T3 strategy in MP... any clues?

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ruthlessferengi
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T3 strategy in MP... any clues?

Post by ruthlessferengi » Sun Feb 01, 2009 9:17 am

hey boys, please post your brilliant ideas as to the lay of the land in T3... it is half the tourney and most of us haven't played t3 a lot... any sweet clues? Dissy - you promised:)) QD? elitebunch? Master Flocke?

edit: light raider II... two techs away... hm.... finally, the place where ferengi start to feel comfortable... promised land?
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Post by stardust » Sun Feb 01, 2009 11:39 am

hmmm tricky... Cardies need two fields in tech 4 to get their strike cruiser...a good tub for ramming purposes.

Feds can get hold of the Galaxy class with 3 fields of tech 4 and same with the upgrade for their light destroyer, shouldn't bee tohard with their research abilities.

Ferengi, yep they get their light raider II with 2 fields in tech 4 and same with ther strike ship, crap range and speed (as are all the strike ships) but 17 torpedoes to play with...

Klingons...it's well into tech fives if you want your battle cruiser II scout II or the strike cruiser, so they'll probably struggle on the ship front. their scout 1 is slow, lightly armed and armoured and at this point in the game the only klingon ship with cloak.

Romulans... Strike cruiser with 3 fields of tech 4 and between their torpeodes and cloak they ought to win one on one against anything the other empires have got.

Oh, and the cardies and Roms get their phoenix facilities with a quick sprint to level 4 biology...set up a few colonies and fork out for wind turbines and these in each ( 600 credits to buy both items outright in a system) and you'll soon have a fearful intel agency to play with.

My money's on the romulans....easy to get a good intel war going with them, their research is second only to the federation and their cloaked strike cruisers, though poor in range and speed will outgun anything else one on one because of their cloaking devices.
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Post by RSE_Dissy » Sun Feb 01, 2009 12:35 pm

in t3 med, you go as as fed/ferg when there are some/many minor races.

sit and build as many dest/light raider as poss while affiliating minors + terraforming them

member 6 or so turns after they pop to max population

YOU CAN go as roms. but roms to stand a chance u need to outlast fed/fergs upgraded fastattack fleet and mass a huge fleet of scouts/cruiser Is and then upgrade them to scoutII or cruiserII !

t3 is a very nice tech level:) i prefer it on large thoe, then cards/klings have a chance to get started and settled + on their way to cruiserIIs/scoutIIs

edit: traditionally the ferg/fed are best races for balanced play

cards/kling go for if you wanna pound into them right away and stop them upgrading, roms for LONG game ;)
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Post by RSE_Dissy » Sun Feb 01, 2009 12:38 pm

oh with NO minors at all, the best races prlly aint fed due to their minor advantage gone, and expansion will also be slower thus kling/rom/card become abit more on an equal footing. Rom due to fast research/intel and cloak, and scoutII/CruiserII upgrades are my fav race on t3

as rom rush up to energy 6 asap and get theoretical sims:P
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