![]() ![]() The messages often give speed, or heading, or ETA, or all of them. At the end will be the code name for the group. The only time a radio message is unuseful is when you've already worked out where something is based on previous inferences, and now this new message is just confirming your guess.Įvery message begins with the codename of a town. Making educated guesses of where the Strikegroups are and where they're headed and how soon they'll be there from decoded radio signals is the whole game. I intercept radio messages but never find anything useful." "but die as soon as a enemy combat group reaches me (or supprises me sitting in a city). Once you do those things, you should find the money is flowing a lot easier and you can start having fun figuring out your favorite ways to tear up strike groups and build mean ships for the tougher fights! It's good dogfighting practice, it should become money positive as you get better at winning dogfights without hefty repair bills, and it makes avoiding strike groups much easier when you have a dozen safe places to hide. Spreading out wide and capturing as many cities as possible is a good idea. They only move at 91 kph, so if your fleet isn't laid up with repairs and you see them coming, they should be easy to avoid. ![]() Pay attention when you get ELINT warnings, strike groups will be the only things with radars moving across the map. Prioritize intel cities so you can learn where those strike groups are coming from. If they run into a trade group and trigger an alarm, then at worst it's only 28k worth of ships in jeopardy of missile and air strikes, not 180k. ![]() Instead split your fleet up and raid towns with small efficient strike teams, such as the classic Lightning/Skylark pair. Hide your flagship in the desert away from trade routes when it isn't refueling. Turn off your radar, enemies with ELINT can see it and send attacks at it from far away.ĭon't fight with your flagship, which is expensive and time-consuming to repair. ![]()
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