The
Lost Colonies Fleet
By Sharkman
Taurus
Class Scout
Ship
Analysis:
As with the Rebels, you start with a free one at the beginning
of the game. And like the Rebels, this ship has just about
as many uses, ie. None. Far too resource hungry with respect
to its abilities. If you need to use something to tow a
freighter or carrier around, use a Cobol, do not use this
ship, it is an absolute boy for beating in combat if it
runs into something, ok make that anything.
Roles:
Scout, Towing, Colonising, Light interceptor
Cygnus
Class Destroyer
Ship
Analysis:
A very effective ship, only needs hull tech 1, cheap and
just one engine required. Build bucketloads of these. Crank
out a pile of mark 4 destroyers at the beginning of the
game and when cash is more plentiful, switch to mark 7 or
8 destroyers. Don't load them with too many torps (10-15
will do) because they will go down pretty easily, but they
will inflict a lot of damage. Can be used for perimeter
minelaying because the cargo of 50 torps is conveniently
sized to lay a decent minefield in one go, but prefer to
use the Tranquility for minelaying, the Cygnus is a ship
designed for battle.
Additional
Tactics:
The Cygnus' major weakness is susceptibility to minefields
as it weighs in at less than 100 KT. However unlike the
Rebels, you can sweep minefields effectively, so make sure
that the Cygnus is part of a battle fleet that includes
carriers (not too hard since carriers are your main offensive
weapon!) Even a couple of cheap Patriots make effective
minesweepers, clearing the way for the fleet.
However
you do not possess the Rebels' Guardian design, and a Cygnus
simply isn't as good as a Guardian in a lead-in ship sacrifice
role. In fact the Guardian has 50% more destructive power.
So you will need to build a lot more of these - fortunately
they are tech 1 hulls, so once you find that nice Ghipsoidal
planet, upgrade the torp tech and away you go!
Battle
Tactics:
A Cygnus should almost universally be set to fight first.
Make sure it fights from the right side of the VCR if the
enemy ship is a carrier, you have a 60% chance of being
put above a virtual mass of 320 KT, which means enemy fighters
only do 1% a hit. The effect of a Cygnus as a lead in ship
is not great against enemy carriers, but it is better than
just going in with your carrier first. And it also safeguards
against the enemy using a torp ship of his own to lead in,
which is something you will see experienced players doing
a lot of.
Against
a torpedo based ship, if engine shield bonus is off you
should use the Cygnus with caution, it will get splattered
after just a couple of high-tech torpedo hits. It is still
a good idea to lead in with them though, as the enemy may
lead in with a weaker torpedo ship in order to spare his
battleship some damage. The best way to enter battle with
a Cygnus is unseen - make sure your enemy cannot predict
the presence of a Cygnus when he is planning his battle
fleet. The best way to do this is fly a Virgo out alone
in deep space, but don't show a waypoint. Keep the Cygnus
hidden at an allied or a neutral (unoccupied) planet. Next
turn, switch off the Virgo's engines and have the Cygnus
intercept it. As always the Virgo should be set to sweep
mines. This tactic is even more effective with the Colonies
than the Rebels as all minefields within 100 ly will be
cleared or severely diminished, allowing the Cygnus to fly
around with relative safety. Your plan is based on forcing
the enemy to intercept you, which is a tad more difficult
with the Colonies because you don't have RGA and planet
attack immunity. But if you are in his territory, it's likely
he will be intercepting you anyway.
Roles:
Light interceptor, light combat vessel, carrier escort
Little
Joe Class Escort
Ship
Analysis:
Included as part of a typical Colonial battlegroup in the
Dreadlord Battle Manual. I have learnt a lot of my strategies
and ideas from this excellent war manual but I disagree
on this one, I don't like ships with just beams unless they
have something special to offer (eg. HYPerjumping) - they
are too easily conquered and whenever you don't get a chance
to fight back in a battle you feel cheated. This ship has
6 beams therefore is good for stripping 12 or so fighters
off huge enemy carriers, but it costs far too much minerals
for this to be worth it. Instead use a Cygnus with mark
4 torps - still only 1 engine and similar minerals in the
hull, but it has more mass, will still strip off a few fighters
and will do some damage to the enemy shields. Little Joe's
can be used for freighter hunting but then so can Cygnus's
if you put X-Rays on them.
