SotS1-SG16

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ZedF
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Re: SotS1-SG16

Post by ZedF » Sat Jul 19, 2014 6:35 pm

I planned to play at least until we got Shaped Hyperfields, and then round out the turns preferably to an even number. But then, you guys might prefer if I keep going a bit longer... here's what I have so far.


T135:
Some of our ship designs are a little weird, and I am also getting tired of the overly long names that make it difficult to tell what ship is what in the reinforcement list, but I anticipate redesigning everything as soon as we have fusion + shaped hyperfields anyway.

Move the hiding in asteroids scouts away so they are not provoking combat every turn. We will have deep scan soon for better sensor coverage anyway.

Split off a lot of obsolete mass driver ships from DownSouth to form the core of a defensive fleet for the south while DownSouth attacks the Zuul. I will build enough ships to give the new DownBack fleet a modicum of PD capability.

Kreelar continues to build reinforcements for UpSouth fleet.

Move North fleet to attack Dorsai. Scaramouche will continue to build reinforcements as needed.

T136:
Advanced Sensors completes. Start Fusion at full speed. Build a round of scouts at our borders.

T137:
Scouts enroute to unoccupied worlds from which they can monitor Zuul activity. Our fleets should also include at least one ship with deep scan, though this will be more relevant later when we have speed 6 ships and can attack more effectively.

Laertes is looking vulnerable, with no ships in orbit but only sats. UpSouth launched to attack.

T138:
Not much. Maneuvering fleets.

T139:
Large assault wave detected against Chanorr, composed of 28 yellow ships, assumed to be cruisers. Start fleet construction, but the Hivers have a gate and will hopefully help defend.

@Laertes: Red Zuul managed to reinforce with a dozen cruisers before UpSouth arrived. First round will take place in the asteroid belt to reduce enemy tracking ordinance. We trade 10 destroyers for 11 enemy cruisers. However, this leaves us with insufficient forces to field a full strikeforce. We have reinforcements incoming; hopefully we won't lose many more ships, but the planet does have a full double sat ring so this may be easier said than done.

@Dorsai: Yellow zuul has only 26 DDs defending the planet, we have double. As it turns out, they have no CnC; we take out the planet and 17 enemy destroyers, losing 1 DD.

T140:
@Laertes: One cruiser left, plus full double sat ring. Take out the cruiser and 14 sats, losing only 1 DD.

@Ymar: DownSouth faces 16 enemy cruisers plus fixed defenses, but again there is an asteroid belt to help prevent seeking weapons from being a problem. Also it appears the Zuul have no CnC here. This turn we kill 6 cruisers for no losses -- a bit light but I was being cautious, expecting a CnC.

@Dorsai: Mop-up against the remaining yellow DDs.

T141:
Colonize Dorsai. North fleet waits here 1 turn to gas up, then will attack Winath next.
Eyes on the fleet attacking Chanorr, it has 16 cruisers and 12 destroyers, considerably more manageable. We wll have about half a dozen cruisers and a dozen destroyers ourselves by the time they arrive, but the Hivers will have more.

@Laertes: 2 new cruisers (both blazers) plus 12 sats remaining. We have 5 reinforcement DDs this turn. All but 1 satellite destroyed, at the cost of 1 destroyer.

@Ymar: Zuul have 2 new cruisers this turn, but still no CnC. We destroy all but 2 destroyers for no losses, next up is the planet and its sat ring.

@Procyon: Autoresolve to allow Hivers to defeat bore fleet.

T142:
Fusion at 50%.

@Laertes: Clean up, no losses.

@Ymar: The Zuul finally built a command ship. Too bad for them I already took out the fleet it might have led. Planet cleansed, all enemies destroyed.

T143:
Not much, just building the last defenses for the Chanorr fight. DownSouth is colonizing Ymar to gas up, and UpSouth is waiting for a reinforcement group to arrive. I am not sure what I want to do with them next; I could attack Dosadi, but it's got significant defenses present and no asteroid belt to hide in.

@Chanorr: Our half-dozen cruisers and dozen destroyers face 16 cruisers and 12 destroyers, with help from 37 Hiver cruisers and 140 destroyers. Win handily, though Chanorr took some minor damage from a pair of enemy Scavenger cruisers that snuck through the lines (sans slave disks, which were shot down).

