Good range maps - and there are even more Morgan bases within range from Arcadia:
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Sparta Air Command
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I just read the suggestion about X-gas suggestion. Two questions here.
Would it cost anything to add it on top of the prototyping, or is it still within the 1-turn rushing?
Would it not be better to put other useful abilities on the planes instead? I was thinking Deep Radar or Empath Song here.Last edited by Modo44; March 1, 2005, 13:13.Seriously. Kung freaking fu.
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Originally posted by Googlie
Didn't have that option (we can't do empath yet, (no cent Empathy) nor deep radar (need AMA for that)
In that case, X-pods it is.Seriously. Kung freaking fu.
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A few months ago I took over in a PBEM (from Netwarrior, I believe) as the PKs - Rubin was in that game and was in vendetta against the PK's
Well, he had an airforce of around 12 impact noodles, and was the only one with doc:air.
He pounded the crap out of me, leaving me with no formers or crawlers and empty bases - I ended up gifting them all to the AI in an attempt to forestall, but he then just declared V against the AI, and took the bases.
So when you are the only one-eyed man in the land of the blind, the world is your oyster (to horribly mix metaphors)
I say we produce noodles everywhere after fast-tracking those first 4
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As per the Planning thread, our nascent air force is in training, and will be released on an unsuspecting world in 2162 - 4 squadrons of missile penetrators, 2 of which are equipped with the controversial nervegas pods
So we need 2 Squadron Leaders, 1 Wing Commander, and an Air Commodore (flying, commanding the other wing) - the latter being promoted to the deskjob of Air Vice Marshall when our airforce grows?
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Originally posted by sentry33
Perhaps we can build aerospace complex in the Sector Craterwest?
# It will boost morale and range of our airforce (elite - better range/speed/strenght),
# It will give our garrison troops x2 defense against air attacks - elite plasma will have 9, with sensor - 11.25! This is enough to shoot down disciplined x-needlejet
Extra advantage: our air units can be quickly repaired between air raids on Terrapeso-Morgania.
We could use crawlers to hurry an Aerospace Complex there, and then cash in a crawler there every year (if available) to build a B-6.
Or if we want to build even more B-6's, or want to have an aeospace complex in a more central location to make cashing in crawlers easier, how about another Complex in Santiago Citadel?
(Perhaps we could even change the current noodle production in SC2 to a Complex already, with the "retire unit design" trick to avoid mineral waste? It would of course delay us getting a fourth noodle, but when we get it, it would have higher morale. Just a personal preference of course.)
Certainly if we plan to go on a massive air force building spree, first building one or two Aerospace Complexes to give all our units +2 morale would be worth it IMO.
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Well, I'd rather retire the XB class, and change to Aerospaces in both those bases (Fort Buster and Olympus Academy)
We can't just change in 1 base, as retiring the unit would retire both (altho I guess we could then redesign it again and use the stored minerals)
But OA and FB are our 2 best minerals bases (after Fort Soup) so could best support an airforce, so changing from the XB class does make more sense
(Of course, we can always build elsewhere and rehome to our big support bases)
But all-in-all I still favour the Aerospaces in FB and AU
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