I basically agree
The Chiron Knights motorized squadron I suggest move downriver (are we agreed on Red River, or Rouge Riviere? - what would it be in Spanish?) in a NE direction - the river must eventually run into an ocean, so it'd be good to find where
I'd move R-112 Corazon Recon Vehicle east to try and find the headwaters of the northwesterly flowing river (Gunrunners' Creek, for want of a better name?) which I would guess is on 59:11 or 60:10. It could then proceed downriver back to SC2
The about-to-be-commissioned rover at SC2 (name? - how about Rolling Thunder Brigade - a highly decorated unit in The Spartan Chronicles?) can go straight west into 56:18 and then maniac can decide to go on to 55:17 or 54:18 after these tiles are uncovered by its first move (if a pod, change production at SC2 to a CC and pop the pod)
With 7 turns to pop2 in SC and 9 turns in SC2, and with Soc Flex being 5 turns away, these next 5 turns will largely be exploring turns
Question: should we interpose a defensive scout patrol in each base (3 turns) to give our 3 rovers free hand to explore and meet other factions?. Our pop growth rate will still allow 5 or 6 turns (depending on the base) to rush build colony pods at that time, provided we pop a 25ec's or 2 with the rovers
G.
The Chiron Knights motorized squadron I suggest move downriver (are we agreed on Red River, or Rouge Riviere? - what would it be in Spanish?) in a NE direction - the river must eventually run into an ocean, so it'd be good to find where
I'd move R-112 Corazon Recon Vehicle east to try and find the headwaters of the northwesterly flowing river (Gunrunners' Creek, for want of a better name?) which I would guess is on 59:11 or 60:10. It could then proceed downriver back to SC2
The about-to-be-commissioned rover at SC2 (name? - how about Rolling Thunder Brigade - a highly decorated unit in The Spartan Chronicles?) can go straight west into 56:18 and then maniac can decide to go on to 55:17 or 54:18 after these tiles are uncovered by its first move (if a pod, change production at SC2 to a CC and pop the pod)
With 7 turns to pop2 in SC and 9 turns in SC2, and with Soc Flex being 5 turns away, these next 5 turns will largely be exploring turns
Question: should we interpose a defensive scout patrol in each base (3 turns) to give our 3 rovers free hand to explore and meet other factions?. Our pop growth rate will still allow 5 or 6 turns (depending on the base) to rush build colony pods at that time, provided we pop a 25ec's or 2 with the rovers
G.
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