T144:
Start building a few cruisers to reinforce UpSouth fleet against the Zuul force massing at Dosadi. Chanorr fleet will build a repair ship and a refinery and move to assist North fleet attacking yellow Zuul. The latter arrives this turn at Winath, where it will face a fleet comparable in size to itself, but probably equipped with inferior technology.

@Winath: Destroy 3 CA, 62 DD at the cost of 4 DDs (and a lot more damaged but repairable.)

T145:
Not much.

@Winath: Clean up reinforcements, sats, and planet.

@Wester: Autoresolve & let the Hivers deal with the bore fleet.

T146:
DownSouth arrives at Giedi Prime this turn. Colonizing Winath.

@Giedi Prime: Facing 3 CA, 1 DD, no sats. Toasty.

T147:
Colonizing Giedi Prime. North fleet moves to attack Koozebane. The commander of UpSouth fleet decides the best way to pin down the largish Zuul fleet at Dosadi is to move to attack it, staying in the outer system to avoid the fixed defenses as much as possible, and hope his PD can take it. No combats this turn, for a change.

T148:
Well I have good news and bad news. The good news is Fusion completed; Shaped Hyperfields started at 100% and we should reach 50% in 2 turns. The bad news is Locusts just appeared near Regis, a tiny size 1 world in the middle of our empire next door to the Hivers.


Now, I have a plan to deal with the Locusts. Do you guys want me to set it up and let someone else follow through? Or just finish the job?
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-SG16

Post by ivra » Sat Jul 19, 2014 9:39 pm

It's ok with me if you continue. But I would like to know what your plan is. I am a bit curious.

I have managed to take them our using PD missiles (in every small slot) with CR CNC. The problem was destroying the locust sphere once the drones were gone. I don't remember exactly what kind of weapon I had to use to take it out, but I think it was much more powerful then mass drivers...

Do we have PD missiles?
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Re: SotS1-SG16

Post by ZedF » Sat Jul 19, 2014 10:30 pm

Not likely! We just got Fusion, remember? You need Micro-Fusion to have a chance to get Interceptors.

As far as what the plan is, well there is pretty much only one plan that reliably works when you don't have any neat tech toys, whether high tech (like Absorbers or Meson shields) or not-so-high tech (like Disruptor shields or leap mines.) Since we have no tech toys at all, we have to go with brute force, which just means a lot of cruisers: refinery bombs or point defense or both to take out the locusts, and then brawlers to pump damage into the nest. AP mass drivers will work just fine to take out the Locust Nest, providing you have enough of them. I don't think we'll have a problem in that regard; we have cruisers with a lot of punch, and we'll have a substantial outnumbering bonus to help as well.
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-SG16

Post by ivra » Sat Jul 19, 2014 11:26 pm

Sounds good. I had forgotten about refinery bombs. That should work. Go for it!

To get max outnumbering bonus is it correct that we need 20 DEs + 70 CRs? Does the number of locust drones scale depending on the number of ships we have?
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Re: SotS1-SG16

Post by ZedF » Sat Jul 19, 2014 11:29 pm

Locusts do not scale with number of ships we have. We aren't going to aim for max outnumbering bonus; we're just going to build what we can get to Regis in time for the battle. But we should have the lion's share of the outnumbering bonus anyway.
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-SG16

Post by ZedF » Sun Jul 20, 2014 4:18 am

Projected Locust path:
Regis (Tarka, size 1, monitor) - Ikor'zak (Hiver, size 3) - Tyzek'to (size 2, hellworld) - Arokor (Hiver, size 7)

If the locusts manage to get as far as Arokor, they will be in the heart of the Hiver empire. If they are not stopped before then and are able to consume the resources of Arokor they will probably split then (or possibly before, at Tyzek'to), and will probably eliminate the Hivers in due course. We definitely want to stop the Locusts as soon as possible. We have the means to do so, but it means building a LOT of cruisers.

Of course, probably the Hivers will also try to help, so this might not be as difficult to do quickly as it would otherwise have been. Unfortunately, Regis doesn't have a gate, so we are on our own for that world, but it does have an asteroid monitor. If Regis falls, then we will need to concentrate our defense at Ikor'zak. Thus we should have a primary defense plan at Regis and a backup defense plan at Ikor'zak. Fortunately we have 11 million credits saved up, so we have plenty of cash on hand... though building hundreds of cruisers might burn through it pretty quickly.

