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colinthecorgi
1st Rear Admiral
1st Rear Admiral


Joined: 30 Nov 2007
Posts: 273

 Post Posted: Mon Mar 09, 2009 12:33 am    Post subject: Educational BRs
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Hi there;

I'd like to share some BRs from my last evo as Burt Bacharach.
The idea was to send these to the GNN thing, but I'll just post them here instead. I think that there is something for the new players, and maybe something for the experienced player also.

Here are my two first BRs. I tried to edit out any coords.

My first target looked like this:

Base: 1/3/12/5
Fleet 1: 1/337/32/0


I had brought three fleets, with the following ships:
Class 1:
200 fighters
3 interceptors
1135 penguins
3 commando-fighters
Class 2:
100 eagles
25 wasps
1 evasor
1 shield
Class 3;
7 plasma gunships
Class 4
1 major reconstructor
3 motherships

The target was nanite.
Now I ask you: what can we say about the ships at this target? Think about this before reading on.

Let’s count the MP. 44 c3, let’s say cruisers. That’s 2640MP. There are 5C4, so probably at least one MS, that’s another 320, total 2960. This normally leaves about 2000MP for those c2. The only ”normal” cheap C2 for nanite is mobile repair bot, otherwise destroyers are the minimum. But 340 destroyers costs more than 2000MP. So we can conclude that either there is something wrong with that c3 (jammers), or there are rather harmless C2 in there. When facing large nanite C2 your main worries are missile launchers, troikas and some special human and mycilloid ships such as campaign ships, graze reactors etc.
So, either the c3 was strong, possibly with cyclopses and/or apollos, or the c2 was strong and the c3 was a bluff with jammers.

I didn’t want to commit entirely to one alternative, so I figured it would be good to clean out some c3 with my gunships first, and get a view of the target. How to protect the gunships? Well, my interceptors were rather useless, and I had some fighters as well. The problem was C2, but that’s what the evasor was there for.

So I sent in fleet 3 first with this configuration:
60 fighters
3 interceptors
56 eagles
1 evasor
1 shield
14 wasps
7 plasma gunships
1 major reconstructor
1 mothership

the major reconstructor would probably save my gunships from anything except some special c3 or a defense array, and the 60 fighters was in case I met the base DA first (it would wipe out 50 c1, and there was a theoretical possibility that the c1s were nano bombers. The evasor would (probably) save some c2 if I hit the base first, so my c2 wouldn’t be empty when I faced the 337 c2 fleet. Also it was important that my c2 wasn’t too large. Why? Well, if the enemy had launchers and troikas, which I suspected, I didn’t want the launchers to be able to fire too many missilies into c3 (it would really hurt my gunships, and no reconstruction since missiles don’t so even 100AP damage).
This is what happened:
20.01 23:37
your fleet 3 fights against the base from Ricnitr of the Rirf Quasar at
20.01 23:37:30 - your fleet arrived

yours: 144 ships
class 1:
60 fighters (1/1, 1 MP)
3 interceptors (0/1, 1 MP)
class 2:
56 eagles (2/10, 4 MP)
1 evasor (0/10, 60 MP)
1 shield generator (0/2, 4 MP)
14 wasps (1/10, 11 MP)
class 3:
7 plasma gunship (0/100, 92 MP)
class 4:
1 mothership (0/1000, 320 MP)
1 major reconstructor (0/150, 550 MP)

enemy: 18 ships
class 1:
1 hammer (1/1, 16 MP)
class 2:
3 destroyers (10/10, 8 MP)
class 3:
11 cruisers (100/100, 60 MP)
1 jammer (0/0, 4 MP)
class 4:
2 motherships (0/1000, 320 MP)
buildings:
1 intelligence station (0/1, 0 MP)
1 research center (0/3500, 0 MP)
1 shipyard (0/3500, 0 MP)

