The
Borg
By
Derek J. Kalweit
Contents:
1.0
Introduction
2.0
Pros and Cons of playing the Borg
3.0
Ships
4.0
Colonizing
5.0
Planet Management
5.1 Planets near homeworld/starbase
5.2 Planets on hostile borders
5.3 Planets in enemy territory
6.0
Chunneling
7.0
Battles
7.1 Basics
7.2 What ships should I use?
7.21 How should I arm my ships?
7.22 What engines should I use?
7.23 What should I carry in my ships?
7.24 How should I fly my ships?
7.3 How should I strike?
8.0 What allies should I make?
9.0 How should I deal with my enemies?
9.1 Dealing with the Feds
9.2 Dealing with the Lizards
9.3 Dealing with the Bird Men
9.4 Dealing with the Fascists
9.5 Dealing with the Privateers
9.6 Dealing with the Crystal People
9.7 Dealing with the Evil Empire
9.8 Dealing with the Robots
9.9 Dealing with the Rebels
9.10 Dealing with the Colonies
10.0
Minefields
====================================================================
1.0
Introduction
The Borg
is one of the most challenging races in VGA Planets to play.
Many newbies make the mistake of trying to play them to early,
and fail horribly, and never play the race again. Boy, are
they missing out! As long as you go into playing the race
with the tactical knowledge and experience required, they
are one of the most rewarding races in the game to play! The
only down-side, is in most games, they can take a VERY long
time to play a turn-- at turn #30 in a game I was hosting
with 3 other humans (the rest computer-controlled), my turns
were taking over 2 HOURS EACH! And at a minimum of 1 turn
per day, it was eating my time up! So first of all, if you'd
like to master the Borg-- or even just play them respectfully;
be sure you have plenty of time to play your turns! Second,
be sure to play another race first-- the Borg is NOT a newbie
race by ANY stretch of the imagination. And lastly, have a
calculator nearby-- it greatly decreases the time you spend
with your turn. I normally use VGA Planets Assistant, so some
tactics require, or work best with this program.
With this
guide, I will expect you to have a decent understanding of
VGA Planets in general-- if you haven't read other generic
guides-- or even the documentation--go find some, and then
come back to this one when you're done. I'm writing this guide,
because there is such a lack of Borg information out there.
And not because there's a lack of Borg players, either-- they
simply don't want to give away their well-kept secrets. I'm
a little more willing to share my knowledge of this wonderful
race, as I enjoy playing ALL races (except maybe the Colonies,
but I haven't really given them much of a chance), and not
just the Borg. Not to mention VGA Planets 4.0 will be out
this year, and this information will be almost useless, most
likely. Most of the information in this guide is self-taught
through experience in local (against Dominate), and self-hosted
games (with buddies of mine). Some tactics I have not actually
done, but there's absolutely no way they can be wrong. Of
course this is all just my rambling-take it or leave it. :)
====================================================================
2.0
Pros and Cons of playing the Borg
The Borg
is VERY week early on in the game. They can easily be exterminated,
but if they are, they must be FULLY exterminated, or they
will grow just as large again with their assimilation-I know
of a case, where a Borg player escaped with nothing but a
probe, and he ended up winning the game! Their cubes are some
of the best ships in the game, but are VERY expensive-- in
Moly especially. They are NOT an easy race to play, and will
take much of your time each day (or however often you play
your turns). They are, however, one of the most rewarding
races to play, when played right.
====================================================================
3.0
Ships
SDSF:
Actually this ship is probably more useful to the Borg than
to ANY other race! You don't need to take lots of colonists
with you to colonize worlds, so just send off a few SDSFs
and drop a few clans and supplies (except on Bovinoid planets)
here and there (I use 40 supplies and 30 colonists on each
SDSF), and go on to the next planet, and before you know it,
those planets will have LOTS of colonists on them. And as
with most Borg colonizing freighters, they rarely must return
home-- just pick more colonists/supplies up at an assimilated
world.
