SotS1-SG15

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ZedF
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Re: SotS1-SG15

Post by ZedF » Sat May 17, 2014 11:27 am

I tend to think we will have a bit more difficulty conquering planets that are not within our current sphere of influence, when it takes us a long time to ship in reinforcements or get ships repaired. Right now it takes us around 10 turns just to move from one minicluster to the next. I can't see us growing *quickly* that way. If we were humans and could get speed 6 drives relatively easily, that might be another matter. This is not to say we don't want to continue to take the fight to the enemy, but at Stutterwarp speeds I expect it to be a relatively long slog.

As far as freighters having a 20-turn return on investment, that's still faster than several of the colonies we have already settled. I don't think you'd argue that any of those have not been worthwhile investments.

Now we are Liir and we do have a 100% chance to get Biomes, so if we wanted to grow our economy by focusing on conquest and Biomes for colonization (both in our back lines and forward bases in other clusters to make conquest easier), we could do that. Biomes are pretty expensive, though, especially in quantity. Still, we could probably do something like PD-Expert Systems-UV Beamers-Orbital Foundries-Cruiser Construction-Biomes-Salvage Tech-Data Synergy and make that work. I'm not convinced it would work better than getting FTL Economics first, though. In the latter case we could do PD-Expert Systems-FTL Economics-UV Beamers-Orbital Foundries-Cruiser Construction-Salvage Tech-Data Synergy-Biomes, which might actually be faster to full war because we get our next class of economy investment going sooner, and can consequently afford to pick up critical early cruiser era war techs before cruiser era economy techs.

Oh, and at some point we may need to fit in some Hiver language research as well so we can get a NAP there... at least, assuming want to pursue an alliance victory, with them as part of our alliance.
Zed's TARs (sample):
Fractious Allies -- Hiver vs. Hiver, with allies
Who Let The Bugs Out -- Hiver vs. Tarka and Zuul
Tarka Ascendant -- Tarka vs. Hiver and Zuul

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acastus
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Re: SotS1-SG15

Post by acastus » Sat May 17, 2014 12:50 pm

T110: Looks like everything is mostly set up. I decide to build war ships at our undefended colony of Biima to protect it from the 6 incoming Zuul ships.

T111: 16 more Zuul ships inbound to Biima in 3 turns.

T112: Defended Biima from 6 red Zuul ships. Defended Marklar from 5 Hiver ships. No losses in either encounter.

T113: PD goes overbudget. Defended Biima from 16 red Zuul ships. All Zuul ships destroyed for a loss of 3 of our ships.

T114: 7 Hiver ships approaching the independent Morrigi colony at Talos in 4 turns. We only have a tanker there and nothing else nearby.

T116: PD completed. Researching Expert Systems.

T117: Independent Morrigi colony at Talos destroys the hiver ships while our tanker hides in the asteroids. The colony took a beating but they survived.

I had a busier day than I anticipated today so I have to leave it here at turn 118. Please continue. We are set up to launch a few assaults on Tarka colonies. Feel free to redesign the ships with PD. I'm not used to major battles with only DEs so I'm not familiar with the best configuration for adding PD to ships without downgrading the firepower too much. What is the best balance point for outfitting an armor DE between weapons and PD?

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Re: SotS1-SG15

Post by ZedF » Sun May 18, 2014 3:35 am

Assuming we have existing fleets we want to bolster with PD, I would typically have 2 combat (HH/armour) DD designs, one with about half PD mounts with good coverage on both top and bottom sides (i.e. a destroyer escort) and one without (regular anti-shipping destroyer). Then as a starting point I would mix these about half-and-half in our combat fleets, with the escorts toward the formation edges (front/sides) and the anti-shipping destroyers toward the center and/or rear. Adjust to taste from there. For shuttle carriers, just use all PD. For CnC you can use all PD or half PD, whichever seems better.
Zed's TARs (sample):
Fractious Allies -- Hiver vs. Hiver, with allies
Who Let The Bugs Out -- Hiver vs. Tarka and Zuul
Tarka Ascendant -- Tarka vs. Hiver and Zuul

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ivra
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Re: SotS1-SG15

Post by ivra » Sun May 18, 2014 7:41 am

In situations like this I normally design a PD DE with all but one of the slots set to PD. I then place 2-4 of them in the ship line up. This way I do not need to redesign the armors.
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Re: SotS1-SG15

Post by Trygvasson » Sun May 18, 2014 9:20 am

You've got a big chunk of destroyers without any PD at all - suggest you use Ivra's PD design proposal and place'm like Zed said :)
Brute force. If it's not working, you're not using enough.