- click here to see the complete battlereport -

summary:
your losses:
class 2:
3 eagles

enemy losses:
class 1:
1 hammer
class 2:
3 destroyers
class 3:
6 cruisers
1 jammer

score: 392


20.01 23:37
your fleet 3 fights against fleet 1 from Ricnitr of the Rirf Quasar at
20.01 23:37:30 - your fleet arrived
17.01 17:15:00 - the enemy fleet arrived

yours: 141 ships
class 1:
60 fighters (1/1, 1 MP)
3 interceptors (0/1, 1 MP)
class 2:
53 eagles (2/10, 4 MP)
1 evasor (0/10, 60 MP)
1 shield generator (0/2, 4 MP)
14 wasps (1/10, 11 MP)
class 3:
7 plasma gunship (0/100, 92 MP)
class 4:
1 mothership (0/1000, 320 MP)
1 major reconstructor (0/150, 550 MP)

enemy: 370 ships
class 1:
1 hammer (1/1, 16 MP)
class 2:
160 destroyers (10/10, 8 MP)
77 missile-launchers (0/10, 10 MP)
100 troikas (0/10, 16 MP)
class 3:
32 jammers (0/0, 4 MP)

- click here to see the complete battlereport -

summary:
your losses:
class 2:
9 eagles
1 wasp
1 evasor

enemy losses:
class 1:
1 hammer
class 2:
6 missile-launchers
4 destroyers
1 troika
9 troika modules
class 3:
32 jammers
7 missiles

score: 145


So, I guessed correctly.
Now I had a situation with a target like this:
Base: 0/0/5/5
Fleet1: 0/326/0/0

I figured if I sent all my penguins now, and got lucky, they would hit fleet1 first and wipe it out. If I sent a bunch of c2 also then they would not recycle. But if I hit the base first, then they would all recycle for just 5 cruisers killed, and I wanted more. You don’t believe me about the recycling? You think I am wrong? Well, that is todays lesson, as you soon will see.

I decided to send a small number of penguins, in case I hit base first:
125 penguins
11 eagles
1 mothership
Naturally, I hit fleet1 first:
20.01 23:48
your fleet 2 fights against fleet 1 from Ricnitr of the Rirf Quasar at
20.01 23:48:15 - your fleet arrived
17.01 17:14:59 - the enemy fleet arrived

yours: 137 ships
class 1:
125 penguins (4/1, 1 MP)
class 2:
11 eagles (2/10, 4 MP)
class 4:
1 mothership (0/1000, 320 MP)

enemy: 326 ships
class 2:
156 destroyers (10/10, 8 MP)
71 missile-launchers (0/10, 10 MP)
99 troikas (0/10, 16 MP)

- click here to see the complete battlereport -

summary:
your losses:
class 1:
125 penguins
class 2:
11 eagles

enemy losses:
class 2:
10 troikas
96 troika modules
9 missile-launchers
16 destroyers
class 3:
22 missiles

score: 209


20.01 23:48
your fleet 2 fights against the base from Ricnitr of the Rirf Quasar at
20.01 23:48:15 - your fleet arrived

yours: 1 ship
class 4:
1 mothership (0/1000, 320 MP)

enemy: 7 ships
class 3:
5 cruisers (100/100, 60 MP)
class 4:
2 motherships (0/1000, 320 MP)
buildings:
1 intelligence station (0/1, 0 MP)
1 research center (0/3500, 0 MP)
1 shipyard (0/3500, 0 MP)

- click here to see the complete battlereport -

summary:
your losses:
-

enemy losses:
-

score: 0


Darn!
I should have sent more penguins!


Well, here we go with the final fleet:
140 fighters (1/1, 1 MP)
3 commando-fighters (1/1, 10 MP)
1010 penguins
33 eagles
11 wasps
1 mothership

And lady luck let me hit fleet1 first again:
20.01 23:50
your fleet 1 fights against fleet 1 from Ricnitr of the Rirf Quasar at
20.01 23:50:43 - your fleet arrived
17.01 17:14:59 - the enemy fleet arrived

yours: 1198 ships
class 1:
140 fighters (1/1, 1 MP)
3 commando-fighters (1/1, 10 MP)
1010 penguins (4/1, 1 MP)
class 2:
33 eagles (2/10, 4 MP)
11 wasps (1/10, 11 MP)
class 4:
1 mothership (0/1000, 320 MP)

enemy: 291 ships
class 2:
140 destroyers (10/10, 8 MP)
62 missile-launchers (0/10, 10 MP)
89 troikas (0/10, 16 MP)

