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An AP-saving tip

PostPosted: Mon Mar 24, 2008 2:50 pm
by Giaddon
During the first few turns, when I usually have extra AP due to a lack of other resources, I create a bunch of (empty) armies in my HQ so I can use them later when I have units for them. The extra few AP later can be a real help.

Very basic, but it works.

Re: An AP-saving tip

PostPosted: Mon Mar 24, 2008 3:16 pm
by Gojira
Yeah, I've started doing that in the last couple of games. Helps to use up those spare AP in the first few turns, and helps save them in the following turns. :)

-Gojira

Re: An AP-saving tip

PostPosted: Mon Mar 24, 2008 3:29 pm
by Crystalis
Oooh, I hadn't thought of that! Thanks for the idea, 'cuz I like to burn through AP before clicking end turn. Any turn I have more than 1 AP left over when click end turn makes me a sad panda. This should take care of that problem. :)

Re: An AP-saving tip

PostPosted: Mon Mar 24, 2008 7:17 pm
by John Doe
Yeah, I just figured this out myself after noticing that the AI does it all the time. Note that if an enemy stack attacks your base all those empty armies get wiped out. At least that has been my experience with it.

Re: An AP-saving tip

PostPosted: Tue Mar 25, 2008 12:14 am
by RedDevil
Although it's a good habit to get into leaving 3 AP over at the end of your turn. If you get taken by surprise in someway during the AI's turn after yours, you need to have left over AP's to play Tactics cards during battle. Also, it takes 3 AP for a capture attempt. I've had lone AI Heroes move through a stealthed recon team before, and it will pop-up the capture box only if you have 3 AP. If you manage a kill, then great, but if you manage a Capture, then you just got a free +3Ap per turn from then on.

Re: An AP-saving tip

PostPosted: Tue Mar 25, 2008 4:02 am
by Seahorn
Saving 3AP and some energy units at the end of the turn will also let air units with air to air intercept respond during an enemy's turn. The ground units with air intercept ability do this automatically without action points, I think, but the air units cost that much to pull from your hand and play. Taken out a couple of Xeno fliers this way with Imperial air power.

Re: An AP-saving tip

PostPosted: Tue Mar 25, 2008 4:13 am
by potatoedoughnut
This is one of the advantages of going last. You get your full AP to play tactics, air-to-air, etc. while the other players have their turn, and you don't have to "save" any AP at the end of your turn so you don't have the risk of wasting AP or wishing you had more. Of course, this can leave you short on AP during your actual turn if you're not careful.

I like to accumulate lots of AP generating thingies and purposely go last. Also, when you need it you can dump resources to get a double turn (going last, then first) which is another option you don't have if you always go first.

Re: An AP-saving tip

PostPosted: Tue Mar 25, 2008 1:21 pm
by RedDevil
Yep, there is a lot more strategy in this game then appears to the eye.

Re: An AP-saving tip

PostPosted: Tue Mar 25, 2008 5:16 pm
by Ian
This is something I started doing over my first few turns as well. Not so much later on when I might need that AP all of a sudden, but in the early stages I at least try to create a couple of armies for scouts and one or two as assault forces.

Re: An AP-saving tip

PostPosted: Tue Mar 25, 2008 6:29 pm
by potatoedoughnut
This is probably a good place to point out that you can rename your armies by Home clicking (where did you come up with that one Vic?) the army name on the detail screen.