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OSG-34: Rollin' with the Rocks

(January 3rd, 2019, 14:48)RefSteel Wrote:
Quote:About Talas, should we just try to evacuate as many pop as possible, let our fighters shoot down some transports and then immediately try to take it back?

Taking it back immediately will not be easy.  When we're defending, they'll kill two of us for every one of them we take out; when we attack, we'll be killing one for every three we lose (on average)!  I'd be inclined to bomb the place out rather than try to invade, unless I can bombard them enough to face a very small number of troops on the ground.  (And it might be worth letting them keep it so they can build factories for us and we'll have a chance to invade when our gropo techs come in and when we might get tech from their factories - that would certainly make things more exciting in the meantime!

If we let them build enough factories, they'll start building bases too though scared
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Ugh, I lost 3 planets, Talas, Regulus and Darrian. I also settled 3 new ones (though for two of them, the ship was already on its way when I started). On the plus side, we still hold Bootis, and it's contributing a lot to our research, and I've got enough missile boats together to probably take out one Meklar ship if it doesn't hide behind an asteroid field rant

Year 2380:

I switched over some planets from shipbuilding to research to get to Hyper-X missiles faster. On the interturn, all Meklar transports attacking Bootis are destroyed. 27 surviving troop transports capture Talas.

Year 2381:

Our colony ship is almost at Helos, and I want some ships to keep away the Psilon colony ship. Therefore, I switch Zoctan over to Pebble fighters. The accumulated ship production gets converted to 21 fighters, without investing anything more, so Zoctan can continue teching. 21 is more than the "token amount" I had in mind, but that turned out to be a good thing. Hyper-X pops on the interturn.

   

I pick the Neutron Blaster so that we'll finally get a good beam weapon, and keep up spending on weapons research.

Helos is settled, and I get to bomb Talas now, killing 3 pop which cancels out their growth. Kind of pointless, but killing some Meklars might make it easier to get a peace treaty later.

Year 2382:

I design a missile boat with the rather grandiose name of Avalanche.

   

Unfortunately, I couldn't fit two launchers and Nuclear Engines on one ship. With the Meklar's Gatling Lasers, I'm thinking that shield might have been a good idea, in retrospect.

Meklars attack at Bootis with an Annihilator ship. That one has only Gatling Lasers. After retreating my fighters, the Meklar ship retreats from our missile base. I keep bombing Talas.

Year 2383:

The first wave of Avalanche missile boats launches from Cryslon and moves to Darrian. I seed Helos with some pop from Cryslon (should have done that last turn). Also, Cryslon builds another colship to settle Keeta, the last planet in our backline.

Another of our long-range colony ships arrives at Jinga, a rich inferno planet near human space. The bad news is that it encounters an armed Meklar colony ship. The good news is that they can't colonize inferno worlds yet, so our colship temporarily retreats to Darrian.

Year 2384:

Darrian maxes out industry and starts building Avalanche ships.

Year 2385:

The colship for Keeta is ready. I spot some interesting fleet movements:

   

The Meklars are going to pick a fight with someone else too! The selected transports seem to be going either to a human starsystem, or to the Psilon system Endoria - that's right, they also finally expanded from their homeworld!

Bootis is about to max out industry, and I start another missile base to keep it safe. On the interturn, a fusion-bomb equipped ship appears at Bootis:

   

I defeated it before it got into bombing range, but lost all fighters in the process.

Year 2386:

These two fleets were worrying me.

   

I haven't seen the Ajax ships before, but they seemed to be headed to Bootis. The other fleet was an Annihilator which seemed to be headed to Talas. I started a missile base on Stalaz to be safe and moved the fighters from Talas down to Bootis. However, the Annihilator design was scrapped shortly thereafter, and the Ajax are moving to Talas.

I look around for tech trade opportunities, but the humans offer nothing and the Psilons Hyper-V missiles...

On the interturn, Meklar spies blow up a missile base on Bootis, but I was almost done with a new one anyway...
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Year 2387:

The colship that retreated from Jinga arrives at Darrian and immediately goes back for another attempt. The Meklars have Toxic Colony Base by now so it's now or never. Bootis finishes the missile base and starts tech spending. The Psilon colship arrives at Helos and is armed, but easily defeated by our fighters. Regulus is captured by the Meklars.

Year 2388:

A Nexus ship is approaching Darrian. I've been building up Avalanche missile boats from Darrian, Cryslon and Thrax. Unfortunately, the 19 Avalanche and 34 Pebbles fail to defeat the ship. 16 of the missile boats retreat to Thrax. Keeta is colonized.

Year 2389:

We finish Sub-light Drives:

   

I picked Fusion Drives next because we don't really need better range right now. On the other hand, we don't really need yet another engine upgrade either. Ultimately, I went with Fusion Drives because they're a bit cheaper.