B200
Probe: You should build a lot of these to hyperjump
to nearby planets for scouting, and to build outposts-these
outposts can grow huge in no time with your assimilation.
I put 8 supplies and 7 colonists on these, and drop all on
any native world, and 1 colonist only on a planet with no
natives, beam up fuel (mission-- there's usually enough),
and HYP to another at exactly 350LYs away (340-360LYs using
recent hosts).
Watcher
Scout: I rarely build these ships. Pretty useful--
possibly escorts for MDSFs if a cloaker is picking them off.
B41
Explorer: This is a decent armed transport, however
it has a very low mass and won't hold up against any torp
ships.
Iron
Slave: This is a completely useless ship-- not only
useless to the Borg, but useless to ALL races. It has only
two fighter bays that can't launch enough fighters to take
out most medium ships, and a small cargo capacity, which is
useless for most purposes. Don't build these!
MDSF:
This is just the size when freighters start to become useful
to other races, and even MORE useful for the Borg. Use these
for colonizing mostly (why waste a LDSF for colonizing when
you can use these?). This is at about the size that an enemy
(especially a cloaker in your space) would struggle with the
decision-- "should I leave it alone, or is it worth showing
him I'm here." Most of the time, at least for me, when I'm
playing a cloaking race, they'll decide to leave it alone--
however with an LDSF, they'll usually choose to go for it.
B22
Destroyer: These are quite useful for base defense--
7 beams are GREAT for burning fighters off carriers. Not useful
for much else, though.
Quietus
Cruiser: This is a useful ship as well. Can be used
as both armored transport and fuel carrier. Will stand up
fairly well against most scouts, due to its torpedo tube--
use mark4 or mark7.
LDSF:
This is the PERFECT ship for mineral trucks. Truck your minerals
from nearby planets in the early game, and then later, once
you have decent planets elsewhere, build some LDSFs with low
engines (tech 4-6 or so), and chunnel them around-- you can
move GREAT amounts of minerals in almost no time using only
50KTs of fuel (each way)! Great for stripping planets of minerals
AND fuel (600 KT of fuel each!).
Firecloud:
This is your most useful ship, PERIOD. It allows your ships
to move farther, faster, and better than ANY OTHER SHIP IN
THE GAME! With this ship you can chunnel minerals and money
around for a better economy, chunnel battle fleets to any
other Firecloud on the map, etc. Definitely your most useful
ship. Don't sell this ship, or let it be captured if you
can help it. Offer services only, if you need the money
(you shouldn't need money you should have plenty).
ONLY
give/trade these to trusted FULL allies.
Biocide:
One of the most feared ships in the game. This is your cube
ship that launches fighters. Not very economical to use, however,
unless you have an ally where you can get free fighters, or
you've met the ship limit, and your ships have to survive
longer, or you won't be able to build another. Great for stripping
fuel off planets when your enemy is advancing (retreat with
the fuel-- burn up as much as you can of it, as then your
enemy can't use it).
Refinery:
This is the fuel refinery-- load half supplies, and half minerals
onto the ship, and you have that much fuel the next turn.
I find I rarely have a fuel problem when fireclouds move my
huge fleets most of the way, and my economy is in full swing
(early if you're lucky to have nearby natives).
STSF:
Super Transport Freighter-- too big for most purposes. You
could use these instead of LDSFs for chunnel harvesting, but
it's not recommended, as you must build them on tech 10 hull
star bases (most of your starbases only need to be tech 6
hull).
Annihilations:
These are your cubes with torpedo tubes. These are DEFINITLY
your best ships, but require massive minerals to build (especially
Molybdenum). Outfit these with high-tech beams, and decent
tubes-- preferably mark 4 in the early game and mark 7 or
8 later on. Build your torpedoes on mineral-rich planets with
the MKT friendly code-- NOT your homeworld-- you need those
minerals for more ships.
Alchemy:
I find this ship useful in mineral-poor games, as you need
a lot of Moly. Don't build one until you absolutely NEED one.
