I'm back to playing Strategic Conquest 3.0 after a
couple months hiatus. I get
discouraged easily. Before when I skipped ahead to level 10 I got into
a pretty
tough game that I eventually didn't want to go back to. So I left it at
that
and hadn't played for the two months or so until last week when I
started back
at level 2 and have been progressing through the levels since. I'm up
to level
9 now, so I thought I'd write a bit more about the game and my playing
style.
If you've played Empire or Conquer (or any of their derivatives) then
you know
the basic concept of Strategic Conquest: a 100 by 60 square world,
mostly
islands, with cities scattered about. Cities can produce units, the
only cost
is the time it takes to build a unit. Use your armies to capture other
cities
and eventually the whole world.
There are armies which are the slowest and weakest units, but the only
ones that
can capture cities. Fighters which are weak but fast. Bombers which are
faster
than anything but fighters and which blow up the target square and (in
later
turns) nearby squares. Everything else are naval units: destroyers,
submarines,
transports, carriers and battleships. Its a basic rock-paper-scissors
deal with
the naval units: destroyers kill submarines which kill battleships and
carriers
which kill destroyers. Transports are very weak but are the only troop
moving
units in the game.
I start out making a fighter for quicker reconnaissance. It's vital to
find the
cities in your starting island quickly, since armies only move a square
a turn.
After that the first few turns are spent taking all the neutral cities
in the
starting island, using the fighter for recon, and starting a troop
transport.
In lower levels your starting island has more cities while the enemy
islands
have less cities. I try to set up three army cities, one transport
city, and
other cities making a destroyer, submarine, carrier, and battleship in
that
order. Extra inland cities can be used to produce fighters.
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My mid-game objective is to have the above eight cities
making units, plus
another 4-6 cities making fighters. Anything else go into bombers. This
keeps
my unit density down so I don't get overwhelmed, although it also means
I have
to play smarter than the computer. The computer is not that great of a
player,
but it does recon well and attack aggressively.
Key unit here are the fighters. They can get from one side of the map
to the
other in two to four turns, can go on land and water, and can fight any
unit.
When I attack an enemy held island, I only use one or two transports
worth of
armies (6-12). A few bombers to take out the rear cities so that the
computer
can't build armies from them to contest you, then use the fighters to
stall the
enemy from taking those bombed cities. Fighters can also provide
instant
reinforcements in case the computer manages to land armies on one of
your
undefended islands.
In the higher levels you start out significantly outproduced by the
computer.
At these levels you have to lean on your fighters to keep you alive.
Naval units
are too slow and will be outgunned 3 or more to 1, so there's not much
point in
trying to win that war. Concentrate on fighters and try to maintain air
parity.
Set up a fighter screen (leaving fighters hovering between turns) to
intercept
his bombers, which will turn around if they encounter a fighter. Patrol
the
seas and destroy his transports. Use the fighters to screen your
transports as
they ferry armies to the attack.
If you can survive with 10-15 cities (to his 30-35 cities) until
bombers have
a two-hex blast radius (after a hundred turns), then you can stockpile
them
and use them to quickly take out an island and make your invasions that
much
easier. You'll lose a lot of fighters, but don't be afraid to waste one
or two
to destroy a transport or a bomber. One fighter takes six turns to
build. A
fully loaded transport is 34 turns, a bomber is 20, 25, or 30 turns.
And in
general you won't lose the fighter unless you have to send them too far
to
return in order to destroy one of those targets.
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