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Strategy 2411- 2420 Mon, 09 June 2003 11:09 Go to next message
Paladin is currently offline Paladin

 
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IMHO, I think we need to stomp the Andorians now and here is my reasoning:

1. They are fairly isolated from most of their teammates.
2. They are aggressively taking planets in our territory Denon, Shannon and Blush.
3. We have three races that can hit him.
4. The Shadalloves and Protons should take out Denon (pop drop it, it is green for the Protons) then help the Riot Grrlz take Blush and Sahnnon.
5. If we don't stop them now, they will box the Riot Grrlz into the corner and they will never recover from the lack of planets.

Thoughts?



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Re: Strategy 2411- 2420 Mon, 09 June 2003 11:39 Go to previous messageGo to next message
FurFuznel is currently offline FurFuznel

 
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I agree that it would be a good idea to take them down a few notches.

I have a freighter arriving at True Faith next year which can join up with the frieghter already there and then pop drop Denon two years after that (up to 720 kT of colonists at that time compared to his 300 kT right now {most likely will not send all 720 kt as that would almost wipe out True Faith}).

As the planet will be killing my colonists each year it would be nice if the protons could get there soon after with troops of their own. I could leave a few troops on the planet surface and they could pop drop them in the hopes of getting technology from me. Anyone know what the minimum number of colonists is that I need to leave on the planet for them to get technology from a pop drop?

Shadallark


[Updated on: Mon, 09 June 2003 11:41]




Shadallark <==> FurFuznel
Mental anguish is for those who choose to think - FurFuznel
running Mac OS X 10.6.7

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Re: Strategy 2411- 2420 Mon, 09 June 2003 12:44 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
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There is no minimum pop for tech trasnfer. Just make sure you leave enough so they don't all die off waiting for the Protons. Make sure you attack via Basket Case so he cannot see you coming.

Go ahead and do the pop drop right away. The protons should be able to move pop from thier HW to Mclellen next turn, and be right behind you in their pop drop. Protons, please send 50K pop from your HW to Mclellan next run when your gate is up. Then send this pop via Mitchel to Denon.


[Updated on: Mon, 09 June 2003 15:49]




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Re: Strategy 2411- 2420 Mon, 09 June 2003 15:32 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
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I was looking at our SS ally's turn and realized that one of their players is going after weapons research very hard; dumping over 500 resources in last turn.

This means, we can no longer wait to do this as well. So whose is the likely candidate for our team? The Protons are the logical choice. It is the only area they have cheap. It will cost them 1113 points to get there and since he has good resources, this should not be a problem. So this is what we need. We need the protons to get to level 6 in 5 turns (is this reasonable, i.e. not so much as to hurt his economy?)

Next turn, the Shallolves will be at const 6 (make sure you leave a 10% cushion by going over the number the research panel indicates you need by 10%). He will build 5 armed const-6 lambs for two turns. Then he will gate them to to the proton's HW for use in the w/l.

We will need those extra prop 5 lambs in order to kill the frigates due to their higher armour. Please send them back to Little brother.

After everybody get prop 7, the Shaloloves need to transfer their observers to the protons. The protons will have to transfer them back after the const w/l is over in order to be present for the weapons w/l.

Questions?

Paladin Sherlock



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Re: Strategy 2411- 2420 Mon, 09 June 2003 15:56 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
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FurFuznel,

I think you might be biting off more than you can chew in colonizing Skynard. It is only 48 Lys from the Da'shain HW and I think he will do whatever it takes to crush that colony (and possibly gain tech from you in the process). Instead I would recommend diverting those ships to Castle where they can live and prosper Smile

Paladin



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Re: Strategy 2411- 2420 Mon, 09 June 2003 23:30 Go to previous messageGo to next message
Ozone is currently offline Ozone

 
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Weapons 6 in 5 turns - not a problem.

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Re: Strategy 2411- 2420 Tue, 10 June 2003 10:25 Go to previous messageGo to next message
FurFuznel is currently offline FurFuznel

 
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Paladin wrote on Mon, 09 June 2003 13:56

FurFuznel,

I think you might be biting off more than you can chew in colonizing Skynard. It is only 48 Lys from the Da'shain HW and I think he will do whatever it takes to crush that colony (and possibly gain tech from you in the process). Instead I would recommend diverting those ships to Castle where they can live and prosper Smile Paladin

Hmmm... okay... I will divert the ships. I had figured that it would be a nice thorn in their side if we could take a planet near them and hold it. I guess I had not put enough thought into it though as all they would have to do is hit it with some large packets and then pop drop it to get it back.