====================================================================
4.0
Colonizing
The first
rule of colonizing with the Borg, is don't bring to many colonists!
Filling your freighters up with mostly colonists is something
that the other races must do, but you don't need to do. Instead,
fill it roughly evenly with supplies. This will allow your
colonies to start out faster than other race's colonies. On
worlds with no natives, drop 1 clan, and head on to another.
This gives you a higher score, so it's easier to bluff that
you're better off than your neighbors are.
You should
rarely, if ever, need to return to your homeworld with a colonizer.
If you run out of colonists, just backtrack a little, until
you come upon one of your assimilated worlds, and grab more
colonists/supplies. Then take another route of un-colonized
planets, colonizing them along the way. In this manner, you
can colonize MUCH faster than most other races.
Once you
colonize a planet, tax the natives to the maximum that you
can for that amount of colonists. There comes to be a point,
where you must use calculator (or spend hours doing this for
each planet with natives!). Multiply your colonists by 2,
and continue doing so, until you get to the number of natives
currently on the planets (or just over)-- then subtract 1,
and you know the amount of turns it will take before the world
is completely colonized. Now look at the happiness rating.
By the last turn you have natives on the planet, you should
be down to 40 happiness points (on the virge of rioting).
Therefore, look at the current happiness points (say, 94),
then subtract 40(54), and then divide the number of turns
into the number of happiness points you just came up with
(difference from current and 40). Then set the tax rate so
that it subtracts that many happiness points from the natives
each turn. By the time you get to 40, you'll have so few natives,
they will be completely gone the next turn, and therefore
won't riot no matter what the tax rate is (but you won't get
the $$$ either).
With all
these colonists, you don't have to worry about them growing
on top of that, so go ahead and tax your colonists. On worlds
they will die (arctic and desert), tax them so their happiness
points will go down as well never down lower than 50 or so
though, as the slightest military presence, battle, or such
at the planet will throw them into rioting. On your HW, however,
you can leave your tax rate at 0%. This will allow you to
build the maximum amount of mines and factories (don't worry
about defense-- your HW is quite useless past turn 20 or so,
other than building ships). Be sure to chunnel/HYP in money
from assimilated worlds that won't make good candidates for
starbases themselves. You should always have TONS of money
on your HW-- 10-20 thousand MC's minimum.
On
outposts in enemy territory (or within scanning distance of
such), try not to build any factories until you can cover
them with defense posts as well. Hard to do except on Bovinoid
planets, but it'll make your outpost very hard to detect,
and by the time they find it, it will be able to defend itself
pretty well.
====================================================================
5.0
Planet Management
This is
where the loads of time come in (as well as with happiness
point calculations mentioned in the last section). You must
manage your planets well. You must have enough defense posts
to keep from getting detected, enough factories to produce
loads of supplies (especially in mineral poor games, so you
can use your Merlin's), and mines to mine out the planet quickly,
making it absolutely useless to any other race (once it's
harvested). This stuff is pretty standard for every race,
however you get to build every turn due to assimilation (doubling
of colonists and therefore maximum structures).
Knowing
what to build and when NOT to build are the key factors.
5.1
Planets near homeworld/starbases
These
planets can be quite useful throughout the game-- you can
tax the assimilated colonists and get about 500 MC per turn
usually. After these are harvested of minerals, you might
be lucky and get hit by a large meteor (the Borg is the only
ones ASKING for large meteor hits!). Then you can mine it
really quickly (you still usually have millions of colonists
to build mines if they were destroyed), and bring it back
to a starbase to use. At the very least, these planets are
useful to all but the Fascists, as they'll be stripped of
minerals, and most money. The Fascists, however, can pillage
you, getting LOADS of money.
5.2
Planets on hostile borders
These
planets are the gray areas. They're not safe from being attacked,
but they're not in constant danger, either, as outposts in
enemy territory are. Usually, if the planet is quite useless,
I lower the happiness ratings (usually just colonists) to
the virge of rioting, so if the enemy takes the planet, they'll
be rioting (the battle put them there), and be of little use
to him for a while. Also, build as many defense posts as possible
at the very least, it will soften up an attacking fleet for
your main defenses farther in your territory.
