This mirror is located at http://www.netrek.org/cinema/takes/.
The main URL is at http://www.ozemail.com.au/~adrianmoore/netrek/takes.htm.
This page is provided for all those people who want some examples of Netrek play to discuss. Whether the plays are largely good or bad is irrelevant. The examples are not presented as templates to follow during play, instead they may be considered by players wishing to look in more detail at the way team strategies work (or don't) in the heat of battle. Alternatively this may be a useful resource for getting on a learning curve.
With a broad view on the game the attacking team loses nothing if they fail to take the planet, but the defending team will lose a whole lot. Planet Takes ARE Netrek. Planet Takes are a tiny little microcosm within the bigger Netrek simulation, and reviewing Planet Takes can probably tell us a lot about playing as a team and winning at Netrek.
The way Planet Takes often unfold is that the a ship that is carrying will target a planet and call the Take to the team. Escort precedes the Taker to the Planet and engages the defending ships. It is the Escort's role to beat back the defenders and to deal with oggers on the lead up to and during the Take. Remember your ship has phasers that can pick out ogging defenders, torpedos that can drive the enemy away from areas of space, and shields that can be raised or lowered to distribute damage or allow refueling and repair. After the planet is Taken (yes, you blinked and missed it) that planet is vulnerable to those ships that were not involved in defending against the Take. Since the planet was lost there must have been some ships on the defending team following some other agenda, otherwise what is the excuse for the defending team losing the planet in the first place??! If the planet was saved then the defenders have been successful, so everyone flies around getting ready to do it again.
Let me rewrite that, inserting some additional possibilities to give you an idea how complex the process really can be:
The way Planet Takes often unfold is that the a ship that is carrying will target a planet or selection of planets and call the Take to the team for the planet where the Taker wants the escort to go. This planet may or may not be the intentional target, but for the purposes of the Take the Taker is the grand master of illusion. With assistance from the attacking team members the Taker will create an artiface to present to the defending team and in this way will increase the likelihood of Taking the real target planet. Escort precedes the Taker to the Planet and engages the defending ships, or will push them from the area, or will Ogg the defending Star Base, or will threaten the last remaining horde of armies, or will cloak and threaten a more likely target to draw defening ships, or will tie up the carriers on the defending team who will probably selfishly call for escort, or any number of a billion other strategies depending on the circumstances of the respective teams. It is the Escort's foremost role to beat back the defenders and to deal with oggers on the lead up to and during the Take, thus allowing the Taker to reach orbit and beam down. Everything else is secondary to the goal of taking the planet. Play with the view that taking a planet is like scoring a goal in a ball-sport. The Taker may feint towards the planet and then veer off, causing all hell to break loose in high orbit. The defenders may charge or be split up as some engage the planet or empty their fuel tanks prematurely, ejaculating torpedos into the vaccuum in a frantic rush of concern. The Taker may be cloaked or uncloaked for effect. The Taker will be calling the targets as appropriate, probably giving priority to the bigger ships with more powerful weaponry. The Taker will be dodging phasers by warping at moderate speeds to regions of space where the phaser has already been shot. The Taker may detonate some random single torpedos and then move away from the area to create the impression that the defending team should be focussing their attention there. With luck, escort, hasty actions by the defending team, and the grace of the god of net-lag the Taker reaches the planet and stops being maneouverable and in control of its own future. All events up to this point have been with the aim of reducing the defenders firepower and their commitment to the task of defending the planet. The Taker orbits while bombing existing armies until the planet has no more than 4 remaining on the surface. This is best done in an Assault Ship but Takers cannot be choosers, and Team Captains don't always get their way. The Taker then deposits the armies from its hold onto the planet, which may or may not be in the process of breeding new armies (POP!). The Taker may be raising shields to distribute damage, detting errant torps, or just sitting with their eyes closed counting off the seconds. The Taker may be killed during or after the planet has been neutralised or taken. After the planet is Taken that planet is either safe or vulnerable. The enemy may have been serious in the defense to the point that the attacking armada is now a remnant of its former glory and the planet has only been neutralised. If the planet is neutralised then it is an obvious target and it may be best to leave it neutralised if it takes the focus away from a more strategic take - an Agricultural world or a world with Fuel and Repair facilities on or close to the front line is much easier to retain than a barren lump of rock hanging motionless in space. If the defending team has one ship out of action as it ferries armies to the less-important neutralised planet then so much the better for the attacking team. Remember that the roles of the attacking and defending teams are largely defined by who is currently doing the push and that this changes from second to second. If the Taker is alive and the escort is alive and the planet is won then the Take is a victory since there are ships that can control the space around the planet, or move from their far forward position to foil the plans of the once-defending team who may now be carrying and lining up a counter strike. [eot]
Let me rewrite that, paraphrasing to display the behaviour often encountered:
"Woohoo! I just got a kill! I'd better pick up... where's a planet. I'll leave that teammate crippled in space and warp back home to get those two armies. Oh, hold on, we were just taking a planet weren't we? Oh well, I'm sure our guys will be fine. Ok, now home... that's funny, how did all these guys get back here so fast? They can be my escort. I'd better call the Take with CTRL+T while I am all the way back here and then go straight there at max warp. Coolness, now I'm almost a the planet I will cloak. Onto the planet we go. No fair! How did they know where I was! Why aren't my team here? Everything's spinning... phasers... torpedos... why am I uncloaked? Who's pulling me off the planet!?! Argh!!" [boom] "F0 -> FED Where were you all?"