Additional
Tactics:
Having said that, you might be able to use this ship to
strip fighters off enemies with low complements, in particular
starbases, but also Crystal Thunder, Instrumentality. These
ships have good armaments in terms of bays but tend to run
out of fighters too easily. Using the Little Joe makes this
a glaring weakness. With 12-18 less fighters, plus the Virgo's
10 beams, these small capacity carriers may not even do
any damage to the Virgo in the following battle, especially
if the Virgo fights from the left.
Battle
Tactics:
There's also the slight possibility you can use this ship
to similar effect as the Cygnus, but this time it depends
on your opponent. If you can get the Little Joe from the
right side of the VCR, it can work. I will illustrate with
an example. In my last game as the Rebels, I was fighting
the Colonies. I see 4 Virgo's heading for one of my bases.
I scramble 3 Rushes and I figure that with the left side
advantage plus the backing of a 60-fighter base, I should
be able to turn this threat aside. Unfortunately one of
the planets near the base was not owned by me and as it
turned out, my opponent surprised me by throwing a Little
Joe into the fray. Since I was trying to get the left side
of the VCR, the Little Joe ended up on the right, and as
luck would have it, it got the 360 KT of extra mass. Now
my first Rush to fight had crap engines (I was using the
sacrificial lamb tactic) and it only had 120 fighters (yeah
I know I said to use 150-160 fighters in my Rebels fleet
review, but as anyone who has played the game will attest,
you can't have everything your way all the time! :-p ).
The Little Joe, with the extra virtual mass, stripped off
18 fighters from the first Rush, leaving me with just 102.
This is nowhere near enough against another carrier that
has 10 beams, so I lost the first Virgo vs Rush battle.
The rest of the battle is irrelevant as far as this section
on the Little Joe is concerned, but if you're interested,
each victorious Rush suffered a lower damage profile than
the victorious Virgo's, and the base ended up finishing
off the last Virgo, with almost all of the base fighters
gone. That just illustrates how much of an advantage the
left side VCR is, in addition to the superiority of the
Rush over the Virgo (it is an easy mistake to believe that
it's an even trade-off between 5 beams/10 bays and 10 beams/8
bays. It is not. Rush wins 60-65% against a Virgo, possibly
above 70% when Rush is on the left).
Roles:
Scouting, Freighter Hunting, Escorting, Stripping fighters
off bases
Cobol
Class Research Cruiser
Ship
Analysis:
A highly desired ship by all races, be careful who you trade
this one to, should you even think about giving it away.
Make sure you get another ship with a special ability in
return, like the Star Destroyer or Meteor Blockade Runner.
This ship is the perfect tow ship, explorer, coloniser,
armed freighter and minelayer all in one. Unlike the Robots
Pawn, you should build one right at the beginning because
it doesn't cost very much and besides, you can use it to
start making neutronium straightaway. Right at the beginning,
jet one out in each direction to give yourself a reasonable
chance of detecting good native planets (it does tell you
the population but unfortunately not the type of government).
Keep its mission on SENSOR SWEEP unless towing. Another
idea in the initial stages of colonisation is to build LDSFs
with stardrive 1's and tow each of them with a Cobol. The
Cobol should have a few torps on board just in case, usually
mark 4 photons will do, but it is better to use a mark 7
Cobol for minelaying (such minelayers only need 1 tube,
if you cannot afford two, since they shouldn't be entering
combat anyway).
