This thread is for suggestions, ideas and the likes for military production and military unit movements, not to mention strategic master plans for overwhelming our enemies. May the CPU forces reign supreme on the battlefield!!!
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Military Affairs Function
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Tentative orders for PUT military units MY 2158:
Transport foil to 90,32
Plasma Garrison in Gold Coast to Cape York
Plasma Garrison in Kelvin Grove to Gold Coast
Missile Interceptor in And/Or Gate back to Caboolture, and in general to the north coast of PUT (patrol duty)
Edit for extra tentative orders
Finished formers on 75, 31: 2 to the tile south and start building a sensor array. The 3th goes to 76,28 and builds a road next turn. I suggest the stuck 4th one goes to 76,28 as wel when a road is constructed there next turn.
Former on 81,39 and the one in Gardens Point to tile 79,31 and start building a sensor array.Last edited by GeoModder; March 1, 2004, 10:06.
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Hive is likly going to send navel, air and amphibius forces to the remaining Peace bases in the event of a war. The Drones would likly strike at University territory. We should build up forces in both of these areas and patrol the water ways that seperate them from the enemy mainland.
Also Formers and Crawlers fall under Internal affairs and should be left to the apropriate threads.
Also I feel we should have some missle Infantry in Uni territory to counter attack any fallen bases.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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Originally posted by Impaler[WrG]
Also Formers and Crawlers fall under Internal affairs and should be left to the apropriate threads.
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Maniac, I see you brought that transport to shore. Is your plan to unload that scout? Or are you merely keeping that transport away from the Drones?
Also, any objections about moving the Plasma Garrisons around in the north as proposed in the tentative orders?
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Originally posted by GeoModder
Plasma Garrison in Gold Coast to Cape York
Plasma Garrison in Kelvin Grove to Gold Coast
Missile Interceptor in And/Or Gate back to Caboolture, and in general to the north coast of PUT (patrol duty)
Maniac, I see you brought that transport to shore. Is your plan to unload that scout? Or are you merely keeping that transport away from the Drones?
Impaler:
We should scrap that Ogree because its reatched tecnological obsolesense, we have the tecnology to create units of equal fire power which will be REPARABLE after they recive battle damage unlike the Ogree which is a very poor combat unit now.
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Originally posted by Maniac
I agree of course to move all garrisons north. But Gold Coast is four squares away from Kelvin Grove,
Originally posted by Maniac
In that case we won't be able anymore to transfer the missile interceptor to CyCon after we get MMI and thus can fix the bug that currently prevents us from transferring units.
Originally posted by Maniac
I was planning to ask you what to do with it.
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Originally posted by GeoModder
Ah, I thought it couldn't be transfered at all, not even in another turn. BAM, transfer it to CyCon if that is possible!!!
So if we want to avoid having to prorotype missile weapons, the two best possibilities seem to me either:
a) leave the interceptor in CyCon territory until MY 2160, when PUT researches MMI and we can create a 1-1-1 drop unit. Drawback is of course not being able to send the interceptor north the next three years.
b) after researching MMI, upgrade a PUT unit to drop 6-1-1 and do the same as above. Advantage is we can already send the interceptor north now as the drop unit can give CyCon a missile weapon prototype. Drawback is that a 6-1-1 unit is more expensive to upgrade than a 1-1-1.
Edit:
a message originally posted in the IAF thread:
I like to send that unit to the front line because it has a higher morale (opportunity comes when a transport collects the probes). And upgraded it is of more use there. Triplex can always build a new defender since it has a CC.Last edited by Maniac; March 1, 2004, 20:42.
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Originally posted by Maniac
a) leave the interceptor in CyCon territory until MY 2160, when PUT researches MMI and we can create a 1-1-1 drop unit. Drawback is of course not being able to send the interceptor north the next three years.
b) after researching MMI, upgrade a PUT unit to drop 6-1-1 and do the same as above. Advantage is we can already send the interceptor north now as the drop unit can give CyCon a missile weapon prototype. Drawback is that a 6-1-1 unit is more expensive to upgrade than a 1-1-1.
Originally posted by Maniac
Then why not wait with upgrading until the unit has arrived at the front line? In the meanwhile we can use those credits to hurry a rec commons a turn earlier or so.
Edit:
Suggestion for that Plasma Garrison in Kelvin's Grove. Send it to Daintree.Last edited by GeoModder; March 1, 2004, 21:28.
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Originally posted by GeoModder
Another possibility is to send the interceptor back, and build a second aircraft in Garden's Keep and bring that one down. Should arrive just in time to benefit from a dropped 1-1-1 unit.
Does that mean we should send the missile interceptor back to Caboolture?
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Mmm, I think like things are developping now, that it has uses in the west of CPU. I suggest moving it to Apolyton Prime and from there on to the west (Thermal Tassagrad or Pampalona).
And yes, I didn't think of that possibility too (transfer in Calico). But doesn't the same problem stays then? That, as long as no ground unit has touched CyCon soil, that no transfers are possible? I tried to transfer it in my MAF simulations in another CyCon base, and that didn't work either.
Btw, something about the Angel diplo simulations. If I spend as much ec's as possible and then contact her, she demands a tech (Ethical Calculus). Further more, it's possible to mind control the PEACE cp and infiltrate the Angels in Coder's Pit. I will do some more simulations now (drones and so). There is a chance we lose the Probe Foil while infiltrating Rose.
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MAF tentative orders MY 2158 (Cycon):
- CCS Impaler in Liar's Lair: Probe defence and Impact Marine on board, move to 50.58, when passing on 45.63 let the Marine take out the PEACE crawler on 47,63. The rover in Pamplona boards the Impaler Transport when it has reached 50.58.
- Impact Interceptor in Logic Loop moves to Thermal Tassagrad (15 turns, so 2 flylegs)
- Impact Marine on 38.68 moves (by road pls) to 35.69 and attacks that crawler on 35,67. I know it's 1/3 attack, but it can repair afterwards in ARF.
- CCS Mammoth in Pamplona: Has 2 Impact Marines and 1 Plasma Garrison on board, moves to 40.52 in an arc and let's the marines onboard attack and conquer Atlantis. Then Mammoth moves in Atlantis, Plasma Garrison rehomed.
- Probe foil on 36.42, let it move south in the general direction of Coder's Pit. Wait for the final moves till we see what's there.
- Rehome the cruiser in Pamplona to Pamplona. Let the others start a cautious run west to check for PEACE vessels or scout info gathered by the Probe Foil.
- The ship on 57,57 moves to Thermal Tassagrad and should be scrapped at arrival...
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Agree with most. Some questions:
Originally posted by GeoModder
Impact Interceptor in Logic Loop moves to Thermal Tassagrad (15 turns, so 2 flylegs)
CCS Mammoth in Pamplona: Has 2 Impact Marines and 1 Plasma Garrison on board
Probe foil on 36.42, let it move south in the general
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Originally posted by Maniac
A minor detail, but I'll propose anyway: How about first to Pi Square and then in two flylegs to Calico? That way Logic Loop needs a doctor to counter the pacifism drone one turn later. All bits help I guess.
Originally posted by Maniac
Just checking to be sure: So I have to leave the impact marine in Pamplona?
Originally posted by Maniac
Just checking again to be sure : should I first mind control the CP or not?
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