Blitz race: Vloz'ress |
Mon, 08 January 2007 13:15 |
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This is an example of a Quick-Kill blitz race! You don't need to colonize or research at all. Just ramp your homeworld insanely fast and churn out Hordes of Impending Doom to sledgehammer the other players before they can react. Use in Tiny universes in Blitz mode (4 year gens until turn 2440, then 2 year gens till '60) to achieve best effect.
WM
IFE, NRSE, OBRM, NAS, RS
3.20-8.00
120-200
80-100
20%
1/1000
15/5/17/G
10/2/15
All Exp @3
10 points to surface minerals
2408 (blitz turn 2): 1292 resources... ramping like crazy. Whee.
2412 (blitz turn 3): Construct many DDs and some minibombers for the next 4 turns. For the DDs I like 2 Beta torps, a comp, a Cow shield, and a jet, but you can use Yak DDs or whatever instead, as it suits you. Using the design mentioned above I can churn out 40 minibombers and 62 destroyers in time for the next 4 year turn. It may be smart to use some fuel pods on your destroyers instead of the Cow shields to make sure you can hit your targets as soon as possible.
2416 (blitz turn 4): Strike at your enemies! If you're lucky you can hit more than one HW with the initial swarms. Build some more minibombers and route them off to where you're hitting.
2420: Repeat as necessary.
Note: The main thing that'll slow you down is trying to find your enemies' homeworlds. You can either build scout swarms and let your fleet grow larger and larger while you wait for contact, or just send out wave after wave of DD death to planet-hop until they hit something. If you're lucky, you'll see ships leaving their homeworld early on since with NAS you can see the whole map.
[Updated on: Mon, 08 January 2007 13:22] Report message to a moderator
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Re: Blitz race: Vloz'ress |
Fri, 12 January 2007 10:14 |
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Kotk | | Commander | Messages: 1227
Registered: May 2003 | |
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Coyote wrote on Mon, 08 January 2007 20:15 | Use in Tiny universes in Blitz mode (4 year gens until turn 2440, then 2 year gens till '60) to achieve best effect. ...
2408 (blitz turn 2): ...
2412 (blitz turn 3): ...
2416 (blitz turn 4): ...
2420: ...
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When i played a blitz we played the turns:
2400, 2401, 2405, 2409, 2413, 2417, 2421
It was to solve the lack of scouting you constantly described in your post.
Neo the White wrote on Fri, 12 January 2007 15:36 | hmm unless I put mines
10/3/15 I get -87 RW points.
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try again ... for me the race seems to be correct.
As for mines in general ... hmm, 13/3/13 feel lot better than 10/2/15 in my testbed.
Probably does not matter if the blitz universe is scummed for good starting concentrations.
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Re: Blitz race: Vloz'ress |
Fri, 12 January 2007 10:51 |
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Hmm, 13/3/13 may actually be better. Only slightly slower and more eventual capacity.
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Re: Blitz race: Vloz'ress |
Thu, 18 January 2007 23:10 |
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Neo the White wrote on Thu, 18 January 2007 12:34 |
never tried comparing yet, as I read from some manual that the more nr. of mines the more you get out of the planet eventually.
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Trust me on this - playing this race, you'll either win or get wiped out LONG before mineral depletion is an issue.
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Re: Blitz race: Vloz'ress |
Fri, 19 January 2007 00:05 |
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Coyote wrote on Fri, 19 January 2007 15:10 |
Neo the White wrote on Thu, 18 January 2007 12:34 |
never tried comparing yet, as I read from some manual that the more nr. of mines the more you get out of the planet eventually.
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Trust me on this - playing this race, you'll either win or get wiped out LONG before mineral depletion is an issue.
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Besides, long term minerals per year is linked to efficiency*operated, so 13/3/13 is actually superior to 10/2/15 in this sense also. Also consider that it'll also generate 30% more minerals getting from the starting concentration down to the HW 30 concentration mark.
The cost in this case, is the fact that each resource invested in mines only generates 0.433 rather than 0.5 mining points per year. So it's a touch slower getting started, but it'll pay off pretty quick for the reasons above, as I suspect this race will consume it's minerals pretty quick.
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