SotS SG18a

Tactics and Action Reports.
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Starknight
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Re: SotS SG18a

Post by Starknight » Fri Jul 29, 2016 6:47 pm

Torezu wrote:
ZedF wrote:If we do get LR Fission then the idea would be to add LR fission gates for further stars to the current wave, otherwise we should just skip LR Fission.

APF = what? Not a tech we have discussed so far I think...

I think he meant LRF and mistyped. Maybe. Anyway, I'll have to see how the situation looks before picking a tech, but I'll probably skip LRF, and DS might be really helpful. This game has moved along a little faster than I'm used to seeing SGs move.


Yeah, that was it. I meant LRF. Not sure what I was thinking... probably not quite awake yet! :)

After the initial wave of attacks, things settled down. Maybe the other empires are clashing and don't have the time to spare to bother us? Whatever the reason, the break was welcome.

Long-range Fission sections are range 10 base, add Recombinant and it becomes 13. It would add another 13 stars to our next wave, if I've identified them all. (No, I didn't keep track of names... probably should have.)
My Morrigi fleet-speed calculator for SotS Prime
The Holy Lands - Hivers vs. the infidel Liir (and others)
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Re: SotS SG18a

Post by ZedF » Sun Jul 31, 2016 4:44 am

How are the turns coming Torezu? I believe I am up next and would like to be able to take my set on Monday (or sooner.) Please let us know if you won't be able to finish yours before then.
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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Torezu
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Re: SotS SG18a

Post by Torezu » Sun Jul 31, 2016 5:58 pm

Got a good start. Will put together a report in a couple hours.

Edit: It's taking a bit longer than expected, mostly due to a large Human attack. I have a few turns left.

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Re: SotS SG18a

Post by Torezu » Sun Jul 31, 2016 9:03 pm

Okay, here goes. I haven't even played this game in the last few months, so I had to take a little bit to refamiliarize myself with the tech tree and stuff. Anyway:

T40:
- Start Integrated Sensors and drop research to 2/3 or so for a 3-turn tech (in theory).
- Double-check ship production queue for gates.
- Redesign ships, adding armor to all the "mobile" ones.

IT: Peace out Ze'dmore.

T41:
- Integrated Sensors 45% done. Turn research up slightly (to ~80%) for a hopeful completion.
- Gate deployed at Pollux. Exchange MassDDSqd 6.01 (for repair) with the single colony ship to test Pollux for a trap.
- Send gates to nearest deployment points for Eretria (we'll send it off Pollux next turn before the colony tries to deploy), Laertes, Lolaysh, Barrett, Lerna, and Buunen.
- 7-ship Zuul fleet, most likely bore fleet, spotted heading for Buunen. Opt to go there anyway, since they're very unlikely to attempt intercept, and I want data, and to hold the gate if we can. They'll beat us there by several turns, but I'm hoping we can slip a gate in unnoticed anyway.
- Dispatch MassDDSqd 6.04 to Zozoris, just in case that incoming Tarka scout is dangerous.

IT: Peace out Ze'dmore. Integrated Sensors comes in a turn early. 28-ship Zuul fleet spotted 2 turns out from Tiamat.

T42:
- MassDDSqd 6.01 repaired and gate restored, then it and MassDDSqd 6.02 sent to Tiamat to intercept the Zuul fleet.
- The 33 gates of Discovery Wave 2 launched.
- Colony drop started at Pollux. If successful, next turn I'll send its 2-DD guard and the biomes being finished on the HW.

IT: Peace out Ze'dmore. Run the battle against the Tarka scout at Zozoris to see what they have. Green lasers. Pollux drops successfully.

T43:
- Send the guard and 5 biomes to Pollux.
- Send MassDDSqd 6.04 back to the HW to repair (took 100 damage, so no big deal).
- Advanced Sensors 35% done, leave research alone.

IT: Peace out Ze'dmore. Tarka scout detected incoming on Beta Aquilae. Battle report for Tiamat (uninhabitable), vs. 28 Zuul DDs: Lost 1 armor and heavy damage to the gate, destroyed everything but the bore.

