should I use warp10? |
Mon, 27 January 2014 10:31 |
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platon79 | | Chief Warrant Officer 3 | Messages: 185
Registered: February 2004 Location: Norway | |
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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.
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