RBSotS1 SG12

Tactics and Action Reports.
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purplemarmot
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Re: RBSotS1 SG12

Post by purplemarmot » Sat Aug 11, 2012 1:34 am

I'm back and can take my turns if Abyss hasn't started them, or I'll go after Abyss this time and give Summoner until after the weekend.

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Abyss
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Re: RBSotS1 SG12

Post by Abyss » Sat Aug 11, 2012 8:54 pm

I haven't taken your turns yet, so go for it.

purplemarmot
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Re: RBSotS1 SG12

Post by purplemarmot » Mon Aug 13, 2012 4:42 am

Turn 171
Look around. Notice no research project. Check Cruiser Construction first, and at 100% of available budget it will take 40+ turns. Look at other options for useful tech, all 35+ turns, go with Cruiser Construction. Painful. I’ve never played a 50/50 game before so this is definitely new. Build Ripper at Gotham to move past Sera if we defeat the Swarm and Liir.
IBT – AR combat against Swarm Hive at Sera. Win battle, losing 1 Torchbearer and engine from one Torchbearer. Realize the fleet has no Reproducers or Pyros so the fleet is stuck at Sera (not that I really wanted to move it with Liir due in 3 turns).

Turn 172
Reproducers moving to Gotham still one turn out, and then 3 turns on to Sera.

IBT – Nothing

Turn 173
Send Reproducers and Ripper along to Sera

IBT – Liir combat at Sera. 3 chips are all cruisers. Looks like to War section cruisers (one was using Particle Beams), the other triple Green laser mounts, also using Light Emitters and Plasma Cannons. The third was a repair ship! In battle, we killed the two War cruisers at the cost of 3 Torchbearers, 2 Pebbles, and a Hide and Seek, plus a lot of damage to existing ships. The Biome ship cut out and ran out of time tracking it down. I should be able to kill it next turn.

Turn 174
Queue up some replacement ships at Gotham.

IBT – Lost 5 more ships destroying the colonizer due to heavy damage from 2 previous combats. Many of the remaining ships have missing engine sections. Repair ships sure would be nice, and being at a disadvantage right now in material and economy, it may be worth researching right after Cruiser Construction. Note: Ship was using UV lasers. Known Liir weapons:
• Particle Beam
• Plasma Cannon
• Light Emitter
• Green Lasers
• UV Lasers

Turn 175
Queue more ships to replace losses at Sera.
IBT – Nothing
Turn 176
Wary of colony traps (got one earlier), order all but one Reproducer and all combat ships with engines to plot a sublight drive away from Sera. Order remaining colonizer to colonize Sera.
IBT – Colony trap at Sera! Perhaps I should not colonize any more planets this game… both have had colony traps! Lost the colonizer and 5 combat DE that didn’t have engines.

Turn 177
Send Reproducers back to Sera

IBT – Nothing

Turn 178
Order colonization of Sera

IBT – Nothing

Turn 179
Sent on ships built at Gotham to Sera

IBT – Nothing

Turn 180
There are still 2 more turns of ships building at Gotham for Sera. There is likely enough of an escort for the Ripper that just arrived at Sera to send on to Giedi Prime if you want.

Recap:
Large fleet maintenance requirements let me to focus on getting Sera colonized and a fleet to send on to Giedi Prime and research Cruisers as much as I could. It’s at about 20% right now, but with the added draw of colony maintenance on Sera, the turns are back up to 39 at 100%. Swarm and Liir cruisers defeated at Sera, replacement fleet mostly rebuild, Sera colonized, Cruiser research begun.
Have fun Abyss!
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Abyss
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Re: RBSotS1 SG12

Post by Abyss » Wed Aug 15, 2012 4:23 pm

Sounds fun, I'll post my turns tonight.

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Abyss
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Re: RBSotS1 SG12

Post by Abyss » Fri Aug 17, 2012 11:13 pm

Sorry for my delay, I had my wisdom teeth extraction moved up to today and I'm all hooked up on pain killers. Had all four removed, so at least the next couple of days will only be focused on what I can do at an incline. Expect my turns within the next day.

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Gryfalcon
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Re: RBSotS1 SG12

Post by Gryfalcon » Sun Aug 19, 2012 4:09 pm

Ok, if somebody else doesn't post some turns by 6pm PDT today, I'm going to take a set.
Summer grasses:
all that remain of great soldiers’
imperial dreams - Basho

Summoner
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Re: RBSotS1 SG12

Post by Summoner » Sun Aug 19, 2012 8:18 pm

Gryfalcon wrote:Ok, if somebody else doesn't post some turns by 6pm PDT today, I'm going to take a set.


I can't play tonight; but if you take Abyss's turn today I can get mine in tomorrow.

