Wasting Turns

The strategy in low turn Trade Wars Games.

HE GAMES YOU PLAY

Always select low turn games. Only real players dare such matches.

Scripts are virtually useless, ‘tricks’ don’t work and with 250 turns, you either know what you’re about, or lose.

You can’t waste turns. The player who knows what she’s about is going to win; very little luck, very little room for error.

This is why Yabberers love these games.  If they can keep up a steady chat to distract you, making you lose even one
turn, they ‘gain’ it in the sense that they have used 250 turns, and you used 249.

Hence making your opponents ‘lose’ turns  is part of how you win.

Ferrangi can be your friends if you’ve been able to get a group of them to cluster around a mine.

Pay them tolls, they deserve it, cause when another player stops to kill them, he’s wasting turns.

Speaking of ‘tolls’, as soon as your enemies can T-warp now is the time to start wiping out all their ‘toll’ collectors.

Everyone is Twarping. Can’t Twarp without a fighter.  No fighter, single step. Single step; three/four turns per hop.

As I said before, forget the ‘old’ math. It is not 5c vs 187c, it is the ability of a player to move across the galaxy
in three turns as opposed to thirty turns.

Once you’ve cleaned out toll fighters so your opponent can’t warp anywhere near you, the effort of single stepping will
make invasions that much more difficult.

By placing ten mines in a Sector, making it seem to be a space port, (assuming not wildly he’ll use his no turn
Density scanner) is a way to harm him, (and if he’s dumb and hasn’t topped his shields, pod him).

Again, he’s rich enough to buy another ship, but remember, this is a low turn game, he’s in a 6 turn pod; he might
not even be able to get home.

This is the beauty of low turn games;  strategies which make others waste them.

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