SotS SG18a

Tactics and Action Reports.
Torezu
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Re: SotS SG18a

Post by Torezu » Tue Aug 09, 2016 9:47 pm

Yeah, I agree phasers probably wouldn't be helpful, and I haven't seen enough powerful missiles or torpedoes (or drones, etc.) being thrown around to be worth pursuing the PD phasers avenue, given its cost.

What about pushing DN command after the other stuff? Worth it, or not? I'd think maybe not, since we haven't had problems with attrition on the few full-CR fleets we're fielding, so we probably don't need more ships on the battlefield as much as we need better tech for the ones we are using.

ZedF
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Re: SotS SG18a

Post by ZedF » Tue Aug 09, 2016 10:30 pm

To be honest we don't really need anything other than a bunch of attack fleets right now -- we can win with the tech we've got in hand. Everything after Farcasters is gravy, which is why Neutronium rounds is on our research path where it is, because it will buff existing fleets we are going to be building in the next turn set or two. I don't really anticipate any more designs because we should be turning down tech to 50% or less after farcasters and just pumping out ships.

DN Command? Sure if we ever get there, but I'd bet not. We want to go wide with a lot of fleets, not tall/deep with big fleets. We want to make sure we have enough attack fleets that we can be farcasting one or preferably two assaults on enemy worlds every turn. We currently have 3 CA fleets which can fill that role, but we want at least double and perhaps as many as quadruple that.
Zed's TARs (sample):
Fractious Allies -- Hiver vs. Hiver, with allies
Who Let The Bugs Out -- Hiver vs. Tarka and Zuul
Tarka Ascendant -- Tarka vs. Hiver and Zuul

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ivra
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Re: SotS SG18a

Post by ivra » Thu Aug 11, 2016 12:49 pm

I'm back and will start my turns shortly.
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 » Thu Aug 11, 2016 7:41 pm

Turn 100
I am a little unclear about one situation. What rule apply for an enemy colony that has a bright star (we never reached it or we discovered it with Deep Scan)? To avoid doing something wrong I am going to send our fleets towards enemy colonies with a black star. Also, as far as I can tell, we need to colonize Ko'Kotan before we send out a new wave of discovery ships. There are currently no ships there and we can live on it. So that is the first target once FarCasters comes in.

Battles
Lost a gate in deep space.

Turn 101
The Humans are sending 24 ships to Beta Aquila next turn.

Battles
Defending Beta Aquila against 24 Human CRs: Managed to not lose the gate. Lost 2 DEs and took out 14 CRs. Got a new special project that I started.

Turn 102
I am building a new CR fleet at the HW while waiting for FarCasters, which is at 57%.

Battles
Defending Beta Aquila against 10 Human CRs: Lost 3 more DEs to finish off the remaining 10 CRs.
Raiders hit Aniim: No losses.

Turn 103
FarCasters and the new fleet should be ready in 2 turns.

Turn 104
Tarkas, Zuul, and Liir are going to attack us during the next two turns. But I am not worried at all and are going to use the DE fleets to defend against them.

Battles
Defending Castor against 17 Tarka CRs (7 more CRs will arrive next turn): No losses, took out 11 CRs.
Defending Tiamat (a rock) against Zuul arriving with 57 DEs & 4 CRs: Oops, I sent one of the really old fleets here to defend against Zuul, with green lasers and mass drivers. It didn't even have a repair ship. The battle went well just the same; lost 4 DEs and took out everything except the refinery.

Turn 105
FarCasters done, starting Orbital Drydock. Aha! Ko'Kotan was just colonized by Morrigi so we are free to send out a new wave, but I am going to attack enemy colonies we have visited instead, including Ko'Kotan. Also, I have to hold back building new fleets for a while in order to send off the older fleets.

Battles
Defending Uul against 25 Liir CRs: Lost 3 DEs and took out 15 CRs, but I saw bio missile CRs just before the battle ended so I need to be careful next turn. Got a new special project.
Defending Castor against 13 Tarka CRs: Almost done, only one CnC left.

Turn 106
Starting a new AM fleet at the HW which will be ready in 3 turns.

Battles
Defending Uul against 10 Liir CRs: Success, no losses.
Defending Castor against 2 Tarka CRs (a new one arrived): Done.
Attacking Volans, a Zuul colony defended by only 3 DEs & 10 sats: All clear.

