untill the war is over. Do you think earlier is possible? Can we guarantee that our units will be in our territory (as in they move from one captured base inmediatly into a new conqoured one) or if not that any B-Drones are controlable (very hard to do because they are aplied last).
                  It should be relatively easy to prevent pacifism drones. B-drones are a bigger problem though. We'll probably need to hurry a few rec commons before FM becomes more lucrative than Planned. Hopefully that can be done after we get the PEG.

                  DeathByTheSword:
                  do we know where there probe cruiser is? we dont have a visual...and which bases are on the agenda now?
                  PEACE doesn't have a probe cruiser right now. One would normally be finished next turn in Liar's Lair, but since that is exactly the base we plan to capture this year, the probe cruiser won't form a problem at all.

                  We'll probably get problems with PEACE barques though. The pirates seem to have finally gotten some common tactical sense and started to build 2-2-4 ships instead of 1-2-1 garrisons. Two barques will be finished next turn, with more to come. Those will form a serious challenge for our navy if they all attack the same target at once.

                  Another emerging problem is that as we capture more and more bases, the PEACE crawlers are rehomed to less and less bases, increasing the production of their remaining bases. As a consequence they can build barques and garrisons at an increasingly faster rate, meaning it'll take more time than we'd like to eliminate PEACE.
                  Contraria sunt Complementa. -- Niels Bohr
                  Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                  Comment


                  • #99
                    Originally posted by Maniac
                    Impaler:
                    Another emerging problem is that as we capture more and more bases, the PEACE crawlers are rehomed to less and less bases, increasing the production of their remaining bases. As a consequence they can build barques and garrisons at an increasingly faster rate, meaning it'll take more time than we'd like to eliminate PEACE.
                    I still insist to build at least one, or better two command centers, they can always build veteran probe teams after the war. Now most of the units are green, those don't stand a chance against more experienced units (in defense anyway).

                    And since the war will take longer, why not let Apolyton Prime switch to building more defense units (plasma steel) that way extra defense forces can be moved to the frontline to guard the new bases
                    He who knows others is wise.
                    He who knows himself is enlightened.
                    -- Lao Tsu

                    SMAC(X) Marsscenario

                    Comment


                    • 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.


                      By the Way shouldnt we send a Pact offer to the Drones now that we have one with Uni and have made a public statment that we desire such a thing? I will start a poll
                      Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

                      Comment


                      • 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?

                        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.
                        Contraria sunt Complementa. -- Niels Bohr
                        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                        Comment


                        • 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

                          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.

                          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.
                          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; January 27, 2004, 14:58.
                          He who knows others is wise.
                          He who knows himself is enlightened.
                          -- Lao Tsu

                          SMAC(X) Marsscenario

                          Comment


                          • I belice Triplex also has a Comand Center as dose LittleAccident (unleess the Pirates canceled it). Thus Triplex would be a good place to produce Plasma Garrison troops at for distribution to other captured bases or any future war effort.
                            Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

                            Comment


                            • First draw of MY 2155 EAF Orders

                              Assuming PEACE doesn't want to unify:

                              Unity Rover (87.53): Move to (84.58).

                              CCS Love Boat in Athena Anchorage: Move to (57.61).

                              TT Impact Cruiser in Tassagrad: Suggestions?? I guess it would once again depend on what the ships in Atlantis do.

                              Probe skimship in Thermal Tassagrad: ??

                              Impact Cruiser in Lair: Search & Destroy Morgan's Barque.

                              CCS Mammoth: Activate the transport. The rover and two marines should be loaded in the transport, and the plasma garrison should remain in Lair.
                              CCS Mammoth moves to (40.68): tile south of (Henry) Morgan's Boat...

                              Activate Amphibious Impact Speeder in the CCS Mammoth transport. Attack Henry Morgan's Boat.
                              When the defenses are destroyed, activate one of the marines and capture the base. Scrap the naval yard there and in any other base there appeared one.

                              Move CCS Mammoth into Henry Morgan's Boat (HMB).

                              Other marine in HMB not used to capture the base: Attack crawler on (39.67), SW of HMB.

                              CCS Impaler (47.73): Move to (40.70). Activate all units within and move them west to (38.70). Let them be healed by the monolith.
                              Use CCS Impaler's two last movement points to move into HMB.
                              Contraria sunt Complementa. -- Niels Bohr
                              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                              Comment


                              • Alternate use of the Mammoth task Force might be to Capture Pampalona as that would prevent a Barq from being completed
                                Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

                                Comment

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