online games, multiplayer games
Simcountry is an Online Digital World where you are the President of a country.
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What is Simcountry?

WAR!!! Milky way DECLARES WAR....HR PROMISED PROTECTION!!!! (Fearless Blue)

Simcountry: Simcountry Bulletin Board  WAR!!! Milky way DECLARES WAR....HR PROMISED PROTECTION!!!! (Fearless Blue)

Bad Karma (White Giant)

Thursday, March 24, 2005 - 07:44 pm Click here to edit this post
This is just for Gwen, no one else can read it. I'm going to give her a pinch of that golddust =)

"1) Ammo draining is useless against people who have put thought into the building of their empire from the start."

Seals are popular form of ammo draining since they are relatively cheap, tough, and can be sent from the other side of the world but they require the target to be close to shore. If your opponent is on the shore they can attack (with no effect) a target but still get a response from Dheli. If all your countries are inland your opponent cannot use them for ammo draining though (good defensive planning).

That means your opponent has to reg a country near your own to use that tact, which is pretty easy to spot, especially if you kill everyone off in your surrounding regions like I do. To do that nowadays you have to ship in alot of pop quick and hope that for some reason your not noticed.

As for your question about SRMB the war engine works like this....

Your target is 40K miles away so you can only use Conventional Missile Batts in the attack. You use the slider to pick 1K of them and hit the attack button.

That 1K Conventional Batts *move* the 40K miles to be next to the target their firing at, thus making them in range of the SRMB/Dheli.

This is true for navies as well, that is why if you attack with Cruisers your own Navy Missile Batts dont fire at the Dheli that come to kill them. The cruises leave the fleet, sprout wheels, and roll up next to the target all by themselves.

If you stick to MC; or NFP range for that matter, your fleet is out of range of everything except the Defensive weapons (the moving thing) and Strategic Weapons (of which few are useable or effective against fleets). That means your opponent cannot attack your fleet except with their own fleet so the range is sufficient. The range also provides the ability to pick apart federations.

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