Turn 107
Orbital Drydock done, starting Heavy Platforms.

Battles
Attacking Barrett, a Zuul colony defended by 7 DEs, 7 CRs & 10 sats: Colony down, only 1 DE & 7 LDs to go; lost 3 DEs.
Attacking Ka'Saak, a Tarkas colony defended by 12 DEs: All Clear.
Attacking Ko'Kotan, a Morrigi colony defended by 23 DEs & 3 CRs: Colony and ships down, lost 3 DEs.

Turn 108
Nothing special.

Battles
Cleanup at Barrett.
Attacking Ku'Paaka, a Tarkas colony defended by 13 DEs & 6 CRs: Colony down, all but 2 DEs down, no losses.
Attacking Kaprica, a Zuul colony defended by 1 DE, 3 CRs & 20 sats: Colony down, only 9 sats left, lost 2 DEs.
Attacking Kao'Thraal, a Tarkas colony defended by 6 DEs: All clear.
Defending Ko'Kotan, a former Morrigi colony from 11 CRs: Took out 10 CRs, lost 1 DE.
Attacking Bernard's Star, a Human colony defended by 12 DEs & 14 CRs: Took out 9 DEs & 5 CRs, lost 1 DE. I did not touch the colony. 18 DEs and 6 CRs will arrive next time.

Turn 109
Building a lot of garrison fleets and biomes to colonize conquered worlds.

Battles
Cleanup at Ku'Paaka.
Cleanup at Kaprica. Auto-Resolve killed two of our DEs.
Cleanup at Ko'Kotan.
Attacking Bernard's Star, a Human colony defended by 21 DEs & 15 CRs, Take 2: Colony down, took out 2 CRs, 18 DEs and 8 sats. There is still some work to do here and 2 more CRs are coming next turn. So far the Humans have not used CnC ships, which made the attack much easier.

Turn 110
Heavy Platforms finished, a new research project is not selected. I have moved all garrison fleets, gates and biomes but not any attack fleets.

Note
1) I noticed that some of our planets had more than 100% civilians and corrected it back to 100% to not lose any resources. I thought it was a mistake, but now I wonder if it was done on purpose since a lot of trade sectors now have more freighters than they need. As long as I am not playing Zuul, destroying resources is kind of painful...
2) A clarification is needed for enemy colonies with a bright star. Is it ok to attack them or do we need to discover the planet first?

SG-18a T110.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...

Torezu
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Re: SotS SG18a

Post by Torezu » Thu Aug 11, 2016 8:01 pm

How did we get sensor data to brightly color a star unless we'd been there already? If we don't have planet information, except knowing an enemy colony is there, it still counts as undiscovered, in my opinion, according to the original rules. There's nothing stopping us from sending a combat fleet with the gate in the next discovery wave, though.

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Re: SotS SG18a

Post by ZedF » Thu Aug 11, 2016 9:21 pm

ivra wrote:Turn 100
I am a little unclear about one situation. What rule apply for an enemy colony that has a bright star (we never reached it or we discovered it with Deep Scan)?

It is an enemy colony and can be treated as such, i.e. it does not block discovery and we can send attack fleets to it.

Also, as far as I can tell, we need to colonize Ko'Kotan before we send out a new wave of discovery ships. There are currently no ships there and we can live on it. So that is the first target once FarCasters comes in.

That is fine, we discovered Ko'Kotan with a gate fleet, and explored it as the DS and gate managed to retreat in the face of superior enemy forces, while the escorts bombed out the colony before dying. So it counts as explored, and should be an early farcaster target, but is known to be defended.

Turn 105
FarCasters done, starting Orbital Drydock.

Turn 107
Orbital Drydock done, starting Heavy Platforms.

Why? The industry benefit provided by these is pretty small considering the other industry buffs we have, and we don't need anything they lead to. I think the plan for Combat Algorithms and Neurtonium (as discussed) would have been more useful.

Note
1) I noticed that some of our planets had more than 100% civilians and corrected it back to 100% to not lose any resources. I thought it was a mistake, but now I wonder if it was done on purpose since a lot of trade sectors now have more freighters than they need. As long as I am not playing Zuul, destroying resources is kind of painful...

