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Old February 29, 2004, 23:24   #1
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Military Affairs Function
This thread is for suggestions, ideas and the likes for military production and military unit movements, not to mention strategic master plans for overwhelming our enemies. May the CPU forces reign supreme on the battlefield!!!
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Old March 1, 2004, 10:00   #2
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Tentative orders for PUT military units MY 2158:

Transport foil to 90,32
Plasma Garrison in Gold Coast to Cape York
Plasma Garrison in Kelvin Grove to Gold Coast
Missile Interceptor in And/Or Gate back to Caboolture, and in general to the north coast of PUT (patrol duty)

Edit for extra tentative orders

Finished formers on 75, 31: 2 to the tile south and start building a sensor array. The 3th goes to 76,28 and builds a road next turn. I suggest the stuck 4th one goes to 76,28 as wel when a road is constructed there next turn.

Former on 81,39 and the one in Gardens Point to tile 79,31 and start building a sensor array.
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Old March 1, 2004, 10:51   #3
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With this thinly veiled unilateral Hive warning, how are our defenses in the case of a Hive attack? Do we have stronger or near equal military to them, and should we be rearranging things just in case?
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Old March 1, 2004, 11:34   #4
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Hive is likly going to send navel, air and amphibius forces to the remaining Peace bases in the event of a war. The Drones would likly strike at University territory. We should build up forces in both of these areas and patrol the water ways that seperate them from the enemy mainland.

Also Formers and Crawlers fall under Internal affairs and should be left to the apropriate threads.

Also I feel we should have some missle Infantry in Uni territory to counter attack any fallen bases.
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Old March 1, 2004, 18:01   #5
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Quote:
Originally posted by Impaler[WrG]
Also Formers and Crawlers fall under Internal affairs and should be left to the apropriate threads.
The former proposals were also (and first) discussed in IAF thread, I merely posted them here for a complete overview. But I'll remember your remark.
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Old March 1, 2004, 18:59   #6
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Maniac, I see you brought that transport to shore. Is your plan to unload that scout? Or are you merely keeping that transport away from the Drones?

Also, any objections about moving the Plasma Garrisons around in the north as proposed in the tentative orders?
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Old March 1, 2004, 19:46   #7
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Quote:
Originally posted by GeoModder
Plasma Garrison in Gold Coast to Cape York
Plasma Garrison in Kelvin Grove to Gold Coast
I agree of course to move all garrisons north. But Gold Coast is four squares away from Kelvin Grove, so the Grove unit can't reach Gold yet and Gold Coast would thus be without a garrison. So how about doing it in two steps: this year to Daintree and next year to Gold Coast?

Quote:
Missile Interceptor in And/Or Gate back to Caboolture, and in general to the north coast of PUT (patrol duty)
In that case we won't be able anymore to transfer the missile interceptor to CyCon after we get MMI and thus can fix the bug that currently prevents us from transferring units. Is it ok then that in MY 2160 we upgrade a PUT unit to a drop 6-1-1 and send it to CyCon territory, so we no longer have to prototype missile weapons, saving us 20 minerals?

Quote:
Maniac, I see you brought that transport to shore. Is your plan to unload that scout? Or are you merely keeping that transport away from the Drones?
I was planning to ask you what to do with it. If we bring it to shore, we will of course only lose one unit if the Drones decide to attack the transport in their turn, so I would be in favour. We can always load it back on the transport later, as long as the scout patrol sticks near the shore.

Impaler:

Quote:
We should scrap that Ogree because its reatched tecnological obsolesense, we have the tecnology to create units of equal fire power which will be REPARABLE after they recive battle damage unlike the Ogree which is a very poor combat unit now.
As you say we can only create units of equal not higher firepower, so the unit is not yet techologically obsolete. You're right other units can repair, but this unit hasn't even received a scratch, so I suggest we first use it for combat and wait until it is highle damaged before we consider disbanding it.
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Old March 1, 2004, 20:03   #8
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Quote:
Originally posted by Maniac
I agree of course to move all garrisons north. But Gold Coast is four squares away from Kelvin Grove,
Yes, I saw that only with the midturn. You're right, do it in 2 steps then, pls.

