Currently, Templars are 5 labs short.
Next year, they will be 3 labs short and we will probably take out Sands of Mars.
Next year Illuminatus will be one year away from finishing jumpsuit garrison.
(1) If ogre attacks recon battery in 2137:
Illuminatus will be 3 labs short and have no defenders in 2137; 2 labs short and have jumpsuit garrison in 2138; 1 lab short in 2139 and have mechanical resonance in 2140.
In 2137, laser speeder will attack jumpsuit garrison in Sands of Time. In 2138, laser speeder can heal itself on monolith. In 2139, laser speeder can attack jumpsuit garrison in Illuminatus. Note that this does not take into account Templar laser battery.
(2) If ogre withdraws from monolith in 2137:
Illuminatus will be 3 short and have recon battery in 2137; have mechanical resonance and recon battery and jumpsuit garrison in 2138.
In 2138, laser speeder heals itself on monolith and ogre moves back to monolith. In 2139, laser speeder attacks jumpsuit garrison and ogre attacks recon battery and scout occupies Illuminatus. Note that this does not take into account Templar laser battery.
So difference is whether we take out Illuminatus in 2140 or 2139 and whether the recon battery survives for a couple more turns.
I think it would be a mistake to leave the Templars with a laser battery (currently outside their bases), a recon battery in Illuminatus and a soon to be completed jumpsuit garrison.
If the Templars only have one unit in Illuminatus, the amount of mischief they can inflict is limited.
My original plan was to take Illuminatus as soon as possible to deal a crippling blow to the Templars. I can see the value of holding off a few turns so we get mechanical resonance. I don't see the value of allowing the recon battery to survive a couple of extra turns (and have a couple more shots) so the Templars can finish researching mechanical resonance 1 year earlier.
The recon battery can destroy improvements in addition to taking hit points off the ogre or scout.
If a speeder is 50% damaged, it will have only one movement point. So a 4-2-2 rover would effectively be 2-1-1.
Effectively, the 60% damaged ogre is 2.4 and 1.2.
The issue with the monolith is not destroying the recon battery as soon as we can. Giving the recon battery a couple more shots means either a couple more improvements destroyed or loss of some hit points on one or more of our units.
Next year, they will be 3 labs short and we will probably take out Sands of Mars.
Next year Illuminatus will be one year away from finishing jumpsuit garrison.
(1) If ogre attacks recon battery in 2137:
Illuminatus will be 3 labs short and have no defenders in 2137; 2 labs short and have jumpsuit garrison in 2138; 1 lab short in 2139 and have mechanical resonance in 2140.
In 2137, laser speeder will attack jumpsuit garrison in Sands of Time. In 2138, laser speeder can heal itself on monolith. In 2139, laser speeder can attack jumpsuit garrison in Illuminatus. Note that this does not take into account Templar laser battery.
(2) If ogre withdraws from monolith in 2137:
Illuminatus will be 3 short and have recon battery in 2137; have mechanical resonance and recon battery and jumpsuit garrison in 2138.
In 2138, laser speeder heals itself on monolith and ogre moves back to monolith. In 2139, laser speeder attacks jumpsuit garrison and ogre attacks recon battery and scout occupies Illuminatus. Note that this does not take into account Templar laser battery.
So difference is whether we take out Illuminatus in 2140 or 2139 and whether the recon battery survives for a couple more turns.
I think it would be a mistake to leave the Templars with a laser battery (currently outside their bases), a recon battery in Illuminatus and a soon to be completed jumpsuit garrison.
If the Templars only have one unit in Illuminatus, the amount of mischief they can inflict is limited.
My original plan was to take Illuminatus as soon as possible to deal a crippling blow to the Templars. I can see the value of holding off a few turns so we get mechanical resonance. I don't see the value of allowing the recon battery to survive a couple of extra turns (and have a couple more shots) so the Templars can finish researching mechanical resonance 1 year earlier.
The recon battery can destroy improvements in addition to taking hit points off the ogre or scout.
If a speeder is 50% damaged, it will have only one movement point. So a 4-2-2 rover would effectively be 2-1-1.
Effectively, the 60% damaged ogre is 2.4 and 1.2.
The issue with the monolith is not destroying the recon battery as soon as we can. Giving the recon battery a couple more shots means either a couple more improvements destroyed or loss of some hit points on one or more of our units.
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