daniel
Lieutenant Commander
Posts: 110
|
Post by daniel on Dec 29, 2010 15:38:06 GMT -5
Okay! Let's say, for example, I've got a relatively intact Reaper/Raider squadron next to a Battlestar. Should I fire nukes or go for Cyber-infiltration? Should Colonials advance line abreast or in column? Strong ships ahead of weaker or the other way around? I'd like to hear lessons learned from the designers and playtesters so I don't have to reinvent the wheel. More detail than charge in with the Colonials and hang back with the Machines would be appreciated. We're fleet admirals, after all, and some base of knowledge would be nice.
|
|
|
Post by warchariot on Dec 29, 2010 16:01:02 GMT -5
|
|
daniel
Lieutenant Commander
Posts: 110
|
Post by daniel on Dec 29, 2010 16:26:19 GMT -5
Geez! Thanks for the pics.
Can a microjumped fighter move right after it appears or is that considered the move for the turn?
|
|
|
Post by warchariot on Dec 29, 2010 16:31:49 GMT -5
That is its move for the turn. Still it is very useful.
|
|
|
Post by TheDreadnought on Dec 29, 2010 17:02:49 GMT -5
Wow Warchariot! Nice fleets and great advice. As far as my own contribution I will just point you to the thread in The Head where we discuss how much I suck at playing my own games.
|
|
|
Post by fastgit on Dec 29, 2010 17:17:38 GMT -5
Wow Warchariot! Nice fleets and great advice. As far as my own contribution I will just point you to the thread in The Head where we discuss how much I suck at playing my own games. Agreed. Great feedback Warchariot! And Dread... every defeat is an oppurtunity to learn and grow...
|
|