Roles:
Towing, light COMBAT! minelaying, exploration, colonising,
RAMSCOOPING! Border patrolling, anti-scout defence
Aries
Class Transport
Ship
Analysis:
This ship is equipped with an advanced alchemy unit, but
you don't need its function because you have the Cobol which
makes fuel for free. Trade it to one of the fuel guzzling
races (Federation, Empire, Robots in particular) for something
decent. If you don't feel like trading much then don't build
these.
Roles:
Alchemy functions, light freight routes
Sagittarius
Class Transport
Ship
Analysis:
Not terribly much harm in building these if you really think
the Sagittarius graphic is better than the Gemini graphic,
because that's the only reason you'd ever want to choose
this ship over the Gemini. The Gemini only costs slightly
more credits and minerals but it gives a 33% increase in
cargo capacity over the Sagittarius. But as I said, if you
want to build them, fine, they will still be able to produce
fighters at a decent rate.
Roles:
Build fighters, anti-scout, light freight routes, resupply
carriers, fighter minesweep
Lady
Royale Class Cruiser
Ship
Analysis:
I can't really recommend this ship. It is quite costly in
terms of minerals and tech levels, and you should be relying
on the natives to generate income anyway. You might need
it if you are really strapped for cash and end up with bad
planets, but usually the natives provide the cash you require.
To make a difference you need several of these but that
means a huge mineral outlay. You can use them for dropping
mines with their single tube, but that means there can't
be colonists on it so it is not generating credits. Just
use the Cobol for dropping mines.
Roles:
Generating cash, minelaying
Tranquility
Class Cruiser
Ship
Analysis:
Unlike the Rebels, you don't really need these, you have
the Cobol, which has the same armament only a lighter hull.
But it can still carry a lot of cargo and will never run
out of fuel, so use Cobols whenever you can. It is still
a reasonably useful ship though, but you have better. If
you do decide to build a couple, keep them out of the heavier
fights.
Roles:
light COMBAT! Escorting, light/medium freighter routes,
perimeter patrol, minelaying, resupplying, towing, exploring
Patriot
Class Light Carrier
Ship
Analysis:
The classic "round of ammunition" warship, capable of taking
down most torp ships with < 5 beams and inflicting rather
nasty damage on most other ships with few beams. It is only
hampered by the tiny cargo capacity therefore must be refilled
with fighters after each combat if it is to survive for
long. On perimeter defence/patrol missions it can travel
alone since it isn't too hard to quickly hop back to a starbase
to refill its fighters from the Gemini(s) in orbit. But
on campaigns, a Gemini/loaded Virgo should be present to
refill fighters and rebuild more if needed. Overall a very
effective ship, extremely cheap and I usually build loads
and loads of these at the beginning of the game. Later on,
keep pumping a few out but you should really be focussing
on Rushes by that time.
Battle
Tactics:
Its best to put these behind your Cygnus's (or Cygni? The
plural of fungus is fungi is it not??) when taking on a
torpedo based fleet. Since they are light, yet potentially
very destructive, especially in numbers. Constant minesweeping
is often wise. I do not need to remind you that one minehit
will splatter these ships. Surprisingly, with engine shield
bonus, a patriot is often enough to destroy one of the smaller
battleships (Missouri, T-Rex, Victorious, Diamond Flame)
if it follows after 2 mark 7 Cygni. Because the Cygnus has
done damage to the shields of the battleship, that has saved
you 10 fighters straight off. The 30 aboard your ship are
enough to finish off the hull provided the battleship's
shields are almost down.
Once
you're committed to a campaign, in great numbers, use these
ships to overload the enemy's defences and divide his fleet.
Don't let on that you've a Virgo fleet waiting to invade,
keep this hidden at a planet. Wait until the Patriots shoot
out and scatter. You will lose a few, but you'll soften
up the defences at the enemy's core, ready for a Rush invasion.
A word
of caution : do not use these against the Empire! Their
carriers, although they do not have many bays, are loaded
with beams and these will take out those 30 fighters really
fast! Patriots are okay against Robots and Rebels due their
lack of beams.