5.3
Planets in enemy territory
These
are the planets that you do your best to BURN TO THE GROUND!
If there's natives, you do your best to assimilate them (ESPECIALLY
if they're of a good government). Try to put the happiness
ratings of both natives AND colonists WAY into the gutter--
negatives are really good. That way, unless your enemy is
the Lizards, they'll have to wait a good dozen turns or so
to get them to stop rioting! This is very satisfactory, and
I even do this on my home planets if I'm being run over by
another race, and I stand no chance.
====================================================================
6.0
Chunneling
Chunneling
is your main means of transportation over distances. It is
one of the STRONGEST race advantages in the game, but unlike
many other race advantages, it is one that someone else can
acquire, as it's ship-specific. You must do your best to NEVER
let a Firecloud get into enemy hands-- they're DEADLY. You
must use your Firecloud's for harvesting planets far from
bases of minerals/money and bringing huge fleets into enemy
territory (or even just to the border, usually saves THOUSANDS
of KT's of fuel).
One trick
that I've heard used, but never actually used myself (I was
going to, but the game ended first), is to bring a Firecloud
outside the map about 20-40 LYs farther than the visible setting
(check with Host or note first messages of game), and then
travel there, to the other side of your enemy. Then, when
he least expects it, chunnel in some cubes, and take him by
beside his Backside! The only problem with this is that he'll
see it in plenty of time to defend, usually, and you can't
planet hop outside the map.
As mentioned
in the original docs, chunneled ships have their shields down
when they come out of a chunnel. Therefore, try to make sure
that the enemy doesn't know where your receiving Firecloud
is when you chunnel to it he could more easily take out your
fleet if he did.
====================================================================
7.0
Battles
7.1
Basics
The first
rule of war, is to NEVER under-estimate your enemy. When running
simulations, unless you're SURE of otherwise, figure for a
maxed-out ship.
Always
OVER-estimate what you'll need to take out a battle-fleet
or empire, and don't strike until all your forces are in position--
striking to early with one, and not being able to follow through
with the second blow fast enough, will give your enemy too
much time to prepare.
Secondly,
NEVER leave your bases un-guarded. A well-planned attack can
easily knock out a starbase-- even cloakers. Before I was
ready to play the Borg, I did so, and had my HW taken by Lizard
Cruisers very early in the game. If I had a cube or two there,
I could have saved it, or better yet, I could have counter-attacked,
as I knew where his, much more important, homeworld was.
Thirdly,
and this might seem contradictory, don't be afraid to take
risks. You'll never win by "playing it safe." Weigh the odds,
the benefits, and the consequences of what you do, and make
a decision based on that. If there's a lot to gain from making
an attack, DO SO! Even if there's much to lose if you don't
win, someone else will probably attack you anyway, and you'll
lose anyway.
7.2
What ships should I use?
Many Borg
novices, run simulations of their ships against other ships,
and find that the Biocide fairs very well against most ships
in the game. This is true, however, a Biocide with enough
fighters costs MUCH more than a few good Annihilations, unless,
of course, you have a nice ally that can supply you with free
fighters. An Annihilation also has 100KT more mass (960 than
the Biocide (860). Both are gas-guzzlers, and should be mostly
transported simply with Firecloud's, unless you're purposely
trying to burn up gas to keep enemies from using it. These
ships are the backbone of your fleet, and most players know
it. You must have a good economy going before you can build
these (minerals mostly, but also money), so make economy your
#1 priority at the start of the game.
HYP probes
are useless in battle-- they will only burn off 4 fighters
before being destroyed, and don't cause a lic of damage against
any torp ships. Use these ships only for colonizing, money
transporting, and spying.
Firecloud's
do pretty badly in battle. They'll burn of some fighters,
and maybe be able to throw a few torps if you have them, but
not much else. Also, the chance of them getting captured isn't
worth the risk of sending these into battle.
