To wait or not to wait, combat etiquette for multi-player moo2

 

WAIT:

Many of us abuse the wait option in combat, pointlessly delaying the combat phase of the game. The argument of many seems to be ‘but it is in the rules I get 1 wait as attacker’. Sure u get 1 wait as attacker but that does not mean u need to exercise it every single combat round. I see supposed veteran players using the wait button for no reason other than to see if the defender hits wait, this ploy wastes a lot of time especially in 4+ player games where at least half the people are just sitting in the network players screen thinking of some silly comment to pass the time.

First of all the rules say that attacker must end his turn first if a waiting game ensues, there is no mention of 1 wait, 2 waits or 15 waits as far as I can tell the 1 wait rule is an interpretation that many players like to abide to.

Secondly if the attacking fleet must end his turn first and it is in the defenders best interest to wait until the attacker has completed his turn he is extremely likely to do so, and will act accordingly. Therefore the attacker hitting the wait button when he knows or can assume the defender will/should hit the wait button is simply wasting time. Not just his own time but the time of the defender and the players waiting in the network screen. Moo2 combat takes long enuf that we don’t need to exasperate the situation with tactics that assume the opponent is a moron, if he is that stupid u should win without asinine manoeuvres.

There are of course many examples when waiting as attacker is perfectly justified, these rarely occur in round 1 of combat, since the defender always gets the last move if he wants it.

Lets give an example, u attack me with 1 battleship, my 4 destroyers are faster than ur battleship so my first choice is wait, u move forward and fire Hvy lasers then, u wait, I wait, u end turn, I wait to see if u waited a second time, I wait again to be certain, now I move up and fire my weapons. Already in round 1 we had 5 cycles of wait when 1 cycle would have sufficed had the players been civilised about it. Later in the game when a battle may include dozens of ships senseless waiting can waste an hour or more if one player is lagging just a little.

SCOUT WARS

If u can’t hit the ship and u engaged it self-destruct or retreat. U will retreat automatically after 50 combat rounds anyhow.

OVERWHELMING FORCE

When chasing scouts home with an armada of ships there is no need to intricately move the whole fleet clicking off weapons firing missiles all over the map spraying a web of doom. The scout will just retreat so hit done or auto to speed things along, if the scout chooses to stick around u still have 49 rounds to kill him.

Furthermore if ur planetary defences are no match for the attacking fleet end the battle as quickly as possible. For example if missile bases are ineffective don’t fire the missiles.