1. Colony Cap + scouts (nothing new)
2. Send Cap first then scouts. (also nothing new)
3. Take out Planet Bombers and colonize. (still nothing new)
4. Retreat for next planet (leaving a single scout behind to go in circles)
5. build extractors and labs, NOT defense platforms.
The idea is to colonize and move and not have to build the defense platform until all other structures are built. At which time you either build the platform(s), keep your scout in circles forever so you don't waste money on platform, or use your next cap or fleet to clean up.
Viable?
I mean, why do you need to kill anything but the planet bombers? The rest of the militia will just follow your scout forever. Then, when an enemy comes, retreat (or scuttle) your scout. The Militia will attack the enemy, not your structures. Then you send in your fleet and now you have your fleet plus the militia attacking the enemy.
I don't mean to be harsh, but a better question might be: Is there anything good with this strategy?
Answer: No.
2. Why Colony Cap first? Scouts should be first while your cap is building so you know which phase lane to jump to first.
4. What is the purpose in leaving a scout behind to go in circles? For how long?
Is the idea to have your scout shift click a hundred moves around the well being chased while your builders make extractors and labs?
You're going to have to deal with the militia at some point if we are talking about large planet militias. I don't see any advantage to this idea at all - your scouts are not scouting and you're just delaying building frigates or a couple temporary turrets to deal with the militia.
Your strategy seems to revolve around the idea of the enemy attacking just at the right time to draw the miliia away from your structures, which is not going to happen in early game colonization on most maps. If the enemy does jump in at some point and draws off the militia while you are trying to colonize, great, but it isn't the kind of thing you can build a colonizing strategy around.
I guess i didn't explain myself well.
Of course scouts go first while you're colony cap is building. What i mean is making sure the colony cap is alone for a second, then jumping in your fleet, so the neutrals don't attack your scouts.
Shift clicking your lone scout to go in circles after your Cap leaves lets you build your structures before you build your turret so that your crystal/metal income starts going up that much quicker. And your labs go up that much quicker.
The idea is to wait to build the turrets and use the money on fleet/research instead, until your income is better and buying a turret isn't hurting you as much.
I use this strategy against my buddy and in one came in particular I had Desert militia following a scout for over an hour. In the meantime I had filled my logistical slots. Usually it's just for a few minutes though until my extractors and structures are up, then the turret(s).
I don't really know what you mean about the enemy coming in at "just the right time." As long as you have a scout there the enemy can attack in two minutes or two hours, the militia will be there following my scout. Once my scout leaves they go straight for my enemy. There's no "drawing away" from my structures, they'll never attack my structures anyway. enemy jumps in, scout jumps out, fleet gets there when they can after neutrals are attacking the other player.
So now viable? Or still a bad idea?
Is it noobish to say that a lone scout or three won't be missed in a battle?
I guess it boils down to:
Is it worth leaving a scout behind for a while so that you can build your turrets later rather than sooner?
That should have been my original question.
Question number two should have been:
Is it viable to leave the heavy militia on your planets (following a scout indefinitely) so that IF an enemy comes you have added defense for your planet once your scout leaves?)
Free experience for the enemy capitals. Neutral defenders rapidly become lunchmeat. They're weak and don't get any better over time, the enemy does. You're better off destroying even the largest neutral defense than you are saving it for your opponent. Delaying it with a scout sounds like a good idea when you simply haven't got the time for it, but only to save it for your own capital ship, not the enemy.
Seems more like a good tactic to rush a good choke point and still pick up some planets in between.
Even though not by much scouts will eat your fleet supply and by leaving 1 behind there is 1 less to kill siege frig in next grav well.
If you get distracted and loose scout there go your structures...... It is more work that is worth IMO. Besides if you spamm trade militia will kill those therefore you are loosing your income.
I dont thing i would bother with this strategy unless i was tedc rebel and had plan to go TAR sometime in the near future.
Rather have the turret, but then.. i don't use either traditional way and im still as quick :/
Hello, I'm having alot of fun with the Sins of a Solar Empire Rebellion (Took over a whole system in 1 day) but I'm really annoyed right now cause 1 proximity mine made 90 of my Kodiak Heavy Cruisers pop out >:C
Is there any possible way of keeping the Kodiak Heavy Cruisers away from licking each other?
I mean, they are literally on top of eachother like a brick wall.
Oh, I just fought another Lvl. 10 Titan and now I know why my Kodiak Heavy Cruisers are gone everytime in a battle
It sucked up my whole new fleet of 70 Kodiak Heavy Cruisers and then died
I didn't think about the easy experience for enemy Caps... And they do attack my trade ships. Probably only useful in certain situations. Thanks guys.
Karma all (except Kyle, your post had nothing to do with anything)
You should read the other forums about strategies before you post regular crap around about ''Scout Suicide'' units.
And building turrets is a waste of time when a whole fleet is aheading towards you, put a starbase near all your planets which are close near the enemy and upgrade them with all the hull shield and weapon upgrades + an Self Destruct button Lv. 2
And capping planets near your enemy his capital isnt really smart. at the time you retreat to another planet the AI will take it back.
Don't listen to kyle, he is trolling....that or he doesn't play MP....
Turrets works extremely well on faster game speed, alright on fast, not so well on normal or slow (would not recommend on slow unless it's huge militia and you capped it with a capital ship that can soak up shots for a bit while turrets get built)...
In general, if fleet is heading towards you, build more ships...making an SB is bad unless you are suicide or are Vasari and are rushing strip or starbase mobilization...it only helps the planet it's at, which means enemy can walk all over your other planets, and it is a huge upfront investment...fleetiing up is almost always the better choice when it's a 1v1 battle...
And capping planets near the enemy HW is most certainly an excellent choice...that gives you a close staging ground for attacking their HW and gives you a place to build culture to overrun their planets...
Turreting is better for eco players who need to avoid fleeting up and may not even have mil labs for corvettes....using LFs and corvettes to wipe some or all of militia is sometimes preferred if you are frontliner and would be building the units anyway....
I'm not trolling, (MP people rage when I destroy their fleet) so I don't play it
But did you ever saw a planet vanishing cause your 24 turrets couldn't handle 60 Bomber Squads and 40 Fighter Squads from off the Vanidas Faction? oh well I did, that isnt the only thing! I just lost my fleet which used the fully 2500 fleet capacity.
lmfao..
24 turrets? Lol...you need 1-3 turrets to clear militia, not 24....
militia? are you talking about these awesome rebels? They send me units every few minutes!
I have a feeling you don't know what this thread is actually for....either that, or....
L-O-L! Kyle, what's your steam ID? Mine is manjushri - add me and we'll play a MP match tonight and see if you can make me rage.
Kyle is posting irrelevant posts everywhere.....
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