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PRIVATEERS
FAQ...
> 300 kilotons of fuel on the planet's surface!... will
U rob before he
> beams up fuel?...
Yes.
Rob happens before everything else (or most everything ;)
> Pirate's
nest without a Sacrificial lamb? is it possible?
Sort-of.
If the shield bonus is 20% or greater, the MBR gets captured
rather than killed. You can then rob both ships, and surrender
them both at your base.
> Is
it a better tactic to build skyfires to Rob fuel with their
370 KT > tank or MBR's with 285?
MBRs,
as they cloak. If you want to build non-cloakers for robbing,
build the Outrider or Lady Royale (park them in space with
no fuel and a cloaker parked underneath, tow an enemy ship
out to them, transfer 1 kt to them and set their mission
to Rob ;).
> What
is the best tactic to use non cloaking ships eg: Lady Royal,
> Saggitarious trans. (captured), or Gemeni (captured)
to ROB?... there fuel > and cargo rooms are increadible
but could only rob non armed ships!
See
above. Ships w/o fuel can't fight. Transfer some fuel _after_
the enemy arrives, then rob and move.
I have
never played the Privateers before (I have only played two
full games past turn 45) but I have been thinking. When you
tow the ship to the Pirate's Nest, couldn't you just have
exactly enough fuel on the towing ship to get both of them
there? Then you would have no fuel on the towing ship when
it gets there and it couldn't be attacked OR captured. Then
next turn you rob the fuel from the enemy ship and tow it
- there you have it. You could also transfer 1 kt fuel from
one of the robbing ships to the original towing ship with
no fuel, but it wouldn't be much use to you on that turn.
1. VPUTIL
can tell you the waypoint of others ship sometimes ...I haven't
quite figured out the variable......I think it has to do with
planet to planet .. or setting it to a definate planet as
a destination .......VPUTIL does not cheat either
2. The
Wolfpack Strategy...... There are several variation ... but
this is the main idea .... Have several MBR's and a BR4 cruise
around .....Once you have located a target .... and know it's
destination (via a utility) Have the MBR's wait at some x,y
within 162LY but more thatn 81LY ...Have the BR4 meet the
ship at that planet either ahead of it or at the same time
.....Once the ship arrives...drag it with the BR4 to the WolfPack..
The BR4 will get dusted, unless you have matching friendly
codes or calculate the fuel perfectly so you end up with zero
reaching the "wolfpack", then set all ships to rob
ONCE the ship gets their.... the next turn you will have a
enemy ship robbed of all it fuel ....Drag it home and it is
Yours ......
Tips:
---->
Make sure you have enough fuel capacity to rob his tanks
from max ... anything else is a calculated risk
----->
Make sure you wolfpack is cloaked until the BR4 drags the
ship ..that way you don't fight.....Remember Robbing ships
comes before fighting and moving .. if done successful ..
he will have no fuel to fight or run....
----->
I general have 1 BR4 ... and half MBR with just beams (sacrificial
if needed) and the other half with Torps ...That way I can
lay a mine field and protect the Robbing ships ... Isuggest
you lay a mine with one MBR thus losing his "robbing"
for the turn....
3. A tactic
to stop them is Dump all you fuel to the ground but 1-10 units
... then set mission to beam up ..... ie .....You have 600fuel
...drop 590 leaving 10 ....next turn he robbs you of 10 ...you
beam up fuel and then dust him....
>Is
the Outrider Class scout good for anything?
>How
about the Small transport?
>Both
ships seem like a waist to me, but then again maybe you
guys know something I don't when pair these ships with another.
>So
what do you consider good groups of ships for the Privateers?
>BTW,
"it's already clear to that it good to have packs of
MBRs travel together cloak read to Rob. That way one can
be sure to get all the fuel from a when robbing ship. "
Aside
from the MBR's, I like to build a few BR4's, and Dwarfstars.
The BR4's
are great for hunting unarmed freighters, transporting cash,
and general scouting duties as the take less fuel to move.
They also make good sacrifical lambs when paired with your
MBR wolfpacks. They can also tow smaller ships - and even
larger ship for shorter distances - if need be, freeing up
your MBR's for more important duties elsewhere. Another very
useful role is sweeping mines. As they can carry 5 beams,
I'll build a few with heavy phasers and use them to clear
mines for the MBR's to exploit.
