Originally posted by 551262
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Particularly with naval based strikes, you really do need lots of units. The favorite attack unit I use on the sea is something like 13-1-4*2 SAM-Clean foils. I think destroyers and cruisers with best-weapon-best-armour-AAA-Clean are very expensive so I think I should standardize on using the previous attack foils coupled with 1-6-4*2 AAA-whatever for defense and just plop them on the same square. Naval units can get shredded pretty easily with needlejets...and air defense is warranted in any case because proper invasions are essential for warmongers. Say you have 1-6-6*2 Trance Clean Destroyer Transports, when they're packed with rovers, marines and infantry attack units they can be rather precious. So we stack AAA defense units on top of them to make sure they're covered and surround the whole shebang with cheap attack and defense foils so that conventional missiles have a harder time getting in. Add destroyer probe teams and destroyer carriers and you're set.
I dunno. Are clean reactors really worthwhile? They are essential to fielding large armies if you don't have +4 support.
Also, more questions: Is it better to have best-weapon-best-armour attack troops for taking down bases, or is it better to field something like best-weapon-no-armour troops stacked on something like 1-6-1*2 AAA-ECM defense troops? I suppose if you take the base down in a single turn you're fine, but you still need ready defenses against counter-attacks. I suppose if you were playing against MP players then adding 1-6-1*2 Secure-Trance for good measure wouldn't be too bad, but I don't know if Secure abilities make the base that much more resistant to probe subversion, as base probe defense is probably more of a SE thing.
What is the practical "limit" to turns per tech? Zak might be able to get 1 tech every two turns but I'm not sure about everyone else. Is 4 turns per tech "good enough"?
How much cash can a "real" Morganite get per turn? 25,000?
When starting out, while we're waiting for former tech to come down the tube (rather slow if you don't have a starting monolith or what have you, assuming you're not Zak or Deidre) what should I do? I build scout patrols until the formers are ready, then I disband + rush to get it out as fast as possible. Should I be doing something else like working on a colony pod?
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