There are many more ways to lose a planet than there are to take a planet. The Taking team merely has to drop armies on the planet until it changes colour. The defending team must stop this from happening, but they don't necessarily know exactly where or when it will happen. It is the goal of the attacking team to make the odds favour the carrier in the Take. Subterfuge, bullying, lying and outgunning are all acceptable tactics to use during a Take. A defender with a critical eye on the galactic map during a Take can often detect such subterfuge. Always remember that the Taker will at some point in the Planet Take be a "sitting duck" orbiting a planet with shields down. There is no other way to beam down armies! Solitary takes against defended planets do not favour the Taker at all. These Takes leave the Taker exposed and susceptable to premature death.
At the other end of the scale is where the Taker drops armies onto a planet unopposed. The easiest planet takes are the best since they advance your team without undue risk or a negative change in the fortunes of your team. Unexpected Planet Takes by your team are excellent in that they demoralise the enemy and break down the enemy cohesion: "How did I miss that?" or "My team sucks!"
Complications arise when the target planet is hotly contested. Since the Taker is vulnerable, the Taker must work with their team to cause the enemy to waste fuel, fly in irrational directions, chase after decoys, and end up crippled and out of play for a while. Generally the attacking team must try to make the defending team work against themselves. The defending team can deal with this by engaging the enemy Taker early and ignoring the escort. When defending the act of wasting ships to the Escort can be useful if you outgun the attacking team but more often you will be playing into the hands of the enemy who may just pull out and move to a different target far from your home world where you appear with your fresh ship.
The animations here are manually captured on a Windows 95 workstation (I've lost most of you already - victims of a holy war). Two types of grabs have been taken. Some are of the local Tactical windows and some include the Galactic, Message, and Player list. The Tactical view animations do not answer such strategic questions as "Why is F6 chasing after K4?". They are presented for comment on how to perform tasks. The full animations are capable of answering such broad scale questions. The message window will signal the intentions of both teams, the statistics/player windows will show the state of each of the ships, and the galactic will show you the state of play at the time the snapshots are taken. Note that the short term fortunes of war rarely tell the full story, so I'm compiling a complete review of a 2 hour INL rules game from April 1997 for publishing here later this year to give a slightly different perspective on planet takes in relation to winning and losing the game.
The animations here are animated GIFs. The current ones have a 1 second delay between frames. These can be pulled apart and recompiled with different options or in a different format by most current graphic utilities and I encourage you to do so.
Some animations do not portray Takes but do illustrate some ship to ship behaviour. Not all animations currently have commentary. Feedback suggestions and text as appropriate.
Feedback whatever you want to amoore@novell.com or broadcast your ideas on tactics and strategy to r.g.n. I also point out the Netrek Clue Archive at http://www.physics.uiuc.edu/~tychay/netrek/ as well as the Netrek home page at http://www.netrek.org/ for material which is better written and more complete.
If you have some web real estate and want to host this sourcebook then let me know. I'm maxed out and may have to start rotating animations.
Thanks to the daily team within the Digital firewall. We may not be Clue but we are enthusiastic.
The opinions expressed here do not reflect those of my employer. No
handcuffs, please, I was just having fun.
File POL833: [Animation]
File BET60: [Animation]
In which SC R0 and AS R6 take Beta Crucis with opposition from
SC O4 and DD O3.
Notes:
(3)
(4 & 5)
File ERI56: [Animation]
In which DD K2 and BB K7 take Eridani with opposition from SC R1 and DD
R6.
Notes:
(1, 2, 3 & 4)
(4 & 5)
(6)
(7)
(8)
File ERI47: [Animation]
In which SC R0 and DD R6 take a neutral Eridani, but fail to control
following the take and lose it to DD K2 and AS K7.
Notes:
File LAL111: [Animation]
In which SC R1 takes Lalande while being chased by AS K5.
Notes:
File CYG116: [Animation]
In which Cygni is taken and defended against Klingon assault by a
lightly armed Romulan team.
Notes:
(1)
(2)
(3 & 4)
File XXXXXXV:
[Animation] Ogging
Technique
In which SC K8 oggs AS R7 under the nose of SB R2, DDR4 and CA RA.
Technical: The Rom colours are screwed due to the capture
process. Yellows should actually be Red.
File XXXXXXW:
[Animation] Ogging
Technique.
In which CA R7 uses a false positive Red Alert generated by the
companion ship AS R8 to ogg DD K2.
File REG81: [Animation]
In which DD K1 escorts DD K5, dying to CA R6 allowing Regulus to be
taken by K5.
Notes:
(1 & 2)