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Re: SotS1-SG15

Post by ZedF » Sun May 18, 2014 10:26 am

I typically don't care much for PD sections if I am using armour sections for my main fleet elements; they will slow the whole formation down, and especially as Liir we can't afford that. (Note that it's not as much an issue if the CnC falls behind and has to catch up, compared to if the rest of the PD screen falls behind the main body.) That's why I usually prefer more ships mounting PD (4-6 instead of 2-4 in a DD squadron) with fewer PD mounts per ship, while avoiding PD sections. It generally gives at least as good coverage without sacrificing speed or overall firepower.

PD sections are best when you are using other specialty sections for your main punch, such that the PD-specialty ships can still keep up with the fleet. But bear in mind that you are sacrificing a considerable amount of firepower, toughness, and cost-effectiveness when using a PD section; make sure the improvement in firing arcs is worth it! Often it's not, most notably on destroyers, which tend to have a lot of light mounts anyway. Just because it has PD in the name does not necessarily make it better in the role, especially if you are distributing PD across the formation rather than concentrating it in just a few ships.

In our case in particular, our DD PD sections have extra front facing PD firepower and limited coverage to the sides and rear, while our armour DD sections actually have better coverage to the sides and still can have good forward coverage. I don't see a lot of extra value to using PD sections in our case; Liir DD PD sections really assume there is only one axis of threat, which is usually not the case when in brawling range or when close to an enemy planet. We would be paying a premium to get arguably worse PD coverage, especially if we need to maneuver so that our flank is facing the planet (e.g. to present our other flank to the enemy fleet and its seeking weapons.)
Zed's TARs (sample):
Fractious Allies -- Hiver vs. Hiver, with allies
Who Let The Bugs Out -- Hiver vs. Tarka and Zuul
Tarka Ascendant -- Tarka vs. Hiver and Zuul

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Aeson
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Re: SotS1-SG15

Post by Aeson » Sun May 18, 2014 9:01 pm

In addition to what ZedF said, I would add that I personally do not feel that the Liir PD DD section is particularly good for all-around PD coverage such as you'd want when attacking a planet - it has very good forward firing arcs, but most of the guns on the section cannot target things more than about 90 degrees off the bow, and there's an incredibly large blindspot to the back and above (not a single gun on the PD section can cover that area), which is where about half of all planet missiles will be coming from during the approach to a planet, and which might also be large enough to cause issues while in bombardment range of the planet. It has similar, though slightly less severe, issues for ventral coverage, as the ventral region corresponding to the dorsal blindspot is covered by only one gun on the PD section.

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Re: SotS1-SG15

Post by ivra » Mon May 19, 2014 3:14 pm

I hope I'm not too eager, but I'd like to take another go.
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Re: SotS1-SG15

Post by ZedF » Mon May 19, 2014 4:05 pm

I can also take a set of turns today. Ivra, do you want to go first, or would you rather go tomorrow?
Zed's TARs (sample):
Fractious Allies -- Hiver vs. Hiver, with allies
Who Let The Bugs Out -- Hiver vs. Tarka and Zuul
Tarka Ascendant -- Tarka vs. Hiver and Zuul

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Re: SotS1-SG15

Post by ivra » Mon May 19, 2014 5:57 pm

ZedF wrote:I can also take a set of turns today. Ivra, do you want to go first, or would you rather go tomorrow?

Oh, first, since I am done with my turns right now. Will post them in the next post.
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Re: SotS1-SG15

Post by ivra » Mon May 19, 2014 6:10 pm

Turn 118
I have not even considered using armor as the foundation of a PD DD. I redesigned the existing PD ship (put PD in the hammerhead mounts to help with the bad coverage of the mission arcs) and added another based on the armor mission. Both designs have one mount with green beamers (the medium mount is used on the armor design), to be able to target a ship or a planet. Ships with all mounts filled with PDs behave strangely. The specs of the two designs are:

Code: Select all

Model               Cost   Armor   Speed   PD-slots
PD-DD-PD 3.02     25,500    1405      35          8
Arm-DD-PD 3.02    19,400    1505      50          8

I started to build a defense fleet at Karugar to greet the 6 incoming Hiver ships. I also reduced researching to make sure we have at least 1 million in cash next turn. There are a couple of alien derelicts in the Biima cluster and I decided to take them out in style using A03 Flying Fishes. I also decided to try to take out Laertes and later on Griffin.