Roles:
Medium interceptor, medium combat vessel
Gemini
Class Transport
Ship
Analysis:
As with the majority of your ships as Colonies, in battle
the Gemini has a life expectancy of around 10 seconds (literally
- if you run VCR at fast speed with anything greater than
a Pentium). But its not supposed to fight. As the ultimate
fighter factory, it can build up to 40 fighters a turn for
your Patriots/Rushes, and you should transfer off those
fighters as soon as possible. You need to look after this
ship carefully. If you need to pause your invasion to restock,
then either have something guarding these, or just sit in
the grav well while you wait for more reinforcements to
arrive.
Additional
Tactics:
At the beginning of the game, you should build them, but
don't have them building fighters full tilt, you'll run
out of moly in no time. Unless the situation demands it,
you should be building ships instead of fighters to claim
valuable ship slots and only building fighters as spare
resources allow. Once the ship limit is close you can really
crank up the fighter production.
Roles:
Fighter factory, fleet support/resupply vessel, armed freighter
Scorpius
Class Light Carrier
Ship
Analysis:
This ship is quite possibly the biggest rip-off in the game!
Even the Moscow Class is better. At least it's only tech
4 and doesn't cost as much minerals as a T-Rex. No matter
how hard one tries, one cannot imagine a single purpose
for building this ship. Therefore it's a universal rule
: unless there is an addon or modification which gives them
some sort of special ability, don't build them!
Roles:
A VERY expensive anti-scout/patrol/escort ship, fighter
minesweep
Iron
Lady Class Frigate
Ship
Analysis:
You don't need this ship as much as the Rebels do, you have
fighter minesweeping available, and a Virgo tends to fare
better than a Rush against starbases due to its 10 beams.
For stripping fighters off starbases you have a cheap alternative
in the Little Joe which only requires 1 engine (see above
section on the Little Joe). I don't really see much of a
use for this ship in the Colonial fleet.
Virgo
Class Battlestar
Ship
Analysis:
The Colonial flagship is often regarded as the worst of
the super-carriers. This is only partially true. Yes it
does not fare very well when fighting Golems, Rushes, Gorbies
or Biocides. I once swatted two Virgo's in a row using a
Gorbie with 200 TIE-Fighters (from the left side of course!)
Medium carriers like the Crystal Thunder and Instrumentality
often perform well against it (at least if you don't manage
to pull off a surprise Little Joe sacrifice). BUT!!! It
does have its advantages. First and foremost is fighter
minesweep. Well okay, that's a race advantage, not a property
of the ship. There is however a hidden ship-based advantage,
one that most players do not realise. It fares very well
against battleships!
I will
explain. With only 8 bays rather than 10 that the other
super carriers have, it launches fighters slightly slower.
This means that the 2nd incoming wave of fighters is further
away than the first wave (which have fired their weapons
and are now turning to head back to the Virgo). At this
stage, the enemy battleship's beams have recharged, and
they now fire at the fighters closest to them. Instead of
taking out some of the incoming wave, as they do against
the 10-bay carriers, the beams will target mostly, if not
all, the returning fighters, freeing up more fighter slots
for you to launch a new wave of fighters. The net effect
is that the battleship will probably fire one less salvo
of torpedoes compared to what it would fire against a 10-bay
carrier. This alone almost offsets the mass disadvantage
you have compared to Golems, Biocides and Gorbies (they
take 2% hull damage from a high-tech torpedo, you and the
Rebels' Rush take 3%). Plus you are more mobile!
You,
more than the Rebels, need to bring along Geminis for re-stocking
fighters on a campaign, due to your smaller cargo bay. Tow
them along if possible, then utilise the grav wells to keep
yourself safe from the enemy if you feel that is necessary.
