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RU25
Gunboat
Ship
Analysis:
You get one of these at the start of the game and that should
be the only one your Empire has. Overall a useless ship,
uses way too much resources for its ability and is easily
captured. Its roles are limited. It has a whopping 1 kiloton
cargo bay so you can't even use it for colonising. But I
guess if minerals are abundant you could use it as a PBP
ship with teeth (as opposed to the traditional Stardrive
1 SDSFs which are up the creek if someone busts your PBP
popping base (I guess a Gunboat is pretty much screwed as
well in the same situation, but at least you might do *some*
damage to the invading fleet (or even capture a wandering
freighter since by definition a PBP popping base is a tech
1.1.1.1 base, and these usually happen to be near the front
lines and not in the developed rear of your empire so an
inexperienced player who simply shoots his freighters out
alone may fall into an RU25). However these are unlikely
circumstances, my advice would be, stay away from this ship.
Roles:
Scouting, Freighter Hunting (not very good at that either!)
Mig
Class Scout
Ship
Analysis:
Similar to the RU25 although it has more cargo room and
better cruising range. But pretty much useless, don't build
them. There are no conceivable uses for these pieces of
scrap (they're even described as old piles of Imperial junk
in Star Wars - I mean, the image of this ship to the left
as you can see, is indeed an Imperial shuttle. Like the
one seen at the beginning of Return of the Jedi. Which was
described, by Han Solo, as a piece of junk).
Roles:
Scouting, Freighter Hunting (not very good at that either!)
PL21
Imperial Probedroid
Ship
Analysis:
The ultimate spy ship. Excellent flight range (over 1000
ly) and coupled with darksense, you will know where your
enemy is in no time at all. Best built at the beginning
of the game in numbers, jet them out toward the centre of
the galaxy or wherever another race is likely to be, and
you can ferret out their homeworld (look for the world with
similar minerals to your own homeworld).
Additional
Tactics:
Keep using them throughout the game, getting information
on any new bases the enemy builds and where his mineral
rich worlds are. This ship is the key to planning assaults
because the Empire simply hasn't got the fighter production
to keep replenishing fighters lost in raids over useless
crappy planets. Be selective in your targets. The Empire
cannot build fighters in space and therefore cannot use
brute-force-kill-everything-in-sight tactics that the true
fighter races are fond of. Take note of planets which have
a lot of credits, and from turn to turn, if you are really
dedicated, note the change in the number of credits each
important planet has. You can then figure out the earning
capacity of the natives there and by doing this, prioritise
your targets.
Roles:
Darksensing, Scouting, Freighter Hunting, MC Shuttling
H-Ross
Class Light Carrier
Ship
Analysis:
Some players claim this is the ideal fighter transporter,
and one tips section I have read claims "they cost practically
nothing". These same players advise you to "have one of
these orbiting each starbase to collect the free fighters".
What a load of crap! They cost basically the same as a White
Falcon, and no prizes for guessing which ship I'd rather
have. The H-Ross is small, poor range, needs 2 engines and
is useless in a fight. Yet it is too big and heavy to use
for hunting down freighters and small scouts. Easily defeated
by cloaked interceptors - and when that happens, kiss goodbye
to your 120 fighters that took so long to build.
My advice:
DO NOT BUILD THESE PILES OF JUNK! Use
Super Star Carriers, these have more cargo capacity and
they will defeat most cloaking ships, basically any cloaker
that is not a Dark Wing, a Super Star Carrier will eat for
breakfast. In the words of one player who agrees with my
view; "The most expensive components of the ship are the
engines and the fighters. You might as well put them on
the best ship possible."
Roles:
Fighter Transport, Fleet Support Vessel
Moscow
Class Star Escort
Ship
Analysis:
Ineffective in combat and far too little cargo space. Don't
build any of these. Also extremely costly especially in
terms of moly. Their only purpose would be to dupe others
into believing that you're a newbie and give your opponents
a semi-justifiable sense of security since these ships are
easily defeated.
Roles:
Perimeter Patrol, Anti-Scout Defence (use other ships for
this, the Moscow is NOT very cost-effective)
Super
Star Frigate
Ship
Analysis:
This ship's most serious achilles heel is the low crew count
making it prone to capture. A small fuel tank and relatively
tiny cargo bay don't help either. Add these to the fact
that this is your only torpedo based ship and it becomes
quite a glaring weakness for the Empire. Yet if you don't
build them, you are in serious trouble unless you can trade/steal/extort
better torp ship designs from someone else. They should
be kept out of the really big fights and used in these situations
to provide mine cover. You need quite a few of these due
to their poor cargo capacity.