T44:
- Deploy biomes and flag guard at Pollux.
- Return damaged fleet from Tiamat battle for repair and replacement.
- Advanced Sensors at 71%.

IT: Peace out Ze'dmore. The bore at Tiamat fled for home.

T45:
- Incoming Morrigi scout on Arokor.
- Incoming 26-ship Human fleet on Beta Aquilae, 1 turn out. MassDDSqd 6.02 and 6.04 to intercept, with MassDDSqd 6.05 already there.
- Advanced sensors goes overbudget. Research cranked to guarantee completion next turn. 3 mil in the bank, so that shouldn't be a problem.

IT: Peace out Ze'dmore.
- Advanced Sensors comes in as expected.
- That 26-ship Human fleet is 17 CRs and 9 DDs. This is going to be interesting...
- Battle report at Beta Aquilae (vs. our 41 armors, 3 CnCs, gate, and planet): They had command CRs. Lost all 3.4M civilians, 24M imperials, the gate, 15 armors, and a CnC. Killed 5 CRs and the engines on two more. They have a few deflectors, but mostly low-grade missiles, green lasers, and mass drivers. Fleet got split up when the first CnC died, so that was most of the issue. Beta Aquilae is cranking out one more CnC and an armor for next turn. Think I can probably kill the rest of the CRs, or at least disable the majority. Hope they don't have repair.

T46:
- Redeployed the gate at Beta Aquilae and repaired the remainder of the fleet.
- Started FTL Econ and set to ~75% for 3-turn completion (in theory, as usual).
- Designed and started building 10 DS ER 6.01s to create a sensor net. They can go with fleets, but don't expect them to fight.
- Rolled MassDDSqd 6.04 and 6.05 into 6.02, anticipating heavy casualties.
- Started building replacements for casualties. These will have armor.

IT: Peace out Ze'dmore.
- Battle report at Beta Aquilae (our 27 armors, 3 CnCs, gate, and planet vs. 9 DEs and 10 remaining CRs, 1 damaged): They must have scrapped the 2 without engines. This battle went far better than the last one. Lost 3 armors, the gate, and a CnC, killed 5 of their CRs (including another CnC), knocked the engines off 2 more, including one in the last 5 seconds. The last of theirs to deploy had plasma cannons. They have 1 more CnC, I believe. I should be able to finish them off next turn, and will try to keep the gate intact. They didn't stay close enough long enough to do much to the planet, and we almost, but not quite, saved the gate. I am very glad they do not appear to have appreciable armor yet, reflective or poly.

T47:
- Redeployed the gate at Beta Aquilae and repaired the remainder of the fleet.
- FTL Econ is at 44%, should be done in 2 turns.
- Sent the sensor net out, added 2 more to the build queue to finish filling it.
- Sensors from locations where DS ERs were built indicate several colonies from other races, removed notes on those that are now certain.
- Morrigi have begun to actively intercept the Discovery Wave gates, at least those that are headed for their colonies. The next "Discovery Wave", if there is one, will badly need escorts, and possibly multiple gates, even assuming there are few or no unexplored stars left.

IT: Peace out Ze'dmore.
- Battle report at Beta Aquilae (our 24 armors, 2 CnCs, gate, and planet vs. 9 DEs and 3 remaining CRs): Took out everything but the last

CnC, lost 2 armors and 2 engines, saved the gate this time.
- Battle report on gate intercepted by Morrigi scout: gate lost to a single DD armor.
- Tech report, based on combat: Tarka are now using Photonic Torpedoes and plasma cannons. The Tarka scout that slipped into the Beta Aquilae battle had laser PD and UV lasers, though the planet missiles destroyed it anyway. The Morrigi armor had light emitters, possibly basic reflective, and not much else.

T48:
- Set Beta Aquilae to rebuilding its little bit of missing infra. Moved the combined fleet back and sent a freshly built DD squad there to take out that CR in the IT.
- Sent out the last 4 sensor ships, rolled all the arrived ones in the guard fleets.

