SotS1-SG16

Tactics and Action Reports.
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Starknight
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Re: SotS1-SG16

Post by Starknight » Thu Jun 26, 2014 1:26 am

Since I didn't see a 'got it' from anyone, here's my turns:

Turn 75:
Made a few minor changes, but mostly left things alone. Designed combat ships with hammerheads for the increase in firepower and maneuverability, but left the existing designs available.

Interturn:
Corvus - AR to remove the remaining sats...

Merak - scouts arrive to find crows. The planet is a seething mass of magma; one scout is lost while the other runs in the opposite direction.

Turn 76:
The Righteous decided to pull back from Parvati. The ships might be headed for Slyggia, but more probably are going to Gotham.

We lost the battle at Corvus, but only one sat remains; we should be able to take it out when the settlers arrive. Hopefully The Righteous won't intrude, as they are doing at Aditi - 13 ships await our incoming fleets.

Settlers are ordered to land on Flinx.

Interturn:
Pyyrus - two scouts arrive to find alien wreckage. Good looking planet, though. The scouts are lost.

Aditi - two scouts find 9 DEs and 4 CRs here. We duck into an asteroid shadow but only manage to kill one DE before both ships are destroyed.

Turn 77:
Settlers are ordered to land at Mongo, Unicron, and Scaramouche. Ku'Van begins building a fleet to start pushing the yellow Zuul back, hoping that Battle Computers comes in soon.

Interturn:
Kanjar Ro - our scout encounters the first ship of The First-Born we have seen; it is a cruiser, somewhat damaged (I know, how can you tell with Zuul?) It asks for peace, we oblige; it appears to be a Strikeforce CNC! Codename: Zealous.

Giedi Prime - two scouts find a lone CR belonging to The Righteous. The Shatterbone class is a Refinery ship; it also asks for peace, and we oblige to avoid taking missile damage. (AR next turn.)

Turn 78:
Hmm, I should wish for things more often - Battle Computers completes. I design a HHCnCDE Gauss s02, and order up several of them plus a few more tankers for the fleet building at Ku'Van.

Giedi Prime and Kanjar Ro are colonizable by us (and the Zuul), but aren't really prime prospects at this time. However, the scouts don't have enough fuel to escape so I'll have them AR this turn and hope to get lucky.

Settlers ordered to land on Iszm and Badoon.

Interturn:
Kanjar Ro - AR a scout vs. the Zealous CR; loss.

Aditi - AR a settler and a tanker vs. the fleet of the Righteous; loss.

Turn 79:
More settlers are ordered to land on Scaramouche, having arrived in the meantime.

The Shatterbone refinery at Giedi Prime must have retreated; it'll probably arrive with reinforcements soon.

A fleet of scoutships at Izakis is ordered to make a probing attack at Mamoru.

Interturn:
Nothing happens.

Turn 80:
Settlers are ordered to land on Beezaro and Corvus.

Interturn:
Nothing.

Turn 81:
Settlers are ordered to land on Cuthbert. More settlers are dispatched to Badoon. More ships are ordered for the yellow Zuul attack fleet.

Interturn:
Mamoru - The Chosen greet us with 10 DEs, and 16 satellites; yellow Zuul now have CR tech. In light of this intel, I choose to duck into an asteroid shadow and run out the time.

Turn 82:
Settlers are ordered to land on Galifrey. Command ships are ordered for the fleet at Griffin. Fleet A01 Yellow Peril is dispatched to Izakis as our best forward depot for prosecuting a war against the yellow Zuul.

Colonies continue to mature, making our economy slowly better.

Interturn:
Giedi Prime - a red bore-fleet arrives. We beat up the command section of a CR, but lose both scouts.

Turn 83:
Cybernetic Interface goes over 50% research. I dial back our investment.

Interturn:
Nothing.

Turn 84:
A few more ships ordered.

Interturn:
Nothing.

Turn 85:
I settle in the garrison at Mongo, order a settler to land at Beezaro, and leave the rest to the next player.

Situation analysis:

All of our opponents now have cruisers, but our economy still won't support them. With the planets we've just taken from the Zuul, though - assuming we can hold them - we should be able to start building a cruiser-based fleet.