I will divert them to Castle long enough to get a base into orbit so that I can use it to colonize in the gap. Any suggestions as to where I should colonize instead of Skynyrd? Ursa Major is quite far away and the others in the gap are relatively low quality for me... although Empty is quite nice for me but also quite far away.

Shadallark / FurFuznel



Shadallark <==> FurFuznel
Mental anguish is for those who choose to think - FurFuznel
running Mac OS X 10.6.7

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Re: Strategy 2411- 2420 Tue, 10 June 2003 11:16 Go to previous messageGo to next message
djhakase is currently offline djhakase

 
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I will push to colonise planets in the void to the south, as I mentioned in the Call the Ball thread. I am producing quite a few privs each turn to do it.

This will be my main focus until 2420.



they made me do it

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Re: Strategy 2411- 2420 Tue, 10 June 2003 17:04 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
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You still have const checked as your research focus and are spending a few points in research. This will be wasted when you get const 5 & 6 from the w/l. All your points should switch to energy and leave it there.

Paladin


[Updated on: Tue, 10 June 2003 17:11]




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Re: Strategy 2411- 2420 Wed, 11 June 2003 02:30 Go to previous messageGo to next message
Ozone is currently offline Ozone

 
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I another turn Shadallark should be able to build Yak-FFs. Now with a gate up at McClellan we should be able to slow down the Andorians.

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Re: Strategy 2411- 2420 Wed, 11 June 2003 16:19 Go to previous messageGo to next message
FurFuznel is currently offline FurFuznel

 
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Paladin wrote on Mon, 09 June 2003 13:32

Next turn, the Shallolves will be at const 6 (make sure you leave a 10% cushion by going over the number the research panel indicates you need by 10%). He will build 5 armed const-6 lambs for two turns. Then he will gate them to to the proton's HW for use in the w/l. Paladin Sherlock


I have construction 6, what should my armed const-6 lambs look like?

Shadallark



Shadallark <==> FurFuznel
Mental anguish is for those who choose to think - FurFuznel
running Mac OS X 10.6.7

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Re: Strategy 2411- 2420 Wed, 11 June 2003 16:58 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
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frigate, j5 engine, blue laser

you will need to give them orders once they are at the the protons HW to attack the lambs. but we can do that next turn.

transfer your observers to the protons the same turn you gate your 1st lambs to his hw but do it at the w/l sites

don't forget to change back to electronics research

Paladin


[Updated on: Wed, 11 June 2003 17:00]




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Re: Strategy 2411- 2420 Thu, 12 June 2003 10:42 Go to previous messageGo to next message
FurFuznel is currently offline FurFuznel

 
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Paladin wrote on Wed, 11 June 2003 14:58

frigate, j5 engine, blue laser

First five of these have been built, the next five will be done in one year (2415).

Quote:

you will need to give them orders once they are at the the protons HW to attack the lambs. but we can do that next turn.

So this turn I am setting their orders to jump to the proton homeworld of Little Brother which is 320 ly away from Arafat which has a 250 ly gate (will any of the ships get destroyed enroute?).

Next year when they arrive at little brother I will give them orders to attack which ships? Confused2 If they attack the ships currently called Andromeda wolf scout won't they destroy those ships? Are these ships that I am sending supposed to be the new wolves (the ones destroying) or the new lambs (the ones being destroyed)?

Quote:

transfer your observers to the protons the same turn you gate your 1st lambs to his hw but do it at the w/l sites


Does this mean that I should set their orders for this year to transfer to the Protons, or next turn once my first lambs are already at Little Brother?

Shadallark



Shadallark <==> FurFuznel
Mental anguish is for those who choose to think - FurFuznel
running Mac OS X 10.6.7

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Re: Strategy 2411- 2420 Thu, 12 June 2003 13:03 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
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OK, the same turn you gate them to his HW, you will transfer your observers to the protons.

Next turn you will give the frigates the following orders and most importantly send them to the lamb sites:

primary target=xports
secondary target=xports
tactic= maximize damage
attack who=everybody

The lambs will initiate combat with everybody present.
They will not shoot anything.
They will not disengage.

