As you may have gleaned from some PL posts we have pretty much been playing DEFCON 24/7 for the past week. It's $10 on Steam or you can get the Demo and still play with us - http://store.steampowered.com/app/1520/
If you don't have a PL Other Games Mumble account you should make one because laughing at the guy you are dropping nukes on is great:
1) Make a PL.com forum account: http://www.pandemic-legion.com/forums
2) Go to Settings > Permission Groups > Other Games
3) Go to Services Access and click "Save"
4) Set up Mumble or just click the link
How to play and not get fucked 10 minutes into DEFCON 1
The game has counts down from DEFCON 5 to DEFCON 1:
DEFCON 5 - Set up phase, you figure out who your ally should be and place your structures and fleets. We usually play variable unit count, so each structure or unit costs a certain amount and you decide how to spend it. You can still place fleets in DEFCON 4 so get your structures up first. Your fleets can start moving once placed, but no hostile action.
a) RADAR - provides you vision and allows your air defense to track incoming missiles and bombers - dies to 1 nuke
b) Silo - switches between ICBM launch and air defense - dies to 3 nukes
c) Air Base - houses your bombers and fighters - dies to 2 nukes
a) Subs - carry 5 SRBMs (short range ballistic missiles) will get owned by carriers in anti-sub mode. You must surface to launch, so you can die pretty easily.
b) Battleships - own carriers and do pretty well against fighters and bombers
c) Carriers - carry 2 bombers and fighters and can go into anti-sub mode
d) Fighters - good at shooting down bombers and scouting
e) Bombers - carry 1 SRBM and can also go into Naval combat (conventional combat) mode and own ships
DEFCON 4 - RADAR will provide vision in neutral and hostile territory, units can move, and no hostile action.
DEFCON 3 - conventional warfare begins.
DEFCON 2 - basically start thinking about who to nuke
DEFCON 1 - Time to go full retard - Set condition 1-SQ
This game is all about TIMING. As you select units and structures you will notice that each one takes a certain amount of time to switch modes. Then you have to take into account travel time, with bombers you also need to add in arming time.
The general idea is you are trying to land all your nukes on the targets at the same time to overwhelm any air defense. So you need to manage your launch queues.
Also, if you get caught in ICBM launch mode with your silos you have no way to shoot down incoming ICBMs.
How to win -
You get points for blowing shit up and lose points for getting your shit blown up.
Here are some hints for the new guys -
Alliances - you share structure, RADAR and ~surface~ fleet vision, but you will not see your ally's subs
Cease-fire - your units won't auto engage anyone you have a cease-fire with.
Planes: have a limited fuel range, shown with a blue circle around the plane. They will instantly rearm/refuel at an air base or carrier, so you can launch them right away. And air bases and carriers have several nukes to reload bombers, so keep your bombers alive.
You can manually target areas with nukes by clicking on the area (this is great for nuking soon to be ex-allies).
Seriously, come play with us, we have 2-3 games up at any time. And I probably forgot some stuff.