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  • #16
    Ugh. By the time you get to string weaponry if the game isn't won you're either on a damn big map or you ain't been playing SMAC that long. By the time I get Shard the game's usually in the bag.

    IoDs are most useful. Locusts have some nice abilities too - being able to capture bases is probably one of the most useful.
    "Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman

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    • #17
      Death Sphere? Whew not even i in my Long Games get to get those Beasties :=)
      Bestweapon Bestarmor Inantry Drop Clean does teh Job If he didnt get CA
      Curse your sudden but inevitable betrayal!

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      • #18
        I played the Spartans a couple of times, and was quite impressed when my morale got so high that I had elite formers with two movement points (I am SUCH a builder!). Aside from that, I love spending a decade or two telling every base in my empire to crank out nothing but a horde of Clean Rover Formers.

        Also give another vote for probe foil teams, police infantry, and Isles of the Deep.

        Another fun one when the game's already won is to build a horde of fungicidal gravship formers, setting them on auto-remove fungus, and watching them try to completely lobotomize Planet.
        "Never underestimate the human aptitude for stupidity"

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        • #19
          I'm quite fond of IoD's, and even fonder of Locusts, and I use Foil Probe teams, . . . . . but . . . they are all quite expensive for what you get. When it comes down to getting the job done cheaply and quickly, good old cheap basic transports, perhaps with enough armor to make the trance ability free or else with a cheap defense-only ship as escort seem to do the job better. If you don't build the IoD's or Locusts with the appropriate morale boosting facilities and/or NL combat enhancing SP's, they are extremely weak and have trouble standing up to their native counterparts, not to mention an MP opponent with Empath units or who uses artie on them.

          The Foil Probes suffer from the morale problem too, unless you build them at a Navy Yard and/or with a Bioenhancement Center - and if you have those things, you could probably go a step further and make them Cruiser probes, for an extra couple of moves.

          Being Sparta and/or having a good Green rating addresses these problems to a great extent, but by the same token, not being Santi and/or running Wealth will make your units into real Walter Mitty types, enough to turn Blakes "freedom fighters" into "freedom flitters", especially if he built them without Aerospace Complexes.

          So I guess I have to nominate the old 1-1-3 Foil Transport Armada (with mighty 1-3t-4 escorts) or the all in one combined version 1-3t-3 "freedom flotilla" model.

          Another good cheap versitile guy is the 4-1-2 Impact Empath rover, preferably built with a Command center (or better) and upgraded with a monolith. Later on, it could be upgraded fairly cheaply to add effective SAM capability. Its cousins at sea or in the air are also useful for making money off of or impressing/shanghaiing native life, but you might want to add trained or upgrade them from a trained shell to boost their starting morale unless you have NavyYards/AeroSpaceComplexes and BioEnhancement Centers lying all around.

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          • #20
            Actually my Freedom Fighters are specifically designed for use under Wealth. It's when you cant be bothered spending on proper military, just build thse crappy very green impact-noodles. They are well suited to knocking out formers, probes, unarmoured rovers/ships etc.

            Once they get the 2-3 free morale upgrades they can be used against plasma armored units. The ones which get to hardened may get an upgrade to missile for against harder opponents.

            The real good thing is instead of having to build an expensive areospace complex to bring the morale up to green (wow!) you just plink one enemy former to get the same effect. SO the very point of the Freedom Fighter is you dont need an areospace/bio-enhancment center .

            They are also still really cheap with a clean upgrade.
            I think I call them freedom fighters because they are so cheap, like my faction hardly even has to pay them.

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            • #21
              Originally posted by The Bloody Baro
              5. X Death Sphere with Empath Song [ULTIMATE WORM KILLER]
              does nerve gas work on natives?

