Defcon speak

In-depth tactical discussion on how to lose the least

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Ace Rimmer
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Postby Ace Rimmer » Tue Jul 28, 2009 10:15 pm

The Star of India

Source of name: The star-like placement of silos in India.
Purpose: To effectively maximize the offensive capabilities of every unit available while also maximizing the ability to defend a few key Indian cities (at the cost of not defending the majority of Asia), resulting in near guaranteed victory.
Usage: Developed specifically to engage Russia in head to head combat (1v1), but may be adapted for use against certain other territories (e.g. Europe).

(Bombers not airborne in pic to reduce clutter)

Image

When used properly, The Star of India is unbeatable. At best, the person playing as Russia can only hope to obtain a draw. There are several key tactics that the Star requires in order to be most effective. They are listed below.

  1. Star silo formation in India.
  2. All 12 subs in the Arabian Sea close to Pakistan so they can be used to strike Moscow.
  3. All 12 carriers. Standard = 12 in Arabian Sea. Modified = Six in Arabian Sea, Six in Bay of Bengal (to defend against enemy units in South China Sea).
  4. Two airbases northwest and two airbases northeast of silos (as close as possible to silos).
  5. Five Radars in an umbrella formation to provide early warning against incoming enemy units.
  6. One battleship placed just east of Hong Kong (DEFCON 5) to prevent enemy scout ships from approaching Vietnam and scouting land based units.
  7. One battleship placed in the Pacific Ocean (DEFCON 5) to attempt to enter the Sea of Okhotsk (just above Japan) and scout enemy ground units placed near Kamchatka
  8. Waiting till moments just before DEFCON 3 to place scout ships in the Pacific Ocean, hopefully discovering enemy carriers and subsequently placing as many battleships within range of enemy carriers.


If Russia places ground units due north of India in an attempt to scout India, you will need to empty approximately four carriers (fighters only) into your four airbases to lengthen the amount of time your initial fighter screen will last. If Russia places far east (next to or near the Bering Straight), you simply need to send four fighters north to scout any ground units that may be placed above you (e.g. Radar). You should also shift six carriers to the Bay of Bengal (if you did not place any there) to assist with defending from the east (South China Sea).

DEFCON 5/4: Use this time to mark each city with the whiteboard. Five cities with an “X” and five with an “O”. This will make launching the 12 subs much easier as quickly as possible. Divide the 12 subs into two groups, assigning group A the X’s, and group B the O’s (or whatever symbol you substitute). Moscow should be included in the sub strike.

DEFCON 3:
Hopefully, you will be able to eliminate an enemy carrier or two in the Pacific. If you do, you gain a significant advantage as the enemy will need every nuke to equal your kills. Russia can not afford to lose any carriers.

DEFCON 2: Bombers from all four airbases and all 12 carriers should begin getting airborne. You may wish to divert a few (five or six) to stall any enemy fleet approaching from the Pacific. Shortly before DEFCON 1, send out an appropriate number of fighters to prevent enemy bombers from striking/scouting India.

DEFCON 1: 12 subs launch, Enemy forward Radar should be eliminated (using bombers) before the main group of bombers begin approaching targets. Subs finish launching, are set to Active mode and moved into battle. Bombers make a second run on remaining cities. All Russian cities should be left with no more than 0.1m survivors. A third run of remaining bombers should be made to clean up. Silos may kept for a final strike at approaching fleet (especially subs trying to enter the South China Sea) or any other available targets.

Throughout the game:

1. Keep active Radar in the Middle East. You do not want to be surprised with enemy bombers coming from North Africa or East Europe. When Russia places ground units near Moscow, sending one bomber in naval mode towards Sudan (northeast Africa) can provide a critical early warning.

2. Start the victory timer as early as possible. This means using subs and bombers as quickly as possible.

3. Keep something in reserve to strike/nuke The South China Sea when playing against experienced opponents. They will use this area as a launching pad to strike India, usually later in the game.

Too much?
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Postby trickser » Tue Jul 28, 2009 10:40 pm

Hehe, alot of information. Maybe not the thing you wanna point a curious but clueless person to. But its definitely a complete description of the star, the one i have always been looking for. I like it.

2. Start the victory timer as early as possible. This means using subs and bombers as quickly as possible.

and silos right?
I mean, they are more important for defence, but you have to empty them somewhen to push the timer.
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Postby Why? » Tue Jul 28, 2009 11:00 pm

Ace is thorough... clinically precise... I love it.
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Postby Ace Rimmer » Wed Jul 29, 2009 5:12 am

trickser wrote:Hehe, alot of information. Maybe not the thing you wanna point a curious but clueless person to. But its definitely a complete description of the star, the one i have always been looking for. I like it.

2. Start the victory timer as early as possible. This means using subs and bombers as quickly as possible.

and silos right?
I mean, they are more important for defence, but you have to empty them somewhen to push the timer.

I particularly left out silos for two reasons.

1. You don't need them to win (bombers + subs is enough).
2. You don't want to launch them right away (usually), as this gives Russia a chance to counter fire and hit India, which defeats the purpose.

In order to push the timer, you just need to empty subs, empty airbases and carriers, and then launch silos one by one (or two by two, half, etc) keeping it difficult to hit India. Or, you can launch silos too. Silos are more flexible than the other units; it depends on who you're playing and what method they're using to counter The Star. Also, in a normal game, keeping silos full isn't gonna hold back the timer. :wink:
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Postby Pwnbroker » Wed Jul 29, 2009 9:19 pm

bb- battleship
bs- carrier

I get more and more questions about this.
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Postby Ace Rimmer » Wed Jul 29, 2009 9:52 pm

Pwnbroker wrote:bs- carrier

I get more and more questions about this.

I've gotta ask about that one. What does the bs stand for?
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Postby rus|Mike » Wed Jul 29, 2009 10:22 pm

bs stands for battleship :wink:
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Postby Why? » Thu Jul 30, 2009 1:19 am

In the US navy, ships are numbered with a prefix indicating the type of ship. BB=Battleship and CV=Aircraft Carrier. CVN if nuclear-powered. So that's where those letters come from.
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Postby Ace Rimmer » Thu Jul 30, 2009 1:34 am

rus|Mike wrote:bs stands for battleship :wink:

He said bs = carrier. :shock:

BB = battleship :wink:
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Postby rus|Mike » Thu Jul 30, 2009 1:56 pm

Ace Rimmer wrote:
rus|Mike wrote:bs stands for battleship :wink:

He said bs = carrier. :shock:

Then he was wrong :P
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Postby Nightwatch » Thu Jul 30, 2009 2:41 pm

blind nuking : nuking enemy units (usually silos) without knowing the exact position
sixpack: a tight cluster of six silos, three in a row
carpet bombing: seanuking a large target area at nearly the same time with numerous nukes
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Postby Ace Rimmer » Thu Jul 30, 2009 3:57 pm

Has anybody mentioned triangulation yet? The art of locating silos via their AA fire while not actually seeing the silos themselves.
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Postby trickser » Mon Jun 20, 2011 12:33 pm

*friendly void - pausing a game until the opponent left the game by his own will; kindly chat, jokes and pseudo arguments can be use in an attempt to convince the victim to agree with any made up reasoning.
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Postby Nightwatch » Mon Jun 20, 2011 4:12 pm

this needs to be sticky

it brings back memories...
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Postby DTNC Vicious » Mon Jun 20, 2011 7:24 pm

i would sticky it, if i knew how to , i don't see the command anywhere......

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