Battles
Peace at independent Morrigi colony at Talos.
Peace at independent Morrigi colony at Ultara.
Deep Space outside Laertes: Tarka intercepted our 20 DEs with 49 of theirs. Big defeat. Lost all ships and managed to take out only 11 ships.

Turn 119
Started to construct a new fleet at Ke'Kaldo in case the attack on Laertes is a disaster.

Battles
Peace at independent Morrigi colony at Talos.
Peace at independent Morrigi colony at Ultara. This time Morrigi arrived with 45 ships. They took out 7 LDs and lost none of their ships! I am going to move away in order for them to get the colony for free.

Turn 120
Nothing special.

Battles
Peace at independent Morrigi colony at Talos.
A single Tarka scout was taken out by heavily damaged 3 Arm-DD-GBs.

Turn 121
Hm, the note at Hesperus was out of date. There is no alien derelict there anymore. Instead there are 7 Zuul DEs. Since I sent A03 Flying Fishes to handle the alien derelict it should not prove too much of a hassle.

Battles
Peace at independent Morrigi colony at Talos.

Turn 122
The 20 ships outside Laertes worked well as a bait. I lost them all, but 49 Tarka ships are no longer at Laertes. A03 Graybearded Cods will arrive next turn and there are currently only 40 ships located there.

Battles
Peace at independent Morrigi colony at Talos.
Big battle at Laertes: A03 Graybearded Cods (88 DEs) vs. 46 Tarka DEs. I needed 5 attempts to take out the colony. After the first attempt there were only 3 millions left. After the second attempt there were 44 millions left. Third time I tried auto resolve; a complete disaster since the colony was untouched. Forth time I fumbled and forgot to put my shuttles on top of the reserve list. The fifth time I started with 2 CnCs and 8 GLazDD 3.01 (armor with green lasers). I had noticed that if I stopped to fight the Tarka ships, they were not lead far enough away from the colony. So I sacrificed those 8 ships and just ran as far away from the colony as possible. I managed to launch all 25 shuttles, but only a few managed to reach the colony. Luckily, enough made it to take it down. I lost 12 ships in the process and took out only 1. All my remaining CnC ships are damaged so I will return to Salusa for repairs.

Turn 123
Expert Systems done, starting FTL Economics (Trade). The 5 Zuul ship just left Hesperus. A03 Flying Fishes will continue to Shiimo where there should be another alien derelict.

Battles
Peace at independent Morrigi colony at Talos.

Turn 124
This turn and last turn I put a lot into research to reach 50% quickly.

Battles
Peace at independent Morrigi colony at Talos.
Defending Karugar: A03 Stingrays vs. Hiver with 5DEs + 1CR. Victory, but lost two ships; 1 crashed with a Hiver ship, the other did not survive the refinery blast.

Turn 125
I am going to colonize Ishiimo (S=4, R=3768, CH=329) before Morrigi does it. It is in our HW cluster. Also, I put research down to 25% since Trade is at 59%.

Battles
Peace at independent Morrigi colony at Talos.

Turn 126
Building colonizers for Ishiimo at our HW.

Battles
Peace at independent Morrigi colony at Talos.

Turn 127
Building the last colonizers for Ishiimo at our HW. A03 Cute Catfishes leaves Bolovax Nik this turn to try to take out Griffin. A03 Cute Catfishes has 29 assault shuttles. Hopefully that is enough. There are 111 Tarka ships at Griffin.

Battles
Peace at independent Morrigi colony at Talos.
Encountered pink Zuul at Dosadi and lost.
Taking out the alien derelict at Shiimo using overkill. A03 Flying Fishes encountered a swarm!?!?! We really need to do something to our intelligence staff! The note was out of date again. The battle was won without losses.

Turn 128
I started to build additional ships for A03 Flying Fishes since there are 19 red Zuul ships coming to the cluster in 10 turns. The main colony fleet for Ishiimo was sent away this turn. I decided to use a lot of colonizers (20) since I it has a rather high CH and we have almost no terraforming techs.

Battles
Peace at independent Morrigi colony at Talos.

Turn 129
Trade went overbudget. I ordered both fleets in the Laertes cluster to attack it. It is not enough to take down the colony, we want to take out the ships and colonize it as well (eta 5 turns).