The anti-locust fleets will be primarily composed of the following:
- L-BombCA 4.01: Strafe/Refinery/Fus CA -- Designed to blow up real good on locusts, and maybe get some licks in on the nest. Not as good as they would be with cloaking to help gather locusts around, but that just means we need more of them. These guys die first.
- L-PDCA 4.01: Strafe/PD/Fus CA -- Shoot down straggling locusts after the bombs go off, and get some licks in on the nest. These guys die second.
- DrvCA 4.01: HH/War/Fus CA -- Hitters, after the bombs and PD have cleared out the locust swarm. These will be just as useful later against the Zuul, so hopefully we can keep them alive.

Initial projections suggest I should be able to gather approximately the following forces to Regis's defense from other worlds, not counting what Regis will build itself:
- 16 L-BombCA, mostly built from worlds farther away from Regis
- 17 L-PDCA, built from worlds close to Regis (Hydra and Zytokot)
- 16 DrvCA, built from worlds close(ish) to Regis (Zamara and Griffin)
- Regis itself will build the command ships, build sats, and otherwise fill in gaps in the lineup.

Actually, with over 50 cruisers available to be built in time, plus the monitor, I think this will probably be sufficient, and we likely won't need the backup plan.


T148, continued:
Start enacting Locust defense plan, phase 1.

Also building ships at Mongo to defend against a bore fleet, and at Kreelar to reinforce UpSouth fleet in case it gets into trouble at Dosadi. DownSouth fleet is moving on to attack Foo, which is showing only 5 defenders plus sats at the moment.

Elsewhere, we are waiting for Shaped Hyperfields before turning on ship construction for fleets to finish off the red Zuul. (I think our existing Fission fleets should be sufficient in the north against yellow Zuul.)

T149:
Not much other than our fleets approaching Dosadi (red Zuul) and Koozebane (yellow Zuul) this turn.

@Dosadi: Our fleet is 9 cruisers 65 destroyers, they have 44 cruisers 25 destroyers. Trying to be a little diffident about this fight so we don't overcommit and can withdraw if we get over our heads. Lost 3 cruisers in exchange for 8 enemy cruisers (hopefully their best ones.)

@Koozebane: North fleet vs a Zuul fleet half its size and lacking cruisers, fixed defenses are a full double sat ring. Should be no problem overall, but expecting to take a couple turns to reduce. They lack CnC of any sort so this may go pretty easily. Lose 1 DD but eliminate the enemy fleet and a couple sats.

T150:
Continue Locust fleet construction and reinforcements for UpSouth at Kreelar. New combats this turn at Mongo and Foo.

@Dosadi: 6 CA, 70 DD vs. 42 CA, 32 DD. Zuul are pulling in reinforcements faster than we are, and are getting outnumber bonus from all their cruisers due to our paucity of them, but we are about to get Shaped Hyperfields and will then be able to turn the cruiser faucet all the way on. I can afford to try to bleed these guys with our obsolete fission ships another turn. This turns out to be a bloodbath; we lose 29 ships including both command cruisers and nearly all our combat ships, in exchange for 21 enemy cruisers. Our remaining ships are not combat-effective and will retreat next turn.

@Mongo: 16 DD vs. 3 CA, 1DD bore fleet. Should be no problem as they will lack CnC. They do have a Rend Bore, but it doesn't get a chance to shoot its node cannon as I aim at the engine as it's attempting to turn around, knocking it back away with driver fire.

@Koozebane: Mopping up against yellow Zuul. Knock out all but 2 sats and glass the planet.

@Formalhaut: Chanorr Revenge fleet (8 CA, 9 DD) versus 1 CA, 10 DD, light sat ring & small planet. Wipe everything but 1 sat.

T151:
Shaped Hyperfields completes. Redesign everything except Locust specialty ships; those will be redesigned if the Regis defense fails. I use a very simple naming scheme, which keeps things short so it's obvious what ship is what in reinforcement lists and in battle summary screens:

CnCCA 6.01 is our new APMD-based command ship. 6.01 means speed 6, version 01.
DrvCA 6.01 is a APMD-based war cruiser. It is the new backbone of our navy.
DrvDD 6.01 is a APMD destroyer with PD in all light slots. It is designed to escort our cruisers in situations where more PD is required.

Otherwise, names should be pretty obvious. We rely on AP Mass drivers and laser PD and almost certainly will for the rest of the game. AP gauss is a waste of time; it doesn't do much damage, and laser PD is almost always more useful since we are mainly fighting over enemy planets. The only changes we are likely to make to our ships in the near future would be to add more armour, heavy drivers, and/or battlebridge. For any of these improvements, just increase the version number.