Dwarfstars
make good hidden bases from at which your other ships can
dump off captured cash, fuel, minerals. They also make excellent
minesweepers with their six beams. I also think of them as
escape pods for major bases as you can load your colonists,
cash, fuel and whatever else you want into them if the base
in question is facing imminent destruction. If you're using
Raceplus, you can also RECREW your ships from Dwarfstars instead
of going back to a starbase.
For planetary
defense, I sometimes build the Lady Royale as you can generate
cash with it each turn in addition to it's defense duties.
Over the course of a few turns it'll pay for itself easily.
The rest
I generally don't bother with myself...
>If
two ships of Race A and B are orbitting a planet, which
is owned by Race B, for example, but they have only one
Colonist, and Race A drops 10 colonists...
>The
rules say the order is drop cargo, rob, and beam up cargo.
If the colonists are dropped, will they fight immediately,
kill the Race B colonists, and prevent the Race A ship from
beaming anything up?
>Or
does colonist combat occur later...?
One clarification,
cargo dropped to an owned planet happens BEFORE rob missions.
Cargo dropped on unowned/enemy planets happens AFTER rob missions.
Both cargo
drops are before beaming-up of minerals so yes, dropping colonists
would prevent the previous owner from beaming up from the
planet.
As a Privateer
I always try to carry a fair number of colonists on my MBR's
for exactly that purpose, as many players rely on transfering
fuel to their owned planet and then beaming it up after rob
missions are finished to prevent tow-captures. Boy are they
surprised the first time I pull this one on them! <g>
Course
this doesn't work so well vs the Lizards or Fascists as their
ground def is multiplied; and if there are defense posts,
they can modify the odds too.
Conventional
wisdom is to lay a bunch of mines, but in my experience, that's
really just a stab in the dark, so to speak. Cloaked ships
have a much smaller chance to hit mines, and you'll still
only catch so many of the little buggers. They'll still steal
a lot of your stuff.
All of
that is true, however, the point of the minefields is NOT
to catch them when they are cloaked, but when that MBR is
towing you to wolf pack. Under Host 320, if the ship blows
up, the towed ship no longer finished the journey anyway.
Note -
he ain't cloaked when he is towing.
This will
force the Priv to, in the least, equip his MBR's with Heavy
Diruptors for sweeping. This adds to costs and minerals, which
slows him down - and you will get a few of those MBR's anyway.
Meanwhile,
do the beam gather thing and be prepared to go on the offense.
-- Minefields are good, but expensive when compared the gravatonic
accel ships. Mine your important planets and starbases (if
he already knows where they are). Planet hop when possible.
Also when
at a planet, unload all fuel and set mission to beam-up fuel.
Robbing ships tend to keep fuel low so they can steal more.
You can also load up on cargo so that the rob mission gets
no fuel and lots of HEAVY minerals. See how far he gets then.
Minefields
are good, but expensive when compared the gravatonic accel
ships. Mine your important planets and starbases (if he already
knows where they are). Planet hop when possible.
Mining
heavily traveled routes between planets is good too. It makes
it hard to set up a rob in the middle of deep space. Of course,
never never travel straight between worlds. Deviate your course.
On short 2 month jumps, head for one planet, then arrive at
actual destination. Misdirection, misdirection, misdirection...
Also when
at a planet, unload all fuel and set mission to beam-up fuel.
Robbing ships tend to keep fuel low so they can steal more.
You can also load up on cargo so that the rob mission gets
no fuel and lots of HEAVY minerals. See how far he gets then.
Make sure
to keep at least 1 unit of fuel onboard, the privateers can
board ships now. Also, to evade a tow, have the ship sitting
in orbit to move 1 or 2 ly from the planet at the highest
warp it can without using fuel. The gravity well will pull
the ship right back where it was, and going warp 8 or 9 without
really going anywhere will prevent being towed.
Escort
your freighters. They can be attacked outright with xrays,
so robbing becomes irrelivant. Have the freighter tow its
escort, as that makes it more difficult for the freighter
to me towed itself, and the towee can save its fuel for intercepts
and such. It's best if the escort can cloak with primary enemy
set to privateer. That's good for giving them a nice suprise...
(Deth Speculas are perfect for this.)
Obviously,
Lokis and ships with glory devices can make a pirates life
tough too. Lokis have the advantage of a 10ly range, but if
the pirate is not in the same point in space, you can't get
them that easy. Boom-ships set on 'trg', obviously get destoyed
when they detect a cloaked ship, but they only go off when
the ship is in the same point in space, and there's no messy
cleanup.
