Custom Map #836: Turtle Tech. By: Tobimoe

Started by AutoPost, July 12, 2014, 06:09:30 PM

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AutoPost

This topic is for discussion of map #836: Turtle Tech


Author: Tobimoe
Size: 200x200

Desc:
In this Round it is need to defend your Base. Look out the Vulcans burts in 3 minutes. After 10 minutes your Base will be saved. A Hint! Shields also blocks Spores!

Loren Pechtel

How????

There aren't enough beams to take down the spores.  The shields will stop them but the generators are taking damage when this happens--the big ones on the PZs won't repair fast enough.  They blow, then your base dies.

RrR

I didn't use any shields.
Spoiler
1 pz beam initially, another one on the west later after nullifying a couple of emitters
[close]

chwooly

Spoiler
Didn't use shields, But did move 1 CS to the other side once the emitters there started to work and give up AC. Then used sprayers to get to the spore towers and neutralize them, The sprayer only needs to be built and once built if it is near AC that it can collect it doesn't have to be on a power grid to work.
[close]
I am free, no matter what rules surround me. If I find them tolerable, I tolerate them; if I find them too obnoxious, I break them. I am free because I know that I alone am morally responsible for everything I do."
― Robert A. Heinlein

mike1011031

I used the PZs for beams, and once 10 min hit, went straight for the inhibitor. Guppies to get Aether, and get some energy upgrades
Is this Loss?

Loren Pechtel

Quote from: RrR on July 13, 2014, 04:32:35 AM
I didn't use any shields.
Spoiler
1 pz beam initially, another one on the west later after nullifying a couple of emitters
[close]

Yup, that works.

Why in the world do I have to collect all the tech to win??