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Gryfalcon
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Re: RBSotS1 SG12

Post by Gryfalcon » Mon Aug 20, 2012 1:30 am

When I load the RBSotS1-SG12 T180.sav, I'm loading in as Liir, my empire is named RBSotS 1, it's Turn 80 and, when I switch to the Zuul position, there are a dozen colonies. Would you mind loading the savefile again, purplemarmot? Then Summoner can have a go tomorrow.
Summer grasses:
all that remain of great soldiers’
imperial dreams - Basho

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Starknight
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Re: RBSotS1 SG12

Post by Starknight » Mon Aug 20, 2012 1:40 am

Gryfalcon wrote:When I load the RBSotS1-SG12 T180.sav, I'm loading in as Liir, my empire is named RBSotS 1, it's Turn 80 and, when I switch to the Zuul position, there are a dozen colonies. Would you mind loading the savefile again, purplemarmot? Then Summoner can have a go tomorrow.


I downloaded the file and loaded it up to check; I don't see what you're describing. It's turn 180, I load in as Zuul with a half-dozen or so colonies. Are you sure you clicked the right save?
My Morrigi fleet-speed calculator for SotS Prime
The Holy Lands - Hivers vs. the infidel Liir (and others)
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purplemarmot
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Re: RBSotS1 SG12

Post by purplemarmot » Mon Aug 20, 2012 2:26 am

I just tested in on my laptop (which I didn't use to play the turns) and it loads just fine for me... :?

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Gryfalcon
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Re: RBSotS1 SG12

Post by Gryfalcon » Mon Aug 20, 2012 3:55 am

I rebooted and downloaded it again and, now, it works just fine. Weird. I shan't have time to play anything until Tuesday, unfortunately, at this point.
Summer grasses:
all that remain of great soldiers’
imperial dreams - Basho

Summoner
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Re: RBSotS1 SG12

Post by Summoner » Mon Aug 20, 2012 4:10 am

Gryfalcon wrote:I rebooted and downloaded it again and, now, it works just fine. Weird. I shan't have time to play anything until Tuesday, unfortunately, at this point.


In that case I'll get my turns up tomorrow evening.

Summoner
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Re: RBSotS1 SG12

Post by Summoner » Tue Aug 21, 2012 12:34 am

180: No new orders.

181-185: Continue building ships at Gotham and sending to Sera.

186: Sera fully terraformed.

187: Continue building.

IT: 1 Liir DE attempts to scout Shamballa. The garrison commander dines on shushi that night.

188: Deplete fund reserves, adjust economy to fund continued building.

190: Sera fully developed.

Final thoughts: 7 Morrigi incoming at Sera next turn; type unknown. Fleet at Sera is currently 45 ships. Assuming the Morigi fleet doesn't do much damage, they should be ready to push onward to the swarm at Giedi Prime afterwards. Probably should build a few more colonizers first through.
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Gryfalcon
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Re: RBSotS1 SG12

Post by Gryfalcon » Wed Aug 22, 2012 2:14 am

Turn 190

Combat:
  • Sera - Akhilleos brings cruisers, but no CnC and I'm able to pick them off two at a time until only the Refinery is left at the cost of a few of ours.

Turn 191

I queue up some reproducers at Gotham for the fleet at Sera.

Combat:
  • Sera - AR to get Akhilleos's Refinery without losing one of ours.

Turn 193 After buffing up the respective fleets a bit, I send off the attack fleets to Nozokris and Altair again.

Turn 195 The attack fleet at Sera is ready and sent off to Gedi Prime.

Research on Cruisers is up to 51%, so I dial research back to about 20%.

Turn 198

Combat:
  • Nozokris - I swing left from the borehole looking for the gate and only find a few of Akhilleos's cruisers. I had some of Cheken'zek's ships chasing me before time ran out, so I suspect the gate is to the right.
  • Altair - Cheken'zek has CR CnC, although he brings two of them for some reason. I destroy both of them and drop the gate before going to work on the sat ring. But reflective coating is really, really effective at making that difficult.

Turn 199

I queue up some reinforcements at Procyon with the hope that I can reinforce Altair and actually take it down.I swap in the assault shuttles at Altair and shuffle the healthy ships to the front at Nozokris.

Combat:
  • Nozokris - I swing right this time and don't see anything but sats until the last 30 seconds, when I get to pop a couple of hivers.
  • Altair - I managed to get all my assault shuttles shot off by the PD on the sats, but was otherwise successful at clearing off most of the sats.

Turn 200

I'll leave this for the next person, including deciding how to configure the fleets at Altair and Nozokris.

I really don't know how to fight without some Deep Scan to find that gate. Still, I think we could take down both Nozokris and Altair by just drowning them in ships. At the least, we should be able to keep Cheken'zen pinned down at Nozokris if we can't actually engage. Good luck
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Summer grasses:
all that remain of great soldiers’
imperial dreams - Basho

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BlueTemplar
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Re: RBSotS1 SG12

Post by BlueTemplar » Wed Aug 22, 2012 8:58 am

Send your force on one side, and one DE on the other?
Zuul are fast, so if you're wrong you might be able to change course and kill the gate before the combat ends...

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