As a longtime
Privateer player, I'd also advise you to develop some other
bases far-far away from the hustle of the center of the galaxy
to crank out MBR's and BR4's in peace <g> You can defeat
the darksense by keeping minerals/ cash on a supertransport
in orbit though he'll still detect the base he won't know
how big it is that way. Remember, most of your best ships
can be built with TL6 or less, aside from Engines which should
generally by TL10. Ghipsodal worlds are my favorite site for
new Privateer starbases because of that.
Setting
up some "nests" of multiple MBR's at key worlds
along the route of his invasion can be very helpful. You should
strip all fuel off of worlds aside from starbases and key
depots.
Dropping
a few mines in anticipation of his moves can really louse
up his day and shed off some smaller escorts in the process
should they take mine hits.
Finally,
if worse comes to worse, you should have some freighters standing
by to carry off whatever Population, minerals and cash you
can salvage. These can be towed by your MBR's using the fuel
you've stolen from the oncoming Empire.
As the
Privateer living to fight another day is the key to survival.
Dispersing your population early to a variety of alternative
bases will ensure a long and profitable existence if you do
lose a few worlds and even your HW...
Here are
some suggestions:
1) Initial
3-4 ships are BR4's. Warp 5 engines. Run them at warp 8.
Take 10 colonists and supplies. Explore a new system each
turn with each ship, dropping 1&1. Money for defense
nice extra.
2) When
you find natives, use BR4 to tow medium freighter with colonists/supplies
(180/20?).
3) Use
MBR's to tow Large & Supers when available.
4) Build
best system to capacity first, then next best.
5) Expand
QUICKLY. See point 1 again.
6) Push
quickly towards your neighbours first, then toward easier
expansion. Thus you get a wider slice of the pie.
7) Build
starbases quickly. Even BR4's are quite worthwhile.
8) Did
you know a warp 5 engine doing warp 8 takes no more fuel
than a warp 6 engine doing warp 8? Gravitionic to boot!
BIG TIME EXPANSION HERE!!
9) Even
a BR4 kills 15 fighters on a starbase. 3 BR4's plus a Bloodfang
takes out a lizard homestar before turn 30.
10)
BE AGRESSIVE!
Expand
QUICKLY. Be AGGRESSIVE. Get MULTIPLE builds to everyone else's.
Acually,
the way that works is you leave a cloaked ship on the lady
royales and oncle he gets there you transfer the fuel, you
do need fuel to rob a ship, but since the transfer takes place
immediately, and rob before combat, you never know the difference
:)
Why sacrifice
the MBR? Adjust the amount of fuel onboard (via jettison)
until it will arrive at the specified waypoint out of fuel.
The following turn, the second MBR transfers 1kt of fuel to
the first one and they BOTH rob. Works like a champ. The other
thing you can do is have the first MBR rob and the second
TOW if you know the ship has less than 285 Fuel. That way
the ship changes hands in one turn :-)
Use cheap
BR4's to scout moving to 10 ly distance from a planet. If
there's a Loki it'll uncloak you and you're still safely out
of reach.
yes, but
on the second turn, you can be A) intercepted, B) mined, >C)
webbed.
Well this
is true, but I did say a CHEAP BR4 <g> You might still
get away if you run and you're lucky <g> If you want
to spend a bit more money but have a more annoying scout build
the BR5 with TL4 tubes and dump a few mines yourself if you
get uncloaked to cover your attempted exit. If you want a
super scout, build a BR4 with Heavy Phasers and if uncloaked
change to minesweeping and RUN! They'll have to dump a lot
of mines to catch you as you'll be able to sweep 2000! This
ship can double for minesweeping duties outlined earlier too...
Watch
out for lokis...
It's been
my observation so far in the game's I've played that the number
of players actually getting hold of Loki's tends to very limited.
The fear of Loki's greatly excedes the real risk of encountering
them. Anyway, if you don't have that fearless, carefree attitude,
you'll never be a good Privateer player anyhow <g>
Q..What
chance do I have towing a shipo thru a minefield : with a
MBR as the tow ship. Most of the felds are smaller : then
50 ly across. Is there a formula for estimating survival :
thru fields?
