SkulkrinBait
Morkin Admin
Haxx0rs == Suxx0rs! v4
Posts: 6,680
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Post by SkulkrinBait on Aug 24, 2006 13:08:05 GMT
115 Transports now en-route to 1.2.1.6 ready to launch later tonight, with around 7k ground forces aboard. d**n! Are my men late then? I'm still assembling CY's for you, but havent had much time to do so. Was planning on sending them this afternoon to you... No, not too late, they can be used against tougher targets assuming this test works out OK. I think that once old rusty is hit, he’ll try to get his tag to fight us and then we’ll have plenty more targets! By that time I will have TR3 ships ready as well, and I’ve got another idea too! In fact I’ve got so many good ideas, I better be careful or my foot might fall off The idea is to send a large wave of various Spirit type ships all with FO set to 1 to try to stun the defenders so that I capture the planet with the ground forces on their TRs without taking out any of the defending ships.
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SkulkrinBait
Morkin Admin
Haxx0rs == Suxx0rs! v4
Posts: 6,680
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Post by SkulkrinBait on Aug 24, 2006 13:59:03 GMT
It’s quite likely that Mr Rusty will hit back against us and he may feel as though he is stronger than we are due to his score, although I suspect he’s a statue builder without much firepower to back up his large number of planets (soon to be diminished!)
So how to defend? I think we’ve got attacking strategies quite well planned out, but not defence. I think we all need to keep an eye out for any incoming fleets into our quads from Rusty or his alliance and then post on here so we can then intercept any fleets en masse. Assuming our opponents know about the 1 ship type per fleet exploit any interceptors should wipe out enemy fleets without loss, so I reckon they may use our trick and send the fleets during night-time to reduce the chances of detection.
However, it’s likely we can provide cover close to 24/7 as there are some night owls in LoM and myself plus others who are up at the crack of dawn, this might be a crucial advantage for us.
The Midnight Quadrant is a very strong base for us as there are no planets to colonise and we own everything, but by the same token the “Creators Corner” will be a tough nut to crack if we have to.
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inyati
Morkin Admin
Aqua profunda est quieta
Posts: 4,310
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Post by inyati on Aug 24, 2006 14:47:32 GMT
It’s quite likely that Mr Rusty will hit back against us and he may feel as though he is stronger than we are due to his score, although I suspect he’s a statue builder without much firepower to back up his large number of planets (soon to be diminished!) So how to defend? ..... The quads fleets are designed for this purpose. We need to strengthen them....
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shirak
Public Area Guest
Posts: 172
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Post by shirak on Aug 24, 2006 16:36:09 GMT
The Midnight Quadrant is a very strong base for us as there are no planets to colonise and we own everything, but by the same token the “Creators Corner” will be a tough nut to crack if we have to. For the record if we do need to fight in "CC"I have 7 planets there (almost 20%)so there are plenty of potential bases to choose from.
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Raven
Public Area Guest
Posts: 410
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Post by Raven on Aug 24, 2006 17:26:46 GMT
Info regarding attack orders cloaked ships and attacks from the last creators hour
Player A with entire cloaked fleet attacks Player B planet with fleet PDS and Space stations.
Tick 1 Defender PDS fire and miss Defender Space Station fires and misses Defender F/O 1 fires first shot and misses Attacker F/O 1 fires first shot and hits (and becomes visible to all remaining shots of Defender F/O *) Defender F/O 1 fires second shot and hits Attacker F/O 1 fires second shot and hits all remaining F/O 1 shots are played out in turn Then F/O 2
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Post by Starshatter on Aug 24, 2006 18:52:59 GMT
Oh, The curse of having to work for a living! Do I need to be sending/doing anything folks?
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SkulkrinBait
Morkin Admin
Haxx0rs == Suxx0rs! v4
Posts: 6,680
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Post by SkulkrinBait on Aug 24, 2006 19:00:44 GMT
Oh, The curse of having to work for a living! Do I need to be sending/doing anything folks? Not really, just make sure your keys are somewhere we can get them! Old Rusty appears very weak, but if his alliance decides to fight it might be more fun! ;D Currently I've got 2 matter catchers targetting Old Rusty, each can target 5 planets so 10 of his 11 are now "leaking" resources. Can we bleed him to death between us?
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Post by Starshatter on Aug 24, 2006 19:02:20 GMT
I haven't any catchers yet - should I make more vamps?
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SkulkrinBait
Morkin Admin
Haxx0rs == Suxx0rs! v4
Posts: 6,680
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Post by SkulkrinBait on Aug 24, 2006 19:18:10 GMT
Your call!
My transports are now ready to go at Midnight Prime, same quad as the target planet, but we can't use the "delay" option from there so I will launch after 11pm tonight if old rusty is not online.
Is that OK?
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Harlequin
Morkin Member
Hey nonny nonny!
Posts: 1,515
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Post by Harlequin on Aug 24, 2006 19:26:29 GMT
Sounds good. I feel like scrapping for the sake of it. I'll let my two fleets at Reedy's planet attack one/two of Rusty's planets just to take down some of his ships/score. (I am pulsing with moral righteousness as he is still hoovering up my resources and has not replied to the missives I sent) so... kick him hard
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inyati
Morkin Admin
Aqua profunda est quieta
Posts: 4,310
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Post by inyati on Aug 24, 2006 19:28:11 GMT
Your call! My transports are now ready to go at Midnight Prime, same quad as the target planet, but we can't use the "delay" option from there so I will launch after 11pm tonight if old rusty is not online. Is that OK? Are you going in solo? Should we make an all round attack...something like hitting half of his planets at the same time?
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SkulkrinBait
Morkin Admin
Haxx0rs == Suxx0rs! v4
Posts: 6,680
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Post by SkulkrinBait on Aug 24, 2006 19:46:22 GMT
Feel free, the more the merrier!
I might send some of my fleets to his other planets, but we need to coordinate so we know who is hitting what.
For the record, I am going for 1.2.1.16 DA Smeg with plan Z.
I'll probably send some fleets from my home planet to arrive around 7am tomorrow morning if I send anything else.
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Perun
Public Area Guest
Issa (Vis) [1:76:24]
Posts: 2,506
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Post by Perun on Aug 24, 2006 20:10:36 GMT
Why can't I unload my fuc.king ground troops on Fawrkin?!?!?!?
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Harlequin
Morkin Member
Hey nonny nonny!
Posts: 1,515
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Post by Harlequin on Aug 24, 2006 21:04:45 GMT
I'm going to dissipate the fleets at Ratmus 1:2:1:34
Can't have the fellow using near enough the name of one of our chaps. Just not cricket!
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SkulkrinBait
Morkin Admin
Haxx0rs == Suxx0rs! v4
Posts: 6,680
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Post by SkulkrinBait on Aug 24, 2006 22:06:24 GMT
Why can't I unload my fuc.king ground troops on Fawrkin?!?!?!? Dunno, what happens when you try?
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