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  • Green Maritime Pod Strategy

    The Green Maritime Pod Strategy is from an old post, by a poster who's name I do not recall. If anyone remebers who did, please post! I ran across a print out of it the other day and decided to try a game. I thought some newer players might like to try the strategy, or some older ones might like to try it again, as I did.

    I played basic SMAC, but it works just as well in SMAX.

    The strategy is to build an empath navy, and pop all the floating pods, while capturing as much wildlife as possible.

    You play a green faction, I chose the Gaians.

    You beeline for planetary networks to get probes, Doctrine Flexibility to get foils, Doctrine Iniative for the MARITIME CONTROL CENTER and cruisers, Centauri Empathy for Empath Song and Green SE.

    As soon as you can, build some probe foils. Their mission is to scout for pods, (but not pop them yet ) and make contact with all the other factions for tech trading, stealing.

    Switch to Green , as soon as you can.

    When you get Doctrine Iniative, immediately build 3 or 4 cheapest possible cruisers, upgrading to Empath when you can. And of course build the MARITIME CONTROL CENTER asap.

    You MUST have a positive Planet Rating for this to work, the higher the better.

    Okay, so now you have a Positive Planet Rating, a lot of the oceans explored, and your Empath Cruisers are ready to go.

    Now what do you do?

    Starting near an enemies territory, and working away from your own, start popping the floating pods with your E Cruisers.

    MAKE SURE you have plenty of movement points left before you pop a pod, so you can run away if that seems prudent. PATIENCE will produce the best results. When you capture an iod, use any captured worms aboard to pop the land pods in unexplored territory and islands. Then use the IOD's and Cruisers in pairs, with the IOD popping the pod, and the Cruiser attacking any natives that pop out.

    Before long, you will build up a large , experienced native force, get lots of techs from the AA's you find, have a ton of energy credits, free builds, and whatever other good stuff you can get from the pods. Send the AA's home aboard an IOD with a cruiser escort- you will lose some if you arent very careful.

    The idea is to beat all the other factions to the pods, and the goodies within. I usually save the AA's until I have the Hunter Seeker , and then hook them up all at once to the network nodes to get a huge tech lead. That way you can begin the "conquer" phase with superior weapons, that the enemy cant steal from you.

    In the game I am playing on a standard sized earth like planet, I got 8 AA's, 14 worms (2 of them DEMON BOILS!), 7 Iods and countless free builds, unity rovers etc. by year 2262.

    I have popped all the pods, and am about to take on the other three powerfula factions- Miriam, Santiago and the Hive. I have Tachyon weapons, the bad guys have Missiles and Chaos.

    Wait til' Miriam gets suddenly attacked from all sides by Worms, Elite Tachy Marines and the 12 Tachy Jets I am building now. !!

    She has been threatening me all game, being my immediate neighbor, and her time has come.
    "Nine out of ten voices in my head CAN'T be wrong, can they?"

  • #2
    Sounds like a blast, Drago. Usually in-game I have at least one base designated as my "Mind Worm Institute," with a Biology Lab, Centauri Preserve, Brood Pit, etc, as the facs become available, to churn out worms. I recall how useful it was as Cha Dawn one time to capture Isles of the Deep filled with pre-boil or boil worms in the early game and the use it to explore, assist, or assault as needed. Later on, capturing one of those aggravated eco-damage pops can yield 10+ Mature/Demon Boil mind worms for your psi forces, a lot of fun!
    "I wake. I work. I sleep. I die. The dark of space my only sky. My life is passed, and all I've been will never touch the earth again." --The Ballad of Sky Farm 3, Anonymous, Datalinks

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    • #3
      Marid A, Yes, it is a fun way to start out a game, a nice change of pace from my usual style. Very flexible too, you can switch to whatever style you like after all the pods are popped.


      The Worms and Marines made quick work of Miriam, I took four of her bases within five turns, and she came looking for a truce. So I took the truce, rested my troops for a few turns to repair them, and then took three more bases! Then she begs for a truce and a peace treaty. So I gave it to her and turned on the Hive. I took three of his bases in a one turn surprise attack! He asked for a truce, which I gave to him. Then a few turns later he sneak attacked me, and I sacked his capitol and two other nearby large bases. So now he wants peace again.

      End result is with the (independent) worms and IOD's, plus a few marines and 12 Tachy Needles, I added about 6 large bases (total of four SP's) and a bunch of little bases to my empire. I homed my needles and marines to the captured bases, so my core bases arent saddled with the support.

      The strategy works very well for a builder type player, because early in the game you are at peace with everyone, most of your military are independent captured natives that you neither build nor support, and those popped pods give you free builds and a ton of credits for rush building infrastructure. I had no battles at all, other than with the natives, until after I had popped all the pods and built up all the infrastructure in my core bases. I even loaned money to pretty much all the other factions, I had so much of it.