What to research next? Asteroid Mining, HCL, Advanced Robotics, Magnetoceramic Lattices, or Heavy Drivers seem like possibilities. Particle Beam, if we thought the Zuul could get Deflectors. But none of these techs matter as much at this point as just pumping out a lot of 15-or-so cruiser fleets and hitting the red Zuul across as broad a front as possible. Add a few colonizer DDs for planting the flag and refuelling and we are good to go. I set research on Advanced Robotics because we can get it in a reasonable time on a low research budget, set research to a quarter of our pie, and call that good.

Right now fleet maintenance is approaching 20% of our budget, but at this point I don't think we should stop building ships until it's a solid third of our budget. We are likely to gain a bunch of maintenance budget back when we encounter the Locusts anyway. My suggestion for a good fleet size is something like 1-2 CnCCA, 6-10 DrvCA, 1-2 RefineCA, 2-3 RepairCA, a few colonizers, and maybe a few DrvDDs. You'll have deep scan capability so you can pick easy battles with one fleet, or grab a couple of fleets and have them work together to take down tougher targets.

Construction of these new fleets is begun:
- in top portion of the south at Kreelar, Mogo, Caladan, Gotham, and Pentacon,
- and in the bottom portion at Aditi, Corvus, Galifrey, Cuthbert, Badoon, and Mongo.
Distributed production can get us a new fleet every 2-3 turns from both loci -- at least, so long as the money holds out. The rally points for ships to be formed into fleets are at Kreelar and Aditi.

Events of the turn: It looks like the scary fleet at Naltor has gone elsewhere and I have a bunch of fission ships to dispose of at Aditi, where I am building shaped fusion replacement fleets. So the Suicide Kings fleet goes to pester Naltor; maybe they'll accomplish something useful. UpSouth splits into two fleets -- what's left of our combat ships will form into a smaller defense force (UpBack Fleet) while the excess tankers head for the breakers to get converted into something more useful. Both of these last two fleets head back to Kreelar.

At Koozebane and Formalhaut, we don't have to fight, as yellow Zuul surrenders.

T152:
Colonize Koozebane and Formalhaut. Send a colony group to the yellow Zuul homeworld.

T153:
Scuttle North Fleet and Chanorr's Revenge. They are both too slow to get anywhere useful, and costing us maintenance budget we need for newer ships. Attack Naltor and Foo this turn. The scary fleet that had been defending Naltor is arriving back there this turn, so I expect the Suicide Kings to live up to their name. At least they caused Foo to be uncovered, which DownSouth fleet is going to hit this turn.

@Naltor: Suicide Kings are just hoping just to take a wave of enemy cruisers with this fleet. We have 41 destroyers and 1 cruiser, they have 23 cruisers and 2 destroyers, but mine are all obsolete and most lack PD or APMD, relying instead on mass and gauss drivers. In a nice surprise, though, Naltor has an asteroid belt. The Suicide Kings are able to take advantage of it to shield the Strikeforce CnC from being targeted, as well as to break up the Zuul charge and defeat a number of Zuul cruisers in detail. It doesn't hurt that the red Zuul still don't appear to be using armour on their ships, and so we enjoy a surprisingly high kill ratio: 6 DDs lost to 14 cruisers killed.

@Foo: Only 6 enemy cruisers left here, we should be able to make a good accounting even without an asteroid belt. final tally is 3 DDs lost to 6 cruisers, 4 DDs and 12 sats destroyed.

154:
Our new fleet DrvCAStk 6.02 takes advantage of the Suicide Kings' success at Naltor and follows up. Our other new fleet DrvCAStk 6.01 is moving to Caladan to be able to hit Lagash the following turn. This is the turn of the big Locust fight, as well.

@Naltor: The Suicide Kings, having gotten spruced up by the repair ships of DrvCAStk 6.02, take on the first wave of enemy cruisers, and exchange 3 DDs for 6 of them while playing cat and mouse in the asteroids. Then our CA strikeforce takes over for the approach to the planet, taking out all but a few sats and a bore ship, and damaging the planet to the tune of about a quarter billion pop.

@Foo: DownSouth fleet continues attacking the world and is able to glass it this turn. But next turn another fleet of 8 Zuul cruisers is incoming.

