There is a point in the argument that choppers are too strong, especially if done my way since i use a different strategy than appear to be common, but that again is the game rules.
My choppers are always state of the art with full armour, weapon, clean and the best reactor. I almost never loose a chopper because they can take almost any unit out, and if they get too damaged to a new attack i return for repair. If there should be an AAA unit with fusion reactor or stronger i just send a missile first. It's much cheaper to repair than build (free :-). To or three (13-4-12*2 clean) choppers can eliminate almost all opponents (tougher versions make eaven worse havoc, but i think that is a fitting level of capacity when starting a counterstrike (you can have sevaral passive vendettas where you just fight off attacks while you build your own strength unit you are ready)).
I guess its an old argue - heavy but expensive units against light but cheap - i haven't dig that deep into the archives, but i am in for the heavy. The light isnt that cheap anyway - it takes 80 min to build a 13-1-4-12*2 chopper and 170 to build a 13-4-12*2. It's more than double, yes, but there are a couple of advantages - they can attack more and they are thougher at defend, and if you are carefull about repair (of course you have CBA ?) then they can quickly be returned to service.
The question about range - well, as i see it they have a very long range ! It's right that it might be nessecary to bulid a couple of bases to attack, but that i surely would do anyway. How else will you get your missiles into firing range ? Of course it's possible to use ships to get a foothold but then again you can in a couple of turns get the choppers to this place which you cannot be shure your penetrators can.
I might have come a little out of track - maybe a thread about chopper strategy was an idea ?
My choppers are always state of the art with full armour, weapon, clean and the best reactor. I almost never loose a chopper because they can take almost any unit out, and if they get too damaged to a new attack i return for repair. If there should be an AAA unit with fusion reactor or stronger i just send a missile first. It's much cheaper to repair than build (free :-). To or three (13-4-12*2 clean) choppers can eliminate almost all opponents (tougher versions make eaven worse havoc, but i think that is a fitting level of capacity when starting a counterstrike (you can have sevaral passive vendettas where you just fight off attacks while you build your own strength unit you are ready)).
I guess its an old argue - heavy but expensive units against light but cheap - i haven't dig that deep into the archives, but i am in for the heavy. The light isnt that cheap anyway - it takes 80 min to build a 13-1-4-12*2 chopper and 170 to build a 13-4-12*2. It's more than double, yes, but there are a couple of advantages - they can attack more and they are thougher at defend, and if you are carefull about repair (of course you have CBA ?) then they can quickly be returned to service.
The question about range - well, as i see it they have a very long range ! It's right that it might be nessecary to bulid a couple of bases to attack, but that i surely would do anyway. How else will you get your missiles into firing range ? Of course it's possible to use ships to get a foothold but then again you can in a couple of turns get the choppers to this place which you cannot be shure your penetrators can.
I might have come a little out of track - maybe a thread about chopper strategy was an idea ?
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