7.21
How should I arm my ships?
Beams
on cube ships should be Heavy Blasters at the minimum. The
chances that a race will try to use minefields to defend themselves
are high, so you must be able to sweep them. Mark 4 torpedoes
are good early in the game, but mark 7 or 8 is required past
turn 20 or so, to do respectable damage, and last through
many fights-- especially against fighter carriers. Don't carry
more than 100-175 torps unless you're specifically trying
to use up resources on an outpost world-- better that the
torps are wasted, than for the enemy to build them, right?
Same goes for fighters-- don't put more than 100-130 or so
on a Biocide-- any more will simply be wasted, and at 100MC
a piece, these are quite pricey to lose!
HYP probes
should be minimally armed. 2 X-rays is usually plenty-- better
than putting lasers, as lasers will do more to bring down
someone's shields (kill 3 versus X-ray's kill 1). Be sure
to put 2 X-rays, as you want to be able to capture freighters
if you can-- 2 X-rays will nicely capture a LDSF-- 1 X-ray
will not.
I usually
have Disrupters or Heavy Disrupters on my Firecloud's. This
way, I can capture freighters and small ships for my own use.
I usually put on Mark 4 tubes if I can help it, so I can lay
minefields or similar if necessary.
7.22
What engines should I use?
On cubes,
you should have a minimum of warp 6 or 7. Using transwarp
ESPECIALLY if you're chunneling them in, is wasteful at 6
engines a ship! That's 1800 MCs per ship!!! Some people use
Transwarps on one, and then tow another one-- this should
work fairly well, but don't put less than warp 6 engines on
the one being towed, because if the tower is destroyed, you
don't want the other ship to be COMPLETELY abandoned. Also,
if necessary, OVERDRIVE your engines. Sometimes it's better
for your enemy to think you have more than you have-- especially
if the ES bonus is on, as they'll figure for tech 10 ships
if they see you traveling at warp 9!
HYP ships
should have a maximum of warp8 engines, and an average of
warp 6-7, depending on their specific purpose. If the ES Bonus
is on, I recommend going lower, as you want these babies destroyed,
NOT captured!
Firecloud's
should definitely have Transwarps, unless they are simply
a receiver at a starbase or such. Don't worry about making
it easier for enemies who capture your Firecloud's (knock
on wood!), as most competent enemies would be escorting/towing
such a prize anyway, even after they cloned it.
7.23
What should I carry in my ships?
You should
always have free room on your cubes, as when you destroy a
ship, you get the minerals/fuel from it. However, don't take
this to an extreme, as usually those minerals aren't to useful--
especially on the front lines. It's always a good idea to
carry supplies-- maybe 100-200 per cube, as then if you're
hit by a mine or Glory Device, you can repair yourself (1%
for ever 5 supplies), without having to stop, and perform
the repair self mission. This is ESPECIALLY important when
playing against the Fascists, as they will do their best to
throw as many GDs as possible at you, to soften up your fleet
before they confront you with their warships. You should also
carry torps/fighters of course, mention in 6.21, and maybe
some colonists, and even money for making more torpedoes.
HYP ships
shouldn't carry anything, except when colonizing or transferring
money. If you have multiple probes, try splitting the money
among numerous ships, going different routes back home, so
that if one gets destroyed/captured, all of your money won't
be gone. Of course this is only very useful when you're transferring
large sums(20,000+). It's not worth the effort for a measly
5,000 or less.
Firecloud's
should carry colonists and supplies, so they can colonize
on their way to where they are going. The supplies will also
help against GD hits, mine hits, etc. You might want to carry
a small amount of torps as well, so you can defend better
against some of the larger medium warships.
7.24
How should I fly my ships?