@Regis: We almost lose the Asteroid Monitor. We do lose the colony, as well as 24 cruisers, mostly refinery bombs and some PD ships. But we don't lose any AP driver cruisers, and we don't lose the battle. Regis will be recolonized next turn, and our surviving ships split into two fleets which can help plague the Zuul in the coming turns. We already have a request from the Hivers for one of these fleets to attack Pyyrus, alongside them.

T155:
I've put notes to indicate what I was building at each planet that was feeding ships to Kreelar and to Aditi, but I have not built any yet this turn, as we are starting to run low on funds to fuel both construction centers at the same time. The next player might want to just choose one at a time to continue to build fleets at.

Next turn we are set up for multiple combats, so even though the Locusts are defeated, there's lots still to do. Have fun! The T154 save file is for if you want to replay the Locust battle, the T155 save is to continue the game.
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-SG16

Post by ivra » Mon Jul 21, 2014 12:16 pm

I can play a few turns today, so I grabbed 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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Re: SotS1-SG16

Post by ivra » Tue Jul 22, 2014 1:00 pm

Turn 155
I renamed the scouts on our colonies to "s" since it makes it easier to identify if a colony has one or not. I found two old fission garrisoned fleets that I sent to attack nearby Zuul colonies.

I had to rename our Fusion fleets to give them a bit more flavor. This time I used Norwegian expressions that hopefully are different from and unknown to the English speaking world. The names and the corresponding back stories are given below:

A601 Bear Service - The Norwegian expression (they have a similar expression in Sweden, France, Germany and Russia) "Bjørnetjeneste" means disservice, and is directly translated to "bear service" (Bjørn = bear, tjeneste = service). The expression is from a book called "L'Ours et l'Amateur des jardins" that was released in 1678. In it there is a story about a domesticated bear and his gardener. The bear spotted a fly on the face of his sleeping gardener. It tried to kill the fly with a stroke and succeeded in killing them both. More information can be found here on the following Norwegian Wiki page

A602 Axe Handle - The Norwegian expression "God dag, mann! Økseskaft" means that something is like talking to the wall. Directly translated it means: "Hello, Man! Axe Handle". The short and funny fairy tale (in English) can be found here.

A603 Count's Time - The Norwegian expression "Grevens tid" means in the nick of time or just in time. Directly translated it means "Count's Time", which would probably be "the Time of the Count". [I was a bit lazy. The following sentence was translated by Google] This use of the term derives probably from Sweden, where it alludes to the ancient custom of coming late and the finer / higher status one had, the later one, and the last to arrive was the count (unless someone from the royal family was with). More information can be found here on the following Norwegian Wiki page

A604 Sharpest Drawer - The Norwegian expression "Ikke den skarpeste kniven i skuffen" means not the sharpest tool in the shed or not the sharpest tack in the box. Directly translated it means not the sharpest knife in the drawer. This one is just another way of saying the same thing. A funny thing about this expression is that someone was about to say that he was not the sharpest knife in the drawer but ended up saying that he was not the sharpest drawer.

Battles
Attacking Naltor: A02 Suicide Kings vs. Colony with 1 DE + 2 LDs + 2 MDs. Only 1 MD to go, no losses.
Defending Foo (built the colony this turn; was a former Zuul colony): A03 DownSouth Fleet vs. 8 CRs. There were no CNC so it was an easy match; no losses and the colony was untouched.
Attacking Lagash: A601 Bear Service vs. Colony with 1 DE. Victory.

Turn 156
Regis and Foo colonized.

Battles
Attacking Garnet: A602 Axe Handle vs. empty colony. Victory.
Cleanup at Naltor.

Turn 157
Lagash colonized. Advanced Robotics done, staring Asteroid Mining. I am not building new fleets but reusing the one I have. Even the fission fleets are able to get the job done unless they meet too much resistance.

Battles
Attacking Dosadi: A02 UpBack Fleet vs. Colony with 2 DEs + 20 CRs + 10 LDs + 10 MDs. Lost 13 fission DEs and took out 9 CRs. A604 Sharpest Drawer has arrived and will take over from now on.

Turn 158
Garnet, Hyperion and Naltor colonized.