IT: Peace out Ze'dmore.
- Battle report at Beta Aquilae : the last CR was indeed a CnC. Killed it with no losses but an engine.

T49:
- Scraps of all fleets, and new production, assembled into 3 20-ship squadrons at the HW, each with 2 gates, 2 CnCs, and 16 armors.
- FTL Econ finished on schedule. Started freighter production. We only have 2 secure trade sectors (well, 3, but one is an indy and an uninhabitable world), so filled out freighter production on every world in those. That includes our HW, so you may wish to move freighters and freighter production around for efficiency's sake.
- Rolled the remaining 4 sensor ships into their guard fleets.
- Started Translate Zuul, since with only one turn left, that's pretty much all I could finish. War sections may be useful, given the number and size of ships we have coming in, especially once we have AP drivers. Other options would have been AP rounds or possibly PD or a quick planet missile upgrade, but I wanted to give ZedF the choice instead of locking him into a 3-5 turn tech.
- 38 ship Zuul fleet incoming on Chytopris (3 turns out), which is unfortunately rather smaller than I'd like to defend against it. We have the ships to do that, though. If they were Morrigi, I wouldn't like our odds, but Zuul shouldn't be a problem.

IT: Peace out Ze'dmore. Nothing else to report.

T50 comments (I'm sure you know all of this, but here's my 2 cents' worth anyway):
- Translate Zuul came in, so your options are open for tech direction. AP drivers, followed by CR command, might be good. We have Magno open, and that's always an excellent choice. The Morrigi and Tarka are probably the most dangerous tech-wise, right now, since they have light emitters and UV/PD, respectively, but the Humans have CRs and CR command already. No report on the Liir. Zuul have deflectors, so that could cause issues. Just getting CR command alone, to put more metal on the field, might help a lot.
- Pollux is the only planet without full imperials, though the civvies are just starting to grow at a reasonable rate in several places. The combined income of the growing civvie population and trade network should let us research the combat tech we need fast enough to catch up with the Morrigi, Humans, and Tarka especially (in different ways, granted).
- 6 of our current 14 colonies, including Pollux, have asteroids. Asteroid mining might be worth it for the resource boost, to allow for more trade and help Pollux grow faster, if we can squeeze it in.
- Those gates will start landing in turn 51, and for pretty much your entire turn set. That Zuul fleet will hit on 52. Who knows what the Morrigi and Humans have in mind. Of the Liir I haven't seen much, but they're visible. The Tarka are still sending mostly scouts, but they have a nasty habit of showing up with CRs before I'm ready for them. Have fun!

Save attached. I ran the last 6 turns without saving, which in retrospect wasn't the brightest idea, but I don't like to make a practice of loading after catastrophe anyway, as that seems a little too much like save-scumming to me. No data files were harmed in the making of this turn set. :D

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Re: SotS SG18a

Post by ivra » Mon Aug 01, 2016 6:57 am

Well done defending Beta Aquilae against those 17 human CRs! I think CR CnC and a few better weapons, just jumped a few spaces up on our research priority list :)

It would be perfect if you can do your turns today as you mentioned, ZedF. Then I can do my turns tomorrow before I leave. I will be back Wednesday or Thursday next week. Feel free to skip me while I am away to keep the game going.
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Re: SotS SG18a

Post by ZedF » Mon Aug 01, 2016 1:29 pm

Working on it. :)

I've picked up AP Drivers and CnCCA, but I'm mulling over a decision regarding whether we should subsequently prioritize better small mount weapons for our Armour DDs or whether we should rush for Gate Amps. The problem is that even with Gate Amps we might want to be using DD hulls for our defense fleets rather than switching to CA fleets. Right now moving one of our defense fleets occupies a third of our gate capacity; if we keep that ratio, assume we have Gate Amps, and our defense fleets are cruiser-based, then that means we can only have 8 cruisers per fleet, which doesn't seem like a lot. I'd like the decision to stick with DD hulls better if Hiver War DDs didn't have such crappy firing arcs that they can't shoot forward effectively.

