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Re: TT AR Wed, 04 June 2008 02:16 Go to previous messageGo to previous message
magic9mushroom is currently offline magic9mushroom

 
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Messages: 1361
Registered: May 2008
AlexTheGreat wrote on Wed, 04 June 2008 15:45

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.


Why NRSE? Hurts ARs more than normals due to 2.5 times engine resource cost. Hence why I thought CE would be a good idea.

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


No objections there, the only reason I wouldn't take it is if I was 3i.

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


Not that much for the cost though. Still, it's not my main problem.

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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.


Again, no objections.

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


No problems.

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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.


You know that that costs 20 points though don't you? And makes your DSs quite a bit weaker?

Hence, the only ones I think were a bad idea were NAS, NRSE and RS,

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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.


Also, how did you possibly get a 1 in 5 hab with that setup? I don't get how it's possible... Without sending your hab ranges to the edges and nullifying the benefits of TT, that is.
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