The Light Brigade Map: Daily Grudge 421

The Light Brigade wins in 26 updates

22 16
34 11
(0) (0)
Ft. Milam
17 39
56 28
(0) (0)
Ft. San Saba
100 100
100 100
(1) (0)
Headquarters
23 50
11 50
(0) (0)
Ft. Wise
55 12
73 55
(0) (0)
Ft. Worth
25 63
20 28
(0) (0)
Ft. Stockton
18 43
27 37
(0) (0)
Ft. Bragg
43 11
12 30
(0) (0)
Ft. Laredo
56 31
17 56
(0) (0)
Ft. Parker
18 59
34 15
(0) (0)
System 20,21
11 5
20 11
(0) (0)
Ft. Erath
100 100
100 100
(23) (2)
Gate Keeper
17 46
35 28
(0) (0)
Ft. Mexia
21 32
15 22
(0) (0)
Ft. Bend
27 8
29 11
(0) (0)
Ft. Henry
74 28
53 74
(0) (0)
Tarren Defense
19 10
23 13
(0) (0)
Ft. Johnstone
6 42
24 9
(0) (0)
Ft. Comanche
24 26
22 13
(0) (0)
Ft. Apache

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It turns out I had excellent position for this game. I started out with 4 scis the first turn and 4 cols the second. I sent two each way, running into single scis from Gate Keeper in 20,21 (that jump was open to start) and Ft. Mexia. I ran into two of Gate Keeper's cols in Ft. Bend the next turn, killing off both of my southern scis. My lone northern sci continued to explore while I tricked with Home World and the four adjacent planets.

When I saw how long the chain going up north was I immediately built 5 BR-2 cols and a BR-2 engineer to close that gate. That was the key to the game...Ft. Stockton was as close to him as it was to me, and if he had managed to grab that planet I would have been doomed.

I then focused on stargating ships south to pressure Gate Keeper. He couldn't see what I had coming, so I easily killed his col in Ft. Mexia, colonized it, and moved east. From there it was simply a matter of using my econ advantage (9-4 at this point) to keep more ships on the front than he could. I kept a constant barrage of cols coming to further fuel my econ and provide stargate bases one jump closer. Gate Keeper had a 13 ship fleet hiden east of his Home World on the final turn, but it wasn't enough to stop my fleets from nuking.

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