MY 2305
It's amazing what a small force properly assembled can accomplish. While the homefront is trying to get ahead of a staggering array of new buildings (Genejack Factories, Hybrid Forests, etc.) my small, elite (at -2 Morale at that!) forces have been pounding away.
A cruiser transport full of amphibs is item #1. An Aegis cruiser escort is item #2. Two fighters are item #3.
The Aegis & fighters escort the transport to the base. The amphibs attack. The Aegis conquers.
Remember how everyone loves choppers because of the multiple attack? A transport loaded with marines has that in spades. Meanwhile the cruiser is your occupying force: it can't attack more than once per turn, but it can conquer as many bases as it can get to! Lastly the fighter escort keeps this massive investment from going poosh! because of a lucky impact foil.*
My West Ruins force crushed the Pirates there, disembarked, and have already captured 2 Hive bases. Usually I give captured bases to Domai, but I wanted to build a chopper first.
My East Ruins force took on the other "arm" of the Pirates. When Svencer for Hire was down to 1 base of size 1 he tried to surrender. Nah, Punishment Sphere ...
I got some air support to the East force, and tackled the Usurpers next. I guess because I've been harassing their East coast almost continuously since the beginning of the game they didn't expect me in the West. I grabbed a coastal base very near the ex-Domai base loaded with SP's. I've been wanting it for 100 years, but just had too much else to do.
I have to be careful, because Progenitor battles tend to leave a lot of scorched earth. Normally that's what you want, but in this case I have to not only take the base, but hold it, and it stands near the heart of Usurper territory (it is also landlocked). Once again, however, I kept a Pirate base for myself to build a chopper close to the front. I'm doing the same with the base I captured from the Progenitors.
Homefront. South of my continent, the Sea of Mneismache, the Isle of Dexamenus, and the South Pole are packed with Unity pods. Games with the Progenitors will do that: their slaughterfests will leave big, uninhabited, unexplored holes in the map.
The "problem" is that I've cashed so many artifacts that I'm faced with a massive overhaul of my infrastructure, right when I'd like to be building choppers. The opposite problem of 10 turns ago (nothing to build) I'm running into the "Zakharov wall": runaway tech without the industry to match.
I'm an industrial giant, mind you, but this torrent of new techs has come all at once. It's a very extreme situation: Genejack Factories, Robotic Assembly Plants, Hybrid Forests, Clean Reactors, Super Formers, Hovertanks, Subsea Trunklines, and of course Choppers all became available within about 5 turns of each other! (Subsea Trunklines + Trawlers will take some of the pressure to produce minerals off the supply crawlers.)
I've got about 10000 credits' worth of unit upgrades to make, which The Nano Factory will cut to 5000, but that's still a lot of dough. So I've got a Clean Super Hover Former sitting in the unit designer but the lowly 100-year-old Fungicidal Former is what's sitting on the ground. Well, as long as I'm building The Nano Factory, I might as well wait, right?
* My naval tactics in games past had been to try to hide an armored but unescorted transport in fungus just within its movement range of an enemy base, then race in with the marines next turn. Not coincidentally that's how I met "The Lucky Impact Foil." It's one thing to lose a probe that way -- but a loaded transport!? Ouch!
It's amazing what a small force properly assembled can accomplish. While the homefront is trying to get ahead of a staggering array of new buildings (Genejack Factories, Hybrid Forests, etc.) my small, elite (at -2 Morale at that!) forces have been pounding away.
A cruiser transport full of amphibs is item #1. An Aegis cruiser escort is item #2. Two fighters are item #3.
The Aegis & fighters escort the transport to the base. The amphibs attack. The Aegis conquers.
Remember how everyone loves choppers because of the multiple attack? A transport loaded with marines has that in spades. Meanwhile the cruiser is your occupying force: it can't attack more than once per turn, but it can conquer as many bases as it can get to! Lastly the fighter escort keeps this massive investment from going poosh! because of a lucky impact foil.*
My West Ruins force crushed the Pirates there, disembarked, and have already captured 2 Hive bases. Usually I give captured bases to Domai, but I wanted to build a chopper first.
My East Ruins force took on the other "arm" of the Pirates. When Svencer for Hire was down to 1 base of size 1 he tried to surrender. Nah, Punishment Sphere ...
I got some air support to the East force, and tackled the Usurpers next. I guess because I've been harassing their East coast almost continuously since the beginning of the game they didn't expect me in the West. I grabbed a coastal base very near the ex-Domai base loaded with SP's. I've been wanting it for 100 years, but just had too much else to do.
I have to be careful, because Progenitor battles tend to leave a lot of scorched earth. Normally that's what you want, but in this case I have to not only take the base, but hold it, and it stands near the heart of Usurper territory (it is also landlocked). Once again, however, I kept a Pirate base for myself to build a chopper close to the front. I'm doing the same with the base I captured from the Progenitors.
Homefront. South of my continent, the Sea of Mneismache, the Isle of Dexamenus, and the South Pole are packed with Unity pods. Games with the Progenitors will do that: their slaughterfests will leave big, uninhabited, unexplored holes in the map.
The "problem" is that I've cashed so many artifacts that I'm faced with a massive overhaul of my infrastructure, right when I'd like to be building choppers. The opposite problem of 10 turns ago (nothing to build) I'm running into the "Zakharov wall": runaway tech without the industry to match.
I'm an industrial giant, mind you, but this torrent of new techs has come all at once. It's a very extreme situation: Genejack Factories, Robotic Assembly Plants, Hybrid Forests, Clean Reactors, Super Formers, Hovertanks, Subsea Trunklines, and of course Choppers all became available within about 5 turns of each other! (Subsea Trunklines + Trawlers will take some of the pressure to produce minerals off the supply crawlers.)
I've got about 10000 credits' worth of unit upgrades to make, which The Nano Factory will cut to 5000, but that's still a lot of dough. So I've got a Clean Super Hover Former sitting in the unit designer but the lowly 100-year-old Fungicidal Former is what's sitting on the ground. Well, as long as I'm building The Nano Factory, I might as well wait, right?
* My naval tactics in games past had been to try to hide an armored but unescorted transport in fungus just within its movement range of an enemy base, then race in with the marines next turn. Not coincidentally that's how I met "The Lucky Impact Foil." It's one thing to lose a probe that way -- but a loaded transport!? Ouch!
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