ill take a look at the sav here.who has the turn anyway
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my first thought was to simply get the b6 on 13.67 to 2.72 or 4.74
and then have the others move accordingly to scout as far out as possible.you dont want to move the b6 on 13.67? perhaps it would be picked off by an interceptor
(i havnt done MP air sweeps.i need info and experiance on this for my own game also,the evil bintravkin is threatening my empireand i just began air sweep plans)
if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
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What I'm trying here is setting up the start of a rotating patrol. Bombers are no use on the ground if we're sneak attacked, so when they're in the air they might escape an oncoming bomber armada or at least thwarf an attack plan.
I picked those specific routes (tiles) to have the maximum out of the flight radius, and in case of the bomber departing it can take a peek at Fort Sol the turn after on it's way home.
Thing is, we can't park our bombers too close to the Spartans, and it should look like we're simply patrolling our side of the sea.
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your reasoning sounds good
but i disagree. the 2.72 tile or 4.74 are the most likely to have their troop tranny because this is roughly the limit of our air power. they will hope we simply patrol our 'side' and fail to notice them. i would bet several 1000$ on it that they are not aprroaching in the channel midesction atm. the only plan of attack i see is south or north. imo they will hug that coastline with their foil\cruiser
i know i know,im always taking the radical side. but i must say going out that way only makes sense to me.Last edited by Kataphraktoi; September 14, 2005, 22:17.if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
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I agree too, that Spartans most probably would attack from the south
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Well, let's start to sail out with deep radar probe cruisers then at first opportunity. I guess in 3 turns we will probe rape the Hive?
Wonder if the Gaians have anything to do with Sparta's sudden stirring. Chaos Theory certainly sounds smug about something.
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well i knew it.
have yall seen the save?if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
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1 1-2-6 AAA cruiser
1 8-1-2 amphib
1 6-1-2 amphib
2 b-4
1 1-1t-6 cruiser
we have surely been probed
mart pact is emptied
looking over it more now
i wonder how good our gaian friendship really is if CT knew and didnt warn usLast edited by Kataphraktoi; September 15, 2005, 17:18.if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
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CT could do nothing here.
I work on Saturday, so the last time I would be able to forward the turn is Friday night mountain time.
Geo, if you wait with downloading the turn, I could send the midsave to you for timely posting. If you can use the screenies I make here. Otherwise you will generate the reload warning.
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Already opened the turn.
We can't stop invasion. Even if all our battles were succesfull, we come one unit short for destroying their transport with their rovers onboard.
Damn it!
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Geo, then be a turnplayer here, unless it is ok for you we will make faster turn - lest than 36 hours.
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I'm ok with a 36 hour turnrate now.
Atm, I'm in favour of the Russian tactic, that's for sure.
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2188
Spartan forces near MP
- B4
- B4
- 6~1-2
- 6~2-2
- 8~1-2
- (1)-2t-6 cruiser
- (2)-<2>-6 cruiser
- 0-1-5 (transport)
I try to find a way of dealing with the invasion force, but there is no good one. I mean I do not think we might succesfully destroy all forces there, anless we use Fighters to do it.
Our available forces are:
- 2 F-6 in EM
- 1 B-6 would be able to attack it after landing in MP.
Sioux is too far away, the same with the second B-6
Snake is in FH
Also, if a single Spartan rover gets in MP with the transport, they will be able to reach EM, and after clearing it with B4 or B6, take it over and possibly reinforce. Therefore, in order to avoid Spartans taking over the Virtual World and Cyborg Factory, I would obliterate Enigma Machine now.
Next turn, I would build HSA in Snowflake's Heaven, and in 2 turns obliterate the base too.
We were too late with making appropriate defesive measures and our existence in this game can be only marginal if not destroyed at all. I would do everything what is possible to prevent Spartans from taking over the Secret Projects that would significantly enhance their abilities, VW, CF and HSA. Our 2 bases, EM and SH must be unfortunatelly sacrificed.
Any other ideas? I would not count for any good turn out of the events to come. Let us make the best resistance we can.
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We kinda will have little to manage soon, so we can make faster turns. I do not expect war to be long. The best also we can do now is hurry military units wherever possible.
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The Apache in Fungal Heights should be strong enough to take care of the last Spartan scoutboat, so we could take out those 2 planes and 2 cruisers.
I wonder why they didn't already take Mart Pact. I mean, they didn't lose any unit in this, so they must have 4 bombers left in Fort Sol. If they had used those they could have taken EM already.
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