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 Post subject: Destroyer = useless
PostPosted: Wed Jan 29, 2003 9:15 pm 
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Conscript

Joined: Mon Dec 23, 2002 7:00 pm
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I think something needs to be done with the destroyers, they just dont seem to be any use, they dont have Range to effectively attack land units and dont have the armor, damage, or Movement to play effective roll in navel combat. You are almost better off getting the Amphibian.

I think the destoryer needs to have one less armor and only cost $1 or make it do 2 damage.

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 Post subject:
PostPosted: Thu Jan 30, 2003 3:13 am 
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Developer

Joined: Mon Dec 09, 2002 7:00 pm
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I was going to post the same topic about BBs :)

I usualy have 2-3 times more DDs than BBs and Car.
How do I use them:
1. Screen narrow water ways so my BB or CA can only be attacked by 1 enemy BB and force him to fire at my DDs (5HP for 2$ is better than 8HP for 5$)
2. 1DD+1BB will destroy enemies BB in 2 turns and it's cheaper than 2 BBs.
3. They can be bought immidiately in small countries.

Well, and I consider land targets as targets of opportunity...

Edit: Froglok: if you doubt in the destoyer usefullness - challenge Tiger on noble Rust :) he is going to kick my butt with DDs in one of our games.


Last edited by Sky Keeper on Thu Jan 30, 2003 3:25 pm, edited 1 time in total.

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 Post subject:
PostPosted: Thu Jan 30, 2003 10:53 am 
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Conscript

Joined: Sun Jan 19, 2003 11:35 am
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Location: NYC
They'd be even better if submarines were introduced as an element invisible to carriers and transports, destroyer would need to be there to "see" the submarine and protect the rest. However I have revenue problems as is, so more units might be shooting myself in the foot.


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 Post subject:
PostPosted: Thu Jan 30, 2003 3:32 pm 
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Paragon Spirit wrote:
They'd be even better if submarines were introduced as an element invisible to carriers and transports, destroyer would need to be there to "see" the submarine and protect the rest. However I have revenue problems as is, so more units might be shooting myself in the foot.


It's very hard to introduce "visibility range" into this game - you can scan all the space you may reach with your current mp and then press "undo".
One solution is "begining of turn" scanning.

DD's mp =3, tranport's mp=6 - problem.

revenue problem: if enemy is near - buy LAVs, mortars, rokets/planes
if far - transports/tanks/Bots

if sea battle field is decided - DDs else - BBs

if you have too much money or planning landing operation - Carriers.


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