Battle
Tactics:
Have multiple frigates so you can lay overlapping minefields
in a single turn. Their armament is okay compared to other
ships of their class but given a choice your enemy would
rather fight these instead of your heavier battlewagons.
So you can try a feint tactic in order to flush out enemy
defenders. Send a couple or maybe 3-4 frigates out, alone,
from orbit around a planet. And show a waypoint, which will
usually be an enemy planet. Next turn, fall back a few light
years (but stay within the 81ly radius of the target). Have
something big (a Gorbie or Super Star Cruiser) intercept
the frigate, and perhaps have the other frigates all intercept
one frigate too. Players if they're not careful will blindly
chase the frigate thinking they can kill it, when surprise!
They've run right into a Death Star. Even if they cloak
intercept the frigate, they still have to fly through all
the mines you dropped, and even if they kill the frigate,
the Death Star will finish them off. Anything which can
beat a frigate is probably more expensive than it so you
come out ahead. And, of course, remember to scoop up your
mines either immediately or almost immediately, to avoid
losing them to sweeping or decay.
Roles:
Mine laying, Perimeter Patrol, Light interceptor, Light
combat ship
Super
Star Carrier
Ship
Analysis:
One of the more flexible ships in the Imperial fleet. Light
enough to use as an escort and fighter transporter, yet
heavy and powerful enough to conquer most small-medium torp
ships and lighter carriers. Build these for defence earlier
in the game when tech levels aren't built up yet. Be careful
not to build too many; they drain more moly than you think
and you'll soon find it catching up with you. Later in the
game, try to keep these away from combat if possible, 4
bays isn't enough against the heavier battleships which
your enemy is sure to have in the late game. You can use
these for extended campaigns but they have poor cruising
range and need fuel resupplies or need to find/confiscate
fuel dumps.
Additional
Tactics:
When they're not being used for transport and fighter storage,
they can be drafted into the Imperial combat fleet, usually
as a support ship. They shouldn't have to do too much fighting.
But since the Empire cannot build TIE-fighters in space,
you need this support vessel with its 180 fighter hangar,
to provide reinforcements should the TIEs on your main combat
ships become depleted in battle. Usually you should stack
them with the larger ships, however against a cloaking race,
especially Birdmen, I would think that it is better to have
them lag one turn behind the main fleet, as if its with
the main fleet, cloak intercept from a DarkWing will kill
it, but if it follows, the main fleet will usually clear
out the area allowing it to come in. However I have not
fought the Birdmen at all in my 3 campaigns as Empire, so
I'm not sure about that. Make sure it stays semi-cloaked
(ie. Around planets) - do not broadcast your fleet composition
to the enemy by diddling around too much in deep space!
(that goes for any race)
Roles:
Medium combat ship, Fighter transport, Fleet support vessel,
Heavy interceptor
Super
Star Destroyer
Ship
Analysis:
Along with the Gorbie, this is the pride of the Imperial
fleet. Although poor in combat against the bigger battlewagons,
they should be used for their awesome special mission, Imperial
Assault. They can quite handily defeat the smaller classes
of ships but it is a costly victory in terms of fighters,
since they only have 3 bays, it takes longer for the fighters
to swarm the enemy ship, which means their beams can take
out more fighters. Use the frigate to deal with the smaller
enemy ships.
Battle
Tactics:
The key is to not allow your enemy to anticipate their arrival,
and to find out the identity of key planets before the attack
by darksensing with probedroids. Equip them with transwarps
and try to planet hop whenever possible! This doesn't mean
you can't move in deep space, you can fool someone into
thinking it is headed to a particular planet then at the
last moment change course and head for another planet. Never
hang around, the minute you arrive at the system drop those
Imperial walkers/AT-ATs and take it over! In most situations
it is unwise to send them out alone, make sure there are
more powerful escorts. Unfortunately this means that while
the SSD is immune from planetary ATT/NUK Fcodes, the others
aren't, and so you'll burn valuable fighters fighting the
planet. The solution is that you must create a diversion
where possible.
Special
Tactics:
Case in point: In the early stage of one of my earlier games
commanding the Empire, I noticed that the Crystals were
putting a lot of energy into developing this border world
of theirs. First one full LDSF going towards it, then another
one, this one escorted by an Emerald. A couple of darksenses
later, I concluded that this world had some very valuable
natives because the MC count of the planet was going up
by at least 2000 a turn. So I sent a Gorbie, 2 Super Star
Cruisers and an SSD towards it, a 3-turn journey, deliberately
showing their waypoint while in deep space (something which
I do not normally do). The turn just before the anticipated
arrival of this fleet, I sent a lone SSD straight towards
the Crystal homeworld (which was only a 2-turn journey).