Quote:
Originally posted by Maniac
In that case we won't be able anymore to transfer the missile interceptor to CyCon after we get MMI and thus can fix the bug that currently prevents us from transferring units.
Ah, I thought it couldn't be transfered at all, not even in another turn. BAM, transfer it to CyCon if that is possible!!!

Quote:
Originally posted by Maniac
I was planning to ask you what to do with it.
Well, unload the scout then (it can be used to escort new CP's) and let the foil probe a bit in the dark area in the north above the borehole cluster.
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Old March 1, 2004, 20:21   #9
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Quote:
Originally posted by GeoModder
Ah, I thought it couldn't be transfered at all, not even in another turn. BAM, transfer it to CyCon if that is possible!!!
The problem is probably that the game for some reason thinks that CyCon and PUT haven't met yet. That's why the game gives the message the missile interceptor should be moved to friendly faction territory before it can be transferred - it doesn't realize PUT has met CyCon and that it is friendly territory. The way Googlie found around it is dropping a PUT drop unit into the core of our empire - Logic Loop in his test - and then transfer the PUT drop unit to CyCon control. Only then was he also able to transfer missile interceptor.
So if we want to avoid having to prorotype missile weapons, the two best possibilities seem to me either:
a) leave the interceptor in CyCon territory until MY 2160, when PUT researches MMI and we can create a 1-1-1 drop unit. Drawback is of course not being able to send the interceptor north the next three years.
b) after researching MMI, upgrade a PUT unit to drop 6-1-1 and do the same as above. Advantage is we can already send the interceptor north now as the drop unit can give CyCon a missile weapon prototype. Drawback is that a 6-1-1 unit is more expensive to upgrade than a 1-1-1.

Edit:
a message originally posted in the IAF thread:
Quote:
I like to send that unit to the front line because it has a higher morale (opportunity comes when a transport collects the probes). And upgraded it is of more use there. Triplex can always build a new defender since it has a CC.
Then why not wait with upgrading until the unit has arrived at the front line? In the meanwhile we can use those credits to hurry a rec commons a turn earlier or so.
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Old March 1, 2004, 21:08   #10
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Quote:
Originally posted by Maniac
a) leave the interceptor in CyCon territory until MY 2160, when PUT researches MMI and we can create a 1-1-1 drop unit. Drawback is of course not being able to send the interceptor north the next three years.
b) after researching MMI, upgrade a PUT unit to drop 6-1-1 and do the same as above. Advantage is we can already send the interceptor north now as the drop unit can give CyCon a missile weapon prototype. Drawback is that a 6-1-1 unit is more expensive to upgrade than a 1-1-1.
Another possibility is to send the interceptor back, and build a second aircraft in Garden's Keep and bring that one down. Should arrive just in time to benefit from a dropped 1-1-1 unit.

Quote:
Originally posted by Maniac
Then why not wait with upgrading until the unit has arrived at the front line? In the meanwhile we can use those credits to hurry a rec commons a turn earlier or so.
Off course, it was mostly posted like that to let you know my intentions with that unit.

Edit:

Suggestion for that Plasma Garrison in Kelvin's Grove. Send it to Daintree.
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Old March 2, 2004, 08:02   #11
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Quote:
Originally posted by GeoModder
Another possibility is to send the interceptor back, and build a second aircraft in Garden's Keep and bring that one down. Should arrive just in time to benefit from a dropped 1-1-1 unit.
Now you mention Gardens Point, I just realized that, since we're going to send the missile needlejet unit to Calico Island IIRC to attack the PEACE base thereafter, we can use that unit to transfer and give CyCon missile weaponry. So neither of three previous option mentioned would be necessary then.
Does that mean we should send the missile interceptor back to Caboolture?
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Old March 2, 2004, 11:43   #12
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Mmm, I think like things are developping now, that it has uses in the west of CPU. I suggest moving it to Apolyton Prime and from there on to the west (Thermal Tassagrad or Pampalona).

