Author
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Topic: Partner Strategy
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Natguy |
posted 07-21-99 01:52 AM ET
Hi, it's 12:30 AM here and I'm merrily posting away. Here is an idea of mine that I have not tries yet. If somebody tries it before I report please state your feelings on it. Here it is... The Partner PlanWhenever I am preparing to invade an enemy faction, I always prepare units with my best weapon and no armor, because it increases the cost and generally armor doesn't keep up with attack ability. So frequently my troops in the field are easy prey to a counterattack. Here is my idea to remedy this: For every attacking unit you have (or for your best) you have built another unit of the same chassis but without the high weapon. Generally you may want to add armor, but it may not be necessary. You group this units together in pairs of attacker and bodyguard. They are always in the same square. When an enemy moves to attack your armies, the defending unit takes the hit for the attacker. Sure, the attacking unit gets some collateral damage, but unless it was an air attack, the enemy unit will now be situated in a spoy where you can easily attack and destroy them (This is why the armor on the defender doesn't matter). If you had no "bodyguard" then your attacker would have been destroyed, and that is not good when you are attacking a well-defended enemy. You need every unit you can get. Well, that is my strategy. I haven't tried it yet, so I don'y know if it is feasible. I'll experiment tomorrow and report later. Any thoughts?
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Idunnoreally
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posted 07-21-99 03:08 AM ET
I find it a very good tactic, although I still think that a "bodyguard" should have the highest defensive rating for several reasons.1.I hate the idea of "hitting two birds with one stone". If the offensive unit has an armor rating of 1, the collateral damage could cost the unit to be destroyed along or to be damaged severely that it can't carry out it's primary objective, which is to attack. Furthermore, it will put a strain in "support". 2.Whenever I take over a base I find it a nuisance building a defensive unit for the base. If you have the highest rating of armor for the "bodyguard", you could use it to defend the captured base. This will save you the turns and you will be able to concentrate on beating back the counterattack or create chaos in other hot spots. Which in turn will disrupt the enemy's counterattack and move his/her units to the hot spots!. This way the captured base definitely has a chance to survive! 3. Even if the "bodyguard" took a beating, it will be able to restore itself to it's full health instead of only 80% outside a base.(unless of course, you have the Nano Factory!) |
Idunnoreally
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posted 07-21-99 03:21 AM ET
I just started playing SMAC for a few months. I have the "combat" thing pretty well figured out since I am fond of the Spartans because I like Militaristic actions!The only thing that I am really poor is the "making money" part! I was using the Spartans and I was conquering everything I set my eyes upon. Unfortunately for me, I'm a "building" sort of guy and I was building practically all the base facilities available! Adding to to that, I always keep the captured bases as my own and rebuild it to become a part of my EMPIRE, and also because I don't like committing atrocities. I was having so much fun destroying things that I don't realize I have a "minus" income !!! Suddenly, I find myself either obliterating the less developed bases or scraping the expensive facilities!! Either way, I found myself destroying things that I have worked hard for, and it really gets on my nerve!!!! So, please help me Natguy, I think I might have made a mistake dozing off during my economy classes!:-( |
Natguy
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posted 07-21-99 10:43 AM ET
Well, you might consider switching to a different faction, as the Spartans are generally not regarded as a builder or moneymaking faction.I always build the enhancements that increase my energy flow before building those that increase pysch, research, or production (after of course the R. Tanks and Network Node are in) Build Orbital Power Transmitters and Aerospace Complexes. If it's a temporary emergency you can increase the amount of energy going to your cash reserves as well, but don't do this too long as it tends to hamper research. Or you can always attack rich folks and use the spoils to rush-build the energy buildings. I hope these help. If I think of any more I'll post them. Chairman Nathan of the Hive |
Series II
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posted 07-21-99 12:20 PM ET
Wnat money - make rivers everywhere. |
Natguy
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posted 07-21-99 12:27 PM ET
How do rivers help? I never drill to aquifers so I don't know their effects. |
Rex Little
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posted 07-21-99 01:04 PM ET
If a space has a river running through it, it produces one extra energy in addition to whatever else it normally gives. For that reason, many players like to drill to aquifer all over the place.
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