Additional
Tactics:
This ship needs EIGHT engines so you're better off building
it with novas or heavynovas and using the Cobol to tow it
into battle. Do NOT put just stardrive 1's on it, your enemy
if he's smart enough will cloak-intercept the Cobols if
he can and thus you have a stranded gun platform, unable
to move or chase down the enemy. You may need a couple of
transwarp equipped Virgos to act as mobile fortresses, able
to respond quickly to sudden dangerous threats. These are
the best minesweepers in the game, even with only 10 X-Rays,
which is all they should have. If you detect the presence
of Crystals nearby, think about saving the resources to
put out a couple with heavy phasers, you'll need them.
If engine
shield bonus is say 50%, you really need transwarps on these
if you're up against a torpedo based race. Just manage your
resources wisely and shell out for them. I've said it once
and I'll say it again, economy is everything in this game!!!
(well not quite, saying it like that just makes it sound
more forceful :-) Anyway the reason is that the mark 8 torpedo
will only cause 2% of damage against your hull if you used
transwarps. The mark 8 seems seems to be the torpedo most
opponents choose - I believe that the mark 7 is a far better
alternative in most cases, but that's another story for
another time!
Battle
Tactics:
This ship is cheaper than a Biocide or Gorbie so you don't
have to go all-out to try and preserve them as say the Empire
would with his Gorbies. But that doesn't mean you can simply
throw them away! Try to have support ships whenever possible,
particularly Cygni, plus a few Patriots to use as distractions.
As I said above, do not use Patriots against the Empire,
their many beams will eat up your limited fighter capacity
very quickly. Against a torpedo race, use the same principle
as the Empire normally uses, that is, plan on having enough
support so that your Virgo fights near the end and survives.
Of course, if the enemy force is large, you will lose one.
Against a power fighter race like Empire and Bots, you are
going to lose Virgo's in any case and your support ships
are not as effective, as these races have very powerful
support ships like the Super Star Cruiser and Instrumentality.
Your edge here is in fighter production rates - you must
keep up the attack and outnumber them. One Virgo for a Gorbie
is a good trade!
Against
Empire, the plan is Cygni to cripple the Super Star XXXs
(probably Carriers and Cruisers, although the odd Frigate
will occasionally enter battle) with a Virgo to finish off
the support ships and start working on the Gorbie. You'll
likely need a 2nd Virgo to finish off the Gorbie. Trust
me he will not set the Gorbie to fight before the smaller
ships. It does not work out well for him. Even though a
Gorbie can occasionally beat two Virgo's in a row, it certainly
won't beat them if it has to fight 2 Cygni first (losing
most of its shield in the process). And the Super Star XXXs
are crap against a Virgo if they have no Gorbie to do the
mop up work at the end. NB: Don't try this stunt if engine
shield bonus is off! Although he is handicapped without
E/S in that his Super Star XXXs take 2% damage from fighterhits,
you are handicapped even more because now you cannot use
your Cygni or your Patriots against him!
Against
the Cylons, your mortal enemies, the Patriot comes into
effect as a viable battle option since the Cylons have trouble
shooting down fighters with their few beams. Aim to soften
up Instru's before using Virgo's to fight them, since their
Achilles' heel is their low capacity. The Cylon player will
just have to throw Instru's at you, since that's his main
fleet element ship (they don't have any torpedo based ships
that are worth much in battle). With judicious use of your
support ships, you can turn this into a favourable exchange
for you. Beating an Instru that has been "softened" by a
Little Joe, Cygnus or Patriot will cost your Virgo fighters,
but usually, next to no damage, so if at all possible, put
a bigger payload (150-175 fighters) on it. As I mentioned
in the Cylons Fleet Guide, it's just stupid to skimp on
your payload to save resources because I can tell you from
first hand experience, it is very sickening to lose a major
carrier in a battle you would have won handsomely, if you
had not run out of fighters. Again, be sure to check the
config settings for E/S bonus - don't say I didn't warn
you! (a few years ago one guy in the NG advised using Thors
to take down Gorbies. He neglected to mention how crucial
E/S bonus was to this plan. Few days later, a disgruntled
player posted to the NG complaining about how he lost 3
Thors, all with transwarps and mark 8s, without firing a
single torpedo! Ouch.
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