Author
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Topic: Best way to win ALL GAMES ( aqainst the weed queen)
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destroyah692 |
posted 07-04-99 12:17 AM ET
1)Force her to surrender at the start(with-in 250 years)and she will never trouble you again. If you stay with (green)she even give you money and men to help your game. If this is your path to glory then here an hint: factions that surrender to you need your Tech to stay in the game. give it/sell it or trade it, but they need it to help you and stay strong.2)If you find that she had become a green pain in the butt, and huge enemy, this is the best way to beat her. Make ten missles,five copters, three jets(your choice)and five mind worms. now that you have all this, build a base as close to her on land with a man who can protect it/or at sea with a transport, now that you have this start moving all those copters and jets etc. to this base. Then it is just a matter of taking your time healing and attacking and taking base by base till she surrenders or dies. This works against all other factions but best against The Green Queen. Destroyah692
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destroyah692
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posted 07-04-99 11:26 AM ET
If any of you think you can do better I like to hear this plan of attack. DESTROYAH
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Plato90s
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posted 07-04-99 03:37 PM ET
Substitute any other faction's name in there, and you have the same plan.A possible flaw you can see right away is that AAA-equipped units huddling in bases with Aerospace Comples would make mincemeat out of needlejets or copters unless you had a substantial tech advantage. Your proposed invasion force also seems very weak on the ground element. 5 Mindworms is hardly enough to hold an entire counterattacking army at bay. Consider the fact that many people on this board has already reported games where the invasion force consists of 3-4 fully loaded transports [meaning 20-30 units] plus air units being ferried in later. |
sandworm
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posted 07-05-99 11:57 AM ET
If you have the credits, and it doesn't take much, speed build a garrison immediately in captured bases. If you can afford to wait a turn, speed build a scout infantry or rover and upgrade to YFD (your favorite defender). A couple of 1-?-2 rovers might be nice to keep counterattacking units away from your mindworms, mindworms are pretty lousy on defense. I generally use an all offense rover rush (with air support if it comes along early enough) to knock out other factions. Mindworms don't work as well against high morale factions, but pretty well against the Gaians if they don't have too many command centers/children's creches. |
destroyah692
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posted 07-05-99 12:30 PM ET
Plato90s: My last sentence does say that it works against all factions but The Green Queen is the most effected by this attack. The mind worms only hold the bases after you take them and they fight better against AAA troopers than you would think;for if there AAA,they can't be PSI Denf. Sandworm: what you say is logical and a good idea;except you aren't giving the mindworms enough credit. They work better than most of the most advance troops when it comes to fighting base troops. after you take a base and move your men in. you go on bomb runs. hit all formers, test the firepower level of bases, take out those you can and those you can't that what the missles are for. with my plan an entire faction can be push to surrender or killed off with-in a matter of 50 years.
destroyah |
Beta1
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posted 07-05-99 12:57 PM ET
Why can't units be trance/AAA? As long as you have MMI (or is it neural grafting?) you can put two special abilities on a chassis. Also what happens if there is a trance unit AND a AAA unit. Mind worms are weak on the counterattack - that 3:2 psi attack bonus means that the attacking unit should always win at equivalent moral levels. Missiles can be defended against - all it takes is aerospace complex, sensor and decent armour. Anyway most of your original points are well put if slightly obvious. Anyway there is one better way to beat her. Capture one of her cities, give it to the hive/Spartans/believers (but esp the hive) then sit back and laugh as they trade PBs. |
destroyah692
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posted 07-05-99 01:10 PM ET
This is why; First we are playing against an computer not are friends;second if they are going to make there men AAA they almost always as their second talent use deep radar or SAM. The computer makes it so that it can fight certain targets. don't ask me why; I think it is not the best way to make designs but it does. destroyah P.S. that is why I design all my own troops.
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Drago Sinio
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posted 07-05-99 07:06 PM ET
I think the best (fastest) way to conquer is with a massive missile strike followed up with rovers and copters. I am currently playing a game as Hive, getting ready to invade the Spartans, who are currently the strongest faction in the game. I have built a seabase right on their coast, transported in a dozen rovers, and am building about 50 missiles. As soon as i get the tech to build copters I will build 4 or 5 of those to wipe out any military units roaming around outside of the Spartan bases. I have about 12 needlejets standing by to shoot down any Spartan jets that go after the copters, and as soon as I am ready I plan to take about 7 closely grouped Spartan bases, the heart of their empire, including the capital. They are all built in or near the garland crater, and are all within missile range. Hopefully that will be the beginning of an end to their empire, and vault me into first place in a single turn. |
Plato90s
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posted 07-05-99 07:54 PM ET
I've never seem AAA-SAM units being built by the AI. The far more common combination is AAA-ECM.And once you start using mindworms, the AI will start making Trance units all over the place. |
Beta1
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posted 07-06-99 06:38 AM ET
Agreed, the AI will adapt to defend against any type of unit you over use - if you consistently use rovers everything ends up ECM, if you use airpower you find AAA units (and occasionaly interceptors). I have never seen the AI out AAA/deep radar on a land unit. You do see it all the time on ships though. I used to use the missile barrage tactic alot but its not really that resource efficient. From an aesthetic point of view I prefer the subtletly of cloaked drop hovertanks or similar doing orbital insertions behind the enemy front and performing interdiction type attacks on roads/sensor arrays to remove the defenders advantages. |
sandworm
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posted 07-06-99 01:21 PM ET
Destroyah - I can see your point - mindworms are often much better than a conventional unit with the same morale/lifecycle when attacking - always a 3:2 basic advantage They're great if.. 1. You can't get a 3:2 or better advantage with conventional weapons 2. Your armored units defend at less than 2:3 against enemy's best or most common weapon. 3. You have fungus or roads to move through, and enemy cities are close together, so your worm army doesn't get caught out in the open. I have had games where my not so well developed worms get pounded when attacking bases with veteran/commando troops inside. They may roll(boil?) right over Morgan, but Santiago's troops cut them to pieces.
Personally, I like having a few rovers and needlejets around with my worms, the extra movement/range is a big plus. Combined arms. |
destroyah692
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posted 07-06-99 05:41 PM ET
Thank you all have been very helpful; now that this one is done lets move on. DESTROYAH
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