Right now I am grabbing Asteroid Mining so the problem might devolve on you, Ivra. Have a think about it. Right now our small mount weapons are Green Lasers, which would be ok if we didn't have so many reflective enemies, or AP gauss, which is terrible because of its very short range and low damage. Sniper Cannon is a decent one-two punch when combined with AP drivers, and will let you focus fire on CnCs relatively easily, while PD is of course very helpful for blunting missile waves and will be needed eventually regardless. Our only other small mount option is UV laser, which is still blunted by reflective coat. That aside, UV Laser is otherwise a decent multi-purpose weapon, might be useful if we start seeing more deflector-shielded enemies, and also gives us a small chance at X-Ray lasers (which are reasonable against basic reflective coat) after Fusion. Should any of these be prioritized before Fusion->Gate Amps?
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: SotS SG18a

Post by ivra » Mon Aug 01, 2016 1:49 pm

CR CnC and AP Rounds might be enough. But getting UV Lasers would definitely improve our offensive capabilities as the DE Armor has 11 small mounts and the DE War has 7 mounts. Getting UV Lasers will make our job of defending our colonies easier, but it might not be necessary. Looking at the latest save, though, it seems to only take 3 turns to research it with research just above 50%, so I think it is worth picking up.
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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ivra
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Re: SotS SG18a

Post by ivra » Mon Aug 01, 2016 1:56 pm

Forgot about sniper rounds. They seem to be really bad against armored opponents. From my experience they are great early in the game, but then get really bad. Do they behave like normal mass drivers when used against armored opponents? It seems so. Another thing I don't like with them is that they miss a lot when the enemy is close by. I find UV Lasers easier to use. And as you say, they might provide a link to X-ray.
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Re: SotS SG18a

Post by ZedF » Mon Aug 01, 2016 3:17 pm

Snipers are actually fine against armoured opponents as long as they don't have Adamantium. They deflect a bit more than AP drivers do, with a deflection penalty of 150% compared to APMD 170% and APHD 190%. If you have a lot of small mounts they can even do pretty respectable damage if you can keep them more-or-less stationary and outside short range. Usually this means you need a mix of cruisers with close range weapons up front with sniper destroyers off to one side or behind the lines, however, so you can't just move all your ships in one blob. You can see how I used them to good effect in my Dakka Attack Tarka TAR.

I'm not going to gainsay you if you prefer to go with UV lasers though, as they are a good general-purpose weapon and with Sniper Cannon you need to specialize a bit to get full use out of them.
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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Torezu
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Re: SotS SG18a

Post by Torezu » Mon Aug 01, 2016 3:35 pm

Yeah, CACnC and DD fleets, possibly with another CA (or two) to anchor the core of the fleet and help defend the CnC, are a good way to optimize gate use (sort of) without sacrificing the advantages of all that extra firepower. There just wouldn't be much in the way of reinforcements in a small defensive fleet, but it would be hoped that those wouldn't be too necessary.

Anyway, the Deep Scan ships should give us sufficient warning of incoming fleets, hopefully at least 2 turns in advance, until the other races start getting Fusion.

I think the Humans rushed CA and CACnC tech, so they're lagging a bit in other areas.

Getting our own PD, to be used in small amounts on basically every ship, should give us a good edge, especially against the Humans and Zuul, which both seem to be using missiles pretty universally at the moment. Neither has really good warhead tech yet, but that could change quickly. Both of those races also already have Deflectors, so if we go too hard on the kinetics, or even missiles, we could find ourselves in a tactical bind fairly quickly.

Magno might be really handy, especially for the survival rate of our DDs.

I'm going to assume heavy beams and/or HCLs aren't too much in consideration yet, since the only CA competition we face right now is from the relatively fragile Humans. That's one of the biggest reasons I gave up playing Human, for the most part - their engines are too easy to blow off, in my opinion.

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Re: SotS SG18a

Post by ZedF » Mon Aug 01, 2016 4:37 pm

Torezu wrote: That's one of the biggest reasons I gave up playing Human, for the most part - their engines are too easy to blow off, in my opinion.


