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  #1  
Old January 21st, 2006, 08:29 PM

kerensky kerensky is offline
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Default Re: Baes at worm holes

Bases at worp pints are very effective if you have the right types...

For example, an Ordinator class defense base is 50,000KT of pure fleet destructing power, armed with over 50 gauss cannons (ballistic weapon range8, multipler damage of 800 to range 8), 50 APB cannons and nearly 100 missile ports. Place two or three of these at a warp point along with two Deliverance class fighter bases (can launch 100 fighters per combat turn, can hold 1500 fighters), and a fleet of 500 dreadnaughts, and you warp point is pretty well defended.

Of course in order to do this you'll need resources like those found in the attached picture...
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  #2  
Old January 21st, 2006, 09:21 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Baes at worm holes

I like having 200 satellites / orbital platforms. Fleeted into formation so that they surround the warppoint. Enemy ships pop up into the middle, where they are surrounded, and bombarded from all sides simultaneously.

Add some carriers or fighter bases for scattering micro fighters to suppress enemy movements, and you have a viscious slaughter.

Of course, you have to be playing Carrier Battles mod for that.
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Old January 22nd, 2006, 05:11 AM
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Default Re: Baes at worm holes

That game is on turn 1410! I've never seen one break 500, let alone 1000...
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Old January 22nd, 2006, 04:43 PM

kerensky kerensky is offline
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Default Re: Baes at worm holes

Quote:
Will said:
That game is on turn 1410! I've never seen one break 500, let alone 1000...
Yeah the game eventually hit something around 1500 turns before I lost it when I patched SE to the latest edition.
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