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              • #22
                No nerve gas is not an option against natives
                "Just puttin on the foil" - Jeff Hanson

                “In a democracy, I realize you don’t need to talk to the top leader to know how the country feels. When I go to a dictatorship, I only have to talk to one person and that’s the dictator, because he speaks for all the people.” - Jimmy Carter

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                • #23
                  Although it should be - damn mind worms getting inside my head and controllling my dreams...grrr....growth dream soon...kill them all....
                  *wanders off, still muttering*
                  "Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman

                  Comment


                  • #24
                    Everytime I read something from Clear Skies I become more afraid...



                    // ImpactRovers!
                    Curse your sudden but inevitable betrayal!

                    Comment


                    • #25
                      - Needlejet Colony Pods.
                      - Armoured Sea Formers (preferably 4(?) (or 8 w/o WP) Super Sea Formers within 3 (or 5 with MCC) squares away from an enemy costal base).- and of course those 1-1-1 trained,drop (elite) units and an unoccupied bunker in the enemy's territory.
                      - Clean AAA garrisons in bunkers at the coastline.

                      I only start to appreciate police units. And I still have to learn how to use diverse transport units...
                      Why doing it the easy way if it is possible to do it complicated?

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                      • #26
                        Originally posted by Main_Brain
                        Everytime I read something from Clear Skies I become more afraid...
                        Be afraid, be verrrry afraid....mwahahaaa....

                        Drop Colony Pods become more and more useful the bigger the planet you play on...anything with Nerve Gas is eternally useful against those damn Progenitors...

                        (I swear, they're controlling my mind...)

                        ...not to mention drop Probe Teams and drop Police Garrisons...

                        (All the time. Not just on and off, but all the bloody time, telling me the growth dream will be soon and I must kill everyone...)

                        ...and of course the ever-useful Locusts of Chiron.

                        (And for some reason writing incredibly bad poetry...)
                        "Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman

                        Comment


                        • #27
                          willy's worm guards

                          Worm Guards. One per base.
                          Early-game this is Speeder + Gun + Best Armor + Best Reactor + Empath Song + Non-Lethal Methods.
                          Garrisoned Police for drones. Armor for non-indigenous defense. Empath to get the worms. Speeder to go out and get them while they're still outside the base's production area. Upgrade the armor and reactor as you go. I tend to wait as long as possible before upgrading from Photon Wall, just because it looks so cool .
                          Mid-game, with CentPsi, change to Psi Attack. This precludes Empath, so change to Clean Reactor. That helps offset the cost of rebuilding the whole Corps, because you won't be able to upgrade the Empath units to Psi Attack, so you'll have to build new units and disband the old - and deservedly so if they've been busy .
                          Late-game, with Eudaimonia, change to Psi Defense and upgrade from the other armor.
                          I am on a mission to see how much coffee it takes to actually achieve time travel.

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                          • #28
                            Ack, I thought I voted in this poll!!!!

                            Mine are-

                            1. Singularity Buster Subs. Cruiser w/underwater hull and air transports. I use these to carry my nukes to far flung area's on the map. These combined w/the PB's= VERY expensive but these units are soooo much fun!!!

                            2. Nerve gas rovers w/no armor. Dunno why I like these. Maybe for the kamikaze factor.

                            3. Drop Shard Tanks. I've surprised Miriam more than once w/these.

                            4. Rover Probe Teams. Again, I don't know.

                            I like a lot of impractical units, but they're super fun!
                            Despot-(1a) : a ruler with absolute power and authority (1b) : a person exercising power tyrannically
                            Beyond Alpha Centauri-Witness the glory of Sheng-ji Yang
                            *****Citizen of the Hive****
                            "...but what sane person would move from Hawaii to Indiana?" -Dis

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                            • #29
                              Yesterday I spotted the Most Strange Unit ever:
                              (Spartan AI): Impact Foil Fungicidal
                              Hu?
                              Curse your sudden but inevitable betrayal!

                              Comment


                              • #30
                                I've seen that too. All my attempts to build one of my own have failed miserably.
                                Everything changes, but nothing is truly lost.

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