I've arbitrarily decided that the direction towards our homeworld - along the length of the tube - is North. The fleet at Griffin is therefore named A01 East Fleet. Bolovax Nik has started building A01 West Fleet; supplement as desired. A01 Yellow Peril can be renamed North Fleet for consistency if you want, or kept as is.

Economically, we're starting to do better as more colonies mature. We now have 683k planetary income (up 104k), with 2.5 million in the bank (up ~600k). While we are spending about 1/3 of our income on planetary support, that should clear up fairly quickly as the former Zuul worlds won't take long to Tarkaform.

We are at 66% completion on Cybernetic Interfaces, and are spending about 1/4 of our income there. Current eta is 7 turns.

Ranking-wise, we are now #1 in colonies, population and output. We are listed as #2 in income and ships, and #5 in tech. (Which is to say, last.)
My Morrigi fleet-speed calculator for SotS Prime
The Holy Lands - Hivers vs. the infidel Liir (and others)
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ivra
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Re: SotS1-SG16

Post by ivra » Thu Jun 26, 2014 6:58 am

This looks very nice for us. Our Hiver ally need some help, though. The worlds Vela and Talok are ideal for them. Maybe we can convince them to colonize there if we move our ships away from them and tell them that we do not want them.
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...

kjn
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Re: SotS1-SG16

Post by kjn » Thu Jun 26, 2014 8:45 am

Looks we're developing nicely here.

One thing about ship names: I selected the ship names so they would provide a sensible alphabetical order, and using the HH prefix screws with that - I should've been clearer with my thoughts there.. I'm also unsure if we have any need for building new all-gauss cannon armor DEs.

I'm going to be away during the weekend, so no turns or much advice from me until Monday at the earliest.

kjn
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Re: SotS1-SG16

Post by kjn » Thu Jun 26, 2014 9:03 am

Some minor notes:

In the former Zuul worlds with plenty of infra, it's probably best to go all-in on tarkaforming first. It will lower our costs and provide a higher pop growth.

We should try to get another wave of scouts out west, to try to picket and scout the yellow Zuul. We also need better garrisons at our western holdings. Right now it mostly seems like the ships that cleared out the formerly white Zuul worlds, and many of them are scouts or damaged.

Should we try to establish a fleet presence at Aditi to block the bores of the yellow Zuul? It'd be real nice if we could do so, but I don't think we can get enough ships there in time to do so.

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Starknight
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Re: SotS1-SG16

Post by Starknight » Thu Jun 26, 2014 10:56 am

kjn wrote:Some minor notes:

In the former Zuul worlds with plenty of infra, it's probably best to go all-in on tarkaforming first. It will lower our costs and provide a higher pop growth.

We should try to get another wave of scouts out west, to try to picket and scout the yellow Zuul. We also need better garrisons at our western holdings. Right now it mostly seems like the ships that cleared out the formerly white Zuul worlds, and many of them are scouts or damaged.

Should we try to establish a fleet presence at Aditi to block the bores of the yellow Zuul? It'd be real nice if we could do so, but I don't think we can get enough ships there in time to do so.


Red Zuul, you mean? The yellow Zuul are up north, isolated from the rest by us and the Hivers. I certainly agree that we need more scouts out, especially galactic south and down. Getting them into position can be kind of a pain until we get some of those new worlds maturing, though. There's a fleet of 8 scouts at Izakis that can be moved out, I suppose; or they can be added to Yellow Peril to provide pickets, decoys, or just general reinforcements.

Aditi already had a purple Zuul presence, which is why it's not colonized. Hopefully they'll fight each other if Red gets there.

Speaking of Yellow Peril, I didn't build any assault shuttles for the fleet. If it's felt to be necessary, they can be produced at Izakis while waiting for the fleet to arrive. In the 5 turns until their arrival, 10 AS ships could be built.
My Morrigi fleet-speed calculator for SotS Prime
The Holy Lands - Hivers vs. the infidel Liir (and others)
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Starknight
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Re: SotS1-SG16

Post by Starknight » Thu Jun 26, 2014 11:01 am

ivra wrote:This looks very nice for us. Our Hiver ally need some help, though. The worlds Vela and Talok are ideal for them. Maybe we can convince them to colonize there if we move our ships away from them and tell them that we do not want them.


Heh. Those three ships at Vela are there because the Hivers asked for us to defend the world. Why, I have no idea; they have an overwhelming force there.