And yes, I didn't think of that possibility too (transfer in Calico). But doesn't the same problem stays then? That, as long as no ground unit has touched CyCon soil, that no transfers are possible? I tried to transfer it in my MAF simulations in another CyCon base, and that didn't work either.

Btw, something about the Angel diplo simulations. If I spend as much ec's as possible and then contact her, she demands a tech (Ethical Calculus). Further more, it's possible to mind control the PEACE cp and infiltrate the Angels in Coder's Pit. I will do some more simulations now (drones and so). There is a chance we lose the Probe Foil while infiltrating Rose.
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Old March 2, 2004, 15:54   #13
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MAF tentative orders MY 2158 (Cycon):
  • CCS Impaler in Liar's Lair: Probe defence and Impact Marine on board, move to 50.58, when passing on 45.63 let the Marine take out the PEACE crawler on 47,63. The rover in Pamplona boards the Impaler Transport when it has reached 50.58.
  • Impact Interceptor in Logic Loop moves to Thermal Tassagrad (15 turns, so 2 flylegs)
  • Impact Marine on 38.68 moves (by road pls) to 35.69 and attacks that crawler on 35,67. I know it's 1/3 attack, but it can repair afterwards in ARF.
  • CCS Mammoth in Pamplona: Has 2 Impact Marines and 1 Plasma Garrison on board, moves to 40.52 in an arc and let's the marines onboard attack and conquer Atlantis. Then Mammoth moves in Atlantis, Plasma Garrison rehomed.
  • Probe foil on 36.42, let it move south in the general direction of Coder's Pit. Wait for the final moves till we see what's there.
  • Rehome the cruiser in Pamplona to Pamplona. Let the others start a cautious run west to check for PEACE vessels or scout info gathered by the Probe Foil.
  • The ship on 57,57 moves to Thermal Tassagrad and should be scrapped at arrival...
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Old March 3, 2004, 11:40   #14
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Agree with most. Some questions:

Quote:
Originally posted by GeoModder
Impact Interceptor in Logic Loop moves to Thermal Tassagrad (15 turns, so 2 flylegs)
A minor detail, but I'll propose anyway: How about first to Pi Square and then in two flylegs to Calico? That way Logic Loop needs a doctor to counter the pacifism drone one turn later. All bits help I guess.

Quote:
CCS Mammoth in Pamplona: Has 2 Impact Marines and 1 Plasma Garrison on board
Just checking to be sure: So I have to leave the impact marine in Pamplona?

Quote:
Probe foil on 36.42, let it move south in the general
Just checking again to be sure : should I first mind control the CP or not?
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Old March 3, 2004, 12:38   #15
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Quote:
Originally posted by Maniac
A minor detail, but I'll propose anyway: How about first to Pi Square and then in two flylegs to Calico? That way Logic Loop needs a doctor to counter the pacifism drone one turn later. All bits help I guess.
*shrug* ok

Quote:
Originally posted by Maniac
Just checking to be sure: So I have to leave the impact marine in Pamplona?
I asked to bring 2 impact marines and 1 plasma garrison to Atlantis on Mammoth, the impact rover stays in Pamplona and boards the Impaler transport. Thus nothing stays behind in Pamplona now.

Quote:
Originally posted by Maniac
Just checking again to be sure : should I first mind control the CP or not?
off course, or do you wish to spend good money on Roze's demands?
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Old March 3, 2004, 12:45   #16
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Quote:
Originally posted by GeoModder
I asked to bring 2 impact marines and 1 plasma garrison to Atlantis on Mammoth, the impact rover stays in Pamplona and boards the Impaler transport. Thus nothing stays behind in Pamplona now.
Yes, but there's still that marine on the Impaler transport. That could go to Atlantis, stay in Pamplona or stay on the Impaler transport I guess.
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Old March 3, 2004, 19:59   #17
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Quote:
Originally posted by Maniac
Yes, but there's still that marine on the Impaler transport. That could go to Atlantis, stay in Pamplona or stay on the Impaler transport I guess.
I want it to assist in the assault on Yard.... Long island. After that, as earlier was agreed on IIRC, those forces can continue to PUT territory in case of a Drone attack.

