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Except that if he has that many interceptors, and his base is that close (I seem to remember that interceptors have reduced range), you might be able to just march on his base with a force that includes AAA defensive units. Air units are powerful in economic warfare, but tend to fare poorly in direct conflict (since a AAA defensive unit will generally beat an equivalent-tech air unit at comparable or lesser cost).
How is that powerful? It fails if the enemy has AAA defenders, and fails even harder if the base has an aerospace complex (which not only gives a huge bonus against chopper attackers, but prevents air drops in the vicinity.)
Earthmichael said it all on the topic on gaining a foothold - you bring a colony pod, construct an airbase or just plain take over one of his peripheral bases. It's not terribly difficult
and you can reach quite far with your 12 movement.
Let's assume you play against someone, you grow stronger and stronger and you feel it's the time to test his defence. Now, you could prepare a mixed ground unit assault - sentinels, rovers, what have you. Then you load it all on transports and set sail. Then you attack, get a foothold, probably must defend it and then you can slowly move on. Even if stronger, you can still lose, because it's his turf and his lines of supply are shorter. But even assuming it's going well, it's gonna be slow. And he has time to build up, maybe finish that SP or get fusion power.Now imagine you get MMI first, quickly grab some choppers and simply beat the living hell of him.
It's similar to what happened to me in one 1v1. I was at D:AP first. I sent the first needlejet down to the enemy. Then another. As he had no D:AP, he surrendered and that was the end of the game.
As for drop & chop - we can discuss what you would do or compare rows of mins, but I saw it working and I'm sure it's overkill. Once I was a replacement for a very strong faction (Hive), in the middle of a successful drop & chop run. Sure I was already stronger than the others, but not so strong enough that I would take 3-4 bases per turn with ground assault, and with choppers I could.
Aerocomplex can be circumvented, you just air drop some stronger units as close as possible and attack on foot. This turn you will take only 2 bases, and maybe you lose a chopper. But reinforcements keep coming and your enemy's economy is already devastated.
Funny you mention the house rule. I checked one of my old games and, although Empath Guild was allowed, choppers were banned from attacking base tiles. Just a little idea.
As for Empath Guild - it's not just my fancy, I took the idea from experienced players at Apolyton, who very often regarded it as one of the strongest. Same story here: There is a race, the winner grabs it all and suddenly he gains a significant advantage over other players (especially 4-player games).
I prefer to water down several overkills I see in SMAC. Air power is one, infiltration is another. If I will recall another one, I'll definitely mention it. It takes something away if you won just by being first to something.
Y, I want to encourage you to keep doing what you're doing - but point out that these guys really know what they're talking about. Extensive experience against people instead of short-bus AI really matters...
"Why didn't he build (or upgrade to) AAA defenders and just keep his formers and crawlers out of range?"Sometimes, he does not know that they are in range until it is too late.
I usually rush to D:AP, and so do most other players. Building AAA is on a different tech path. So there are quite a few turns where air power just rules, and until an opponent gets the tech to either build his own air units, or to go defensive vs. air, he is toast.
And while needlejets can take out a unit every other turn, choppers can take out multiple units per turn, increasing the pain for every turn until the opponent get the technology to respond.
Yes. So it looks like the primary issue here isn't that choppers are overpowered in general, but rather that choppers are overpowered if both sides beeline for D:AP and one has a substantial tech lead (enough to get MMI before the other gets D:AP). Which raises the question: If you're behind on tech, why not give up the D:AP race and just go straight for AMA, which is lower-tier, provides a counter, gives you a nice social engineering option for wartime, and gives you a leg up in the race for fusion?
Quote from: Yitzi on November 09, 2012, 07:21:14 PMYes. So it looks like the primary issue here isn't that choppers are overpowered in general, but rather that choppers are overpowered if both sides beeline for D:AP and one has a substantial tech lead (enough to get MMI before the other gets D:AP). Which raises the question: If you're behind on tech, why not give up the D:AP race and just go straight for AMA, which is lower-tier, provides a counter, gives you a nice social engineering option for wartime, and gives you a leg up in the race for fusion?I think you are missing the point here. ANY unit that can attack multiple times per turn without costing any more is broken. If we could research a QuikRover, which cost the same as a regular rover, but could attack as many times as movement points, or could attack and then withdraw back to a base, it would be broken too! It is a HUGE extra capability with no extra cost!
You may be right here, but that just points out another difference: The rover only has 2 moves, and if it takes 50% or more damange, it is reduced to 1 move. So unless it is elete, it can at most attack twice. (Can someone verify whether a rover can attack twice?) The copter has 12 moves, and can take 90% damage and still have 12 moves.
A hovertank, to get an extra move, often costs an extra row of minerals. For example a Fusion Rover or Fusion Chopper with Fusion reactor costs 4 rows of minerals. An identical Fusion Tank costs 5 rows of minerals, to get one extra move. Why should a Fusion Tank cost more than a Fusion Chopper???
The chopper has to land, you might say this balances it out. But it does not. Often I will move 8 or more moves to attack an enemy base up to 3 times, knowing that I have forces that can take the base once I clear out the defenders, and I can land my choppers in the base the same turn that my choppers attack in and my land forces take it. So this is not really a problem.
How do you get 12? I get 8, 10 with CBA, and if you spend more than half of that then you're not going to get back to base byt the end of the turn and are essentially suiciding your unit.
I'll believe choppers are overpowered when you can find a case where someone who wasn't already substantially in the lead managed to use them to get ahead, despite the other guy trying what should have been the natural counters.
Why didn't he build (or upgrade to) AAA defenders and just keep his formers and crawlers out of range?
How do you devastate the enemy's economy with an attack just on his periphery?
Why 4-player games in particular, rather than 2-player or 7-player?And Empath Guild is pretty nice, but so are a lot of projects. The weaknesses of Empath Guild are that it doesn't really do anything to strengthen you directly, and that its major effect can be copied, albeit with substantially more effort.
While not of the "first to something" variety, some more overkills I see in SMAC are energy focus, free market, crawlers, and ICS.
You’re right, I think I recalled fusion units.
AAA just won’t do
You can try it in SP. Start a game with your standard settings, build a decent empire, maybe up to the point of EnvEcon, boreholes and tree forests. Then save. In the first option, grab D:AP/MMI and start pancaking the AIs.
By periphery I don’t mean one distant base in the middle of nowhere. When you do the trick Earthmichael mentioned, you try to get access to several bases at once.
1) What Earthmichael said about teching is very important. Going AMA before MMI is a huge no-no. Not only you give away CBA and CF, you also at that moment don’t have decent weapons.
2) Another important factor is initiative. With chopper v. AAA, the chopper guy decides if and where to attack, and you can do nothing about it. You scatter your AAA units between several places where they are needed most, but the enemy may simply attack the weakest one, or surround a base with needlejets’ ZOC and take down the defence.
Neither Earthmichael or me claim that 6-1-10 Chopper beats 1-4-1 AAA unit. It doesn’t. However, in a situation like that the chopper guy either forces the defender to turtle up, driving formers to bases and bombing improvements (which is what would have happened in the game I described, giving me victory by attrition)
or wastes some choppers to conquer a weaker base
or simply comes back with nerve gas
He decides what will happen and where and you can just watch him flying over your head.
However in practice you could never pull it off against a reasonably good opponent
Infiltration of a good player may be very costly and is fraught with risks you can’t do much about (NL is just a first part). And there are players you will never infiltrate by probe in the peacetime.
Also Yitzi, you're welcome to join us in the game below and just put to the test the things we're talking about. Seriously, we're looking for players.http://alphacentauri2.info/index.php?topic=2562.0