Speaking of overwhelming force, they might well be drowning in ship-support costs. They have a *lot* of ships at Vela, over 200 at their peak (down to 144 now). It'd be awfully hard to colonize under those conditions.

We shouldn't have to move the ships away, just tell the Hivers we don't want the world. They can colonize them even with our ships in place, since we're on the same team.
My Morrigi fleet-speed calculator for SotS Prime
The Holy Lands - Hivers vs. the infidel Liir (and others)
Currently working on getting my board game Dragon Raiders into final condition before going to Kickstarter...

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usermist2
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Re: SotS1-SG16

Post by usermist2 » Thu Jun 26, 2014 2:37 pm

The A.I. does not pay maintenance costs on ships.
Image

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ivra
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Re: SotS1-SG16

Post by ivra » Tue Jul 01, 2014 5:23 am

There is just too little activity here, so I am going to play 10 more turns now even if I just recently played this game.
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...

kjn
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Re: SotS1-SG16

Post by kjn » Tue Jul 01, 2014 7:16 am

Go for it!

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ivra
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Re: SotS1-SG16

Post by ivra » Tue Jul 01, 2014 7:37 am

Turn 85
I made some adjustments in order to get proper garrison fleets on all of our colonies.

Turn 86
Cybernetic Interface came in early, starting Translate Zuul to get the War section.

Turn 87
Translate Zuul went overbudget.

Battles
VN at Griffin (a colony): Lost both armors, but no resources. 2 armors with all gauss cannons are not good enough to fight the probes.
VN at Slyggia (a rock): Lost the scout, it was too slow to run away.

Turn 88
With the new info that 2 armors with all gauss cannons are not enough to fight the VN drones I am considering replacing our garrison with War ships, when they become available next turn. Translate Zuul is at 137%.
Cool, Hiver is going to attack Mamoru in 7 turns with 22 ships. Our new fleet A01 Yellow Peril with 34 ships will participate in this battle.

Battles
Met the red Zuul at Naltor (they have a colony here) and lost the scout.

Turn 89
Translate Zuul done, starting Expert Systems. I have designed HHWarDE MassD s02. It has much more firepower than our armors (9 small + 3 medium vs. 8 small + 2 medium) so it should be used as our new workhorse. I am also going to place a couple of them on each of our colonies as garrison fleets. They should hopefully have enough firepower to take care of the VN probes. I will try to push our armors to the front where they can be used as cannon fodder in battles.

Battles
Manticore: 2 scouts lost to red Zuul
Scouting Octans: Yellow Zuul has 52 ships here and a colony.

Turn 90
Building War ships for garrison fleets and moving old armor ships towards the front.

Battles
Scouting Dorsai (yellow Zuul colony). Only 2 CRs and 1 DE present here.
Scouting Fomalhaut (yellow Zuul colony). No ships present here.

Turn 91
Nothing new.

Turn 92
We got the AM at Regis, preparing to colonize it. Flinx and Mongo fully developed. A01 Yellow Peril left Izakis for the attack on Mamoru, eta 3 turns.

Turn 93
Expert Systems at 51%, turning down research to 25%. Unicron fully developed.

Battles
Scout encountered 2 rip bores at Majipoor. Managed to deal 4000 damage to one of them.

Turn 94
Nothing special.

Battles
Attacking Mamoru: A01 Yellow Peril with 53 DEs + Hiver with 22 DEs vs. yellow Zuul colony defended by 29 DEs + 5 CRs + 10 LDs + 10 MDs. This was a bloody battle since yellow Zuul had a CR CNC ship. I lost 19 ships, Hiver lost 5 ships, and Zuul lost 4 CRs + 27 DEs + 1 LD. They have only 1 CR + 2 DEs + 10 MDs + 9 LDs left of the defense. Hopefully, Hiver and we have enough ships to take down the colony.
Scout continues its attack on the two rip bores at Majipoor. Managed to deal almost 4000 damage to one of them this time too.