Battles
Attacking Dosadi: A604 Sharpest Drawer vs. Colony with 2 DEs + 13 CRs + 10 LDs + 10 MDs. Lost 1 fission DE and took out 13 CRs + 1 DE + 2 MDs + 3 LDs and started the bombardment of the colony.
Attacking Peck: A601 Bear Service vs. Colony with 14 DEs + 3 CRs + 10 LDs + 7 MDs. Got reckless and lost a CR. Took out the colony and all the enemy ships. Only 5 LDs + 3 MDs to go.
VN attacked Aichi (our colony). I managed to stand still and take care of the VN drones with 2 fission War DEs. Since science has taught us time after time again that one instance is enough to generalize we now know that 2 fission War DEs are enough to handle the VN encounter :)
VN attacked Cassandra (a rock). Both of our scouts sacrificed themselves to save the hiver gate (official version). They were not quick enough to run away (truth).

Turn 159
Nothing special.

Battles
Attacking Dosadi: A604 Sharpest Drawer vs. Colony with 1 DE + 7 LDs + 8 MDs. Victory; another fission DE was lost.
Attacking Uxor: A602 Axe Handle vs. Colony with 9 LDs. Victory.
Attacking Pyyrus: Locust 4.02 vs. Colony with 5 DEs + 25 CRs + 10 LDs + 10 MDs. Took out 4 DEs + 21 CRs with no losses.
Cleanup at Peck.

Turn 160
Nothing special.

Battles
Defending Dosadi from a single CR. Victory.
Defending Uxor from 3 CRs. Victory.
Attacking Pyyrus: Locust 4.02 vs. Colony with 1 DEs + 17 CRs + 10 LDs + 10 MDs. Colony down, + 22 ships.
Attacking Syrma: A603 Count's Time vs. Colony with 1 DE + 14 CRs + 1 AM +10 LDs. I hid in the shadow of an asteroid and took care or his CRs while hiding from the AM missiles. Lost 1 CR, took out all 14 CRs.
Attacking Metaluna: A02 Suicide Kings vs. Colony with 25 DEs + 1 CR + 1 AM +10 LDs + 6 MDs. A02 Suicide Kings is on a real suicide mission since they do not have any repair ships. Took out 20 DEs with no losses, but I suffered some damage. I hid from the AM in this battle too.

Turn 161
Dosadi, Peck, and Uxor colonized. Asteroid Mining done, starting Atmospheric Adaption.

Battles
Attacking Kanjar Ro: Locust 4.01 vs. Colony with 1 CR + 10 LDs. Victory.
Defending Dosadi from 3 CRs.Victory.
Cleanup at Pyyrus. Victory.
Scout killed at Merak.
Attacking Syrma: A603 Count's Time vs. Colony with 1 DE + 1 AM +10 LDs. Colony down, only the AM remains. Lost 1 CR.
Taking out a single DE at Thundara (a rock).
Attacking Metaluna: A02 Suicide Kings vs. Colony with 22 DEs + 6 CR + 1 AM +10 LDs + 8 MDs. Zuul reinforcements arrived this turn. Lost 1 DE and took out 6 CRs + 21 DEs. Hiding in an asteroid shadow really helps! Next turn A602 Axe Handle will arrive. Almost every combat ship in the A02 Suicide Kings Fleet is damaged.
Attacking Altair: A03 DownSouth Fleet vs. Colony with 2 CRs + 10 LDs + 5 MDs. Lost 2 DEs, took out everything except 4 LDs + 2 MDs.

Turn 162
Nothing special.

Battles
Defending Dosadi, this time against 6 CRs. Victory, no losses; made easier by the Zuul since they showed up without a CnC.
Taking out the AM at Syrma. Victory, but lost 3 CRs.
Attacking Furud: A601 Bear Service vs. Colony with 2 DEs + 3 LDs. Victory.
Attacking Metaluna: A602 Axe Handle vs. Colony with 1 DE + 1 AM +10 LDs + 9 MDs. Colony down, only the AM + 1 LD + 1 MD to go.
Cleanup at Altair. Victory, but lost 1 DE since I used the AR.

Turn 163
Kanjar Ro and Pyyrus colonized.

Battles
Taking out the AM at Metaluna. Victory, no losses; this was the weak AM.

Turn 164
Syrma, Furud, and Altair colonized.

Battles
Taking out a few ships at Merak (a rock). Had to sacrifice a DE to get the rending bore to fire before I could take it out. A single DE managed to run too far away.
Attacking Mintarr: A601 Bear Service vs. Colony with 3 CRs. Victory.
Attacking Malteus: A604 Sharpest Drawer vs. Colony with 9 DEs + 10 LDs + 8 MDs. Almost, 1 MD to go.

Turn 165
Metaluna colonized. Atmospheric Adaption done.