- click here to see the complete battlereport -

summary:
your losses:
class 1:
356 penguins
51 fighters
3 commando-fighters
class 2:
23 eagles
8 wasps

enemy losses:
class 2:
89 troikas
267 troika modules
140 destroyers
62 missile-launchers
class 3:
62 missiles

score: 2547


20.01 23:50
your fleet 1 fights against the base from Ricnitr of the Rirf Quasar at
20.01 23:50:43 - your fleet arrived

yours: 757 ships
class 1:
89 fighters (1/1, 1 MP)
654 penguins (4/1, 1 MP)
class 2:
10 eagles (2/10, 4 MP)
3 wasps (1/10, 11 MP)
class 4:
1 mothership (0/1000, 320 MP)

enemy: 7 ships
class 3:
5 cruisers (100/100, 60 MP)
class 4:
2 motherships (0/1000, 320 MP)
buildings:
1 intelligence station (0/1, 0 MP)
1 research center (0/3500, 0 MP)
1 shipyard (0/3500, 0 MP)

- click here to see the complete battlereport -

summary:
your losses:
class 1:
654 penguins
1 fighter

enemy losses:
class 3:
5 cruisers

score: 295


Now, the lesson learned from this? Take a close look at my fleet1 vs enemy fleet1. How did my MS survive? He launched 62 missiles…. The lesson is this: First my pengs rubbed out his c2, but he created missiles in his c3. So when the turn came to my c2 it found no enemy c2 and moved on to c3, where there were 62 missiles present. I lost some eagles and wasps, but the enemy missiles were spent there instead of firing on my MS.

/Colin



Edited. Next BR follows in separate post.
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Last edited by colinthecorgi on Mon Mar 09, 2009 8:22 am; edited 1 time in total
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Mighty
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Joined: 24 Feb 2005
Posts: 738

 Post Posted: Mon Mar 09, 2009 12:43 am    Post subject:
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Thanks for sharing. when I finish reading it by 2010 I'll let you know if I learned anything
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SpaceGamer
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 Post Posted: Mon Mar 09, 2009 4:37 am    Post subject:
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Thanks for the Battle lesson. I have a small suggestion your post was really long maybe next time post the second one as a reply to the first so newbies like me can take a break between battles.

You mention starter fleets are they posted in the forumn?
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 Post Posted: Mon Mar 09, 2009 6:37 am    Post subject:
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just go click on register a new user then click on "click here to change these settings" pock the start ups and it'll show you what they are..
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colinthecorgi
1st Rear Admiral
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Joined: 30 Nov 2007
Posts: 273

 Post Posted: Mon Mar 09, 2009 8:22 am    Post subject:
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My second target was a much tougher one. This was a very experienced player who would know how to set up a good defense. Oddly enough, I didn’t find any battles in his history. Nobody had attacked him for over a month or something? That’s respect for you. A respect that I obviously lacked. I was also influenced by the forum comments on attacking inexperienced players too much, so I decided to expand my scope beyond the nearest planets (where there was one experienced and one probably inexperienced player). My agenda included attacking Harvey and Zaphod. The later battle against Zaphod was a bore, because he evacuated all the interesting MP when I attacked, and, just as in the following battle, I hadn’t brought a base-crusher set-up.

This is what I saw on my DSP:

Base: 56/1/1/3
Fleet1: 166/256/6/2
Fleet3: 0/11/1/1

I had brought 2 fleets with the following ships:
3 sporators
29 destroyers
507 eagles
16 wasps
2 sporogenator
7 plasma gunship
1 major reconstructor
2 motherships


The target was e-ray.
Now I ask you again: What can we say about the ships at the target? Think about it before reading on.

Well, he’s e-ray and there is a 0/11/1/1. That looks a lot like a spectre with 10 shields, a standard e-ray weapon, and quite many MP concentrated in a few ships. This made me think of starter fleets. Those 256 c2 looked a lot like the destroyer/campaign set-up that can be very dangerous for enemy c2 fleets if the campaign goes off late in the battle. In fact, I could get almost my entire c2 wiped out in one instance if there was a campaing that went off late. The c1 would probably contain fighters, blockade runners and evaporators, a good e-ray defense against cyclopses and especially dreadnoughts. E-rays can often use retreats and evasors in base, but the presence of only 1 c2 in base led me to believe there were no evasors, maybe retreats. E-ray c3 is normally composed of cruisers, flamingos, gunships and shock-wave cruisers (I might post something later on with examples of shock-wave cruiser applications, but defense against missiles is a good use).