Battles
Peace at independent Morrigi colony at Talos.

Turn 130
Trade is still not finished.

The next player will see some action. A03 Cute Catfishes will arrive at Griffin in two turns. Hopefully the next player will be able to get it right the first time :) Also, A03 Electric Eels and A03 Graybearded Cods will arrive at Laertes in 4 turns.
Good hunting!!!

SotS1-SG15 T130.sav
A lot of these road signs go missing every year as the tourists collect their trophies. It makes me wonder if this road sign is indeed the most wanted souvenir of Norway...

ZedF
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Re: SotS1-SG15

Post by ZedF » Mon May 19, 2014 6:43 pm

Ok, got it!
Zed's TARs (sample):
Fractious Allies -- Hiver vs. Hiver, with allies
Who Let The Bugs Out -- Hiver vs. Tarka and Zuul
Tarka Ascendant -- Tarka vs. Hiver and Zuul

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Re: SotS1-SG15

Post by ZedF » Tue May 20, 2014 2:31 am

Progress report -- I'm up to T135 now and am planning to continue tomorrow. We have FTL Economics finally; UV Beamers came in early and are now being implemented into our designs. We are starting to see brawling weapons being fielded in quantity by the Tarka (green lasers & stormers) so we should consider getting some armour techs. Also, a lot of other races are starting to show cruisers, so we need to be considering that in the near future as well. More details will come in a full report once I've concluded my turns.
Zed's TARs (sample):
Fractious Allies -- Hiver vs. Hiver, with allies
Who Let The Bugs Out -- Hiver vs. Tarka and Zuul
Tarka Ascendant -- Tarka vs. Hiver and Zuul

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ZedF
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Re: SotS1-SG15

Post by ZedF » Tue May 20, 2014 3:41 pm

Ship Designs

- Replace green beamers and gauss cannons on non-combat vessels with laser PD
- Add laser PD to CnC ships, Shuttles, Mine Layers
- Replace gauss PD with laser PD on all applicable ships. We are worried about missiles, not torpedoes or drones. I have not found that Gauss PD is really any more reliable against heavy missiles than laser PD is, and laser PD is more useful generally against what we expect to face.
- I notice that our armour PD destroyer really is pretty much a dedicated PD ship, which suggests we should probably not be using more than 3 of them in a formation. They will have a little help from the CnC, but not tons. Fortunately, if we target heavy planet missiles, our beamers can sometimes shoot them down.
- More of a fleet note, but I remove the extraneous "es" from the names of most of our fleets, since the plural of catfish is catfish, the plural of cod is cod, and so forth.


Status check by mini-cluster

Home: We are colonizing Ishiimo, ostensibly before the Morrigi can. A quick check of the relative preferred CH ratings indicates the Morrigi cannot, in fact, colonize Ishiimo, so that's not really an issue. But we will certainly be able use extra trade routes at our homeworld shortly.

Maltus: Not in danger until Pink Zuul get Fusion.

Tully: Not in danger unless Red Zuul can move here from Procyon.

Talok: Has sensor visibility on Procyon and can see that the Zuul have eliminated the Alien Wreckage there. I don't think we want to allow them to establish a foothold here, since that will open up the possibility of their expansion into our back lines. Talok needs to start worrying about clearing out Procyon and watching for further incursions into this sector.

Corvus: We have a Zuul infestation here, at neighboring Ilmatar. We should endeavor to clear it out before they start amassing attack fleets to throw against Corvus, and to prevent them from reinforcing their fleet at Procyon.

Ixion: Well in our back lines, not in danger.

Poha: Not in danger as long as Morrigi are allied.

Thives: Not in danger as long as Morrigi are allied.

Karugar: Might see an attack fleet from the Hivers at some point, since they now know we have a colony here. We might have been better advised to take out that gate fleet in deep space if we didn't want them to know that. Regardless, they would be saying they are interested in a NAP if one of us had the relevant language tech to understand the other. We should continue to work toward getting a NAP with the Hivers and, eventually, an alliance. They have a number of nice worlds gated we would like to settle, and all to the better if we don't have to fight them to claim the win.

Marklar: The pink Zuul have a colony nearby at Vazkor, which threatens our holdings here. They have medium sats in orbit. We know our neighbors are starting to work on early cruiser era technology now, so we need to start thinking about upgrading our military capabilities soon.

