Trade War Vets: No Place Like Home Sector

Selecting your Home Sector.

You can’t prevent attacks, nor insure
you will never be invaded or defeated.
All you can do is make it expensive.

Firstly, Safe Sectors.

You win or lose the game based on your
selected sector. There are those which
get discovered early, those which are
discovered when planets are Shielded.

Exploring the Universe is part of the
game. Finding the right Sector is an Art.

Sometimes you’ve picked a Sector others
have passed. As ‘everyone’ has already
explored the sector and found nothing
that’s pretty safe.

The next thing about your Sector is not
to advertise it.

Don’t load up the doorway sector with
fighters and mines so everyone asks…
(Hmm, what is behind Door Number 2?)
Better to leave that Sector empty and
mine those leading to it.

The most useful Sectors are those ‘tunnel’
types. You can go from Sector X to the
Universe, but you can’t get to Sector X
save via Section 712.

You can only get to 712 via 431.

Mining all Sectors leading to 431 is a given.

Dsar, for example, will fight his way
through mines, and what does he see
when he gets to 431? Empty space.

He thinks;

“Why did Fool put mines/fighters protecting
Empty Space? Hmmm…I must have passed Fool’s
Home Sector”

And Dsar goes back the way he came.

You will coast into the End Game if you
have made the correct choice of Home
Base, even if you are down on fighters
and are wearing a sign…
“Most Likely to Be Podded.”

Many players try to build as close
to Earth as possible. Some get away
with it, some don’t reach a Level 2
Citadel before capture.

Forget about how many figs to take out
an ISS and all that jazz. Think about
your security first.

If you’ve started building and gotten
a bit of ‘traffic’, better to jump to
what might have been a ‘dummy’ sector
and work there.

ALWAYS have three ‘possible’ Home Sectors.
Fire Gen Torps in each of the possibles.

Make your choice.

Base it on
1) likelihood of being discovered

2) defendability

3) nearness to Earth

Sometimes a fantastic sector takes ten turns
to warp. You know it will take ‘forever’ for
you to make the trips necessary to get a shielded
planet in there.

You might work on getting an (M) seven warps from
Earth up to Trans Warp capability hoping that no
one steals it.

Remember, those playing evil are going to have to
steal planets. They will start looking fairly early, so
they’ll find your planet and capture it if convenient.

For example, -4- warps to -765- and -21-. -765- warps to -234- -59-              and -64-. -234- has six warps, -59- has three warps, -21- has two warps. You can bet Evil is going into 21 assuming that there is a dead end somewhere and you’ve parked a flyer or even fired a Gen Torp.

He’ll wait about five days, enter with his armada,
capture that planet. It’s too close to Earth to be ignored.

If you are playing good, selecting where you put
your planet is life and death.

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