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Re: TT AR Wed, 04 June 2008 01:45 Go to previous messageGo to previous message
AlexTheGreat is currently offline AlexTheGreat

 
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Messages: 661
Registered: May 2006
Location: Sydney, Australia
magic9mushroom wrote on Wed, 04 June 2008 01:14

Why did you take seven LRTs? the point penalty is horrible. And there's an argument for CE if you have NRSE.


Each & every one of them was integral to the strategy:

1 & 2. I felt that IFE/NRSE was needed if I was going with TT since the penalty for > 3.5 cheap techs is even more crippling. The alternative was noIFE/noNRSE with expensive Prop or TT with expensive Bio & I fancied neither.

3. ISB is a given for an AR IMO, particularly for that universe.

4. NAS was needed to save RPs. Even with 6 other LRTs you save 78 points.

6. ARM is also invaluable for an AR. Not taking it means that the mineral flow will start later, the remote mining ships cost more & they're too heavy to gate.

6. TT. The key LRT for this race design (no immunity, widish habs for an AR).

7. RS. I didn't take RS in my first 3 games &, tho I did pretty well, I decided that RS should (nearly) always be in my LRT list.

With regard to CE. I would NEVER take it. I really hate to lose a key battle because my engines didn't engage. I could not envisage a game that could convince me that it was worth it unless it was a scenario requirement.



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