Biima: Moving Flying Fishes fleet back to base for repairs. Biima should be relatively safe as long as we can keep the Zuul out. Taking out their colony at Ilmatar might well disrupt their path into the Biima cluster. There is a Hiver gate fleet enroute to Shiimo in this cluster, though.

Salusa: We've taken out the Tarka colony at Laertes and if we can colonize the world we should be in good shape to defend our mini-cluster from further Tarkasian retaliation.

Bolovax Nik: The Tarka have a very large fleet at Griffin, but we don't know what their fleet mix is. Hopefully we can at least take out the colony. If we can eliminate their colony and then their fleet here, we should once again be in good shape to defend it from counter-attack.

Overall: I have removed a lot of the older and less useful notes from the map, as we now have a good general idea of where to find each of the races and have contact with all of them. I think we can assume most information we formerly had about map randoms is now obsolete.


Rankings

We are currently ranked #1 in income, with just over $1M, #1 in colonies, population and output, #2 in ships, and #5 in tech. This is what I would expect if we were on the path to victory. We just need to keep growing our economy and restricting our rivals' growth so we can catch up in tech; right now we are still lagging in that regard.

Tarka used to be #2 behind us, but they have since dropped to 4th and Hivers have increased to second place, so they will bear watching. TBH, I'd rather have them as allies than the Morrigi if it came down to it, though of course having both as allies would be better still. Red Zuul are #3 at the moment and likely to stay there unless we can knock them back a peg or two.



Turn 130: We have over $2M in cash, presumably waiting to be invested into freighters. But I think we need to bolster our fleet presence at Talok (where we have nothing), Corvus (where we need to make an effort to evict the Zuul), and Marklar (where the Jagged Perch need some PD.)

Turn 131: FTL Economics completes. Our maximum trade route length is only 12 LY even though we have researched Recombinant Fissionables; I guess only your best engine section base range counts for max trade route length, and not any add-ons. Since basic Stutterwarp range is 6, our max trade range is double that. Our best trade sectors are thus those with Morrigi colonies nearby, and we only have about 30 trade routes available spread across all our worlds at the moment.

We definitely want to increase that over time by colonizing more worlds, especially with Biomes, and eventually by researching Fusion. Of course if we can get more allies and/or our allies spread more of their own colonies near our worlds, that will also help.

I think we need to upgrade our weaponry next, so that when we get cruisers we'll have some appropriate weapons to mount on them. UV beamers is scheduled next on the research docket; they do very reasonable damage and aren't hopelessly confounded by cruiser collosion envelopes, though we will still want to cluster closely as much as possible for mutual support.

Our Cute Catfish fleet is about to arrive at Griffin. There are nearly 150 enemy ships here; our fleet is about half that size, we have no fast point defense (just the slow PD section ships), and there are no asteroids to hide amongst. I suspect we may be able to eliminate the population, but not hold the planet -- we'll have to come back after glassing the colony.

Interturn: At Griffin I take 4 armours to the left, send the CnC right (taking care not to get closer to the planet than the left group) and send 5 armours directly away from the planet. As the left group of armours comes closer to contact with the Tarka defenders, they split apart to force the Tarka to chase them in multiple directions (mostly away from the planet.) Meanwhile the group of 5 armours withdraws and we start with the shuttle waves.

In all we have 34 shuttles, which is a ton -- more than enough for a size 2 planet even with Tarkasian heavy missiles and fusion warheads. Mind you, we do lose a lot of the shuttles to missiles, because we were forced to launch from so far away from the planet, but enough get through to do the job. Since the Tarka have 150 ships to my 30-odd combat effectives, at this point we withdraw to the system outskirts and wait out the timer, bringing in a few PD ships to shoot down planet missiles. Since we are far away from the planet and have the luxury to be able to point our ships directly toward it, we take no casualties other than the initial 4 decoy armours.

Note: the Tarka defenders are using green lasers and stormers. If we try to get into close combat with them we will need armour and preferably reflective coat.

Turn 132: I split off our shuttles from the Cute Catfish at Griffin and send them toward salusa. Since we have killed the colony here, we don't need this many shuttles here right now. I usually prefer to keep my shuttles in a separate fleet from my defense forces; usually you only want shuttles where you are planning to attack, but defense forces often need to be more flexible in their positioning.

I want to send these shuttles generally toward the Zuul territory, though they will probably take a while to get there. The same applies to the shuttles in the Graybearded Cods fleet. As for the rest of Cute Catfish, they return to Bolovax Nik; there's no way they can take on 150 ships by themselves. We need to either decoy those ships away or gather enough force to take them out cost-effectively. Or perhaps the Tarka will move them away at some point.

