Gnaw, on 02 August 2018 - 10:54 AM, said:
Tattersail_, on 02 August 2018 - 10:30 AM, said:
@Gnaw and D'rek
I am going to be popping Production Biomes next turn, any of you in need of extra TG's this round?
Gnaw, what are you thinking/planning regarding Twelve?
He has no moves left this round so can talk a bit more freely.
I am going to be building some dreads and some fighters but slow and steady wins the race I think. Unless you can build a fleet to attack next round then I am not sure we'd be able to take Winnu. 4 dreads and 6 fighters alone are going to take some doing. Multiple destroyers to take out his fighters and some more hits from your PDS to weaken those dreads again combined with action cards and a big army from me may do it.
Without you attacking vs with you attacking
I have 60% chance of winning the battle but that'd go up 66% with 1 fighter destroyed, 75% 2 fighters destroyed or if 2 dreads sustain damage then 82% chance of victory. 98% if you damage 2 dreads and destroy 2 fighters.
If successful am I going to be able to keep Winnu and you keep Everra, Arinam and Meer?
I have 2 tactical left. 1CT will be used to clear some of those fighters. 4 shots with plasma scoring.
Now that construction is played I'm going to put a space dock on Everra and build some ships this round. -1CT I'd like to build 2 dreadnaughts, a destroyer and 2 fighters this turn. For that I'll need 9 resources and only have 7. So if you've got 2 spare TGs that would be great.
First turn next round will be a suicide attack on Winnu throwing everything I've got in Everra at it. That leaves the mopping up for you.
Edit: in the unlikely event I actually win that space battle, go ahead and attack me on Winnu. I'll give you the SftT back afterwards.
I'm not sure you'd be able to do construction secondary and build on the same turn as it requires you to put a command token in the system.
If you put a space docks there then you can build next round but they'll be stuck there unless you have logistics.
In that scenario I'd need to take Warfare to be able to move my ships in. Which means Twelve could just take diplomacy and activate his HS before we could move in.
In that scenario I'd move closer to Winnu and pick up diplomacy the next round which would prevent him from doing that. It means that taking Winnu next round will tough but taking it the round after would be a sure thing.