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5 years ago
Oct 29, 2019, 12:07:58 PM

Hissho Kill Choir.sav

Endless Difficulty 1 Player as Hissho, all other factions as AI

Umbral choir will win an economic victory next turn (I found out the first time I screwed up this attack.)
I know the Umbral Choir Home system because:
A) They have been firing off obliterators from there.
B) I uncovered sanctuaries in the surrounding systems
C) I can see the Umbral Choir colored outline from just out of vision with my 2 incoming decloaker fleets.

My plan (though I did not originally know they were going to win the very next turn) is:
A) Manually select my inbound Juggernaut fleet.
B) Manually move that fleet by rightclicking target system.
C) Immediately Activate Ion Wave
--We cannot blockade, because the system has a citadel--
D) Manually select the manpower fleet
E) Manually move them in by rightclicking target system.
F) Launch Invasion.

I have successfully done this multiple times. But even with a truly insane manpower advantage, and completely wiping out all defending troops, I cannot occupy/pillage/raze this turn, no matter what I do.

I notice that after I launch the ground invasion, they spit out 2 carriers and a medium ship, is this messing up the invasion somehow?

Can someone explain why? or how? If I do anythin else differently, or take too long between decisions, they transmigrate away before I can do anything.

It isn't terribly important. This wasn't a very serious match for me. I was just getting used to Hissho again and wanted to try out some new things (the manpower fleet for example)
And I am aware that they will probably still win the economic victory even if I do take/destroy the home system. Since they will not be immediately eliminated.

I successfully took the United Empire's home system with this fleet in one turn. I want to know why it isn't working against the umbral choir.



Here are the autosaves incase anyone wants to screw around with the past few turns:

AutoSave 224.sav
AutoSave 225.sav
AutoSave 226.sav
AutoSave 227.sav <-same turn as the save at the top.





Updated 5 years ago.
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5 years ago
Nov 15, 2019, 11:33:49 AM

There's a trick or let's call it a "mechanic", when a defending system has more MP than it deploys - unfallen home for example or usually a system with forced hack strategy it can completely lose, but not lose.

Kinda like pirate lairs.

Defending system MP can be 2k, but the deployment limit can be softly stuck on 500.

Say hi to 4 turns of invasion. I mean it's still faster than sieging said MP away, unless heavily (and expensively) specialized siege fleet is available.

But it is an effective way not to lose the a system too quickly.

I'll look into the save myself "laters", but I think this is the situation you are facing.

Updated 5 years ago.
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5 years ago
Nov 19, 2019, 4:59:18 AM

Yes, that is what was happening.

I thought I'd be able to solve it if I could somehow get my manpower fleet to arrive on the node at the right time, so that it would not be destroyed by my own juggernaut.
Which is why I mentioned moving them manually.


I thought I would be able to blitz with so much manpower that they wouldn't be able to keep anything in reserve.

But you are right, that is what happened.  Damn.

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5 years ago
Nov 26, 2019, 2:23:09 PM

Yeah, 

"I hacked your system so I can wreck your stampede, let me "undecisevely win" siege for 5 turns, right?"
It's also an argument against building certain system upgrades that increase your manpower deployment limit as it actually makes your home more susceptible to the one shot quest upgraded airplane wonder.

Updated 5 years ago.
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