Human engine sections aren't actually much more fragile than anyone else's engines, it's just that they are relatively large targets compared to the rest of the sections on the ship and so soak up more stray shots relative to other races. The other thing is that human ships have relatively weak acceleration and so tend to suffer a bit when other races' ships bump up against their collision envelope. If you get decent armour and remember that improved power tech does a lot to buff engine durability, they actually fare pretty well... but one of the big advantages humans have is that they don't have to jump to Fusion to get better speed, so the temptation is there to de-prioritize Fusion and forget about the other advantages it offers besides strategic speed.

I actually find Humans are one of the strongest races, if you can be aggressive and make good use of their early strategic speed. Their advantages on the strategic map definitely counterbalance whatever weaknesses they have on the tactical map.
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: SotS SG18a

Post by ZedF » Mon Aug 01, 2016 4:42 pm

Ok, here's the report from my turns:

T050 - Inherited turn. Notice that Humans have fusion warhead now, so PD just became important for the next time they visit. For cruisers we want Data Synergy for CnCCA, AP drivers, PD, and preferably HCL, but our gate capacity is pretty lousy compared to what cruisers soak up. We still need the first 3 of those to upgrade our DD-based defenses, and maybe UV lasers too if Deflector Shields could be a problem, or Sniper Cannons if we want an offensive small mount that's not so easily blunted by reflective coat. I consider our options and agree AP Driver -> Data Synergy sounds like a good next two techs to get. Asteroid Mining can wait until we have at least some better defensive tools.

T051 - Gate Kaa'Ke. Interturn we fight 38 Zuul with 40 of our own ships. The Zuul lack CnC so this should be pretty easy, we kill 36 and take no losses. At Akrop'tet we discover a derelict but its torpedo tube has already been destroyed by encounters with other races' scouts so we should have no problems claiming this world. At Nibiru the Morrigi choose to dove as they have no combat ships; maybe they will do it again & let us deploy the gate?

T052 - Gate Akrop'tet, Xhistik'che. Build Biomes for the former. Send MassDDSqd 6.02 to HW for repairs, 6.05 will clean up the remaining two Zuul. We try to gate the Morrigi colony at Nibiru; surprisingly it works, the Morrigi still have no defenders and dove out so our gate is deployed successfully. Lots of gates starting to arrive or getting intercepted. Buunen us an iceball we can't colonize, but our gate doesn't survive a pair of Tarka scouts. Tarka, Morrigi, and Liir all have reflective coat, unfortunately, and they are the ones most able to intercept our laser-armed gates.

T053 - AP Drivers completes, Data Synergy is next. Sadly, I don't really like Hiver war DDs, as the medium turret firing arcs are poor and don't fire forward at all, which makes it harder to get both broadsides to bear on something. Hoever, there aren't really any great choices here as we'd need to pick up Sniper Cannon or UV lasers for a better offensive small mount for our Armours, since AP gauss is pretty crappy. Well I am not planning to build more DDs just yet anyway so I hold off designing for the moment. Send 40 DDs to attack Nibiru to see if we can wrest it from the Morrigi, and we are indeed successful, losing no ships to take out 7 DDs and about 400M pop, clearing the world for our use.

T054 - Gate Kor'Kora, which is colonizable. More shuffling Biomes around while we try to take out the derelict at Akrop'tet so we can colonize it.

T055 - Data Synergy completes. After some debate I decide to go with Asteroid Mining next. I think we don't want to build a lot of cruisers yet, so that rules out HCL unless deflectors become a problem, and I haven't seen a lot of missiles from anyone other than Humans, who have been pretty quiet this turnset, so I am not sure I want PD right away. So I think Asteroid Mining, then maybe Fusion and Gate Amps next, or slip PD or Sniper Cannon or UV lasers in there if we need them. I go ahead and design some first generation AP driver DDs; we might redesign relatively soon if we decide to get more small mount weapons. This turn we will gate Lolyash and try to colonize Nibiru and Akrop'tet, while moving a bunch of Biomes to Kor'Kora for next turn.

