should I use warp10? |
Mon, 27 January 2014 10:31 |
|
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 ), 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.
Report message to a moderator
|
|
|
|
|
|
Re: should I use warp10? |
Tue, 28 January 2014 01:56 |
|
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
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
Report message to a moderator
|
|
|
|