Hi,
Here are the notes I have for this one. Tell the truth I did not recall it, but I see I have something stored, so here it is:
Kharush, Khuck, Kharas, ... , Khudalf, Kharrus. The saga of Kh-characters goes on Axelfrog The fastest victory of all time.... All right, this was my completion of the speed challenge (win via sole survivor in the fewest turns you can), on a SMALL galaxy.
Settings: 8 player impossible small galaxy, normal starting tech, normal galaxy age, and random events off.
My race: Telepathic, Tran dimensional, RHW, LHW, Industry+2, Feudal, Repulsive
I already beat it in 26 turns, but now I was going for less. I knew I would need a great lucky start. After a bunch of restarts, I got one: I got two +100BC pirate caches with my scouts, and an ocean world with natives for my colony ship.
Turn 1-2. I switched my production from a nuke cruiser to a freighter, to take advantage of the natives.
Turn 3: Build freighter fleet. I move 3 farmers to workers. I now have 1 starvation on my home, but my production goes from 18 to 28. My second colony is making trade goods.
Turn 7: Rush build cruiser, this is sped up a couple turns by the +100 BC bonuses. This cruiser has 12 2x shot nuclear missiles, and no computer. It costs 247 after the feudal reduction. I start building another cruiser. I calculate that I can put all my people on working, and I will be able to rush buy the next cruiser one turn earlier, and it will happen just before the starvation would cause me to lose a population. The Darloks are to the east of me; they are target #1 I am in the upper right. There are humans below me, but their world is 5 parsecs from my nearest, so I can't reach them.
Turn 8 cruiser built; Send the cruiser and a scout at the Darlok home world.
Turn 10: Cruiser reaches Darlok world. Cruiser moves up, fires twice and retreats, scout runs away (standard tactic for almost all battles). I take the home world. I set it to build a missile frigate (2 2x shot nukes). This takes 1 turn
Turn 11: I take the Darloks other world. I now calculate that I will need an outpost in 3 turns in order to get it to the position south of my home world in time for it to allow my second cruiser to be built and moved south to attack the humans, without losing a turn. I can build the outpost at the darlok home in 3 turns if I move everyone to working at let all 8 people starve. This will make the population be reduced just on the turn the outpost comes out.... at which point I don't care. The missile frigate I build is sent to the lower left to go help out the second cruiser, which is coming.
Turn 12: My cruiser + laser scout reaches the klackon home system. They have 2 planets in this system (used colony here). They have built a destroyer, very annoyingly. I know I cant take on 2 scouts + destroyer + star base without more fire power. I attack the secondary world and take it. (Enemy ships retreat). I then set that world to build a missile scout!!! I am forced to rush build this, but that's OK.
Turn 13: I fight the battle for the klackon home world. My cruiser moves up and fires at the star base on turn 1, while my frigate moves up and fires the 2 missiles at the destroyer (it won't kill it and explode). The laser scout moves up and misses the destroyer. Next round, my cruiser moves up and fires 10 of the missiles at the base, holding back 2. The missile frigate turns and runs, and fires its 2 missiles at the destroyer, from a distance (so the explosion wont kill other missiles). My missiles fly and kill the star base, and kill the destroyer. My laser scout is killed (it was used to take some of the hits. My cruiser fires its remaining two missiles, one a time, at the two frigates, killing each. (Not both at once, as then an explosion could kill the other missile. I end with my cruiser and missile scout alive, and the klackons are defeated.
Turn 14: that cruiser cannot reach another planet this turn, so I send it to a farther away bulrathi world (their home), which still is only 2 turns. It will then come back towards the other bulrathi world, which is nearer to my next target. This will avoid having two 2-turn voyages. Also, I am now able to rush build the second cruiser at my home, saving 1 turn on its construction. (Hey, it matters!!) So the cruiser spends turn 14 en route.
Turn 15: I take the bulrathi home world. I move my second cruiser, with a laser scout and the missile frigate that the darlok home built, to the south to the world I can reach which is 1 turn from the sol home world. On turn 14 I built the outpost at the darlok home, and sent it to this world. It is now 1 turn away.
Turn 16: I take the second bulrathi world. I send my cruiser on that side of the galaxy at the silicoid home world. My entire empire is now making trade goods. I have about 75% starvation, with only a few places making food. The outpost arrives at the world to the south of my home just in time. I am then able to send my cruiser + scout + missile frigate at Sol, without any delay.
Turn 17: I capture Sol and Cryslon (human and silicoid home worlds). The silicoids have no other world. (Probably got their colony killed or something.... there is a big shortage of space in a small galaxy). I see that the humans responded to my taking sol by sending a scout + transport from their second world back at sol to retake it! Argh. I realize that I can leave the missile scout there, which will defend the planet, and move the cruiser and laser scout on to kill the other human world. Also, on the other side, my fleet moves to attack the mrrshans.