It was done deliberately to get more trade routes. The game is nearly over and we do not need to maintain perfect resources on all our trade worlds that aren't building ships anyway and whose job it is to sit there and make money. It would take hundreds of turns at the rate I had those planets set to for the loss of resources to matter, and the trade routes more than made up for it. Killing our extra trade routes for no reason is also kind of painful.

2) A clarification is needed for enemy colonies with a bright star. Is it ok to attack them or do we need to discover the planet first?
You do not need to discover them first, the rules are already clear on that. From the first page:

Note that we do not have to colonize black stars (discovered but unexplored worlds, e.g. where we lost a battle with a discovery fleet) or enemy colonies before we send out a new discovery wave. However, we are free to send out any fleet to such a black star or enemy colony at any time.
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 » Thu Aug 11, 2016 9:38 pm

ZedF wrote:
ivra wrote:Turn 105
FarCasters done, starting Orbital Drydock.

Turn 107
Orbital Drydock done, starting Heavy Platforms.

Why? The industry benefit provided by these is pretty small considering the other industry buffs we have, and we don't need anything they lead to. I think the plan for Combat Algorithms and Neurtonium (as discussed) would have been more useful.

Whops, we do not have Neurtonium? I did not check our research tree very well, but assumed we had it since I had so little problems with my fights. I started Orbital Drydock and Heavy Platforms just because they give us an improvement and at this point it does not matter that much. Combat Algorithms could have been just as well. Neutronium is definitely something we want.

ZedF wrote:
ivra wrote:Note
1) I noticed that some of our planets had more than 100% civilians and corrected it back to 100% to not lose any resources. I thought it was a mistake, but now I wonder if it was done on purpose since a lot of trade sectors now have more freighters than they need. As long as I am not playing Zuul, destroying resources is kind of painful...

It was done deliberately to get more trade routes. The game is nearly over and we do not need to maintain perfect resources on all our trade worlds that aren't building ships anyway and whose job it is to sit there and make money. It would take hundreds of turns at the rate I had those planets set to for the loss of resources to matter, and the trade routes more than made up for it. Killing our extra trade routes for no reason is also kind of painful.

Sorry about that.
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: SotS SG18a

Post by Starknight » Fri Aug 12, 2016 1:04 am

I have the save, will work on turns tonight.
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: SotS SG18a

Post by Starknight » Fri Aug 12, 2016 6:21 pm

Turn 110:
Chose Combat Algorithms for next tech. Raised civ pop limits on several trade worlds to rebuild routes. Send A-AM-02 off to clear Uwiiri for colonization, and generate a new source of fish sticks to feed the troops.

IT:
Uwiiri - clear the Liir from our new possession.

Barnard's Star - 2 human CRs and 12 satellites remain before combat.

Turn 111:
No losses in either fight, all damage repaired. Biomes ordered for Uwiiri; it already has a garrison. Two satellites remain at Barnard's Star; AR to remove them next round.

CA at 48%, dialing research back to build funds for another AM fleet.

IT:
Jinx - an attack fleet arrives. 15 CRs, 8 DEs, and 8 sats oppose them.

Barnard's Star - AR to remove sats.

Turn 112:
No losses again; we killed 4 CRs, 7 DEs, and 3 sats at Jinx. They are moving to reinforce with 24 CRs, so it could get interesting. The humans did have a CR CNC at this battle, but only the one. The reinforcements are bringing 2. I opt not to deploy the gate yet.

Mining ships sent off to Ke'Groko. Ships are ordered for a new AM fleet.

IT:
Barrett - AR to kill the incoming Rip Bore.

Castor - 11 Tarka CRs to crush. No losses on our side. One enemy ship remains.

Piscium - our fleet arrives, 3 DEs, 5 CRs, 1 sat oppose them. We kill 3 CRs and a CNC DE on the way to the planet, two more CRs as we destroy the colony. No losses.

Jinx - hmm... 36 CRs, 1 DE and 5 sats vs our fleet. Stealth ships or one-turned? Two cruisers are lost while destroying the first Human wave, minor damage to the colony.

Beta Aquilae - 19 Tarka CRs vs our fleet. No losses, a few enemy remain.

Turn 113:
Fleet at Castor recovered a new project, The Bangalore of Baan. I start it.

