Originally posted by Tau Ceti
IIRC, needlejet transports have a move of 4, so they are rather useless. Chopper transports can survive a bit longer, but still take a while to reach their destination. You can also drop the cargo anywhere by disbanding the transport over land, though I am not sure the cargo can move afterwards. (Ogie? Didn't you check this a while back?) Overall, cruiser probes or a boatload of probes would be a better bet, though you would need a lot of them for successful sabotage and mind control is often prohibitively expensive.
IIRC, needlejet transports have a move of 4, so they are rather useless. Chopper transports can survive a bit longer, but still take a while to reach their destination. You can also drop the cargo anywhere by disbanding the transport over land, though I am not sure the cargo can move afterwards. (Ogie? Didn't you check this a while back?) Overall, cruiser probes or a boatload of probes would be a better bet, though you would need a lot of them for successful sabotage and mind control is often prohibitively expensive.
Fusion reactorair units aresomethinglike 5 or 6 a turn if elite. Having a tough time remembering what they are in SMAX but something tells meyou get the extra moves fromteh CBA as well. AS for the need to disband the units in order to get probe teams to move not so. There is a keyboard shortcut (control U ? ) that allows them to drop and move. Nowthe real issue thoughisto use a chopper to insert a probe team can be a sticky wicket. IF from a far disantce chances are it will be intercepted at its leisurely pace. But short distances it's great.Load a PT on a chopper/noodle transport unloading does not cause interceptors to scramble, there is no interference from air complexes prohibiting insertion, and likewise if a real military unit there is no 50% penalty for drop and attack on same turn. One other big downside is that air transports can hold only one unit.
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