Turn 18: I take the last human world, the first mrrshan world, and defend Sol from recapture. I can now see the last race.... a Meklar. I look in the tech chart, they have Reinforced Hull. What a nightmare! I have to find a way to kill a Star base with 240 hits that regenerates due to cybernetic...and they have 2 frigates there too, which wastes some firepower. I send the cruiser + scout at Meklon, while the missile frigate that stayed back to defend goes also, but will get there in 2 turns. On the other side, I take the first mrrshan world, and move at their home.
Turn 19: I take the Mrrshan home world. I then attack the secondary world in the Meklon system. The frigates retreat, unfortunately. I then execute my brilliant plan that I used on the klackon home, for a second time. I design a missile destroyer, and rush builds it at the new meklar world I just took, so it will pop out at that location next turn. I am 25BC short for this. So I sell the one building I have.... the marine barracks at my home I BARELY afford the missile destroyer.
Turn 20: The battle for the last enemy world begins. I know this will be incredibly close. I know that I have to have all my missiles hit in the same turn, so the star base doesn't ever regenerate. From experience, I know that if I move my cruiser up all the way, and fire, and next turn I move up all the way and fire again, that the missile s will hit in separate turns. But I know that If I move up 2 spaces less than the max on turn 1, and fire, then move up the full amount on turn 2 and fire, then all the missiles will hit at the same time (later), and not some earlier and some later. So I move up my cruiser 2 less spaces than its max, and fire. I move up the missile destroyer and frigate to the same position (on both sides of the cruiser), and fire everything at the base. My laser scout runs forward to shoot at the base. Next round, I move my cruiser its max, and fire, then move the others to the same distance from the star base and fire everything at it. All the missiles fly and kill the star base.... just barely. I have missiles coming at my destroyer, and my cruiser. My cruiser is fairly weak. I move my destroyer such that it can explode to destroy a missile targeting my cruiser, and one of the enemy frigates. I self-destruct it. This kills the dangerous missile and one enemy frigate. On the next turn, I move my laser scout and shoot the remaining enemy frigate, and move my missile frigate up to it and self-destruct. It dies. Had it lived, my last scout could have self destruct to kill it. "Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
I think this is from a thread years ago on the old Atari forum. I remember Alexfrog, but forgot who posted this response.
Here are the notes I have for this one. Tell the truth I did not recall it, but I see I have something stored, so here it is:
Kharush, Khuck, Kharas, ... , Khudalf, Kharrus. The saga of Kh-characters goes on Axelfrog The fastest victory of all time.... All right, this was my completion of the speed challenge (win via sole survivor in the fewest turns you can), on a SMALL galaxy.
Settings: 8 player impossible small galaxy, normal starting tech, normal galaxy age, and random events off.
My race: Telepathic, Tran dimensional, RHW, LHW, Industry+2, Feudal, Repulsive
I already beat it in 26 turns, but now I was going for less. I knew I would need a great lucky start. After a bunch of restarts, I got one: I got two +100BC pirate caches with my scouts, and an ocean world with natives for my colony ship.
Turn 1-2. I switched my production from a nuke cruiser to a freighter, to take advantage of the natives.
Turn 3: Build freighter fleet. I move 3 farmers to workers. I now have 1 starvation on my home, but my production goes from 18 to 28. My second colony is making trade goods.
Turn 7: Rush build cruiser, this is sped up a couple turns by the +100 BC bonuses. This cruiser has 12 2x shot nuclear missiles, and no computer. It costs 247 after the feudal reduction. I start building another cruiser. I calculate that I can put all my people on working, and I will be able to rush buy the next cruiser one turn earlier, and it will happen just before the starvation would cause me to lose a population. The Darloks are to the east of me; they are target #1 I am in the upper right. There are humans below me, but their world is 5 parsecs from my nearest, so I can't reach them.
Turn 8 cruiser built; Send the cruiser and a scout at the Darlok home world.
Turn 10: Cruiser reaches Darlok world. Cruiser moves up, fires twice and retreats, scout runs away (standard tactic for almost all battles). I take the home world. I set it to build a missile frigate (2 2x shot nukes). This takes 1 turn
Turn 11: I take the Darloks other world. I now calculate that I will need an outpost in 3 turns in order to get it to the position south of my home world in time for it to allow my second cruiser to be built and moved south to attack the humans, without losing a turn. I can build the outpost at the darlok home in 3 turns if I move everyone to working at let all 8 people starve. This will make the population be reduced just on the turn the outpost comes out.... at which point I don't care. The missile frigate I build is sent to the lower left to go help out the second cruiser, which is coming.