Planet
hop whenever possible-- give your position and identity away
only when it benefits you. NEVER show your heading-- make
it seem like you're heading to one planet when you are indeed
heading to another, etc. Fly in erratic zig-zag patterns when
flying out in the open. Once in a while, travel just short
of your destination in a straight line to simply frustrate
a cloaker trying to intercept you! And always set your primary
enemy to privateer! They are the only enemy that can do you
great harm without attacking-- you DO want to pick a fight
with them you do NOT want to find your ships and their ship(s)
in the same place in space. Do your best to travel in ion
storms to discourage cloakers from trying to intercept you
(especially Privateers)-- so many cloakers forget to figure
for ion storms uncloaking their ships!
7.3
How should I strike?
Striking
is all dependent on your style of play. I prefer to attack
from multiple directions, splitting my enemies defending forces.
The best way is to send in 3 forces visibly, and then when
he sends his ships to intercept, send in a 4th and possibly
5th strike from behind to attack his planets with weaker defenses.
This way you win either way if he leaves his ships on his
planets, you can have 5 strike forces to take care of them,
and then the planet, and if he leaves with his ships, you
can take the planets with your sneaking strike force(s).
Gorilla
striking is very effective-- especially along the borders.
Send a few ships in, capture a planet, riot it to death--
maybe assimilate some natives, and pop back out. Strike in
random patterns, at random times.
Whatever
you do, do not split your forces, and attack two people at
once-- it will severely hinder your chances of winning each.
Try to exterminate ONE enemy at a time. Fighting on two
fronts is just too confusing, and risky.
When striking,
be sure to set the battle order properly, so that your ships
fight in the correct order. Set the friendly codes to? 1 for
the first ship? 2 for the second, etc.? can be any letter--
numbers will act as numbers. The lower the number, the earlier
they will fight-- ships with friendly codes of complete letters
will strike last.
====================================================================
8.0
What allies should I make?
The Feds
are a fairly good ally, as they can give you LOKI's to protect
you from cloaking races-- the Privateers most specifically.
They can also super-refit your ships with all their money--
they'll probably want you to provide the minerals though.
If you give them a Biocide, they will have effectively 13
bays instead of the default 10-- making the Biocide even more
deadly. Terraformers are very useful to you, as many of your
colonists die from the climate being too hot or too cold.
The Fed's bioscanner can also help you find more natives to
assimilate.
The Lizards
are another fairly good ally, as they can also give you LOKI's,
give you tons of minerals (200% mining rate!), hiss your planets
if necessary to get more money, give you cloakers for spying
and colonizing far into enemy territory. They can also give
you a terraformer to cool down your desert planets. A good
tactic to use with the Lizards is to have an assimilated world
with a LDSF in orbit. Fill the LDSF with colonists, and a
Lizard can send ships there, and you can load colonists on
them for them to use in Ground Attacks-- VERY useful for a
supply of colonists deep in enemy territory.
The Bird
Men are good to ally with for cloakers, but other than that
and information, they're not that useful to you-- but they'll
want to ally for your cubes, HYP ship, and Firecloud's. Beware
of sneaky Bird Men players it's very easy for them to stab
you in the back HARD!
The Fascists
can do you good with their cloakers, Glory Devices, Pillaging
(what else are you going to do with 200,000,000 colonists?!?!?!?--
isn't turning that into 200,000 supplies better?!? ), and
of course the ground attack like the Lizards, but to a smaller
extent. They also can't be attacked using ATT/NUK friendly
codes, so they're dangerous enemies!
The Privateers
are your worst enemy, so they'd be a GREAT ally. They grab
the ships from other races, and you clone them for him, and
keep some for yourself. He gives you Gravitonic Accelerated
ships to tow your fleet around with, and you help him with
your Firecloud's and HYP ships. They'll also give you cloakers.
Basically, you don't want them on your bad side, so it's better
to ally with them!
The Crystal
People those web mines are sure comforting to have around
your empire. That's for sure. Plus he can grab ships, and
you can clone them for him like with the Privateers keeping
a copy for yourself, of course. They can't offer you much
else, except a terraformer that heats to 100.