In other news, Ishiimo has been colonized.

Turn 133: Flying Fish is still 3 turns away from Biima to get repaired and I spot a large fleet of 19 red Zuul ships inbound to Anoshi, due in 5 turns. Vocal says "a massive fleet" so it's probably all cruisers except for a rip bore. I have 22 reinforcements at Biima that could get there in 5 turns but I don't think that's enough, so I'll have to wait until Flying Fish can get home.

Interturn: Laertes has a new Tarka colony and a small defense force. I let the Electric Eels take point as they have some armour PD destroyers. Lost 6 ships, destroyed 13 enemy ships and caused an engine casualty, as well as eliminating the colony. Next turn we will finish the battle to gain control over the Laertes system.

Turn 134: Not much. Finished off the Tarka at Laertes.

Turn 135: UV Beamers comes in early. Colonizing Laertes. Thinking about how fast Laertes was re-colonized by the Tarka after Ivra wiped it out makes me think they already had colonizers there. Now I am wondering if the same held true at Griffin. We may need to hit it again in order to be sure. The shuttle fleet was on its way to Salusa, but I recall then to Bolovax Nik.

I start redesigning ships to use the new weapon. I opt to retain the overall idea of having 2/3 anti-shipping armours and 1/3 dedicated PD armours as a baseline, though I tweak the PD distribution amongst the designs slightly to give somewhat more rear-facing PD and a bit more forward-facing punch. I also move the weapon prefix to the front of the name for these general combat designs (i.e. non-specialty ships) since it's otherwise harder to identify PD vs. regular armours when creating a formation.

I choose to start researching Hiver language next; I want to secure a NAP with them before we start concentrating on more military technology. There are several colony prospects in their territory and if they spread gates to our worlds it may help with defense against the Zuul.

Turn 136: Hiver Language 1 researched, starting on Hiver Language 2. Laertes colonized. 4 Zuul ships heading for Serenity, next to Corvus; Daring Dogfish fleet moves to intercept them there. I also start building a couple colonizer fleets in anticipation of getting a NAP with the Hivers and being able to settle new low-CH colonies in their territory.

Turn 137: Not much of interest. Hiver Language 2 at 43%; turning down research.

Interturn: Zuul attack Anoshi (uncolonized world guarded by 3 crippled DDs) with 18 cruisers + 1 bore ship. They have cruiser CnC, and are armed with plasma cannon, green lasers, emitters, missiles. Our 3 crippled DDs actually cause an engine casualty, but still die quickly.

Turn 138: Colony fleets sent to Zo'trak and Kitzac, continuing to build a new colony fleet for Syrma. One of our shuttle fleets is about to arrive at Salusa, whereupon I will redirect it to Biima so that it can continue toward Corvus for an attack on Ilmatar and/or Procyon.

Interturn: Our scout at Serenity is destroyed, the bore fleet is 2 cruisers, a tanker, and a rip bore. We also scout Griffin and find that it has indeed been recolonized so the Tarka must have had colonizers there. Our shuttles have arrived at Bolovax Nik and been repaired so we could launch another assault with no difficulty.

Turn 139: Hiver Language 2 comes in. I ask the Hivers about our relations and it seems likely they would agree to an alliance. Both the Morrigi and the Hivers say they like one another, so it seems probable an alliance could be stable; although both the Hivers and the Morrigi like the same kinds of worlds, each explores slowly enough that there will probably be worlds available for them to share for a long time. Moreover, if they start trading that will also improve their relations. So, I ask the Hivers to join the alliance; both the Hivers and the Morrigi agree.

Interestingly, both of our allies are at war with the Tarka, but neither of them especially dislike the Tarka. In theory if we can patch things up with the Tarka we might be able to win an alliance victory including all of them. That said, there could easily be too much bad blood between ourselves and the Tarka for this to be practical.

In any case, I select Orbital Foundries for our next tech, enroute to Polysilicate and Cruisers, but don't start funding yet as I need to rebuild our cash reserves.

Interturn: Daring Dogfish vs. Zuul bore fleet; we destroy it and take no casualties. It's worth noting that the red Zuul have both light emitters and reflective coat, which could make our lives difficult if we have to deal with them a lot.