Turn 95
The Righteous (pink Zuul) has surrendered (to Red Zuul I guess). It had colonies at Gotham, Pentacon (HW), Hebron, Lagash, Kreelar, Dosadi, Caladan, Ymar, and Peck that we know of. We have a lot of ships at Bronson Alpha that can be used to attack these colonies, since I was building up a fleet here to defend against pink Zuul. I have made a suggestion of how the ships can be used to attack the 5 closest former pink colonies. I have also ordered 4 new tankers to be able to attack the 4 other colonies.
There are also 6 red Zuul ships coming to Corvus in 6 turns. The colony will be fully developed next turn and there are a lot of ships at Galifrey that can be used to defend it. My plan for the fleet at Galifrey was to attack Aditi. A scout will arrive at Aditi next turn. I think pink Zuul got Aditi from the white Zuul. If that is the case, Aditi should be attacked as well.
Anyway, there are a lot of things to do for the next player.
Good Hunting!
SotS1-SG16 T095.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-SG16

Post by ZedF » Tue Jul 01, 2014 12:42 pm

With the new info that 2 armors with all gauss cannons are not enough to fight the VN drones I am considering replacing our garrison with War ships, when they become available next turn.

Ah, well the idea with the armours is not so much to fight the VN probes, but to lure them on a wild goose chase. They are fast enough that if they run away from the VN probes, the probes will not be able to catch up, and the mothership will not make any more while the original two are still on the battlefield.

I don't know that war destroyers will be any more likely to be able to destroy the probes before being eaten; mass drivers are pretty inaccurate after all. If they were AP drivers I'd be a lot more confident. I do know that war destroyers are not fast enough to run away from the probes, though.

The Righteous (pink Zuul) has surrendered (to Red Zuul I guess).

Looks like we have gotten pretty lucky concerning the order in which Zuul have surrendered to one another here! This will make the game much easier than I originally anticipated when setting the game up -- I was expecting at least one of the Zuul to surrender to another from a position where we would not really be able to do anything about it. Instead it looks like we will be able to take over most of both the white and the pink Zuul empires without much effort.

Might as well enjoy the good luck this time, I know there have been a couple SGs that have been plagued with bad luck so turnabout is fair play. :)

I should be able to get a turn in today or tomorrow, so "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

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

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Re: SotS1-SG16

Post by ZedF » Thu Jul 03, 2014 2:10 am

Working on my turns now, but I don't think I'll be able to finish up tonight. At least not unless I cut them short, but I don't plan to do that unless someone is anxious for a turn. :) I should be able to finish up tomorrow, hopefully.
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

ZedF
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Re: SotS1-SG16

Post by ZedF » Thu Jul 03, 2014 3:39 am

Report for the first part of my turns, with a question at the end for the team:

Inherited turn
--------------

  • Clear out a bunch of obsolete notes. Renamed our two southern fleets to make more sense given their locations.
  • Split off a bunch more pairs of armours+tanker from DownSouth fleet to attack more former pink worlds. Replacements are incoming from the backlines vis-a-vis the war DD garrison project.
  • Note that the Red Zuul have a bore fleet incoming to Corvus, having passed through Pyyrus. According to our notes that's a crow Alien Wreckage world, which is no longer true. Send a scout to investigate. Come to mention it, we should probably double check all the random-infested worlds in the area. I start building scouts at worlds that are not busy on projects to claim former pink zuul worlds.
  • Speaking of which, we have a lot of armours about to be launched on attack missions for recently-pink worlds, but very few settlers being built to follow up. More construction ensues to correct that.
  • I am not continuing to pursue the plan of replacing armour DD garrisons with war DD garrisons until the latter is proven effective in combat with VNs. I know the armours can run away well enough; I don't know the war DDs can shoot probes accurately enough.
  • Combat at Mamoru: We don't have any shuttles, but enough mass driver rounds could perhaps glass the planet. We kill off the remaining mobile fleet and some sats, and do substantial damage to the planet, but our fleet is too badly damaged to continue and will have to withdraw next turn. Hopefully the Hivers gate in a big fleet next turn to defend their gate, or else this could end poorly.
  • Combat at Majipoor: Our scout continues to shoot unescorted yellow rip bores.


T096:
  • Most of Yellow Peril withdraws to Izakis; start building reinforcements there.
  • Mamoru: Oh good, Hivers did gate in a bigger fleet, they even have cruisers now. This should be no problem; I have our small fleet hide in the asteroids while the Hivers clean up. They aren't quite able to finish the planet and sats off this round, though.
  • Majipoor: Chase rip bore with scout, finally killing them all.

