Post by latooni on Dec 22, 2009 18:39:37 GMT -5
Alright guys, I am not sure whether I will be able to help you much later, so here's my advice! I encourage you, though, to think for yourself, and improvise if needed. Don't get stuck in the details. Most of my ideas have only developed after discussing it with others.
Buy more shit. There should be enough ships for two fleets, one of which will stick around 2e and patrol. We have 3 salamis, they should be enough for now, feel free (in fact, in successive weeks, you should) buy more ships and mobiru suutsu for it.
You should also form a strike fleet around the kira yamato. Make good use of balloons and (A)s to get past the blockade. Consider expert timing to split the fleet and leave half of it there for chan to have to attack (preferably cheaper units) while the others raid L3 or Side 2/4. Don't forget you can enter sides 2 and 4 from Sides 1 and 6. Finally, in especially pressing emergencies, the fleet you'll be building up at 2e can be split or pressed wholy into action. You may even consider taking out another NPC fleet, if the odds break for you well enough.
Guerilla tactics and hit and runs are very important to waste chan's cash. Just make sure to watch your back, units can move into nearby space without notice if you don't constantly check all roster pages, as Chan found out when we surprised him in 3e.
Lastly, every single one of you is important. When you're repairing, consider hopping to friendly space or an outpost to buy a ship or mobile weapons, or use your repair time to hide out in sides 1 or 6, or join a ship/fleet to try and help defend it.
Innovative tactics, evaluating potential outcomes, opportunity cost (don't forget that every purchase you make can be thought of as the loss of other units/services you could have bought with that RP) and risk/benefit analysis are all very important for determining actions.
Try to play fast and loose in Zeon space, and slow and cautious in Federal space, both at the same time. Respect your fellow players, and really think out the consequences of their plans, not just possible failings, but also the merits. I've been kind of harsh on Daren and blackmage's plans, but I never really mentioned that aspects of their plans inspired my own. I don't think I'd have come up with half the stuff I have if I didn't think they were worth listening to. Teamwork is key.
Watch Zeon Earth's movements, especially when they're operating in territories with a spaceport. If you see them move into such a fortification, rapidly revise your plans to consider how to deal with an attack from the rear; you're free to capture my space ruins if you want somewhere to purchase ships nearer to Earth. If you own it, you can buy ships there (and then control them) without being anywhere near there. You might even consider making it a fortification by repairing it.
Does anyone else have any objectives they think we should consider? Or any different tactics, or points? Long-range goals?
Buy more shit. There should be enough ships for two fleets, one of which will stick around 2e and patrol. We have 3 salamis, they should be enough for now, feel free (in fact, in successive weeks, you should) buy more ships and mobiru suutsu for it.
You should also form a strike fleet around the kira yamato. Make good use of balloons and (A)s to get past the blockade. Consider expert timing to split the fleet and leave half of it there for chan to have to attack (preferably cheaper units) while the others raid L3 or Side 2/4. Don't forget you can enter sides 2 and 4 from Sides 1 and 6. Finally, in especially pressing emergencies, the fleet you'll be building up at 2e can be split or pressed wholy into action. You may even consider taking out another NPC fleet, if the odds break for you well enough.
Guerilla tactics and hit and runs are very important to waste chan's cash. Just make sure to watch your back, units can move into nearby space without notice if you don't constantly check all roster pages, as Chan found out when we surprised him in 3e.
Lastly, every single one of you is important. When you're repairing, consider hopping to friendly space or an outpost to buy a ship or mobile weapons, or use your repair time to hide out in sides 1 or 6, or join a ship/fleet to try and help defend it.
Innovative tactics, evaluating potential outcomes, opportunity cost (don't forget that every purchase you make can be thought of as the loss of other units/services you could have bought with that RP) and risk/benefit analysis are all very important for determining actions.
Try to play fast and loose in Zeon space, and slow and cautious in Federal space, both at the same time. Respect your fellow players, and really think out the consequences of their plans, not just possible failings, but also the merits. I've been kind of harsh on Daren and blackmage's plans, but I never really mentioned that aspects of their plans inspired my own. I don't think I'd have come up with half the stuff I have if I didn't think they were worth listening to. Teamwork is key.
Watch Zeon Earth's movements, especially when they're operating in territories with a spaceport. If you see them move into such a fortification, rapidly revise your plans to consider how to deal with an attack from the rear; you're free to capture my space ruins if you want somewhere to purchase ships nearer to Earth. If you own it, you can buy ships there (and then control them) without being anywhere near there. You might even consider making it a fortification by repairing it.
Does anyone else have any objectives they think we should consider? Or any different tactics, or points? Long-range goals?