Besides, they're still 2 PEACE rovers out there, both probably on Yard... Long island. The marine is just an insurance.
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Old March 3, 2004, 21:07   #18
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The midturn save revealed the following units from other factions

Hive Cutter en SkyHawk (6/1/12): 35,41
Hive Laser Skimship: 35,45
PEACE colony pod: 34,44
PEACE schooner en transport foil: 34,46
PEACE Laser foil (2/2/4): 40,40
Angel Seaformer: 35,49

I suggest the following battle orders:

- Probe Foil performs a mind control on that colony pod on 34.44, and moves south (36.48) and then west to infiltrate Coder's Pit.
- Let the Calico cruiser scout to 39.41, and then return to 44.40 to attack that Laser foil on 40.40 (long range fire)
- After rehoming the Impact Cruiser in Pamplona, move that cruiser to 36.54, long range fire to the schooner on 36.50
- Let our cruiser near Calico start on a course to the west.

The reason I keep our units so far away from their target is that other PEACE vessels may be in the area, not to mention those Hiverian units that might get ideas with our cruisers in the neighbourhood.
I want that cp mindcontrolled so that PEACE cannot found a base there, which probably would be protected by those Hive units by MY 2159. And further more to deny Hive a forward base near Angel and CPU territory.

An alternative is that our Probe Foil instead of infiltrating the Angels goes to that Laser Foil on 40.40, mindcontrols it and that both our vessels there attack the PEACE ships on 34.46, but that brings two ships in the middle the Hive units. At very tempting target for them...

Btw, Maniac. Pls don't bring the Impaler transport in Pamplona for boarding the impact rover, bring the impact rover on 48.58 and let it board the transport there. Just so that not a movement point of that transport is wasted
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Old March 4, 2004, 05:16   #19
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Ok. Btw, what should be done with the mind controlled CP? Just press space and end its turn?
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Old March 4, 2004, 10:14   #20
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O yes, that cp, I suggest moving it to the center of that isle for the time being. Officially the other factions don't know then where it is (they can't see it, so we could have destroyed it), and if we see damage on it or it is destroyed next turn, it is another indication that other faction(s) do a lot of scout runs with the same units in parallel turns.
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Old March 4, 2004, 16:00   #21
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Ah yes, brilliant idea!
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Old March 7, 2004, 12:54   #22
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Tentative Military Affairs Function orders for PUT.

Unity foil to 88.28
Missile needlejet in Garden's Point towards Calico (even if an agreement is reached, we can still try to transfer it to CC so that the missile weapon must not be prototyped.
And when the Plasma Garrisons reach their destination, I suggest rehoming them.
The production rate of Kelvin Grove and Carseldine must not be delayed.
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Old March 7, 2004, 17:59   #23
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Sounds good to me.
Btw, can I suggest the following?
Scout patrol (88.34) to Longreach.
Longreach garrison to Sunshine Coast
Daintree garrison to Gold Coast
Gold Coast garrison to Sunshine Coast
That way Sunshine Coast has 3 garrisons this turn. I'd suggest it as a temporary measure only for this turn. It's just that I'd hate to see Sunshine fall to eg the Drones right before we could finish that Aerospace Complex there.

Edit: Another little idea: How about using the transport to drop off a crawler and 1 or 2 formers on that rocky mineral square on (87.25)? The crawler could spot incoming fleets, and when the square's terraformed it would bring in 7 mins.
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Old March 8, 2004, 10:56   #24
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Quote:
Originally posted by Maniac
Edit: Another little idea: How about using the transport to drop off a crawler and 1 or 2 formers on that rocky mineral square on (87.25)? The crawler could spot incoming fleets, and when the square's terraformed it would bring in 7 mins.
My thoughts exactly!!! Only to bad that a mine and a sensor array can't be put on top of eachother

Was still busy with an edit for the PUB orders. It fits more in that thread.