T056 - Gate Uul, which is colonizable and even nice. 3 of our fleets have new CnC cruisers and the other two will next turn. I am trying to keep the defense fleets at a third of our capacity or less for ease of mobility, so I had to scrap some of the spare command DDs. The new CnC will get a test at Akrop'tet where the Morrigi are sending a few destroyers, perhaps to try to take out the Derelict that was here. In combat at Lerna, our deployed gate is luckily hidden amongst the asteroids so we might get another opportunity to ambush a Morrigi colony; Castor is allso a Tarka colony with no defenders present so they dove out and we might get another such opportunity there.

T057 - Move two fleets to the fight at Lerna, where there are 14 defenders. One of our fleets gets pretty banged up by Morrigi emitters but we manage to take the size 1 world with no losses. Deploy our gate at Castor, hoping the Tarka will dove out a second time, and so it proves.

T058 - Colonizing Uul with one ship while the rest move away, moving colonizers to Lerna and Castor, along with a fleet in the latter case. Damaged fleet at Lerna returns to Zenla for repairs and in anticipation of a 28-ship Zuul bore fleet arriving in 3 turns, all destroyers. We take out Castor but the Tarka are finally sending a 13-ship fleet to reinforce, due in 3 turns. Gate arrives at Knossai with no defenders and doves out, will deploy but 13 Morrigi arrive next turn so it's probably dead unless it can luck out and hide in asteroids. There are so many gates arriving at planets in situations like this, it's really a shame that we don't have Jammers to take better advantage. Colony trap at Uul, unfortunately.

T059 - Other colonizers return to Uul and are reinforced from the HW. Fleet at Lerna moves to Akrop'tet to the fleet there can return to Zenla for repairs; there are more Morrigi waves incoming to Akrop'tet but nothing we can't handle. We take out the next wave with no losses. Our deployed gate at Knossai somehow survives; even though there is an enemy fleet of 13 DDs present, they don't find it before the timer runs out.

T060 - Freighters queued up where appropriate. I designed a mining ship plus a refinery called CanaryCA 5.01, which is to be used to refine at iceballs and scout for asteroid traps prior to mining there. Otherwise, we have some decisions to make:



1) Asteroid Mining has completed. What do we pick next, Fusion -> Gate Amps or something else first? UV Lasers or PD seem to be possibilities for offensive/defensive weapons if we don't want to be fussed with Sniper Cannon micromanagement.

2) We have a new (damaged) gate at Knossai, a Morrigi colony. Try to attack there, or abandon the gate? We have 5 fleets at the moment, 1 is defending Akrop'tet this turn and 2 are defending Zenla this turn. One is at Castor where we'll need a fleet in 2 turns. The fleet at Aniim is currently free but one fleet might not be enough, since the Morrigi have 13 ships there now and more enroute. Can we juggle fleets well enough to hit Knossai and still defend elsewhere as required?

3) We can probably go up from 25 to 30 gate points per fleet now that we are up to 90 gate capacity total. Should we add a repair ship to each of our fleets now, since we haven't done so previously, or add more combat DD hulls instead since we don't have any significant reinforcement DDs available in any given fleet?

4) What to build at the HW? We could use some Biomes if we are planning to take Knossai. We could also build a few mining ships, though those could be built equally well at some of our other non-trading worlds like Zenla, Zozoris or Pek'che. Possibly we could use more defense fleets but if so it might be better to wait until UV lasers comes in, if we are getting that. We could also start setting up freighter networks at the HW, especially if we get some mining fleets going first so as to keep enough resources at the HW as to not put a crimp in our ability to use it as a forge world.

5) Mining fleets are potentially going to take a lot of gate capacity to move around, how big do we want to make them? Right now if we want to restrict them to a third of our gate capacity we can only put 5 in a fleet. When do we want to pick up Mega-Stripmining, after Gate Amps or before? Bear in mind that we may get a cheaper link to Magnetoceramics from it as well as speeding up our mining fleets. Do we want to mine iceballs we could potentially colonize with Grav Adaptation someday? Should we get Enviro Tailoring soon to see if Grav Adaptation / Arcologies are in our tree? Probably we at leaast want to start mining the highest CH worlds first to give us time to sort all this out.