Turn 12: My cruiser + laser scout reaches the klackon home system. They have 2 planets in this system (used colony here). They have built a destroyer, very annoyingly. I know I cant take on 2 scouts + destroyer + star base without more fire power. I attack the secondary world and take it. (Enemy ships retreat). I then set that world to build a missile scout!!! I am forced to rush build this, but that's OK.
Turn 13: I fight the battle for the klackon home world. My cruiser moves up and fires at the star base on turn 1, while my frigate moves up and fires the 2 missiles at the destroyer (it won't kill it and explode). The laser scout moves up and misses the destroyer. Next round, my cruiser moves up and fires 10 of the missiles at the base, holding back 2. The missile frigate turns and runs, and fires its 2 missiles at the destroyer, from a distance (so the explosion wont kill other missiles). My missiles fly and kill the star base, and kill the destroyer. My laser scout is killed (it was used to take some of the hits. My cruiser fires its remaining two missiles, one a time, at the two frigates, killing each. (Not both at once, as then an explosion could kill the other missile. I end with my cruiser and missile scout alive, and the klackons are defeated.
Turn 14: that cruiser cannot reach another planet this turn, so I send it to a farther away bulrathi world (their home), which still is only 2 turns. It will then come back towards the other bulrathi world, which is nearer to my next target. This will avoid having two 2-turn voyages. Also, I am now able to rush build the second cruiser at my home, saving 1 turn on its construction. (Hey, it matters!!) So the cruiser spends turn 14 en route.
Turn 15: I take the bulrathi home world. I move my second cruiser, with a laser scout and the missile frigate that the darlok home built, to the south to the world I can reach which is 1 turn from the sol home world. On turn 14 I built the outpost at the darlok home, and sent it to this world. It is now 1 turn away.
Turn 16: I take the second bulrathi world. I send my cruiser on that side of the galaxy at the silicoid home world. My entire empire is now making trade goods. I have about 75% starvation, with only a few places making food. The outpost arrives at the world to the south of my home just in time. I am then able to send my cruiser + scout + missile frigate at Sol, without any delay.
Turn 17: I capture Sol and Cryslon (human and silicoid home worlds). The silicoids have no other world. (Probably got their colony killed or something.... there is a big shortage of space in a small galaxy). I see that the humans responded to my taking sol by sending a scout + transport from their second world back at sol to retake it! Argh. I realize that I can leave the missile scout there, which will defend the planet, and move the cruiser and laser scout on to kill the other human world. Also, on the other side, my fleet moves to attack the mrrshans.
Turn 18: I take the last human world, the first mrrshan world, and defend Sol from recapture. I can now see the last race.... a Meklar. I look in the tech chart, they have Reinforced Hull. What a nightmare! I have to find a way to kill a Star base with 240 hits that regenerates due to cybernetic...and they have 2 frigates there too, which wastes some firepower. I send the cruiser + scout at Meklon, while the missile frigate that stayed back to defend goes also, but will get there in 2 turns. On the other side, I take the first mrrshan world, and move at their home.
Turn 19: I take the Mrrshan home world. I then attack the secondary world in the Meklon system. The frigates retreat, unfortunately. I then execute my brilliant plan that I used on the klackon home, for a second time. I design a missile destroyer, and rush builds it at the new meklar world I just took, so it will pop out at that location next turn. I am 25BC short for this. So I sell the one building I have.... the marine barracks at my home I BARELY afford the missile destroyer.
Turn 20: The battle for the last enemy world begins. I know this will be incredibly close. I know that I have to have all my missiles hit in the same turn, so the star base doesn't ever regenerate. From experience, I know that if I move my cruiser up all the way, and fire, and next turn I move up all the way and fire again, that the missile s will hit in separate turns. But I know that If I move up 2 spaces less than the max on turn 1, and fire, then move up the full amount on turn 2 and fire, then all the missiles will hit at the same time (later), and not some earlier and some later. So I move up my cruiser 2 less spaces than its max, and fire. I move up the missile destroyer and frigate to the same position (on both sides of the cruiser), and fire everything at the base. My laser scout runs forward to shoot at the base. Next round, I move my cruiser its max, and fire, then move the others to the same distance from the star base and fire everything at it. All the missiles fly and kill the star base.... just barely. I have missiles coming at my destroyer, and my cruiser. My cruiser is fairly weak. I move my destroyer such that it can explode to destroy a missile targeting my cruiser, and one of the enemy frigates. I self-destruct it. This kills the dangerous missile and one enemy frigate. On the next turn, I move my laser scout and shoot the remaining enemy frigate, and move my missile frigate up to it and self-destruct. It dies. Had it lived, my last scout could have self destruct to kill it. "Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
I think this is from a thread years ago on the old Atari forum. I remember Alexfrog, but forgot who posted this response.