Although I wanted to get the spectre I was sure was there, the shields were bad news for my eagles and wasps. Shields are very unpredictable, but one thing is sure: If you fire at the spectre with less than 10MP the odds are only 1 in 10 or so that a shield will not activate and protect the spectre. Therefore I wanted to attack the spectre with my destroyers only. Unless the unpredictable shields went off first and for some reason protected the spectre even before it had been fired on (this kind of thing happens, regardless of what the manual says), my destroyers would zap it. Sending 29 destroyers first didn’t seem to hot, as they would soften be destroyed completely by the enemy fleet1. I noticed there were very few enemy c3, so I decided to send my eagles and wasps first, with no c3. I also sent my sporators and sporogenators, since sporation is good for eagles (with or without wasps) against destroyers. I also did NOT want sporation when my destroyers attacked his spectre, since that would make it only 1 in 10 again to destroy it (remember the shields). Also, my eagle/wasp fleet might be able to clear some shields first. Also my main worry, and this was a real threat, was that one of the c4 was a time slipper. It could kill my reconstructor and turn the whole business into a very sad defeat, so I didn’t want to send gunships and major reconstructor first anyway.

Here is what happened:
22.01 12:00
your fleet 2 fights against fleet 1 from Harvey of Wallbanger at
22.01 12:00:05 - your fleet arrived
09.01 12:23:37 - the enemy fleet arrived

yours: 529 ships
class 1:
3 sporators (0/1, 5 MP)
class 2:
507 eagles (2/10, 4 MP)
16 wasps (1/10, 11 MP)
2 sporogenator (4/5, 25 MP)
class 4:
1 mothership (0/1000, 320 MP)

enemy: 430 ships
class 1:
165 fighters (1/1, 1 MP)
1 retreat fighter (0/1, 55 MP)
class 2:
230 destroyers (10/10, 8 MP)
25 holo-clone-ships (0/5, 12 MP)
1 campaign ship (0/10, 45 MP)
class 3:
4 cruisers (100/100, 60 MP)
2 flamingos (0/500, 100 MP)
class 4:
2 motherships (0/1000, 320 MP)

- click here to see the complete battlereport -

summary:
your losses:
class 1:
3 sporators
class 2:
184 eagles
7 wasps

enemy losses:
class 2:
103 destroyers
9 holo-clone-ships
1 campaign ship

score: 149

22.01 12:00
your fleet 2 fights against the base from Harvey of Wallbanger at
22.01 12:00:05 - your fleet arrived

yours: 341 ships
class 1:
6 sporators (0/1, 5 MP)
class 2:
323 eagles (2/10, 4 MP)
9 wasps (1/10, 11 MP)
2 sporogenator (4/5, 25 MP)
class 4:
1 mothership (0/1000, 320 MP)

enemy: 58 ships
class 1:
1 fighter (1/1, 1 MP)
55 evaporator (1/2, 12 MP)
class 2:
1 destroyer (10/10, 8 MP)
class 3:
1 cruiser (100/100, 60 MP)
class 4:
buildings:
1 defensive array (0/500, 0 MP)
1 research center (0/3500, 0 MP)
1 shipyard (0/3500, 0 MP)

- click here to see the complete battlereport -

summary:
your losses:
class 1:
6 sporators
class 2:
9 eagles
1 wasp

enemy losses:
class 2:
1 destroyer

score: -69

22.01 12:00
your fleet 2 fights against fleet 3 from Harvey of Wallbanger at
22.01 12:00:05 - your fleet arrived
03.12 17:54:27 - the enemy fleet arrived

yours: 325 ships
class 2:
314 eagles (2/10, 4 MP)
8 wasps (1/10, 11 MP)
2 sporogenator (4/5, 25 MP)
class 4:
1 mothership (0/1000, 320 MP)

enemy: 13 ships
class 2:
10 shield generators (0/2, 4 MP)
1 spectre (0/10, 400 MP)
class 3:
1 cruiser (100/100, 60 MP)
class 4:
1 mothership (0/1000, 320 MP)

- click here to see the complete battlereport -

summary:
your losses:
-

enemy losses:
class 2:
9 shield generators
1 spectre

score: 436



Incredible!!!! I killed his spectre with eagles and wasps. This is very unlikely, but my main goal had been achieved. I also got lucky with the fleets battle order, and scored a small plus against the destroyer/campaign combo.