At the same time, I feinted and withdrew the main fleet
out to beyond the 81ly radius around the planet. As I had
hoped for, there were no ships around the homeworld because
the crystal player had sent them all to his native world
to defend from my large fleet. Timing and co-ordination
was everything! The Crystal fleet defending the native world
didn't have enough time to respond to the lone SSD, even
if they travelled at warp 9.
Even
so, I had placed 60 TIE-fighters on the lone SSD just in
case there were some lesser ships eg. Ruby or Emeralds guarding
the homeworld. It was also specially equipped with heavy
blasters to deal with light warships (my standard beam of
choice is the disruptor since moly is just too valuable
early on). I thanked the Goddess of Fortune that he hadn't
dropped any webfields, dropped the 10 clans, took his homeworld,
and that was the end of that. Homeworld gone, crystal player
became inactive and eventually dropped from the game, and
when my bases had built more fighters, I returned to the
planet at my leisure, this time with fully armed carriers,
destroyed the defending forces (which turned out to be 3
Diamond Flames and a couple of Emeralds) and took the planet
at the centre of it all, a 9.5 million insectoid participatory
planet. A just reward. As a side note for Crystal players,
for goodness' sake use your Crystal Thunder! One of the
super-carriers in the game (Golem, Gorbie or Biocide) will
quite likely take out 3 Diamond Flames by itself! Compare
this to the DF/Thunder combo which has a better than even
chance to destroy the super-carrier!
Another
side note; on the initial feigned attack the Gorbie had
only 75 TIE-fighters and the other ships with it had NO
FIGHTERS at all! They were just carrying a lot of fuel to
jack up their mass and to fuel the Gorbie for the return
trip home. Sure the feint cost a lot of fuel but on any
given day I'd gladly spend that much fuel to eliminate a
potentially pesky neighbour and gain all that airspace.
Carrying no fighters does carry some risk, but Crystals
are no cloaking race and with transwarps, my fighter-less
ships would easily be able to run back to a base to get
fighters if a threat was sighted. Morals of the story :
either create a diversion FOR your SSD, or use the SSD AS
a diversion. And remember, the enemy has NO IDEA what your
ships are carrying (until he fights them) so use this to
your advantage! Yet another moral (when is he gonna finish!?!?)
if you have the fuel, keep using your PL21s as spy drones,
you never know what useful information you will ferret out.
It was the knowledge that the Crystals had a VERY valuable
native world that he would likely defend at all costs that
enabled me to mount this diversion attack!
Roles:
Special assault vessel, Light combat support, Heavy Interceptor
Super
Star Cruiser
Ship
Analysis:
The mainstay of the Imperial fleet, in space combat superior
in all respects to the Star Destroyer. Should be a part
of every assault fleet due to their firepower, reasonable
cruising range, and efficient fuel expenditure. Cruiser
packs are often more feasible than huge Gorbie assaults
because they are lighter yet still pack quite a punch. Also
should be sent out to accompany a Gorbie. Their economical
mineral costs make them especially feasible if Engine Shield
bonus is on. If you are able to choose, pick these over
the Super Star Carrier any day. They do have less cargo,
but 110 fighters is still more than they would need. They
can bring reinforcements to the front lines just as well
as the SS Carrier, and transfer off about 40-50 to the Gorbies,
since 50-70 is all they really need for most fights. You
wouldn't send one into a fight with the full load of 110,
a lot of those will just blow up in the hangar when the
ship goes down. Besides, how many times have you got a good
night's sleep when you sent a SS Carrier on the last turn,
alone, with 180 fighters on it to your main battle fleet,
and your new RST is going to arrive in the morning? Don't
get me wrong, the SS Carrier has its place, since you usually
can't afford to upgrade every base to tech 9 or 10, but
a base with tech 9 hulls should never be building SS Carriers!
Additional
Tactics:
Engine Shield is particular important because it will allow
them to fight at an effective mass of greater than 320 KT
if equipped with proper engines, which means they only take
1% damage from an enemy fighter hit. In rare games where
E/S bonus is 100%, they are simply awesome, able to kill
Novas and Annihilations! If there is no E/S bonus, make
every effort to ensure they fight from the right side of
the VCR against another carrier, you get a 60% chance to
gain a virtual 360 KT of mass hence that will put them beyond
the 1% fighter damage threshold. If you don't know how to
get the right side, the right side goes to the ship with
the lowest battle order value, so to ensure that you get
it set the Fcode to something nice and low like 003, set
the PE and set the mission to KILL! This arrangement is
actually quite neat and works out very conveniently for
you since 1) the Gorbie wants the left side of the VCR as
its mass is so high fighters only do 1% of damage and the
left side gives it an advantage in the fighter dogfights,
and 2) you want the Cruiser to fight before the Gorbie so
its battle order is going to be lower anyway! To be safe,
give the Gorbie some high battleorder Fcode, like AOL :-p
and only set PE, do not have mission KILL! (if you're pretty
sure your enemy is going to order his ships to attack YOU,
don't even bother with PE).