Send the fleet from Barrett to reinforce Jinx; they're pushing hard to keep the world. 4 more CRs incoming, 3 of them CNC. Dispatch other fleets to strike at our enemies.

IT:
Xhalai - three way dance, 2 Tarka CRs vs 2 DEs, 5 CRs for the Morrigi vs our CR-led DE fleet. Tarks call for peace; I kill 4 Morri CRs and the colony, losing a DE or two.

Castor - 5 Tarka CRs (they had reinforcements on the way) vs our fleet. No losses, one enemy remains.

Piscium - AR to remove 2 DEs and a sat.

Jinx - our fleet (reinforcements miscast) vs 31 DEs, 34 CRs, 4 sats and a badly damaged colony. I deployed the DE gate, will stay back to protect it and let them come to me.

Zozoris - a Morrigi scout. AR.

Tiamat - another Morrigi scout. AR.

Beta Aquilae - two CRs, one badly damaged. AR to kill them.

Turn 114:
Breath of Huracan completes, giving us access to Light Emitters. Yippee. CA goes overbudget.

At Xhalai, we lost 2 DEs and killed 4 CRs and the colony.

Ships ordered to colonize our new worlds; new fleet almost built.

IT:
Xhalai - 18 Tark CRs; 2 DEs, 1 CR for the Morrigi; and our DE fleet. Many DEs are dead.

Castor - AR to remove badly-damaged CR.

Jinx - 11 CRs, 5 DEs vs 1 DE, 29 CRs, 4 sats for the Humans. Move in to kill the planet but lose 4 ships, including the last CNC. Reinforcements are due next turn; I deploy the CR gate and will try to kill as many enemies as possible.

Uwiiri - 6 Human CRs (half of them CNC) vs our AM fleet. Two of those cruiser are BioWar types... All down, no losses, no biomissile launched.

Turn 115:
CA comes in. Adjust fleets for new CP limits where possible. Begin building another AM fleet and set research to Neutronium (4 turns).

More fleets are launched to attack enemy worlds.

IT:
Gudea - AR to kill Tark scout.

Xhalai - AR to remove 2 Morrigi DEs.

Castor - AR to remove Tark CR.

Laertes - our fleet arrives to find 10 DEs, 6 CRs, and 18 sats at this Zuul colony. No CNC is present on their side, we crush the first two ships and move in. Colony cleared.

Jinx - Queen Talleah has pulled her ships out, leaving only 1 DE and 3 sats. AR to clear.

Onuum - our DE fleet arrives to find 1 DE, 27 CRs at this Liir colony. We kill 10 Liir ships and the colony, but lose 8 DEs.

Ko'Hathra - our DE fleet arrives to find 8 DEs, 4 CRs at this Tarka colony. We crush the world, and kill 3 DEs and 3 CRs as they come up, losing 2 DEs in the process.

Lomomi - our CR fleet arrives to find 12 DEs at this Liir colony. No losses, complete victory.

Aldebaran - our DE fleet arrives to find 32 DEs, 9 CRs and 2 sats at this Human colony. No CNC means we're able to kill freighters as we approach and crush the colony, losing one DE to planet missiles.

Turn 116:
Order up colony ships for Lomomi. Continue the attacks.

IT:
Lupus - A-AM-03 arrives to find 3 CRs, 4 DEs and 16 sats. Colony cleared, some defenders remain.

Ku'Paaka - AR to remove Morrigi scout.

Laertes - 4 DEs, 1 CR and 12 sats remain. AR.

Onuum - 17 CRs and 1 DE to kill. One CNC and a DE lost to clear them.

Ko'Haathra - 5 DEs and 1 CR. AR to remove.

Aldebaran - 2 DEs, 23 CRs (remnants fleeing Jinx) and 2 sats. I kill all of the CNCs and many CRs but lose a number of ships, including one of our CA CNCs.

Rizketep - our DE fleet arrives to find 5 DEs, 28 CRs and 2 full sat rings at this Zuul colony. These Zuul have phasers - our DEs do NOT fare well against them. I opt to retreat the remaining ships in favor of a more modern attack.