Well, now I looked hungrily at the flamingos and cruisers, and decided to attack these with my gunships, using the destroyers as protection for my gunships:



22.01 12:01
your fleet 1 fights against fleet 1 from Harvey of Wallbanger at
22.01 12:01:17 - your fleet arrived
09.01 12:23:38 - the enemy fleet arrived

yours: 38 ships
class 2:
29 destroyers (10/10, 8 MP)
class 3:
7 plasma gunship (0/100, 92 MP)
class 4:
1 mothership (0/1000, 320 MP)
1 major reconstructor (0/150, 550 MP)

enemy: 317 ships
class 1:
165 fighters (1/1, 1 MP)
1 retreat fighter (0/1, 55 MP)
class 2:
127 destroyers (10/10, 8 MP)
16 holo-clone-ships (0/5, 12 MP)
class 3:
4 cruisers (100/100, 60 MP)
2 flamingos (0/500, 100 MP)
class 4:
2 motherships (0/1000, 320 MP)

- click here to see the complete battlereport -

summary:
your losses:
class 2:
29 destroyers

enemy losses:
class 1:
11 fighters
1 retreat fighter
class 2:
8 holo-clone-ships
19 destroyers
class 3:
2 flamingos
4 cruisers

score: 522


22.01 12:01
your fleet 1 fights against the base from Harvey of Wallbanger at
22.01 12:01:17 - your fleet arrived

yours: 9 ships
class 3:
7 plasma gunship (0/100, 92 MP)
class 4:
1 mothership (0/1000, 320 MP)
1 major reconstructor (0/150, 550 MP)

enemy: 57 ships
class 1:
1 fighter (1/1, 1 MP)
55 evaporator (1/2, 12 MP)
class 3:
1 cruiser (100/100, 60 MP)
class 4:
buildings:
1 defensive array (0/500, 0 MP)
1 research center (0/3500, 0 MP)
1 shipyard (0/3500, 0 MP)

- click here to see the complete battlereport -

summary:
your losses:
class 3:
1 plasma gunship

enemy losses:
class 3:
1 cruiser

score: -32


22.01 12:01
your fleet 1 fights against fleet 3 from Harvey of Wallbanger at
22.01 12:01:17 - your fleet arrived
03.12 17:54:27 - the enemy fleet arrived

yours: 8 ships
class 3:
6 plasma gunship (0/100, 92 MP)
class 4:
1 mothership (0/1000, 320 MP)
1 major reconstructor (0/150, 550 MP)

enemy: 3 ships
class 2:
1 shield generator (0/2, 4 MP)
class 3:
1 cruiser (100/100, 60 MP)
class 4:
1 mothership (0/1000, 320 MP)

- click here to see the complete battlereport -

summary:
your losses:
-

enemy losses:
class 3:
1 cruiser

score: 60


The outcome was expected, but I might have lost another gunship in the battle against his base, since his c1 was alllowed to fire on them, me having lost the destroyers first of all. Had his cruiser fired first in the c3 vs c3 battle, it would have killed my gunship with over 100AP together with the c1, so no reconstruction. His DA got one gunship as predicted. Another variant would be if I had my 29 destroyers intact in the battle against base. Then I would have lost 2 gunships for sure to his DA, and several destroyers also. Why? Well, his c4 would have battled both my c3 and my c4, allowing the DA 2 shots.
Lessons:
- Shields are unpredicatable, luck is involved.
- Sporation is normally good for eagles with or without wasps against destroyers.
- Don’t let an enemy DA fire several times if it can be avoided. It can kill a lot of your ships.


/Colin
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colinthecorgi
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 Post Posted: Mon Mar 09, 2009 8:25 am    Post subject:
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Ok guys, thx for the suggestions.
I have divided the post into two.