Jinga is colonized. Darrian is captured:

   

Year 2390:

I adjusted tech spending and cut down Propulsion to 0. Otherwise, I didn't touch anything. In particular, none of our designs have the new engine.

Finally, the status screen:

   

Despite our losses, our number of planets is still the same, and we're slightly ahead of the Meklars in total power. I think we're going to turn this war around!


Notes for the next player:
- You probably should design ships with sub-light drives.
- I think weapons are the most important area of research, so we can get proper beam weapons. They're a long way off, though!
- A Nexus takes 17 Hyper-X missile hits to destroy. Our Avalanche design has a 45% chance to hit (2 attack vs 3 defense), so it takes on average 40 missiles. Bring some more to have a safety margin!
- There are still Avalanche ships heading to Darrian. They're in small groups that don't stand any chance against a Nexus and should retreat immediately.

Roster:
- RefSteel
- RFS-81 (just played)
- Ianus (UP NOW!)
- Bionic Commando (on deck!)
- Guiness

EDIT: I forgot to mention, the Meklars are now allied with the Psilons, and that troop transport is definitely going to a human colony.


Attached Files
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Minor question: Why did you build the Avalanche with only 1 Maneuver? I don't always pay for maximum movement, but 2 movement >>> 1 movement, even with missile boats.
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(January 4th, 2019, 19:00)Cyneheard Wrote: Minor question: Why did you build the Avalanche with only 1 Maneuver? I don't always pay for maximum movement, but 2 movement >>> 1 movement, even with missile boats.

Well, I don't often build missile boats, so it may well have been a mistake. My thinking was that they should fire their missiles and then retreat, and maneuver is more of a defensive thing.
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(January 4th, 2019, 20:04)RFS-81 Wrote:
(January 4th, 2019, 19:00)Cyneheard Wrote: Minor question: Why did you build the Avalanche with only 1 Maneuver? I don't always pay for maximum movement, but 2 movement >>> 1 movement, even with missile boats.

Well, I don't often build missile boats, so it may well have been a mistake. My thinking was that they should fire their missiles and then retreat, and maneuver is more of a defensive thing.

Manuever's both defensive and offensive; being able to get around asteroids or out of range of gunboats can have value - your boats should get shot a lot less if they're 2-move. It's also usually pretty cheap - if they're, say, 73 BC instead of 71 BC, that's not a big deal. Shields often aren't cost-effective early on those missile boats because those are actually expensive and don't come up that often - 93 BC is a totally different story.

Shield II might be better than Maneuver 2 if both were free - but they're not; quantity has a quality all its own with missile boats.
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Lots of excitement, with space battles and invasions going on. eek I do like the look of the population bar on the status graphs; Silicoids with an advantage in population should be able to push through to victory given time. And with your advantage in planets, that pop lead should continue to grow. Good luck!
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Looks like interesting times. I’ve GOT IT although I probably won’t be able to get a report up until tomorrow.

Until then I’ll try to come up with a strategy and plan for short and long term action. Right now we seem to be mostly fighting a holding action and trying to survive. We certainly can’t do much against those Meklar Fusion Bombs. All the same I will try to get something going to push us ahead even a little. Any opinions?
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(January 5th, 2019, 15:49)Ianus Wrote: Looks like interesting times. I’ve GOT IT although I probably won’t be able to get a report up until tomorrow.

Until then I’ll try to come up with a strategy and plan for short and long term action. Right now we seem to be mostly fighting a holding action and trying to survive. We certainly can’t do much against those Meklar Fusion Bombs. All the same I will try to get something going to push us ahead even a little. Any opinions?

I think for the next 20-30 turns we're just holding on for dear life while our population catches up with our planetary volume. Those Fusion Bombs are going to be deadly and we likely need to keep up the missile-boat defenders to buy our population centers more time.
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Belatedly:

Good turns, RFS-81 - there was nothing to be done about Talas (since I goofed the fighter orders) and Regulus (since it was poor, undeveloped, and close to their worlds) and then holding onto Darrian was always going to be difficult once the Meklar had a base one parsec away! I'd want to take back Darrian ASAP, but I don't know how soon that will actually be feasible, as I haven't had a chance to look at the save. It looks like we've made some research progress and developed our worlds well while building at least a token fleet of not-completely-obsolete ships! I may comment further if I get a chance to look at the save before the next report is up, or if you want my thoughts or suggestions about anything.

We've just lost three worlds in ten turns, with continuing pressure from a powerful enemy, but we're still absolutely in this game - with critical turns ahead full of competing priorities! I hope you guys are enjoying this one as much as I am!

(January 5th, 2019, 15:49)Ianus Wrote: Looks like interesting times. I’ve GOT IT although I probably won’t be able to get a report up until tomorrow.

We're getting close to the 48 hour mark. I hope you weren't waiting for responses to your request for opinions there; sorry! I know both of our schedules can sometimes attack us as fiuriously as the Meklar though, so do you need a skip this round?
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