Just a thought, it may be interesting to share the most bizarre specimens that came out of your workshops. Moderators, feel free to get this thread burned, seared, and sterilized until every hiding place is found and until every last reply, every last slimy one, has been cooked to a smoking husk.
Psi Destroyer Probe Team
(Red Alert II Yuri Commando)
Turn the already naughty Probe Teams into naval powerhouses. Best carried out at sea since there you won't get the three to one defence penalty. By the time you get Psi Armour, your Probe Teams will start out with elite status. Even the bombastic Singularity Battleship won't stand a chance against a swarm of relatively cheap, supportless and droneless Psi Probe Teams. AI always falls on this one.
Disadvantages:
Its prerequisites, of course. Eudaimonia comes so late in the game that this psychic crackers won't change the course of the game. It's a fun gambit to do anyway.
APC
I originally intended to use heavily armoured rovers to carry infantry into the battlefield. The movement drop and huge cost of such a unit provet that stunt unpractical.
I then attemped to reuse the idea in a diferent context - to unload infantry from sea transports, thus enabling them to attack in the same turn pre Amphibious Pods. I then realised the awful truth - a transport won't carry another transport in this game. The apc remained in the same ocean tile as I moved the sea transport away to glory. I have yet to experiment using them as coastal barriers to defend shores; as they actually are ground units, they shouldn't be destroyed by sea units (however, what prevents sea units from destroying a land unit may be the fact that it is on a land square, I have to check that out).
Psi Destroyer Probe Team
(Red Alert II Yuri Commando)
Turn the already naughty Probe Teams into naval powerhouses. Best carried out at sea since there you won't get the three to one defence penalty. By the time you get Psi Armour, your Probe Teams will start out with elite status. Even the bombastic Singularity Battleship won't stand a chance against a swarm of relatively cheap, supportless and droneless Psi Probe Teams. AI always falls on this one.
Disadvantages:
Its prerequisites, of course. Eudaimonia comes so late in the game that this psychic crackers won't change the course of the game. It's a fun gambit to do anyway.
APC
I originally intended to use heavily armoured rovers to carry infantry into the battlefield. The movement drop and huge cost of such a unit provet that stunt unpractical.
I then attemped to reuse the idea in a diferent context - to unload infantry from sea transports, thus enabling them to attack in the same turn pre Amphibious Pods. I then realised the awful truth - a transport won't carry another transport in this game. The apc remained in the same ocean tile as I moved the sea transport away to glory. I have yet to experiment using them as coastal barriers to defend shores; as they actually are ground units, they shouldn't be destroyed by sea units (however, what prevents sea units from destroying a land unit may be the fact that it is on a land square, I have to check that out).
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