How about this slight modification
Move Both Colony Pods SW and the scour North or West depending on how the landmass is shapped.
Next turn Found a base with one Pod and then pop the Pod with our other CP as it travels along the river. Nothing Dangerous should come out of a Pod adjacent to our first base. Continue moving the second CP down the river as far as it will go and found another base on the same turn.
The proposed tec Path is ofcorse a compromise, if nothing better (as in earlier BioGen) can be found then I would go with it.
I like the idea for trying for a Net Node from the Pod, it wont hurt to try and it has the potential to erase the disadvantage created by this Tec Flag.
I also agree with Chaunk on going light on Garrison troops. We should use our first scout to "scout" out some Pods, our first base can then make a second scout and start it off in some direction that we think more bases will be planeted in leaving our first base unguarded for a bit. Our Second Base will make a third scout that will serve double duty by defending both bases. When we get our 3rd and 4th bases built we will likly be in FM and running out of territory to explore or if we have been fighting worms we likly have a damaged scout so that second scout can return to guard one of thouse expantion bases freeing it from the task of imediatly creating a defender. The other expantion base though can make a defender for a total of 3 defenders for 4 bases a resonable ratio. I myself offten go as low as 2 bases per 1 defender though I doupt most of yall would be that riskay. You end up performing a lot of Defensive combat ofcorse but early in the game worms fight at a huge disadvantage and its invariably a win.
Move Both Colony Pods SW and the scour North or West depending on how the landmass is shapped.
Next turn Found a base with one Pod and then pop the Pod with our other CP as it travels along the river. Nothing Dangerous should come out of a Pod adjacent to our first base. Continue moving the second CP down the river as far as it will go and found another base on the same turn.
The proposed tec Path is ofcorse a compromise, if nothing better (as in earlier BioGen) can be found then I would go with it.
I like the idea for trying for a Net Node from the Pod, it wont hurt to try and it has the potential to erase the disadvantage created by this Tec Flag.
I also agree with Chaunk on going light on Garrison troops. We should use our first scout to "scout" out some Pods, our first base can then make a second scout and start it off in some direction that we think more bases will be planeted in leaving our first base unguarded for a bit. Our Second Base will make a third scout that will serve double duty by defending both bases. When we get our 3rd and 4th bases built we will likly be in FM and running out of territory to explore or if we have been fighting worms we likly have a damaged scout so that second scout can return to guard one of thouse expantion bases freeing it from the task of imediatly creating a defender. The other expantion base though can make a defender for a total of 3 defenders for 4 bases a resonable ratio. I myself offten go as low as 2 bases per 1 defender though I doupt most of yall would be that riskay. You end up performing a lot of Defensive combat ofcorse but early in the game worms fight at a huge disadvantage and its invariably a win.
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