      The only other powerful faction left at this point is Santiago. She hasnt bothered me, so I think I will leave her alone for now and let her gnaw on the bones of Miriam's and Yang's holdings for a while, and do some more infrastructure builds.
      "Nine out of ten voices in my head CAN'T be wrong, can they?"

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      • #4
        My only question for you is something that i probably should know but was never quite clear on : Can a human controlled native life-form capture an enemy base, or are regular units required for this?

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        • #5
          Originally posted by PhoenixPhlame73
          My only question for you is something that i probably should know but was never quite clear on : Can a human controlled native life-form capture an enemy base, or are regular units required for this?
          Certainly they can!

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          • #6
            Yes, a captured life form is just as good as one you "build" your self. Better in fact, since its independent, drawing no support.
            IOD's are great for taking those annoying little sea bases that the AI pops up all over the place.
            "Nine out of ten voices in my head CAN'T be wrong, can they?"

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            • #7
              AAAAAaaaaaaahhhhhhh! No, not another sea colony on my doorstep!

              Usually hit them with jets then capture by cruiser. Although they are usually adjacent to land and can be attacked by amphib units I just don't built amphib unless it's too inconvenient to take a base any other way.
              (\__/) Save a bunny, eat more Smurf!
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              • #8
                Originally posted by Drago Sinio
                Yes, a captured life form is just as good as one you "build" your self. Better in fact, since its independent, drawing no support.
                Well actually, in my experience captured lifeforms do sometimes require support. I have never looked deeper into it, but I think it's just if you capture them near one of your bases. And neither built or captured life forms require support if they stay in xenofungus. A great way to reduce the support of your mind worm army when you're at peace.
                Contraria sunt Complementa. -- Niels Bohr
                Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                • #9
                  Regarding captured units requiring support:

                  I believe this was brought up in one (or several) old threads. Basically, you can only have so many 'free' units of a particular type. After that you can still capture them, but they are homed to your nearest base. IIRC the same thing happens with unity rovers etc.
                  He's got the Midas touch.
                  But he touched it too much!
                  Hey Goldmember, Hey Goldmember!

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                  • #10
                    Originally posted by Straybow
                    Usually hit them with jets then capture by cruiser. Although they are usually adjacent to land and can be attacked by amphib units I just don't built amphib unless it's too inconvenient to take a base any other way.
                    It's too bad that amphibious troops appear to be for a very specific situation: coastal bases.

                    There was only one game in which I build Amphibious Rovers, but they did turn out quite handily. Basically, I used them against coastal bases which cannot be taken by sea vessels (this is pre-air power). Landing a unit takes 1 attack, so instead of landing, I sail up, hit the base hard, then sail away if I have to. The units are moved to safety so they can repair on the ship. If the base is rendered defenseless, I take it with the weakest rover in the stack so that it is instantly repaired. Otherwise, my cruiser sails in, then the transport, and I dig in at that base and use it as my beachhead.

                    I think amphibious troops ought to be usable against other ships. If I have a stack of marines in my transport, and I can rush up to a ship or IOD or whatever, I feel they ought to be able to launch an attack, and/or defend against an attack.

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                    • #11
                      Amphib troops are good for two things... capturing sea bases adjacant to land tiles, and attacking sea/coastal bases from a transport.

                      The cruiser transport loaded with Best-1-1 Marines is particullary effective at cracking open coastal/sea bases. If you don't need the +25% vs base (and the enemy isn't using ECM) you can use rovers instead.

                      If you have lots of money load the transport with trained 1-1-1's instead, and upgrade them to best~ on the way.

                      A cruiser loaded with elite infantry is about the most deadly thing in the game, packing A LOT more firepower than a chopper. But it's also rather expensive.

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                      • #12
                        Drago,

                        I believe it was Scott Johnson who wrote on that same topic many moons back. Seems he hasn't posted since Feb 2001 so prolly long gone. That and use of Marines I think were among some of his better stuff. He had some really good stuff if memory serves.

                        Og
                        "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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                        • #13
                          I HAVE to try all these tactics tonight...
                          Ugh. When I hear all you lot talking about these really clever sorts of things to do, I sometimes feel I must be the worst SMAC player in existence. Trouble with me is I'm something of an 'old-schooler' - I tend not to overuse crawlers or energy parks or anything like that.

                          Dammit, you're all SO much better than I am!
                          "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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                          • #14
                            Personally I think that though many people know these tricks, they are not often put to practice. For example, I've heart some PBEM veteran say once that he had almost never seen an energy park in MP. That proves I guess.

                            I could be wrong of course. In that case I'm also a terrible player...
                            Contraria sunt Complementa. -- Niels Bohr
                            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                            • #15
                              It's almost impossible to defend an energy park against a human opponent. A couple of suicide missile choppers can just lay it waste.

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