Turn 117:
Remnants of DrvCAStk 8.02 are moved into DrvDDStk 8.02 and 8.04 to bolster them. Jinx is colonized. Ships sent to Lomomi. Ships ordered for Onuum, Laertes, Ko'Haathra and Aldebaran.

At Onuum, we get Fort's Dilemma. I start it, why not?

IT:
Lupus - 4 DEs and 7 sats remain. AR to remove.

Aldebaran - 2 DEs, 1 CR and 1 sat. Cleared.

Turn 118:
Ships moved around. Building funds for more construction.

IT:
Castor - one Tarka CR. AR to kill it.

Turn 119:
Hmm. The Zuul homeworld of Durla appears to be almost devoid of defenders. Attack!

21 Morrigi CRs incoming to Chiskatet. A-AM-01 is sent to defend it.

Neutronium goes overbudget. *sigh*

IT:
Durla - 11 sats, 2 DEs and 1 CR. Like shooting weasels in a barrel, everything but some sats are down.

Chiskatet - the aforementioned 21 CRs (I count 3 CNC) meet our fleet. All three enemy CNCs down, plus 14 combat CRs, for one DE.

Turn 120:
A bit of fleet reorganizing, order the colony ships to Lupus, and save. Torezu, you're up. Neutronium should finish next turn. We lost a couple of fleets to consolidation, but you should have the wherewithal to build replacements - whether DE or CR fleets is up to you. (I'd recommend a couple of DE fleets just for ease of moving things around, but we can push 3 CR fleets through the gates each turn - or soon will be able to.)
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: SotS SG18a

Post by ivra » Fri Aug 12, 2016 7:11 pm

That was a very good set of turns! You colonized 16 worlds during your 10 turns. When I finished we had 27 colonies, now we have 43.
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: SotS SG18a

Post by ZedF » Sun Aug 14, 2016 6:49 pm

Any luck getting the save this weekend, Torezu?
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 » Sun Aug 14, 2016 7:21 pm

Wish I could say yes, but it's been pretty crazy. I wouldn't complain if you skipped me, especially since the game's getting pretty close to over and there's a lot to manage and many battles to run - I don't have the 3 or 4 hours in the next few days to run the turns and report. I think SGs might not be the best idea for me. Worth trying, though. :)

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Re: SotS SG18a

Post by Starknight » Sun Aug 14, 2016 11:07 pm

ivra wrote:That was a very good set of turns! You colonized 16 worlds during your 10 turns. When I finished we had 27 colonies, now we have 43.


I just took the ball and ran with it. Wish I'd looked at that one fleet before sending it out, though; those old MassDDs were very ineffective! Still, I managed to clear a bunch of worlds and get us some more breathing room. Between hitting the enemies in the pocketbook and their fighting each other, we're in a good way to finish this fairly quickly.
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...

ZedF
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Re: SotS SG18a

Post by ZedF » Tue Aug 16, 2016 12:06 pm

Torezu wrote:Wish I could say yes, but it's been pretty crazy. I wouldn't complain if you skipped me, especially since the game's getting pretty close to over and there's a lot to manage and many battles to run - I don't have the 3 or 4 hours in the next few days to run the turns and report. I think SGs might not be the best idea for me. Worth trying, though. :)

I took this as a request for a skip and started playing turns, though I'm not making a detailed report as we're well into the wrap-up part of the game. I'm about halfway through the turnset; here's what's happened so far:

  • Built a couple more AM fleets, which pretty much maxes out our ability to move fleets around and attack stuff as rapidly as possible
  • Finished Neutronium. Researched Enviro Tailoring -> Arcology Construction to give us a boost to economy without needing to build a bunch of freighters, since we are building fleets, biomes, and gates instead. We have a lot of sectors opened up that we could fill with freighters, but the game will be over before they pay for themselves.
  • Roflstomped a bunch of enemy worlds, and set up a bunch of new colonies on them. By the end of my turns all reachable former capitals of other races will be under our management; only the Tarka HW might be too distant. Only the humans have been able to put up more than a token fight, at their homeworld where they had a large fleet supported by a command base. They actually cost us a handful of cruisers, but I was able to set up and protect a gate so it's only a matter of time now.
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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Mecron
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Re: SotS SG18a

Post by Mecron » Tue Aug 16, 2016 7:28 pm

Have you tried Hiver vs Massed Zuul?

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