SotS1-SG16 T165.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...

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Re: SotS1-SG16

Post by kjn » Wed Jul 23, 2014 10:17 am

Playing right now. The Red Zuul are pretty much gassed right now, and I expect this turnset to be the last one.

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Re: SotS1-SG16

Post by kjn » Wed Jul 23, 2014 11:27 am

Yeah, the red Zuul were pretty much gassed. Game won at T170.

Turn 165

The red Zuul seems to be out of gas - down to 12 worlds and no large fleets in existance. They are up to fusion cannons, which might prove problematic in the long term, so I decide to go for a high operational tempo.

Select Data Correlation as the next tech.

Split up A604 Sharpest Drawer. A605 Not Unstupid (the smaller group) is left in place to clear out Maltus, while A604 Sharpest Drawer goes to Orando.

The target of A602 Axe Handle is switched to Hyrakius.

Interturn

Auto combat at Merak, Maltus

Tunguska 13 CR v 4 DE & colony. All the DEs are rip bores; WIN

Orando 11 CR 5 DE v 7 DE 5 CR & colony. Defeat the first wave easily (mostly CNC CRs), then reform, destroy the Rending Bore from a safe distance, and glass the colony.

Turn 166

Colonies established on Mintarr, Cargg,

Colonise Orando, send of a coloniser to Tunguska (A601 Bear Service were out of colonisers). Move our battle fleets to hit more Zuul colonies.

Interturn

Zoroaster 8 DE 17 CR v 3 CR (Khoeng) 4 LOs & colony. 1 LD remains

Zeta Riticuli 10 DE 23 CR v 3 DE & colony. WIN

Marshak 3 DE 14 CR v 6 DE 1 CR (Rending bore) & colony. One DE Rip bore remains.


Turn 167

Orando and Maltus colonied. Leave a small group to clear out the last LD at Zoroaster; most of Locust 4.02 is sent to Orcus.

Order Zeta Reticuli to be colonised and leave a small garrison; rest of A603 Count's Time sent to Tupile. Order more followup ships at Caladan.

Interturn

Ilona 53 DE 4 CR (old fission fleet) v 10 LD 10 MD & colony - the Zuul have corrosive missiles. Some DEs lost

Hyrakius 3 DE 14 CR v 1 DE 10 LD 6 MD & colony - one CR lost, and the colony still stands (it's size 10)

Zoroaster 7 DE v 1 LD (mopup) WIN

Lusus 1 DE 9 CR v colony WIN

Tupile 7 DE 23 CR v 1 DE & colony WIN


Turn 168

New colonies at Zeta Reticuli, Marshak. Data Correlation goes overbudget. Continue to colonise worlds and send off the fleets to hit more Zuul worlds, we will hit all their remaining worlds this interturn.

Interturn

Ilona 49 DE 4 CR v 4 LD 4 MD; auto win

Hyrakius 3 DE 13 CR v 7 LD 2 MD & colony

Barak Kor 4 DE 17 CR v 3 DE 2 CR 10 LD 4 MD & colony

Orcus 1 DE 17 CR v colony

Star Haven 13 CR v 1 Rip Bore & colony


Turn 169

New colonies at Lusus, Tupile. All Red Zuul colonies have been destroyed.

Interturn

The First-Born has been eliminated; we win!

I must say that this felt very much like a slog at first with our slow ships, but once we got AP Drivers and Shaped Hyperfields it seems like it was we had everything we needed to win.

BTW, I had a thought with my ship names. The goal was to get functional ship names that gave a sensible alphabetical order. So Settler (from the Civ city-building unit) instead of Coloniser, and naming our Scouts Explore, and why I named our war mission section units BattleDE instead of WarDE.

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Re: SotS1-SG16

Post by ZedF » Wed Jul 23, 2014 12:15 pm

I don't mind alphabetical ship names. I do note that new ship designs tend to get developed pretty regularly, so they won't appear in alphabetical order on the design screen, but you can order reinforcements alphabetically if desired. I don't have this as a habit, but I could see how some folks would find it useful.

If I were to name things alphabetically I would do it with a single letter prefix, I think. The reason is that there are several places in the game where ships in fleets are listed, but the display is often fairly narrow and cuts off any longer ship names. Also, I like to be able to tell what a ship is at a glance, not have to actually parse through the name -- which similarly means keeping it short (people can usually read up to 7 letters at a glance, but not much more than that). I don't tend to encode things like what sections a ship is using into the name, because those usually don't matter so much as its role in combat. The latter tends to be dictated mostly by its primary armament.