The Empire
would be a nice ally, but not a great one. They get 5 free
fighters per base, which barely covers their ships, so they
can't really give you many. They have the Imperial Super Star
Destroyer, however, which is VERY useful! Get a planet deep
in enemy territory, assimilate it, and then get some SSDs
there-- you can use that planet as a loading base for colonists,
and capture plenty of enemy planets/bases! Also, why would
you want to fight a Gorbie!?!? They can also give you nearly
COMPLETE information on enemy worlds, with their dark sense.
The Robots
are a free fighter race, so they're a good ally. They can
give you free fighters for your Biocide, and even give you
Instrumentality's for a lighter carrier to guard your planets
with. They can also give you 4x minefields to protect your
space with! They can also give you a FULL bioscanner to find
more natives with.
The Rebels
are also a free fighter race, so they're also a good ally.
They can give you the Patriot Carrier, which is REALLY cheap
to build/clone, and is really effective when it has a decent
amount of fighters. They can also RGA your worlds to make
natives happier, and also can't be attacked by ATT/NUK.
The Colonies
are a nice ally due to the free fighters of course, and can
also sweep mines with fighters-- even from 100 LYs away, making
them VERY good allies if you have the Robots as an enemy!
They can also give you a bioscanner/RAM scoop ship (Cobol)
for finding natives. Their Aries transport makes fuel more
efficiently than your normal refinery, and their Lady Royale
allows you to get 160MC per turn from it if you have colonists
aboard-- which you'll have PLENTY of!
====================================================================
9.0
How do I deal with my enemies?
9.1 Dealing with the Feds
The Feds
are fairly straightforward to deal with. They don't have much
anti-Borg equipment. Just exterminate them with your cubes,
and watch out for possible allies.
9.2
Dealing with the Lizards
The Lizards
fear you very much. They can't use their ground attack ratio
very effectively, due to your assimilation. Their cloakers
are VERY useful against you, as they can scout out your worlds,
but they can't do too much about it, unless they have enough
cloakers, or bring in their T-Rex's and Madonzilla carriers.
They also are immune to LOKI's, so getting a LOKI won't help
you. With their excellent and fast-starting economy they will
make quick work of you if they find you early in the game--
try to stay hidden, and don't pick any fights with them early--
you don't stand a chance if they're played competently. Later
in the game, however, they aren't too much of a threat. Just
attack them like you would other races.
9.3
Dealing with the Bird Men
The Bird
Men are the sneaky, cowardly snakes of the echo cluster. These
guys will probe your territory finding LOTS of info, and selling
it to your enemies. Lay minefields if you can to try to capture
some of these pests, and exterminate their HW if you can.
They will also try to change your friendly codes on your planets
to bum this will beam your money up to all enemy ships in
orbit (cloaked or not). They will then try to run. This can
be helped, if you change your friendly codes every turn use
a random generator such as is built into VPA.
9.4
Dealing with the Fascists
These
guys, to tell you the truth, are scary-- those Glory Devices
can hurt you, but carry those supplies to protect yourself.
Their ships don't stand a chance against a fully-functional
cube of any type. They can also pillage your planets, however,
which can be VERY scary-- getting a good 1000-2000 MC's from
each pillage! One good reason not to keep colonists on your
planets needlessly-- kill them off if the Fascists might come
and pillage you! They'll also be cloaking throughout your
empire, spying on you, taking your freighters, pillaging where
you least expect it, etc. I'd prefer to ally with them!
9.5
Dealing with the Privateers
Run like
hell! These guys are even worse than the Fascists. They will
steal your ships, and use them against you! The tactics for
robbing ships are very easily figured out, and used VERY easily.
Try using the beam-up-fuel method, and never move your ships
in a straight line they will cloak-intercept you, and steal
your fuel, and then your ship! Also, when launching attacks
against these filthy barbarians, be sure to send your ships
separately, as they will easily intercept your ships, and
drag them away-- REMEMBER-- NEVER EVER EVER send them in a
straight line! The good part about these guys, is their planets
are very easily defeated-- they're power is in stolen ships.
