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  • Turn 72

    Half turn

    I probed AMA from the Drones. However, I was not successful in trying to probe the same base for Polymorphic Software (lost two probes). In other words, if we switch to other techs we'll lose half of what we've got (about 600). And also because of the mod3 rule we can't research Retrovial Engineering even if we switch off it. If Comrade Rubin finds another way to probe for one more tech, please do so. And then please switch to Retrovial Eng, otherwise we'll start to research it the next year. Research cost is going to be high but our annual research point is not too bad either.

    Not sure if we need drop colony pod so I didn't do any. Please feel free to change any production.
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

    Grapefruit Garden

  • #2
    Not sure if you noticed, but one of Rubin's friends mentioned that Rubin was having computer problems. Apparently his harddrive failed so someone else will need to perform military matters in the meantime.

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    • #3
      Oh no! We need another military expert! Who can do it? I'm afraid I wouldn't be able to do anything related to the turn until 12 hours later. May not be able to do it even then.
      Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

      Grapefruit Garden

      Comment


      • #4
        I have finally regained access. However, I am uncertain if I can dispatch orders for M.Y. 2172. I'll know more within the next 12 hours.

        I am, I believe, able to conduct online councelling on our military matters.

        I am reachable on the usual channels.

        Comrade Rubin

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        • #5
          Could you please post some of your plans here Comrade Rubin?
          Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

          Grapefruit Garden

          Comment


          • #6
            pre-END TURN file: Edit: File removed.

            It is time to take decisive action against the CyCon. To this we still need to sustain our air supremacy while having drop forces (colony pods, probes and garrisons) advancing towards the CyCon west front.

            The Central Military Committee requests such invasion forces to be produced.

            Of note: A brave Red Apache pilot reached Thermal Tassagrad and was able to eliminate all military units at the naval base--including a CyCon chopper and a defensive probe team. Alas, neither the aircraft nor the pilot have returned.
            Last edited by Rubin; May 31, 2004, 11:22.

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            • #7
              I have briefly review the turn before Comrade Rubin played it. I have a couple questions.

              First, looks to me that some of the CC bases are sea bases. Does this mean that we are in need of some navy forces?

              Second, it looks to me that we need to set up some new bases in the empty area between the former Roze territory and the CCs. I plan to build a couple colony pods at the front new captured Roze bases. Looks like this may be more effecient than producing drop colony pods at the back of our own bases?
              Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

              Grapefruit Garden

              Comment


              • #8
                Comrade HongHu, the Central Military Committee would welcome initiatives from the Central Planning Committee to expand towards the CyCon frontline.

                It is, however, important that our forces are reinforced as the frontline expands.

                Comrade Rubin
                Chairman of the Central Military Committee

                Comment


                • #9
                  Navy forces?
                  Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                  Grapefruit Garden

                  Comment


                  • #10
                    Originally posted by HongHu
                    Navy forces?
                    Be advised that I have not seen the map for a long time but I think the need for naval forces should be minimal.

                    We should only need naval forces to occupy the emptied enemy bases.

                    We should empty the bases with air power. Then we should garrison and protect them with air power until we can build a infantry garrison there or get one there.

                    If we have enough of a momentum we should be able to keep rolling forward.

                    I seldom use naval forces except to seize control of an emptied enemy sea base.

                    I could, perhaps, prefer to attack a sea base with naval force rather than air power if the base had good AAA and and an Aerospace Center (I understand that CyCon does not have AAA at this time).


                    All the above being said, we should only require enough (cheap and fast) ships equal to the the number of bases we expect to capture each turn (plus a small reserve). They capture the base and move on.


                    Mead

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                    • #11
                      We are entering the CC sea territory and quite a few bases are sea bases. So for the purpose of capturing them, I suppose we need something. Now do we want to use ships, or marines? Or perhaps locust or IoD? Or do we think we have enough of those? The reason I ask is because any bases with decent production ability is far behind in our home continent so it will take some time to transport. In other words, we need to consider the plan several turns before when they are needed.
                      Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                      Grapefruit Garden

                      Comment


                      • #12
                        Originally posted by HongHu
                        We are entering the CC sea territory and quite a few bases are sea bases. So for the purpose of capturing them, I suppose we need something. Now do we want to use ships, or marines? Or perhaps locust or IoD? Or do we think we have enough of those? The reason I ask is because any bases with decent production ability is far behind in our home continent so it will take some time to transport. In other words, we need to consider the plan several turns before when they are needed.
                        We got Locust tech?


                        Wow.


                        I did not know that (could someone update the covert action reports listing who has what tech and what they are researching as well as stuff such as tech per turn and cost of tech). Usually, once I get Locust I don't build any more ships. Locust move much faster than ships and are more versatile. Locusts should do nicely in seizing the sea bases.

                        I do have a couple notes:

                        1. Who has the Neural Amp? I suspect that if we had it the Cloudbase bonus, plus base bonus, plus Neural Amp would make bases defended by Locust somewhat well defended.

                        2. If I remember correctly I loved Locust because of their speed, ability to operate over any surface, ability to seize sea bases, and freedom from having to return to base for refueling... I hated their cost. I think Locust are one of the more expensive units.


                        All the above being said, if we have the tech let's start making some Locust now.

                        Mead

                        PS

                        Once we get fusion lets start mass producing needlejet CP's and populate the world with them.

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                        • #13
                          Sorry, it was my delusion. Have been intoxinated with GeoModder's strong liqure I suppose.
                          Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                          Grapefruit Garden

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