I can post more BRs with comments and thoughts if people want it, but it is a lot of work so it would be good to know if anyone is actually reading this and liking it


/Colin
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colinthecorgi
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 Post Posted: Mon Mar 09, 2009 10:11 pm    Post subject:
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Well, I'm back with yet another real BR.
This might look like a great attack by me, but as you will learn, I actually screwed up.


Here are the BRs, heavily edited regarding names and coords:

your fleet 3 fights against the base from XXX at YYY


yours: 17 ships
class 3:
1 cruiser (100/100, 60 MP)
2 apollo cruiser (0/100, 85 MP)
12 plasma gunship (0/100, 92 MP)
class 4:
1 mothership (0/1000, 320 MP)
1 major reconstructor (0/150, 550 MP)

enemy: 171 ships
class 1:
100 fighters (1/1, 1 MP)
class 2:
50 destroyers (10/10, 8 MP)
class 3:
20 cruisers (100/100, 60 MP)
class 4:
1 mothership (0/1000, 320 MP)
buildings:
1 defensive array (0/500, 0 MP)
1 research center (0/3500, 0 MP)
1 shipyard (0/3500, 0 MP)

- click here to see the complete battlereport -

summary:
your losses:
class 3:
1 apollo cruiser

enemy losses:
class 1:
1 fighter
class 2:
31 destroyers
class 3:
20 cruisers

score: 1364



your fleet 3 fights against fleet 1 from XXX at YYY


yours: 16 ships
class 3:
1 cruiser (100/100, 60 MP)
1 apollo cruiser (0/100, 85 MP)
12 plasma gunship (0/100, 92 MP)
class 4:
1 mothership (0/1000, 320 MP)
1 major reconstructor (0/150, 550 MP)

enemy: 181 ships
class 1:
100 fighters (1/1, 1 MP)
class 2:
50 destroyers (10/10, 8 MP)
class 3:
30 cruisers (100/100, 60 MP)
class 4:
1 mothership (0/1000, 320 MP)

- click here to see the complete battlereport -

summary:
your losses:
class 3:
3 plasma gunship

enemy losses:
class 1:
1 fighter
class 2:
11 destroyers
class 3:
30 cruisers

score: 1613


Now, this looks really pretty, doesn't it? I even managed to kill a couple of fighters But in fact, I made a big mistake, which probably cost me 2 ships.
For the completely new player, I will explain step by step. The keys here are three of my ship types:
- Plasma Gunship
- Apollo Cruiser
- Major Reconstructor

The set-up I used is what is called a "swank". It is not a full swank, that would include cyclopses also.
Now Plasma Gunships "swank" c3. What does this mean? It means that each time a gunship gets a turn, it fires at the enemy c3. And that means _each_ time, not only in the c3 vs c3 battle, but also in the c3 vs c1, c3 vs c2 also. Get the picture? If I have 10 gunships, they will fire 30 shots, and gunships just simply kill a c3 target, so that's 30 kills. If I had brought some c1, they would fire twice: c3 vs c2 and c3 vs c3. If I had brought c2 and c1, they would fire only once, in the c3 vs c3 battle. Apollos are the same, but each time they get a chance they "swank" enemy c2, hitting 10 enemy c2 with 10 AP each. So 2 apollos could presumably fire 6 times, hitting 60 enemy c2 with 10AP each. Why is this so? Because of the subbattles:
c1 looks at enemy c1, if it is empty it moves on up to c2 etc until it gets to fight.
c2 looks at enemy c2, if it is empty it moves up to c3 etc until it gets to fight.

Now I brought only c3 and c4, against c1, c2, c3 and c4. So the enemy c1 will try to fight my c1, but since it is empty it moves on to c2 which is also empty, and finally gets to fight my c3. This way my apollos and gunships all fire in this battle, zapping enemy c2 and c3.
Next comes the enemy c2 that my apollos haven't _ALREADY KILLED_, and the whole procedure is repeated, except that the enemy c1 might have killed one of my c3.
Finally the enemy c3 _THAT MY GUNSHIPS HAVEN'T ALREADY KILLED_fights my c3, and the procedure is repeated. Notice that any surviving apollos will keep on killing c2 here.