9.6
Dealing with the Crystal People
These
are a HARD race to attack. Those web mines-- once you get
stuck in them, it's VERY hard to get out. Especially if you
didn't listen to my advice above, and put high-tech beams
on your ships! This race's ships aren't particularly powerful,
so they're fairly easy to destroy, but getting there is the
hardest part. Many Crystalline players will even use web mines
as an offensive measure, making movement VERY hard. However,
with chunneling and HYP probes, it effects you less than most
other races, so be happy! Try towing a Firecloud into the
web field-put just the fuel you need on your towing ship,
so that it can't lose much. Then next turn; transfer that
much more onto it from the ship being towed (which can't be
hit by the mines), so that it can go another turn. If you're
towing a warship, set it to mine sweep, so you at least can
destroy SOME of the mines.
9.7
Dealing with the Evil Empire
The Evil
Empire is a formidable opponent. Unlike you (when you have
a good economy), they suffer greatly from lack of fuel. As
well as lack of colonists for use in their SSDs. Take advantage
of this. If they are advancing, strip all planets of fuel,
and retreat. Then, when they come forward, and are, hopefully,
stranded on a planet without fuel, move in for the kill! An
Annihilation with merely Mark4 tubes, and Heavy Disrupters
can take out 3 loaded SSDs with only 75-90 torps, and without
taking ANY damage. Better torps, means fewer torps, and even
less damage to the shields. Their Gorbies, however, are terrifying!
9.8
Dealing with the Robots
The Robots
suffer from a sever lack of Duranium-- they require an EXCESSIVE
amount of it in all of their ships. Therefore, when fighting
with the Robots, be sure to deprive them of as much Duranium
as possible. Not to mention Moly and Tritanium, as they need
that for their fighters. The Robots have many decent carriers,
however, and stand a good chance of wiping you out. I still
can't understand why this is Tim Wisseman's favorite race,
though.
9.9
Dealing with the Rebels
Like the
Fascists, the Rebels can not have their ships attacked by
planets with the NUK/ATT friendly codes. They have the Rebel
Ground Assault which is even more dangerous than pillaging,
but at least it doesn't help the Rebels any (except the destruction
of us, of course). They also have HYP ships to HYP into your
space, and RGA a planet or two, and HYP back out. They excel
at gorilla warfare, so beware. Their carriers are formidable
opponents as well.
9.10
Dealing with the Colonies
The Colonies
have good carriers like the Robots and the Rebels, as well
as Lady Royale ships to make money with. They can be VERY
dangerous when played right sweeping your minefields from
100 LYs away, attacking with Virgo's, etc. Not a fun race
to deal with, but definitely not your worst enemy.
====================================================================
10.0
Minefields
Many expert
Borg players use minefields extensively. The use of minefields
depends greatly on your neighbors, however. A Robot neighbor
will easily exterminate your minefields by placing his own
to destroy them, at 1/4 the price or yours. A Fascist has
many beams on their ships, and will easily clear the minefields.
The trick with minefields is knowing where to place them,
when to place them and when to scoop them back up! In a recent
game, I had an Annihilation come out of a wormhole, and by
chance, it was in Empire territory, right next to a SSD heading
for one of my outpost planets. I laid a minefield right there,
and ended up hitting the SSD twice! It was crippled to over
80% damage! I then struck a couple planets, and scooped up
the minefield. I meant to lay it again, but instead was destroyed
when I attempted to strike a planet that was to heavily defended
(quite probably, the former Fed HW). You MUST scoop up your
mines using the msc friendly code once your enemy knows about
them-- otherwise, he'll simply sweep them unless he's a newbie,
he won't fall for getting hit by a mine in the same minefield
twice.
And
remember this:
"He
who knows the enemy and himself
Will
never in a hundred battles be at risk;
He
who does not know the enemy but knows himself
Will
sometimes win and sometimes lose;
He
who knows neither the enemy nor himself
Will
be at risk in every battle."
-
Sun Tzu, The Art of Warfare
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