DJ's Birdmen Guide - What they don't tell you!
Last
update on 22/01/98
Let's
get it straight from the start - the Birdmen are a good race
to play. For the beginner they are easy to play while the
more experienced can take the Birdies on to win the game.
I've ready
many FAQ's on the Bird's (the best is the
Birdmen Guide to the Galaxy) and they all say the same
stuff...build swifties .. sneak and sneak.
Yes, Swifties
are good scouts at the start of the game but quite soon you
will be wondering why you built them. There lack of fuel,
ability to hold almost nothing and worst of all they can take
only one mine hit. By about turn 20 you should have a few
Resolutes skulking about spying on the enemy.. Why?? In HOST
3.2 the Resolutes and DarkWings don't need fuel to cloak so
they can sit in enemy territory for as long as you want, the
Swifties cannot. The Resolute can tow things out of orbit
( if there is a ship protecting a LDSF in orbit then just
tow out the LDSF and attack it ) and if used makes them deadly.
Good things
to do with Resolutes
- Find
an enemy planet you really want to kill, e.g. his homeworld
( do superspys till you find a largely populated planet
with temp at 50 and usually no natives + ships in orbit
), and then get a couple of Resolutes and some DarkWings
in there. Tow out the ships with the Resolutes and kill
with the DarkWings....don't put the Resolutes on kill unless
you know that you can kill the ship - chance is that he
doesn't have kill set ( maybe).
- Advanced
scouts - send them out to hunt and find starbases - once
there just wait for new ships to get built and tow them
out and simply take on easy LDSF prey to kill supply lines.
Dark Wing
is no Duck!
These nice little ships can take on anything! 10 Beams and
8 torps are matches for all medium ships and 2-3 will take
out any ship. If you manage to get your hands on a big tech10
fighter ship from another race then a good mix is to send
in a DarkWing first then let the tech 10 ship mop up, it will
suffer little damage and can fight another day. The biggest
problem with DW's is fuel - okay you've heard this before
but it is very important. Sending them down to kill the enemy
but not sending at least 1 resolute per 2-3 DW's is just madness
- I've done it so trust me.
Things
to do if you're the Birdies :-)
- If
you start in a high tech game and are fortunate to see an
enemy in the first couple of turn then go for them right
from the start, build a resolute with X-rays + gamma's and
send it over to investigate - you should be able to work
out via the score and his position where his homeworld is.
Build a couple of more Resolutes and 3-4 DW's and send them
over. One of your Resolutes should have MkIV's on them,
about 40-50 will do. Send all ships into orbit, except the
one with MkIV's. Lay the torps the same turn you attack
( try to use a low ID ship ) and you should frag his homeworld.
Next decide whether you can hold onto it - if not then raise
it to the ground and steal what you can, find his other
ships and pick them off. This may all sound too easy but
most players and too scared to do the above and will do
the usual, couple of freighters, small capital ships at
the start so kill the bastards first.
- Don't
build Swifties after turn 10, unless they are for carrying
cash.
- Do
get any ally and get a nice big ship off them as soon as
possible, pay for it if you have to. Once you have it you
can then clone it - then stab them in the back.
- Send
messages to players saying "I can see you".
- Use
cloaked intercept
- Using
towing to your advantage, I have one a nice ship on the
odd occasion including an Instrumentality and an MBR that
had just been built.
- Start
a campaign to make the Birds the rulers of the echo cluster.
- Build
lots of DW's & Resolutes, if the 500 limit is reached
and you are doing reasonably well then you should have at
least 40 DW's and 20 Resolutes - at least!!!!! - BTW - MKVII
or VIII's or all DW's please.
.....and
other thing's that I'll add at some point.
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