Battle
Tactics:
You can also use them as distractions since they are too
powerful for the enemy to ignore, yet are cheap enough for
you to have quite a few of them. Simply gather a couple,
or a group, of them, maybe even throw in a Super Star Destroyer
(which he really will worry about!) and shoot out for some
far off region of his empire (not *too* far off or he won't
bother worrying about your invasion!) This will hopefully
divert his forces. While he's struggling with your Cruisers,
charge straight for the core of his empire with Gorbies,
SS Cruisers and Star Destroyers (there should be less defence
since he's had to re-distribute his fleet). Read the description
of the SSD for a real-game story on how to perform a diversion.
If you're up against a non-cloaking race, even better. You
don't even have to fill your diversionary force with fighters
(which is handy since as Empire, fighters are usually in
short supply) - simply move forward, then feint, move forward,
and feint (but be sure to keep at least one ship nearby
that is fully decked out for battle). Although this is risky,
it can be useful. Once you see his ships flying out to intercept
you, the time is right for that huge push toward his core!
A variant of this tactic is to have one carrier with fighters,
and the rest simply filled with supplies to jack up their
mass. Use the fighter-filled carrier to take a planet of
his here and there, and he'll likely assume they all have
fighters, and think that this is quite a threat after all.
But when you see the interceptors coming out, fall back,
let him come to you (preferably flying through a nice large
minefield of yours :-) - this is why you *need* frigates!
Roles:
Medium combat vessel, Fighter transport
Death
Star / Gorbie Class Battlecarrier
Ship
Analysis:
This is the Death Star. The most massive, powerful ship
in the game. Your aim should be to produce these but use
them with caution, being most massive also carries the somewhat
more inglorious title of being the worst fuel guzzler of
them all! They will crush starbases and most attacking fleets
without breaking a sweat. Watch the battleship/starbase
combo though, take along a Star Cruiser or three to weaken
enemy ships before finishing the base off. If you're attacking
a developed base (what do you mean 'I didn't know there
was a base there'!!!), you should assume its defended by
a battleship and perhaps some other ships, so it would be
wise to set a Cruiser to fight first. A battleship/starbase
combo WILL often destroy a Gorbie. Besides, if you do end
up losing the cruiser to the base, at least it will weaken
it so the Gorbie can slag it without taking any damage.
Battle
Tactics:
A short note on combat order: when coming up against torp-based
races, you should consider sending a frigate in first. But
my frigate is gonna get captured, I hear you cry. Yes it
may get captured, but that is a hundred times better than
losing your Gorbie! Even if the frigate only inflicts one
torpedo's damage on the enemy battleship shields, it has
done its job (except against feds, where you need to get
them below 75% shields due to the Scotty bonus!) The single
torpedo hit will discharge his beams saving you a few valuable
fighters (I don't need to remind you how fighters are really
scarce as Empire compared to the free fighter races) but
more importantly the torpedo tubes take a few crucial extra
seconds to load, which means that your Gorbie will have
x less torpedoes being fired at it, x being the number of
torp tubes the enemy battleship has. This will usually be
enough to throw a spanner in the works of your enemy's grand
"Destroy the Gorbie" battleplan, IF he based his plan around
the frigate not entering battle.
If it
is a large battle, consider sending in a Super Star Cruiser
second and the Gorbie third. The Cruiser will have a decent
chance against one of the lesser battleships (Missouri,
Victorious, T-Rex, Diamond Flame) but will go down to a
major battleship (Annihilation, Nova or Dark Wing). If E/S
bonus is say 50%, this strategy is even more effective and
handsomely thwarts the Fed "Thor-Thor-Kittyhawk" or "Missouri-Kittyhawk-Nova"
plans to destroy your Gorbie! Needless to say, he will quickly
tire of sacrificing three ships, not to mention 6500 MC
worth of fighters, just to destroy one frigate or a frigate
and SS Cruiser in the case of the Missouri- Kitty-Nova battlegroup
:-)
This
tactic is somewhat less valuable against other fighter races,
because due to the randomness of inter-fighter combat, the
ensuing battle is less predictable than a carrier vs battleship
fight. You can still try it, but it may not be worth the
resources you invested in the sacrificed frigate. And in
case you need reminding, MAKE SURE THE FRIGATE FIGHTS FROM
THE RIGHT SIDE OF THE VCR!!!
Roles:
Imperial flagship. Heavy combat vessel, fleet anchor (when
you execute a feint manoeuvre, its usually best to fall
back to one of these).
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