Now this is all very pretty. But won't all those enemy c1 and c2 zap a lot of my expensive c3 in the procedure? Sure, but here the reconstructor comes in. Reconstructors can rebuild a number of dead ships, the major can rebuild up to 7 c3. But this only works if the ships have been reduced to exactly 0LP. If they are overkilled, like 6 missiles=6*17=102 leave a standard c3 at -2, they are not reconstructable. So my major went to work reconstructing c3s, and I won soundly.

So where did I goof?
Well, just look at that silly silly cruiser. What in the world was I thinking of? If, for instance, the cruiser goes first, killing a single fighter, then the other fighter will deliver 99AP, leaving one of my ships at 1LP. Then the first destroyer to fire will leave it at -9. Stupid. And look at the destroyers. Nice even numbers. Let them do nice even kills, so my major can go to work. But no, I had to stick in a cruiser. Stupid.


Lessons:
Consider swanking when you have the ships for it. Look out for targets that might mess you up (evaporators, big big c1 or c2 or c3, empty classes that won't let you swank etc).
When you have reconstructive ability, try to make life easy on you reconstructors.
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 Post Posted: Mon Mar 09, 2009 11:26 pm    Post subject:
Reply with quote

colinthecorgi wrote:
Ok guys, thx for the suggestions.
I have divided the post into two.

I can post more BRs with comments and thoughts if people want it, but it is a lot of work so it would be good to know if anyone is actually reading this and liking it


/Colin



go on, it's good reading material


colinthecorgi wrote:
Consider swanking when you have the ships for it. Look out for targets that might mess you up (evaporators, big big c1 or c2 or c3, empty classes that won't let you swank etc).
When you have reconstructive ability, try to make life easy on you reconstructors.


you can also use for your benefit, ships that self destruct, like the sporator, commando, you can also use in c2 evasor, campaign ship, a bit expensive to do, but if it saves you points overall...depending on what situation is...imagine you go around with 70 cruisers, you're offline, a swank approaches your fleet ( i don't like the classic swank, one fleet, i mean, you're stuck, you can't make any changes if wanted/needed, you don't want to attack an enemy with evaps, using cyclops so, for the cost of three cyclops, have another ms.) no prob there...swanks usually are composed of 50 c3, only a third of those are c3 killers...but if instead of the swank comes an eagle/wasp spam, having no c2, would not be good...if you use SD ships, your c3 is safe for one round against lower class ships, and if attacked by swank, even not using direct fire ships, like the cruiser, in the case of being gunships, they can only kill one c3 per class, if instead of an SD ship, you have a regular one, then all the gunships would use their turn...pointer, use no cruisers in swanks, makes no sense ( you can say, 'yeah, but if the enemy has no c3, with at least 10 cruisers i can kill the ms'...sure you can, but can also have a second ms to do a second strike, after the gunships killed all c3 leaving ms(s) open...)
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 Post Posted: Tue Mar 10, 2009 12:04 am    Post subject:

Hrmmm...

I think what linux is trying to say is that when a swank like 0/0/50/2 with typically
-Gunships
-Apollos
-Cyclopses
-Mothership
-Major reconstructor

fights a fleet with ships in c1 and c2, the idea is that while there are still ships in the lower classes, the swanking ships can all get a turn firing.

For instance
101/61/10/1 standard ships meets a swank
the swanker has
1 cyclops
3 apollos
4 gunships

Now in the c1 vs c3 battle the cyclops will kill 100 c1, but there will be 1 left, so all the apollos and gunships will get to fire since the c1 vs c3 battle is not over. The same thing will happen in the c2 vs c3 battle. 30 c2 will be killed in the c1 vs c3 battle, and 30 more in the c2 vs c3 battle, but 1 will be left, so all the gunships will fire and the cyclops will kill the last c1. in the c3 vs c3 battle it will be 0/1/2/1 vs the swank. The swank will kill all these ships also.


Now, if 1/1/70/1 fought instead, and the c1 and the c2 were self-destructing ships, then the c1 vs c3 and c2 vs c3 battles would end directly or after the swank got one shot, even if the swank was only gunships. So in worst case, you would have 0/0/68/1 fighting the c3 vs c3 battle. This would be bad news for the swanker, especially if it was a large swank since the reconstructor can only reconstruct 7 c3.
Another option, as linux pointed out, is to stick retreats and evasors in your lower classes. These end the low class battles when (if) they get their turn, which is bad for the swanker.
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