6) What to do about Ze'dmore? Probably we don't need to keep auto-peaceing there to fend off randoms as we are likely going to be getting in enough combat naturally anyway, and an extra planet is an extra planet as far as income goes so it would be good to just conquer the place. On the other hand, there's no special rush so this is something we can tackle whenever it's convenient.

7) We are almost in a position where we can set up to launch another discovery wave, depending on what happens at Knossai. How do we want to prepare for this? Do we want LR Fission? Fusion? LR Fusion? How many ships do we want to send to each discovery candidate planet and should they be in one fleet or split up into several fleets? Bear in mind each fleet must be intercepted independently, but all fleets in the same location will fight at once.

A look at the map

And a link to our save file.
Last edited by ZedF on Sat Apr 22, 2017 2:16 pm, edited 1 time in total.
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

Torezu
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Re: SotS SG18a

Post by Torezu » Mon Aug 01, 2016 6:00 pm

My tech suggestion would be PD, UV, then Fusion/Gate Amp push. The PD's going to become necessary soonish, I think, especially if we want to start fighting battles over others' developed worlds, and against the Zuul and Human. UV is more optional, but would make a nice small weapon mount. With the time frame the Humans last hit us, I wouldn't be surprised if another CA-heavy fleet is on the way in the near future. Once Gate Amps are done, I might think about mega-freighters, or possibly heavy drivers or HCLs for some real anti-CA punch. Magno can be in there at any point, as it will really help against the typically ballistic-heavy Humans and Zuul.

I would personally try to hold Knossai, depending on its quality.

Ze'dmore has a gate, so we can't just leave it. On the other hand, the tech required to absorb it peacefully would take a bit too long to get for it to be worthwhile, unless we want to try to make peace with the Humans (which will be hard, given the number of their ships we've blown up so far).

I think 4-5 CAs per mining fleet is fine, as long as we check for traps before sending them.

I personally think Fusion is a very good idea for the next Discovery Wave, especially if we can send CA gates instead of DE, and escort them heavily enough to keep them in place. LR Fusion might open up too many worlds as a requirement for our maintenance to handle all the required ships, though. It's far cheaper to send a pair of DD gates with escort than a single CA gate with escort. CA gates tend to survive all but really heavy combat, though.

ZedF
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Re: SotS SG18a

Post by ZedF » Mon Aug 01, 2016 6:37 pm

I don't think we necessarily want Incorporate Humans, but once we have PD it should not be too hard to just gate over a fleet or two and squish the Indy. Of course we keep peaceing out until we are ready to gate-stab them. Waiting for Trade Stations later on to provide value is probably too slow.

A CA gate with a significant escort is pretty much an assault fleet, so do we want to be sending those out just to establish a foothold somewhere or to take on a known enemy colony? I tend to think the latter; these are too expensive and represent too much power projection for lobbing at random to every undiscovered star.

One thing to note about CA assault fleets is if they are out assaulting enemy colonies they won't be using our gate capacity very often, so we can afford to make them a lot bigger than our defensive fleets. We probably want PD, HCL, and Fusion at minimum before building any of these. Remembering that we can't repair & refuel engine casualties, we might want Magetoceramic as well, possibly via Mega-stripmining.
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

Torezu
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Re: SotS SG18a

Post by Torezu » Mon Aug 01, 2016 7:23 pm

I know they're more expensive, but I do think, depending on our tech and the locations of target worlds, that it would be a good idea to include some CA gates on the next wave, without an escort and relying on their guns and innate toughness, or with a small one.

You're right about Incorporate Human, though if we start invading Human worlds, at some point it'd be handy to have for the extra income and rapid colony development, and perhaps even surrender of their planets.

We are allowed to repair engine casualties, at least enough to gate them back for refueling. Of course, that assumes that a deployed gate survives combat.

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