Trapping a Fleet
Forcing a fleet to either
stay put or move away from the direction you intend to attack is must
learn tactic for every would-be Xenocidial General. Below is an example
of how to "trap" a fleet the same size as yours or smaller.
In this Scenario, which really happened
by the way, Madam Thunderbolt is forced to keep her fleet on standby
in order to prevent the nuke of her builder at 63,69. Both fleets are
large, so building a fleet in another location is out of the question.
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Turn 3: Nuke-O-Rama!
With the help of her nearby ally, Madam Thunderbolt
manages to destroy 3 of stormer's nuking fleet. Only attacks are destroyed
and her HW is nuked. She puts an end to stormer's builder as her parting
shot and every system on this section of the map reverts to it's uncolonized
status.
So how could of this of been prevented? Not very
easily. If Madam Thunderbolt had moved her fleet into Stormer's builder
the very first turn, if he had decided to build 2 ships and keep his fleet
there. Her fleet would of been destroyed and he would of moved in with
a fleet of 8 ships to nuke her builder. If she moved in and he had moved
out to nuke her Home World. He could of returned to his system and she
would of been forced to move to system 63,68 to protect her HW in case
Stormer moved in. Her fleet would of then been trapped on the east side
of 62, 68. If she moved back to 62,68 with insufficient force, her fleet
would of been destroyed and Stormer would be able to nuke 63, 69.
This is an advanced version of the double attack
described by Gooseberry on the topic of the Map Edge
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