Protons, we will need those extra wolves transfered to me this turn to help kill the frigates.


Paladin




[Updated on: Thu, 12 June 2003 13:05]




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Re: Strategy 2411- 2420 Sat, 14 June 2003 12:06 Go to previous messageGo to next message
Ozone is currently offline Ozone

 
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I'll finish up weapons level 6 this coming year. I will have lambs ready to go as soon as con 6 lambing is complete.

Ozone

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Re: Strategy 2411- 2420 Sat, 14 June 2003 14:10 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
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Thanks.

I completed a turn for Alex since he was about to miss a turn and I realized the he needs to get pop off hs HW very badly since it it way over crowded.

I'm not sure why several people hesitated to build medium frighters but Alex has several good greens nearby with no pop and over 500K pop on his HW. You need minerals (mines) and freighters and fuel pods for the next 6 or 7 turns until you can get your pop down to about 300K. I sent all of your pop to the closest planet and you will need to continue to do this so you can get the transports back to your HW quicker. You should not do any research or build anything else but mines and transports till your pop is under control. You also colonized small greens and a red while good greens wen uncolonized. I will send you a new XB xport to make sure you knows what planets to colonize.

Please contact me if you have any questions.

We are in a tough position. 5 out of six of our races are near the edge while they only have 2 out of 6. They have both an AR and IS which will be a great late game advantage. We must optimize all of our pop growth to establish a big research advantage to get a tech advantage. 2 of our top 3 races will not be able to supply either of the 2 critical techs (weapons and const) so that means Alex, you must become a big resource producer or we are doomed. You've got a good amount of green worlds around you, so if you can get your pop growth going again, we might stand a chance.

Paladin



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Re: Strategy 2411- 2420 Sat, 14 June 2003 23:20 Go to previous messageGo to next message
djhakase is currently offline djhakase

 
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Paladin wrote on Sat, 14 June 2003 14:10

Thanks.

I completed a turn for Alex since he was about to miss a turn and I realized the he needs to get pop off hs HW very badly since it it way over crowded.


Thanks. I've reached the end of the semester now so I should have some more time to play these games. I must admit, CTF hasn't been my favoured game for the moment. But that should change now.

Quote:

I'm not sure why several people hesitated to build medium frighters but Alex has several good greens nearby with no pop and over 500K pop on his HW. You need minerals (mines) and freighters and fuel pods for the next 6 or 7 turns until you can get your pop down to about 300K. I sent all of your pop to the closest planet and you will need to continue to do this so you can get the transports back to your HW quicker. You should not do any research or build anything else but mines and transports till your pop is under control. You also colonized small greens and a red while good greens wen uncolonized. I will send you a new XB xport to make sure you knows what planets to colonize.


That was a mistake - I'd meant to colonise Replica but I didn't up my turn change before it was done. I have a difficult time trying to work out what's green for me, but a new XB file would help. I'll look at the 'Listing of Data' thread.

Ah - I noticed you had a somewhat hard time working out my ship designs. That's alright, I'll use more generic names in future.

Quote:

Please contact me if you have any questions.


Is it better to use privateer colonisers or colony ships? I don't have 3kt germ checked so I want to use privateers as my colonist movers.

Quote:

We are in a tough position. 5 out of six of our races are near the edge while they only have 2 out of 6. They have both an AR and IS which will be a great late game advantage. We must optimize all of our pop growth to establish a big research advantage to get a tech advantage. 2 of our top 3 races will not be able to supply either of the 2 critical techs (weapons and const) so that means Alex, you must become a big resource producer or we are doomed. You've got a good amount of green worlds around you, so if you can get your pop growth going again, we might stand a chance.


I do not have weapons cheap. Instead, I have electronics cheap. I have construction cheap, however it will take me a few years before I can start contributing to research.

I would see so many races near the edge as a benefit. We can colonise backwards and push into their space straight away. If we can push the border even a few light years beyond the diagonal we have a huge benefit as it means more potential resources for our team.

I would say that I am the weakest player on this team, and I'm only in 8th place. So I would say we have a while to go before we can say the game is lost yet. And don't forget - PP also has a late game advantage. Warp 16 packets can be devastating, especially from multiple sources, as it rips up defenses, if we can make it that far.

Alex.