Quibbles about naming aside, I hope everyone had fun. Is there interest in another game?
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 ivra » Wed Jul 23, 2014 1:34 pm

kjn wrote:BTW, I had a thought with my ship names. The goal was to get functional ship names that gave a sensible alphabetical order. So Settler (from the Civ city-building unit) instead of Coloniser, and naming our Scouts Explore, and why I named our war mission section units BattleDE instead of WarDE.

That makes sense to me. I have tried to name the ships so that I can use the sort feature and it is very useful.
But, habits are hard to break, and I use it even if it is not perfect with regard to sorting. I always name my ships like Armor 101, War 203, CnC 307 etc. The name is composed of the following 3 substrings: ShipType, Size, and Version. The ShipType is Armor, CnC, Barrage, Blazer, War, Refinery, Repair, Colonizer, Biome, etc. Except for the War ships this naming convention allows me to sort my ships. The Size is 0-hundred for drones, 1-hundred for DEs, 2-hundred for CRs, 3-hundred for DNs, and 4-hundred for stations. The version number is a global version and consists of the last two digits. I start on 01 and increase it by one every time I design new ships. I never put weapons, speed, or command sections in my names. The global version number is enough. For instance when I get Fusion and the drive I redesign everything and increase the version number by one. If my last design was version 03, I would increase it to 04. From that I would know that all ships with version 01 to 03 would be fission ships, and all ships with version 04 or newer would be fusion ships. Same with weapons, if I got APMD and put it into design 03, I would know that all ships from 03 or newer would have APMD (or better) weapons, while those with version 01 or 02 would have worse weapons.

ZedF wrote:Quibbles about naming aside, I hope everyone had fun. Is there interest in another game?

I am interested in another SG. This time I would like to play more in the other end of the game, meaning building and using DNs and spending much less time in the fission/DE era. A game where everyone starts with 15 techs, the galaxy is stretched out (barred, barbell etc), economy/research sliders on 150%, more Hivers and less Zuuls, and many starting colonies per player, should help in this regard.
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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Re: SotS1-SG16

Post by ZedF » Wed Jul 23, 2014 2:00 pm

Ivra, with that naming scheme, how easy do you find it to differentiate between tactics required for different ship armaments? A missile cruiser and a brawler are all best deployed differently, the same with a DD equipped with snipers versus one equipped with light emitters. Or do you almost always just use brawling weapons? What about distinguishing ships that are good at planetary bombardment from those that have unsuitable weapons for that job?
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 kjn » Wed Jul 23, 2014 2:39 pm

Sounds like you want something similar to SG5b, Ivra. There we started with 10 colonies, and 125% research and economy.

I'm not sure about cranking up economy and research to max, however. My experience is that close to the end of the game you're going to have too much economy to usefully use anyway.

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Re: SotS1-SG16

Post by ivra » Wed Jul 23, 2014 7:14 pm

ZedF wrote:Ivra, with that naming scheme, how easy do you find it to differentiate between tactics required for different ship armaments?

Easy since I have only one...

ZedF wrote:A missile cruiser and a brawler are all best deployed differently, the same with a DD equipped with snipers versus one equipped with light emitters. Or do you almost always just use brawling weapons? What about distinguishing ships that are good at planetary bombardment from those that have unsuitable weapons for that job?

I do it easy. I hate missiles, and I replace them as soon as I get something else than gauss cannons or red lasers. I have even replaced them with green lasers. I always keep my ships together and close in on the enemy, focusing on the cnc ship. Sometimes if my fleet is not strong enough, I stand still when attacking a colony. It normally reduces the amount of fighting time down to 2 minutes, which they can normally handle. I also avoid weapons that I have to micro (f.eks. turn off when bombarding the colony), so I avoid missiles, meson beams, and explosive torpedoes. I guess I create designs that can handle all situations but are best when kept together and in close combat with enemy fleets. Typical Fusion/AM designs are Armors, Wars, Blazers, and Barrage (I use this ship type more seldom than the others, and I avoid it if it has any forced missile slot) with PD in all small mounts, APMD, Fusion/AM Cannons in medium mounts, (up to) Positron Beam (sometimes I use Graviton Beams and Pulsed Graviton Beams since they are nice to colonies), Heavy Stormers or Heavy APMD in the heavy mount.
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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