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#Post#: 3--------------------------------------------------
Strategy thread
By: Shaman Tonberry Date: September 26, 2013, 8:21 pm
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This is where we'll discuss strategy and actions for upcoming
turns
#Post#: 69--------------------------------------------------
Re: Strategy thread
By: OrangeP47 Date: September 28, 2013, 10:09 pm
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Alright, lets kick things off a bit maybe. The basic strategy I
have in mind is that we really can't focus our efforts out
outright destroying the Edenites. I'm not confident in an
outright slugfest between us and Fire's horde, simply because
they're so good at using the system. I think to keep them off
balance we really need to press the objective, IE destroy their
mothership or whatever that defensive objective everyone has is.
It'll force them to play on our terms, rather than theirs.
Furthermore, as the USN, a stealth attack on it from us is
probably the last thing they'd expect.
#Post#: 70--------------------------------------------------
Re: Strategy thread
By: Shade939 Date: September 28, 2013, 10:13 pm
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Of course, they might be expecting a stealth attack by Team
Independent or Evil, and we have at least 4 objectives that we
need to follow/complete.
1. Defend our own objective, needless to say this is probably
the most vital task we have.
2. Destroy the Edenites Objective, we'll probably be better off
in the long run if they don't get to pick what reward they
receive from H&D.
3. Destroy the other two teams objectives.
4. Figure out how to ally with the Independent or Evil team
temporarily to take out the other teams.
#Post#: 71--------------------------------------------------
Re: Strategy thread
By: OrangeP47 Date: September 28, 2013, 10:17 pm
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A good point about the other teams. They may not be as strong,
but in the chaos of the inevitable USN- Edenite slug fest they
could be up to no good.
I think at the very least, we need to split ourselves into two
groups. A Defense Team and an Attack Team. I think we should
set things up so the Defense Team is stronger, at least in the
beginning until we get a feel for how the battle will go (or one
of the minor teams gets eliminated, etc).
The Attack Team could take on a stealth approach from the get go
and attempt to sneak around to another team's objective, or we
could stay combined at the start until the number of enemies is
reduced, then break off. I think if we go that route though we
should have at least one stealther sneak out of our perimeter to
maybe pick off lone stragglers or do some damage to an objective
if possible.
Also, considering Edenite traditional strengths, I think we can
expect a stealth attack on our own objective. Maybe keep a good
supply of spectro flares handy.
#Post#: 72--------------------------------------------------
Re: Strategy thread
By: Shade939 Date: September 28, 2013, 10:20 pm
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You might be interested to learn that my current upgrade plan
for the Prospero involves picking up a Specialized Warfare
Chassis, and 5 levels of a Flair for Flares.
#Post#: 73--------------------------------------------------
Re: Strategy thread
By: OrangeP47 Date: September 28, 2013, 10:21 pm
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Yeah, that would definitely be handy. I was thinking about
maybe slapping some on the Razor, but they'd only be as a backup
function. Ironically, while the latent ability to sense cloaked
units was originally my idea, I've never actually seriously
found a good way to put it in my design, so that'll be absent.
#Post#: 74--------------------------------------------------
Re: Strategy thread
By: Shade939 Date: September 28, 2013, 10:26 pm
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Yeah, I'm really tempted to make my character a latent just so I
can pick up the Extraspatial Exemplar discipline.
I'm assuming that our Main problem will be figuring out where to
put Shaman with his Tactical CIC system, in all honesty he might
be stuck with defending our objective the entire time just
because of that system.
Actually, considering how cheap it would be to get, I might pick
up a Tactical CIC system for my own character to use just for
this mission.
#Post#: 75--------------------------------------------------
Re: Strategy thread
By: OrangeP47 Date: September 28, 2013, 10:32 pm
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Heh. I also have a perk which will give plus 25% AS and DS to
ally allies within a battle zone when Marie defeats an enemy of
equal or higher level. Not as handy as the CIC, but could be a
good secondary boost. If anyone has CP to spare (yeah right)
Hero of the Solar Nation might be worth it.
#Post#: 76--------------------------------------------------
Re: Strategy thread
By: Shade939 Date: September 28, 2013, 10:40 pm
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I'd actually be more interested in other bonuses of that perk.
The ability to negate any critical hit at the cost of a 1 round
stun, or to turn a hit into an Automatic critical.
Their will also be various objects scattered around the map that
we can use against the other teams, so we should probably have
someone scout the map, probably my character if I pick up a
Tactical CIC.
#Post#: 77--------------------------------------------------
Re: Strategy thread
By: OrangeP47 Date: September 28, 2013, 10:42 pm
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Yeah, that's the main reason I picked it actually.
I'd say at the start, the Attack Team should be 3 or so, and if
we don't go for an all out attack like that, we should have two
scouts, though probably hanging close.
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