For the rest of your proposal, I'll have to check. The extra garrisons don't seem to be a problem, but if that scout is the one that just landed, I have future plans with that one.

Edit:

Ok, I checked your garrison replace proposal, and I'm ok for it. Do you expect something sneaky from Buster, btw?
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Old March 10, 2004, 16:45   #25
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Ok, I checked your garrison replace proposal, and I'm ok for it.
Ok thanks.

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Do you expect something sneaky from Buster, btw?
Not really, but buster's plans are pretty much unknown for us, so you never know. Also just in case he does have attack plans, by moving around our garrisons around all the time he can't make a fixed plan.
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Old March 11, 2004, 22:09   #26
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Top Secret --- Top Secret --- Top Secret --- Unauthorized cyborgs please report to bio-enhancement center.

Military Affairs Function plan for the destruction of PEACE:

As requested by the top member(s) of CPU, a battleplan regarding the destruction of PEACE has been prepared for MY 2159-2160.

- The 'Impaler' task force moves forward to location 53.47, keeping it's cargo onboard.
- The colony pod on 33.43 moves west to 31.43, so that the coastal waters can be checked for the presence of a PEACE schooner, if not in view, then:
- Cruiser on 44.40 moves west to 36.40, and in case no schooner is found, wait there for specific orders for his return.
- Cruiser on 42.48 moves west to 29.45 (seafungus, but I'm not sure if a naval unit enters such a tile with no problem), and checks thus the last tiles the schooner can be. In case seafungus is a known risk for refusing access to the unit, it will be brought to 28.46.
- Cruiser on 36.54 moves to 30.46, and starts an artillery barrage of the tile where the schooner is (can be 29.45 as well).

That way the destruction of the schooner is ensured as long as it doesn't share it's tile with a Hive unit. In case a Hive unit is sharing it, the council will need to decide whether if war with Hive is wished to ensure the destruction of PEACE in 2160 with the assimilation of Crossbone Way that year.

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Old March 11, 2004, 23:03   #27
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The Cruiser on (42/48) is Homed to MBV and is already causing incredibly Destructive Pasifism Drones their. If your going to keep this unit outside our territory then you simply must rehome it to Atlantis first. Admitedly this will limit how far west it can go as it will take 2 movment points to get to Atlantis but I think its well worth it as we will be able to get MBV out of its horible situation and back to a high level of productivity.

Also I recomend that we use the Probe Foil in Atlantis to Steal Energy Credits from the Angels, they will have nearly 650 Credits so we will take a substantial number with a sucessfull steal. Also consider that we will capture a significant number of Credits with each base capture if we were to start concouring the Angels witch could be done relativly easily if we upgrade some of our troops to Missle weapons. If we abandon plans to eliminate PEACE (which gains us nothing) and turn our attention to the Angels we can reap significant gains.
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Old March 12, 2004, 15:35   #28
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As from 2159.4212, the sovereign states of Hive and CPU are at war. I hereby declare the PEACE faction game...

I suggest a massive production of military material, this to start in PUT.
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Old March 12, 2004, 15:47   #29
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As from 2159.4212, the sovereign states of Hive and CPU are at war. I hereby declare the PEACE faction game...
We haven`t still agreed about that. Perhaps we can still avert it. If you could only log in now for chat...
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Old March 12, 2004, 15:56   #30
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Quote:
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I hereby declare the PEACE faction game...
I agree. Crossbone Way should of course be toast. But attack that last schooner if it means we lose 2 impact cruisers, just when a Hive fleet could be sailing to our bases? Is that worth it? Also if Hivean strategists have any common sense, they will indeed have placed ships or even needlejets on the same square as the schooner. Also they could have blocked that one-tile passage between the killed-CP island and Angel continent.
All that added together means we have about zero chance to kill that PEACE schooner, even if we attack with 2 impact cruisers.
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