If minefields
work as advertised (minehit% chance of hitting a mine for
each light-year through a field), you can calculate the probability
of surviving with relatively little difficulty. For simplicity,
I will take minehit% to be 1%. This means that the chance
of surviving 1 light-year is .99. The chance of surviving
two light-years is .99 * .99 or .99^2. Therefore, the chance
of surviving n light-years is .99^n. Since I didn't write
the host, I can't tell you if this computation is accurate;
but if it works according to the documentation I have seen,
this is correct. To translate this to minehit% not equal 1%,
take 100% - minehit%, divide by 100, and raise to the power
of the number of light-years. Sorry if I have unnecessarily
confused this, but most scientific calculators should be able
to perform the necessary calculations.
RE: BR4's
vs MBR's
My reasoning
so far has been that Given a limited number of ship slots
available before the ship limit hits, I wold prefer to have
the more capable ships if possible. Your cost analysis is
very helpful. It seems the major difference is in $ cost,
as the minerals are pretty close. I have a tendency to over
industrialize, however, so I tend to overlook minor mineral
efficiencies. Also, the majority of my Meteors so far have
no torps. This I do because 1) If I sacrifice a ship in the
'Wilson" manuver, I might as well sacrifice a cheap one;
2) a Meteor doesn't need torps to rob with; and 3) if captured,
a torpless ship can't lay mines from cloak in my backfield
(which I am terrified of), so I am more willing to risk them.
I would certainly build a BR4 rather than forgo a ship slot,
however.
I like
BR4's for the following reasons...
1. You
can start producing them immediately from any ghipsodal
base w/ minimal R&D costs. MBR's require more capital
investment in R&D in hulls and torps as I rarely build
MBR's with out T5 Torps - I like them to be able to defend
themselves if needed. I often build them with lower TL drives
too as you can overdrive them fairly easily due to their
smaller size if need be.
2. They
make better scouts than MBR's as they are smaller and burn
even less fuel. As the Privateer I always have plenty of
ships so prefer to specialize. Why waste resources on a
scout ship which could be used elsewhere?
3. Someone's
gotta tow capture or be a sacrificial lamb, and I'd rather
risk losing a BR4 - if they were smart enough to gather
fuel - than an MBR. Which would you rather have potentially
captured by an angry enemy?
4. They
make great cash couriers - at a cheaper price than MBR's.
5. They
can tow smaller ships such as medium/small freighters, Dwarfstars
reasonable distances so why tie up an MBR?
6. They
make better Freighter killers as they've got more beams.
7. They
make great minesweepers as they've got more beams than MBR's.
8. They
are significantly cheaper, so you can build more of them.
My minimal
MBR TL1 beams, TL5 torps and TL10 drives costs
TRI
31 DUR 70 MOL 129 MC 938 TTL =1628 net cost.
My minimal
BR4 TL1 beams TL10 drives costs:
TRI
28 DUR 44 MOL 105 MC 670 TTL = 1201 net cost.
As I
often use TL9 drives this is even cheaper:
TRI
28 DUR 38 MOL 85 MC 470 TTL = 923 net cost.
The more
ships the merrier, so I build as many bases and as many BR4's
as I can till a base is capable of producing decent MBR's.
Even then I'll build a few BR4's for scouts, minesweepers
and small tugs.
I usually
use MK IV's on my MBR's as they are rather inexpensive and
give good bang for the buck in knocking out small irksome
escorts with lots of beams.
I like
my MBR's to be multi-mission ships as they are the heart of
my fleet. At times, I prefer to destroy or cripple freighters
rather than capture them so the torps are useful for that.
I can also lay mines to interdict enemy shipping lanes - great
for killing those nasty Loki's - and torps allow me to knock
out medium sized colonies if no major warships are present
and strip the place of fuel before reinforcements arrive.
In my
experience, captured MBR's are usually pretty heavily damaged
so fairly easy to recapture via rob and tow missions - or
destroy. Your own minefields may well destroy the offending
MBR should it somehow evade your recapture as well.
While
naturally I prefer to build MBR's if I have the sufficient
funds, The BR4 is a very good alternative - especially at
smaller and newer bases.
The Privateers
can do very well in the invasion scenario if they capitalize
on their robbing advantages and lower ships costs from the
start. Allowing other races to expand and settle unopposed
is generally fatal to the Privateers. Especially as there
are only seven players and so much space, you chould easily
out expand others by pairing MBR's with LDSF or STF's , or
even BR4's with MDSF's.
