14.01.2013 Views

Download issue cgw_37 - Computer Gaming World Museum

Download issue cgw_37 - Computer Gaming World Museum

Download issue cgw_37 - Computer Gaming World Museum

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

STRATEGICALLY SPEAKING<br />

Strategically Speaking covers strategy game tips, including tips<br />

on wargames, sports games, economic and other simulations, as<br />

well as classic style games.<br />

DISCLAIMER: The tips printed in SS are those of the authors.<br />

We try to avoid printing tips that don't work, but we cannot<br />

playtest all, or even most of them. So, let the player beware.<br />

We pay $5.00 for each SS tip printed. Tips can be mailed to<br />

Strategically Speaking c/o CGW, PO Box 4566, Anaheim, CA<br />

92803-4566.<br />

Try to keep under 250 words if possible.<br />

STAR FLEET I<br />

(Interstel Corporation)<br />

Do not hesitate to place a tractor beam on a Krellan ship, even<br />

if a Zaldron ship is in the same quadrant. The "Officer's Manual"<br />

(p. 9) is wrong when it states that the enemy will fire whenever<br />

you use your tractor beam or transporter. This only occurs about<br />

5% of the time. At level 8 and above, mines are more effective<br />

than torpedoes against single, Krellan ships. To use mines most efficiently,<br />

enter the edge of the quadrant in the fifth or sixth sector<br />

in that row or column. On your next turn, move in a straight line<br />

for nine sectors across the quadrant and lay eight mines while you<br />

move (laying nine mines may block a torpedo shot). If the enemy<br />

does not collide with a mine, firing a torpedo may prompt him to<br />

move into the mines or destroy him if he doesn't move. If you are<br />

low on torpedoes, firing your phasers at a very low power setting<br />

(around 5 units) may get the enemy to move into the mines.<br />

At the higher levels, avoid speeds above C factor of 3 because<br />

it increases the risk of ion storms which can severely damage your<br />

ship. If you are low on power and far from the nearest starbase,<br />

use two moves to get home. First, choose an unoccupied quadrant<br />

about halfway to the nearest starbase. Ideally, this quadrant<br />

should have few stars (to minimize the risk of collision). Plan to<br />

stop on the edge of this quadrant which is nearest your starbase.<br />

Then, if a Zaldron ship does appear, you will be able to flee the<br />

quadrant and head home without the risk of colliding with the<br />

Zaldron.<br />

John Clarke<br />

Minneapolis, MN<br />

MECH BRIGADE<br />

(Strategic Simulations, Inc.)<br />

When offered the opportunity to purchase Attack Helicopters,<br />

you should turn it down. Your opponent will have no way of<br />

knowing your decision and will be forced to buy an Air Force Defense<br />

Unit, which is ineffectual against almost anything besides<br />

helicopters. You can then use your extra purchasing power to buy<br />

more tanks, which you can never have enough of.<br />

Speaking of tanks, when on defense or in a meeting engagement,<br />

get the fastest tanks you can. Try to leave a reserve company<br />

deployed well to the north or south of your main body. Once<br />

the bulk of your troops are fully engaged and the enemy's main<br />

force has been located, slip this reserve force at full speed behind<br />

the enemy, preferably placing them in covered terrain. They can<br />

then blast away at the enemy's weak back armor with virtual impunity.<br />

During meeting engagements, the computer is slow to get off of<br />

the mark. Thus, you can usually occupy the objective first. You<br />

should take advantage of this, since the objective squares are usually<br />

covered and you can often catch the enemy in open terrain.<br />

Whenever possible, use your tanks to support infantry. Speed<br />

can be critical in the game and in this way, you can also take best<br />

advantage of combined arms concepts. Use your MICV's primarily<br />

as anti-tank weapons.<br />

Finally, the old cliche is true. The best anti-tank weapon is<br />

another tank!<br />

Kenneth B. Strumpf<br />

Milwaukee, WI

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!