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| Contents |
Strategy Basics,
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| Strategy Basics |
Core objectives
Basics
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| Convoy Ho! |
Hey, we all know how easy it is to take planets when you have 4-5
escorts. This was a pretty simple plan. If most of your team stays
bunched up, it's pretty easy to control the flow of the game. Hard to
scum kills off of 5 ferocious CA's. Easy to plan a base ogg, when
you're all together. Escorts are even easier. Unfortunately, it relied
more on objective #3, mostly ignoring #1 and #2.
The basic philosophy was "stay together, don't give kills, and keep a
100% drop-rate on our armies". One passive (no acc) bomber was used,
and 1-2 carriers kept up the anti-bombing and planet-taking.
Both Scouts ho! and Convoy ho! would occasionally fall back to army-hoarding, when the other team had no kills, and there were a few friendly planets with armies. Grab the armies, get 'em to your home planet, and organize a set of simultaneous takes. Or just hold the hoard and escort to planets one at a time, while one or two people guard the hoard. As long as the other team doesn't have kills, you're not losing ground. Last minute come-from-behind strategies sometimes use this. Personally, I'd rather have those people dropping in 1's and 2's as soon as they pick up the armies, instead of giving oggers more time to pick 'em off. But that's just me.
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| Scouts Ho! |
Believe it or not, at one point there was much hue and cry over how
powerful the scout was. Numerous advocates of reducing scout speed and
agility whined on r.g.n. about how unbalanced scouts were. This whining
has all but disappeared with the advent of space control and heavy-ship
bombing, but it should not be overlooked at all. For a couple years,
the teams with the best core of scouts were the most successful. The
Golden Bears flew between 3 and 6 scouts at any one time, using them
for all purposes. A simple game-plan based on this would be:
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| Passive Space Control |
I'm addressing Space Control twice, because there are two different
approaches, imo. The passive approach is attributed to Team With No
Name (TWNN), mostly due to MUCUS PIG. Most of the plan centered on the
fact that we had better dogfighters than any other team. Whenever you
died, you'd come back as a maxwarp CA, fly to the front, continue
forward for another 1/3 to 1/2 of a tactical, then try to hold your
position there. This gave you some room to retreat without giving up
anything important. Dropping armies was easy, since you always had a
wall of CA's in front of you. Anti-bombing was ignored for all but the
front-six planets. The philosophy was essentially "move the front-line
forward inch-by-inch, and never lose control of it". If
someone entered your tactical, throw a couple torps in their direction
to slow them down. If they ogg, butt-torp a little and scum the kill.
Mutualling was looked down on, though occasionally one or two people
would be assigned as raw oggers in coordination with the front-line
control.
So with those six 'circles' representing the middle six planets of a two-race war, the Feds have established the front-line in ROM space. They have room to retreat without giving up control of Cap/Ind/Reg. F5 and F6 are rushing back to the front. If any of these people gets a kill, they'll immediately try to pick up from one of these six planets, if there are armies there, or pick from the base (F7) if it has armies. If the other team doesn't have kills, a ship might be sent back to pick up armies, but usually the emphasis was on controlling the front and only picking up armies in that area. In short, this addresses the points as:
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| Active Space Control |
The previous strategy was labelled passive, even
though it was based on controlling part of enemy space.
Another form of space control relies on controlling all of it
:-). Stick 3-4 roaming CA's in their space that handle the bombing and
make it generally dangerous to be flying around with kills. The CA's
should not be mutualling with 0-kill enemies. Butt-torp them,
and look for juicier targets. Focus on people limping back to their
homeworld with a kill. This tactic is complemented by having lots of
light-weight carriers that look to use their CA buddies as escorts.
Drop those armies wherever you can, then head back for more.
I'm not posting much about this last one because I haven't really used it. Basically it focuses on staying alive in enemy space, so you're always a threat. Keep the enemy worried about those CA's, and they'll end up cowering in their core, while your carriers have a relatively easy time of dropping armies on planets. |