"We all know Canadians can carry on entire conversations relating to nuclear non-proliferation and moral relativity theories taking into account existence of alternate planar realites, simply by using various inflections of 'eh?'" -.Praetor
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| The Last of the Half-Assed Part Two: Rope-a-Dope | | | Author: | | | IP: | 24-90-13XXXX | | Date: | 11/13/02 06:11 | | Game Type: | Starcraft | | Labels: | none | | Report Rating: , # of Ratings: 0, Max: , Min: Lifetime Rating for YourButteredBiscuit: 6.7500 | | Part Two: All sorts of Ugly
We left off with my garrisons celebrating the sacrifices of their comrades unaware of a small intruding force slipping past every entrenchment that was unleashing an underhanded and typically sneaky maneuver that only a capitalist would stoop to doing. A nighthawk chopper with three spies and two engineers landed at the exact same time as 8 Paratroopers landed to cover them. An attack dog and 5 conscripts was their only immediate opposition, and as soon as the dog died the 5 conscripts got mowed down. A spy can disguise as any of your infantry and can only be spotted by a dog or a quick eye. If you see a conscript running towards you and you didn’t tell any to retreat from whatever suicide mission you put them on, chances are, you should shoot him. One spy had gone for a barracks. A dog gave pursuit but didn’t make it under sustained fire from GI’s. The spy made it to the barracks, and now everything that comes out of his barracks or a Paradrop is automatically a veteran. The engineers broke for a war factory and a barracks, while the remaining two spies headed for a war factory and a radar tower. Dogs pursued them too, and not too far behind dogs and conscripts were heading towards the GI’s. They had maybe 7 more seconds to live tops, so they made it count. They had to choose between saving the engineers or saving the spies. They did the thing that would suck the most for me and killed the dogs pursuing the spies. The engineers were quickly overrun. The response team of conscripts and dogs were a few steps away from closing the gap, but they weren’t close enough. I was seconds late in my reaction and the spies made it to their targets. The war factory granted everything coming out of his war factory to become veterans. The Radar Tower, well, everything I didn’t have units watching became the shroud again. The chief of security in the Radar Tower is going to be publicly executed in front of the garrison. The GI’s died in a heartbeat but they didn’t matter any more. Now it was a game of seconds, inches and yards, and of course, how many poor bastards has to die for them.
I simply can’t wait for it to be a game of tech units, seconds inches and yards. I will make him feel it if he lets me live long enough to see that moment. But I have no idea what’s happening on his side of the map, and there’s plenty of shroud surrounding my entrenchments around the airport and the derricks, and even a chunk of shroud behind my derricks lines. And his troops can now start to match my troops for firepower on the field from the veterancy upgrade. On top if it all, if he doesn’t have one already, he is building a spy satellite which will uncover every scrap of shroud. Essentially, I’d be fighting blind against someone with thermal goggles and a phone tap.
Rolling With The Punches:
Conscripts and dogs were sent in every direction. Their first objective was to regain sight of everything between my base and operations out side of my base. I can’t let him sneak around my forces at will. Then they had to check on what the enemy was doing because I don’t like not knowing what sneaky and untrustworthy enemies are up to. Nothing made it into his base, but chances are an Allied player who doesn’t want you knowing things is going to build gap generators, which are essentially a static version of arbiters just with shroud instead of cloaking. Under their influence you can only see what your units can see, and sometimes that’s not enough. The paradrops I received periodically from my airport were sent on suicide reconnaissance missions in his base, and on their first one they found out he was building a navy.
The Allied navy is a little better than the Soviet navy in my opinion, so when you see someone build a shipyard, its best to just build a navy that will keep him from hitting you with aircraft carriers and prevent his destroyers from settling on your shores. You do not any troops on your beachhead receiving naval support from destroyers. When that happens its not your beachhead anymore. The best way to do this is balance your navy with squids (each navy has a rather odd unit that is extremely useful, the allies have attack dolphins which are cheap and great against any naval unit en masse) and position your subs around the destroyers so that some of them will occupy the destroyers while the others will stay out of the destroyers detection range and surround them, if there are aircraft carriers that aren’t getting killed by your squids, which will probably be the case since your squids are going to hit blocking waves of dolphins at some point, somewhere, if not everywhere his surface ships are. It is also pointless to hit an allied navy with the sole soviet air unit, that slow retarded giant of hurting, the kirov. If an allied player has even a couple of aegis cruisers your kirovs will plummet to a watery grave (if they make it off the land). It’s pretty sad to watch, and not only that, its expensive.
So I built a bunch a large force of subs, a few groups of squids and a smattering of scorpions for scouting and negating planes from his carriers or any air support he might try bringing along. When some one builds a navy, all I really care enough to do when I’m Soviet is sink it and blow up his shipyard(s). I won’t let him build another after that because I will surround his coasts with subs and he won’t take to the seas again. Beyond that, I really can’t touch him. While my naval production was finishing, I decided to resume my quest for map control. The eastern city path was where I had already established a foothold around the derricks and the airport, and I had already attacked him from there and weakened his grip on that part of the map considerably. Besides, Russia has a bit of a soft spot when it comes to Eastern fronts.
He took the derricks/airport foothold in the west, and fortified some of the approaches to it and his base. Oh the irony, now the allies care about the western front. It didn’t matter, I held all of the defensive positions for my base in the western approach, and he wasn’t going to walk through there with anything short of a swarm. As long as I can roll with the punches and tech up high enough, I will steam roll most allied players. That’s not to say that Allied technology is a joke, its just nothing I can’t counter if I don’t succumb to a few fatal blows before I get up to speed. He played his cards properly and prepared to deal me such a blow. He took his large navy and escorted amphibious transports and decided to throw a beach party at my place. In the next report, we’ll keep rolling with the punches. Remember comrades, a bloody nose is nothing copious amounts of Red Army issue vodka can’t fix.
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