YAGSACG is a great game for us Strategy lovers. With only one unit and building type, this really is a game for thinkers. Of course, if your ganged up in a very unequal number like 6 vs 1, then tactics probably wont make much difference, but its unlikey that such a game will be played. Due to boredom, I'm going to compile a list of tactics you can use to help improve your game.
The list is:
Alliances
What to take
Scouting
The Enemy Mind
Bluffs
Building Huge Armies
Ok, lets get started:
Alliances:
Do without them. When your opponant notices he's right next to you, usualy they are quick to try and form some sort of truce. Sod it. Say yes, and go straight for their home world, you'll most likely take it over, and their force that they sent out to attack another planet will be weak from fighting natives. In some cases, players can be wiped out in the first turn by this. In the second turn, you can either risk attacking their second planet, or staying in their home world and building up for a few more turns, reinforcing using your own homeworld maybe.
What to take:
Usualy, there will be an opponant that is close to you, but not that close. While a cluster of non-player worlds might be on the other side, go for the ones close to your opponant first. This is like budging into their territory, and usualy they wont be able to do much about it. When you get your ships on the next turn, then you can either reinforce that planet, or if its strong enough, head for those others. If you can take out a planet owned by another player early, without much resistance, do it. A weak player in the early stages tends to stay weak later.
Scouting:
Scouting can be used for 2 things, checking how many ships there are before you attack, and bluffing that your scouting before you send ships. If you scout with planets with high factory levels, this adds to the bluff, even if you dont have many ships there. Remember enemy ships might be flying round, so make sure you have a back up plan if all goes wrong. Make sure you have a decent ammount of ships more than them, as sometimes they could be transporting ships there to attack you.
The Enemy Mind:
Its important to try and predict your opponants moves, while building a big army in one world might seem like a good idea to you, they could snip away at the planets producing that army, weakening you. In the same way, if you see lots of weaker planets that just seem to be building up another planet hit them. You might need to take the ships out straight after, but a hit and run attack will slow down their production abit. Sometimes, players just attack the planets right in front of their ones, try scouting the ones at the back too, especialy along the sides and corners. They could be simply stocking up other planets, and you might even capture them with your scout.
Bluffs:
Scouting bluffs is one thing, there are other bluffs you can do. You can try and fake a planet as a production planet (see last paragraph) and have a big army in wait. When your opponant scouts, send back the big army, and it'll give them a suprise when they send an fleet of ships not powerful enough to take on yours. Likewise, if you get scouted on the planet your building an army on, move them quickly (maybe even do an attack) else they might just attack you with force.
Building Huge Armies:
Sometimes its not a smart idea to big a huge army in one planet. If your targeting a planet, remeber the number of turns it'll take your ships to attack. If you send an army on the same turn from the same "distance" (ie: the same number of turns to transport), then try that, and they'll get there the same turn. Otherwise, you can wait a turn or two, then send a fleet from a closer planet to your target planet, and make them move so they attack on the same turn. This is good if you suddenly scout your enemy after moving, and you need more troops.
Hope that is helped, I wanted to do a little more but I have to head out for the day. If people are interested, I'll write more later.
ID:3613
Sep 4 2005, 2:13 am
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