Path: utzoo!utgpu!news-server.csri.toronto.edu!mailrus!uwm.edu!zaphod.mps.ohio-state.edu!usc!ucsd!ucbvax!bloom-beacon!athena.mit.edu!abennett From: abennett@athena.mit.edu (Andrew Bennett) Newsgroups: comp.sys.mac.games Subject: Re: STRATEGIC CONQUEST Message-ID: <1990Jun7.183353.26197@athena.mit.edu> Date: 7 Jun 90 18:33:53 GMT References: <1054300002@ux1.cso.uiuc.edu> Sender: news@athena.mit.edu (News system) Reply-To: abennett@athena.mit.edu (Andrew Bennett) Organization: Massachusetts Institute of Technology Lines: 27 I win just about every time up to level 11, and lose just about every time at level 12. I start with a fighter, then switch to armies. The first ship I build is a transport, unless my fighter is having trouble seeing other continents (then it's a destroyer first). To keep the enemy off balance, I attack on two fronts - the first is a feint, because he will always throw everyting at you. After a few turns, I attack in force on another front. By that time, he has over commited himself to the wrong front. Variations on this work pretty well up to level 11. Whenever he's after one of my cities, or I'm way outnumbered, I put my armies on the defensive (leaving one or two in a city and others just outside). My kill ratio seems higher when I'm defending in general, and the game is set to favor city defenders in particular (except for ships). On level 12, it appears that the enemy is pretty mellow until we first meet, then production switches into high gear. I'm experimenting with keeping a low profile until the last possible second. Any further advice on that level would be greatly appreciated. -Drew b.t.w. Wouldn't it be nice if we had paratroops/transport aircraft? After all, many WWII operations depended on the success of the airborne divisions (market garden, D-Day, etc). Also useful to evacuate armies from a hopeless positon...