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Re: Strategy 2411- 2420 Sun, 15 June 2003 08:25 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
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We have player 8, 9, and 10 which is not good. I only have bio cheap and the Shadolocks have GR so neither of use can do weapons or const research. The protons have weapons cheap and they will do our weapons research but you are the only player with access to good green planets that can do our construction research. The soviets and Riot Grrlz both had a very bad planet draw and will not be much help for a while in research.

I understand the PVTs make better transports but you should not let your lack of them prevent you from building any transports. But that is history now and I think you'll find your short of iron and my still need to build a few MFs.

I say this to all of our team. If you aren't to fond of this game or if life gets busy and you can't or won't devote your best to building your race, then let us replace you. If you don't give your best, you hurt 5 others people and that is not fair to everybody devoting enough time to try and get the most out of their race.

Missing turns is not acceptable. A one minute email to the team to let us know you can't do the turn is required so we can find somebody to do it for you. It is the polite thing to do.

I will cover for anybody that needs it but I would like a days notice.

Paladin



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Re: Strategy 2411- 2420 Sun, 15 June 2003 09:18 Go to previous messageGo to next message
FurFuznel is currently offline FurFuznel

 
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The first of the Construction 6 Lambs will be arriving at the wolf lamb site next year.

I obtained Propulsion level 7 this year. Thanks.

The troops that I was attempting to drop on Denon got intercepted by a destroyer and did not make it to the planet. The planet also has a larger population than I could have taken out at this time. We need to hit them hard soon.

The maps will be available soon.

Shadallark



Shadallark <==> FurFuznel
Mental anguish is for those who choose to think - FurFuznel
running Mac OS X 10.6.7

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Re: Strategy 2411- 2420 Sun, 15 June 2003 10:22 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
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[quote title=djhakase wrote on Sat, 14 June 2003 23:20]
Paladin wrote on Sat, 14 June 2003 14:10


I would see so many races near the edge as a benefit. We can colonise backwards and push into their space straight away. If we can push the border even a few light years beyond the diagonal we have a huge benefit as it means more potential resources for our team.
Alex.


No starting near an edge of the galaxy puts less planets in range to be colonized. Their AR/WM and the have nobody to keep them from planets in a 360 degree arc. I'm in a corner and so is Edog so we can only expand in one direction without fighting and that consumes resources.

The Andors and Dashains are going nuts in the middle so I think it will be very hard for us.

Also, colonizers are much cheaper than privateer colonizers. Build a colonizer and escort them with privateers which you can borrow fuel from in route and you can reuse the privateers after the colonizer forms the colony. That's the way I do it. It saves resources and iron.

Paladin


[Updated on: Mon, 16 June 2003 07:20]




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Re: Strategy 2411- 2420 Mon, 16 June 2003 00:04 Go to previous messageGo to next message
Ozone is currently offline Ozone

 
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How about a new sticky listing all of the info we have on the various Blue Team races.

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Re: Strategy 2411- 2420 Tue, 17 June 2003 00:25 Go to previous messageGo to next message
Ozone is currently offline Ozone

 
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EDog

If you can build some gatable mmls and gate them to McClellan we should be able to put pressure on the Andorians for both sides.

Ozone

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Re: Strategy 2411- 2420 Tue, 17 June 2003 07:51 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
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I think the protons need to build 6 DDs with Yaks and fuel mizers and gate them to Saddam. The Andorians have 5 DDs at Taton and they will be heading to Blush so Edog needs some help right away. The protons should also build some c-6 lambs this turn since it will be several turns before Funzel gets more c-6 lambs to the w/l site.

Can you afford this and still keep your econ going? The gates should be opening alot of new planets up to you. Also, can we take out Denon?

Paladin



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Re: Strategy 2411- 2420 Tue, 17 June 2003 09:40 Go to previous messageGo to next message
Ozone is currently offline Ozone

 
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I can build the DDs and Lambs but.. I am at work now and won't be able to change my turn until tonight. If you can wait until then to upload your turn I can make the changes.

Or email me your x-file and I can upload it after I make my changes.

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Re: Strategy 2411- 2420 Tue, 17 June 2003 10:25 Go to previous messageGo to previous message
Paladin is currently offline Paladin

 
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I will wait till after to re-do your turn before I upload. Please drop me a line when you have uploaded the new .x file.

Paladin



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