It seems to me that a lot of Cha Dawn's bonus are nothing more than superfluous, and a lot of his penalties crippling. I have played him a couple of times, and got nowhere. So is there a certain way you can play Cha Dawn and be successful on a regular basis?
I have come to ask myself this question many times over the last month or so, considering the following facts:
- +2 Planet - this is probably his biggest bonus, as it means he can capture mind worms even more frequently than Dee.
- Free brood pits at every base upon discovery of the relevant tech - by the time you have the relevant tech you are out of the frame in any case.
- Mind worms do double police duty - the whole point of mind worms is that they go out and attack! Or am I missing something? Sure, this can be a useful bonus in the very early game if you want to put more workers out into the field, but at the expense of other pursuits.
When you weigh this lot against the inherent disadvantages:
- -1 Economy - No real use in running FM - wealth is an aversion, so +2 economy isn't an option....
- -1 Industry - hurts early game productivity no end.
My main strategy has been a huge worm-rush, but unless you have a lot of luck you won't be able to unseat a competent human player any day of the week....
....I really can't see the appeal of this strange character, except maybe as a challenge. So is there any hope for this seemingly doomed individual?
[This message has been edited by mark13 (edited November 19, 2000).]
I have come to ask myself this question many times over the last month or so, considering the following facts:
- +2 Planet - this is probably his biggest bonus, as it means he can capture mind worms even more frequently than Dee.
- Free brood pits at every base upon discovery of the relevant tech - by the time you have the relevant tech you are out of the frame in any case.
- Mind worms do double police duty - the whole point of mind worms is that they go out and attack! Or am I missing something? Sure, this can be a useful bonus in the very early game if you want to put more workers out into the field, but at the expense of other pursuits.
When you weigh this lot against the inherent disadvantages:
- -1 Economy - No real use in running FM - wealth is an aversion, so +2 economy isn't an option....
- -1 Industry - hurts early game productivity no end.
My main strategy has been a huge worm-rush, but unless you have a lot of luck you won't be able to unseat a competent human player any day of the week....
....I really can't see the appeal of this strange character, except maybe as a challenge. So is there any hope for this seemingly doomed individual?
[This message has been edited by mark13 (edited November 19, 2000).]
But the fact still remains that these bonuses are easily defended against. It is, however, a well-made point about the use of conventional ships in conjunction with IoDs - a fleet can be potentially devastating. The thing is, however, that this is a viable tactic whatever faction you are playing, as long as you have the prerequisite techs. the planet advantage of Cha Dawn gives him a slight advantage in one of these attacks working - if you are playing any other faction, and running Green, a similar tactic can be deployed. Thus, the advantage is somewhat negated by the fact that it is a viable option for other factions too, IMO.
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