T097:
  • Continue fanning out scouts, armours, and colonizers through former pink territory, though we should be done building fleets to pounce on pink's corpse soon. Still we need more information on red's original holdings, so scouting efforts will likely continue.
  • Hebron: Our first attack with a lone scoutship against a former pink colony. We eliminate it.
  • Mamoru: Hivers complete clearing the planet, with a little help from our scout acting as a spotter.

T098:
  • We are 1st in income, but amazingly, 2nd in colonies. We have 30 colonies and control of over half the map! That means almost every world we haven't explored yet is a red Zuul colony. Well, we'll surely take 1st place in colony count when we wipe out a bunch of these new red colonies.
  • Expert Systems completes. We have a link to AI (yeah, right.) I could get FTL Broadband on the way to FTL Economics, or VRF, or possibly Orbital Foundries or Tarka Living Steel. FTL Economics would be a safe choice; we can always use more income. But we've had such good luck so far with Zuul surrenders that I feel we have momentum on our side, and I don't know that other players necessarily want to spend a lot of time building freighters when the end of the game appears to be on the horizon. We don't really know what weapon systems red zuul is concentrating on, but missiles is reasonably likely. Maybe we can win this with VRF, PD, and AP drivers? We can get those three techs relatively easily. I pick VRF next. If folks want to go with freighters, though, in order to push for cruisers, I wouldn't say they'd be wrong to.
  • Zuul have 27 ships arriving at Mamoru this turn. Of course, the Hivers have 66 ships here already. If I colonize, I'll have to defend and the Hivers will be out of position to help so I'd have to autoresolve and hope for the best. Probably I'd lose the colony anyway. Guess I'll wait a turn and hope the Hivers don't grab the world... though TBH it probably wouldn't be horrible if they did.
  • Battle at Mamoru: Moved the colonizers away to a nearby scout in deep space so we could autoresolve and Hivers would not lose their gate. Our allies have 10 CAs 83 DDs, yellow Zuul have 8 CAs 21 DDs. Both sides are using crappy missiles; the main difference is the Zuul have CA CnC but the Hivers don't. Zuul lose all but 5 ships, Hivers lose 7 cruisers & a bunch of DDs.
  • Foo: Our scout encounters a mature world with 15 sats, 4 CAs, 4 DDs. No asteroids to hide in so it gets smoked.

T099:
  • VRF at 50%.
  • Yellow Peril arrives at Izakis, picks up repairs and replenisment, and heads back toward Mamoru in case their help is needed. Zuul have another 4 ships arriving there this turn.
  • Combat at Metaluna: our scout discovers some asteroids to hide in and picks up info on the planet.

T100:
  • Another red zuul bore fleet leaving Pyrrus, this time headed for Galifrey.
  • Pyrrus: This is a new Zuul colony, guarded by 7 CAs and 1 DD. Could not hide in the asteroids as Zuul started too close to my starting position.
  • Corvus: We lose 4 ships to take out 4 enemy cruisers and 2 destroyers.
  • Bismol: Still guarded by Alien Wreckage. Mudball.


I also noted that there are no more Zuul ships at Mamoru, and our colony ships head back there. Have to wait and see if the Hivers grab it first. They say they want it... maybe I should let them have it. Thoughts?
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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Re: SotS1-SG16

Post by ivra » Thu Jul 03, 2014 6:59 am

If the Hivers want it I think we should let them have it. We will get a bunch of former pink Zuul worlds, so there is no need to be greedy.

I think skipping trade and going for VRF, PF, AP rounds, then maybe cruisers and CR CNC should be a safe way to win the game.
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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Starknight
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Re: SotS1-SG16

Post by Starknight » Thu Jul 03, 2014 5:21 pm

ivra wrote:If the Hivers want it I think we should let them have it. We will get a bunch of former pink Zuul worlds, so there is no need to be greedy.

I think skipping trade and going for VRF, PF, AP rounds, then maybe cruisers and CR CNC should be a safe way to win the game.


Agreed on all counts.
My Morrigi fleet-speed calculator for SotS Prime
The Holy Lands - Hivers vs. the infidel Liir (and others)
Currently working on getting my board game Dragon Raiders into final condition before going to Kickstarter...

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