Turn 140: We detech an incoming fleet to Laertes of 35 Tarka ships, due in 2 turns. Our Graybearded Cods fleet is still there, numbering 38 ships, so we can hopefully take them out. I send Electric Eels from Ke'Kaldo, where they just got repaired, back to Laertes, where they will arrive in 5 turns.

Our bank balance is back up over $1M. We still have a lot of freighter construction to do, but we could start researching again at this point; I'll leave it to the next player to decide whether to do so. Currently trade accounts for a bit over 10% of our income, and this will only increase as we keep building our economy. Fleets are enroute to colony prospects at Zo'trak, Kitzac, and Syrma; additional colony possibilities are Errai and Zytokot. All of these are Hiver gated worlds that they can't colonize.

I was not able to do much about the Zuul at Ilmatar or Procyon during my turns; in fact I did not build a lot of new military anywhere, other than adding PD ships to some existing fleets. This is still something we should really address.

Here is the save file.

Image
Zed's TARs (sample):
Fractious Allies -- Hiver vs. Hiver, with allies
Who Let The Bugs Out -- Hiver vs. Tarka and Zuul
Tarka Ascendant -- Tarka vs. Hiver and Zuul

Strategy & Tactics Forum Archive -- More posts on strategy, tactics, and TARs

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ivra
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Joined: Fri Sep 17, 2010 1:33 pm

Re: SotS1-SG15

Post by ivra » Tue May 20, 2014 5:41 pm

Nice! This game has been a lot of fun to play so far, and it is not over yet, even if I really think we cannot lose this one anymore.

ZedF wrote:- Replace gauss PD with laser PD on all applicable ships. We are worried about missiles, not torpedoes or drones. I have not found that Gauss PD is really any more reliable against heavy missiles than laser PD is, and laser PD is more useful generally against what we expect to face.

I imagine I have seen some difference. I cannot prove it or anything, but since I started using a mix of the two PDs my planet assaults seems to fare better. That is why I mixed them.

ZedF wrote:- More of a fleet note, but I remove the extraneous "es" from the names of most of our fleets, since the plural of catfish is catfish, the plural of cod is cod, and so forth.

I wish my English was better... :oops:

ZedF wrote:Home: We are colonizing Ishiimo, ostensibly before the Morrigi can. A quick check of the relative preferred CH ratings indicates the Morrigi cannot, in fact, colonize Ishiimo, so that's not really an issue. But we will certainly be able use extra trade routes at our homeworld shortly.

Forgot to check the CH of Ishiimo compared to Morrigi. I just saw the Morrigi ship there and the second one coming to it during my 10 turns of play.

ZedF wrote:Since basic Stutterwarp range is 6, our max trade range is double that.

I didn't know that. So that is how the number of trade worlds per colony is determined. Good to know.

ZedF wrote:Interturn: At Griffin I take 4 armours to the left, send the CnC right (taking care not to get closer to the planet than the left group) and send 5 armours directly away from the planet. As the left group of armours comes closer to contact with the Tarka defenders, they split apart to force the Tarka to chase them in multiple directions (mostly away from the planet.) Meanwhile the group of 5 armours withdraws and we start with the shuttle waves.
In all we have 34 shuttles, which is a ton -- more than enough for a size 2 planet even with Tarkasian heavy missiles and fusion warheads. Mind you, we do lose a lot of the shuttles to missiles, because we were forced to launch from so far away from the planet, but enough get through to do the job. Since the Tarka have 150 ships to my 30-odd combat effectives, at this point we withdraw to the system outskirts and wait out the timer, bringing in a few PD ships to shoot down planet missiles. Since we are far away from the planet and have the luxury to be able to point our ships directly toward it, we take no casualties other than the initial 4 decoy armours.

Congratulation! You did it!
Why am I not surprised? :)

ZedF wrote:I also move the weapon prefix to the front of the name for these general combat designs (i.e. non-specialty ships) since it's otherwise harder to identify PD vs. regular armours when creating a formation.

It is kind of hard to come up with a naming convention that works well in all cases. I have always wandered something with your naming convention. Why do you include DD in your names? Isn't kind of redundant since DE is listed in front of every DE ship in the ship list to the lower left?

ZedF wrote:It's worth noting that the red Zuul have both light emitters and reflective coat, which could make our lives difficult if we have to deal with them a lot.

Ouch :!:
A lot of these road signs go missing every year as the tourists collect their trophies. It makes me wonder if this road sign is indeed the most wanted souvenir of Norway...

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