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should I use warp10? Mon, 27 January 2014 10:31 Go to next message
platon79 is currently offline platon79

 
Chief Warrant Officer 3

Messages: 185
Registered: February 2004
Location: Norway
Hi everyone. I am currently playing in a game, not on autohost, so I hope the opposition is not reading this, but anyway, here is the case:
We are playing 4 players in a small universe, no acc.bbs, and we are currently in 2419.
I am playing a HP, and I have a pesky AR neighbour sending ships to colonize what I see as "my" planets in "my" territory. I have managed to shoot down 2 colonizers, but he just managed to colonize one of the planets by guarding it with 2 fighter scouts travelling at high speed so that my lone fighter scout died.
Now, just inside scanner range, I can see that he is sending another colonizer, this time guarded by 2 unknown destroyers. They are travelling at Warp 8 and will reach another planet in 2 turns if he changes to warp 9 on the next turn (he too has fuel mizers)
I have an x-ray-destroyer (300hp, 3 x-rays, 1 movement) on my HW that can get there in 3 turns with warp 9, but I could manage to get there in 2 turns if I first go warp 9 and then warp10. What I'd like to do is use kill-freighter-order, passing right through the unknown destroyers and killing the colonizer before he manages to build a fort.
As a HP I'd really like to focus more on my factory rampup (we started with 30 germ-concentration Sad ), instead of buildling a lot of destroyers to kill his forts that I guess he will arm as soon as he can, so I thought perhaps it would be worth it to sacrifice my destroyer this way? Or is it not a good plan?
But if it is a good plan, then I would like to know the odds of making the warp10 jump, and then if I survive the jump, the odds of the jump not making enough damage so that his 2 unknown destroyers will kill my destroyer before it reaches his colonizer and kills it.

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Re: should I use warp10? Mon, 27 January 2014 11:04 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
platon79 wrote on Mon, 27 January 2014 16:31
What I'd like to do is use kill-freighter-order, passing right through the unknown destroyers and killing the colonizer before he manages to build a fort.

I'd say that's unlikely to work with so slow a DD. You should testbed the battle 1st. Work at computer

If your AR neighbor is already able to escort all his colonizers and arm his Forts quickly, then you're in trouble. You best bet would be a cheap horde of beamer DDs (or FFs) to overwhelm his escorts and Forts. Ambushing his pop reinforcements and laying minefields should be cost-effective too. Pirate



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: should I use warp10? Mon, 27 January 2014 11:09 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
platon79 wrote on Mon, 27 January 2014 16:31
I would like to know the odds of making the warp10 jump, and then if I survive the jump, the odds of the jump not making enough damage

You can testbed that, too. The damage for ships that survive shouldn't be significant. The odds of engines exploding, however, are significant. Testbed the same W10 jump 10 times (or 10 different fleets jumping at once) and you'll see. Wall Bash

Alternatively: get your DD near the planet without being noticed and pounce if the escorts go away. Hit over head



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: should I use warp10? Mon, 27 January 2014 11:27 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
platon79 wrote on Mon, 27 January 2014 09:31
I would like to know the odds of making the warp10 jump, and then if I survive the jump, the odds of the jump not making enough damage so that his 2 unknown destroyers will kill my destroyer before it reaches his colonizer and kills it.


A ship without a warp10 capable engine has a 10% chance of exploding each year that it travels at warp10.

No damage occurs if the ship does not explode.



What we need's a few good taters.

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Re: should I use warp10? Tue, 28 January 2014 01:56 Go to previous messageGo to next message
platon79 is currently offline platon79

 
Chief Warrant Officer 3

Messages: 185
Registered: February 2004
Location: Norway
I have little time for testbedding at the moment due to real life, so I decided to play safe and build some more DDs and not do the warp10-jump with the lone DD.
Then I discovered that he actually did NOT increase warp, so that I had an extra year to prepare, and then my 3 new x-ray-DDs was in warp10-range, so I decided to warp them in at warp10 instead, giving me a total of 4 DDs if everyone survived the warp. Amazingly they did, and then I learned that "Kill freighters" does not work against colonizers Razz
Anyway, I killed the DDs, and then killed the colonizer the next turn (he had not split it off the DDs to colonize this year), so everything went very well Very Happy

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Re: should I use warp10? Tue, 28 January 2014 05:49 Go to previous message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
platon79 wrote on Tue, 28 January 2014 07:56
I learned that "Kill freighters" does not work against colonizers Razz

"kill unarmed ships", something I've testbedded more than once. Pirate



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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