I generally
build my bases away from my borders as I don't want my enemies
finding them and knocking them off too easily. Remember with
gravatronics you can cross 300 ly's of stripped worlds in
only two moves and your enemies will take at least 4 moves
to reach you giving you plenty of time to evacuate your resources
and set up nests to pick off the invaders while they slowly
starve due to a lack of fuel. The Russian grand strategy of
scorched earth and trading space for time is one every aspiring
Privateer should take to heart.
You should
try to build as many bases as possible at Ghipsodal worlds
- others are best avoided as it costs too much money to get
TL10 Drives online. Be careful about building bases where
you can't get enough minerals to keep them going. I normally
build bases which are within 1 or 2 moves of at least 10 planets.
These planets I rely on for generating the minerals and supplies
to keep the base operational. You never want a base sitting
idle, if so, you've not planned your logistics properly. Given
the relative low cost of BR4's with TL9 drives - 470 MC, You
should be able to build a ship every turn if you started the
base with sufficiend cash and minerals.
Rob! <g>
Seriously,
with your faster scouting with BR4's with TL10 drives you
should be able to find good native worlds fairly easily -
dropping a single colonist on each of course so you can keep
them as listen posts and easily strip the minerals and fuel
with the vaccum clearner combo of a MBR and a STF - I built
you a couple of those. This same STF can drop supplies and
colonists off and decent worlds worth colonizing. If you want
money REALLY quickly, you can jack taxes upto 60% on natives
without throwing the world into rioting - assuming it's happy
to start. I use winplan and if you look at the build screen,
you can fine tune your tax rate - see how much you'll get
and how it will impact on your population. Never increase
the tax rate, if you don't have enough population to collect
more. Back to our STF - you can drop all it's colonists, crank
up the tax rate, next turn collect the cash, drop the tax
rate to 0%, and pick up whatever colonists excede the cash
you could collect when you tax at rate which the folks are
just short of 'angry' - if you're wanting to develop the world
in the long
This slash
and burn strategy can be very nastily applied to border areas
which you don't want your enemies being able to develop. In
fact, you may decide to pick up all but a single colonist
and leave the tax rate on the natives high so they start rioting
and go into civil war. This will deprive your opponents of
the ability to easily expand into a region as they will not
have any worlds which they can use as an economic base. You
can keep these worlds in perpetual civil war untill whenever
you're evicted, but by then the population will be decimated
and it will be quite a few turns before the happiness level
can be restored - unless it's a Liz or Reb player.
If you're
a real miser, you can tax your colonists - I generally don't
bother as I prefer the population growth to the meager mc
you can eek out of colonists. The best overall economic tax
policy is to tax at 30% about every three turns and leave
the rate at 0% the other two. According to a gentleman on
TC, who presented and tested this rather thoroughly, this
will result in the greatest combo of revenue, population growth
and supplies produced - assuming you max out factories.
The only
time I bother with managing colonists tax rates is when I
play the Borg - the dream race of every CPA!
Testing
out different beam combo's on a BR4 vs different favorite
targetes using Winplan's VCR SIM.
%Damage
50% Shield Bonus on/ No Shield Bonus
D= Destroyed
X Rays
Blast Disrpt Hblst HDsrpt HPhsr
SMDF 1
22 18 D 10 D 18 D 8 D 20 D
MDSF 2
4 10 46 4 72 14 D 12 63 8 D
LDSF 11
8 45 67 12 18 26 48 12 28 20 36
STF 29
13 95 D 31 30 68 79 23 30 35 48
Comments:
1. Shield
Bonus on means Privateers will capture more useable freighters
rather than destroying or crippling them.
2. Heavy
Phasers are a bit safer then Heavy Blasters and better minesweepers.
3. Blasters
are one of the worst choices if you want to capture but
the best if you want to cripple, or destroy enemy shipping.
4. XRays
are the most target friendly - what a surprise <g>
--STARS
& PLANETS -Issue June, 1995
>>
I am playing the Privateers for the first time, and would
really appreciate
>> some advice from veteran Privateers. General strategies
and the mechanics of
>> cloaking/robbing/towing would be especially useful.
Ideally
you should have 2 ships, 1 cloaked and 1 out of fuel at
a planet. When an enemy warship comes into the planets orbit,
transfer 1 fuel from the cloaked ship to the uncloaked ship,
set the uncloaked ship mission to rob, and voila... one
robbed ship. Then you can tow it to a starbase for capture
(or use the capture beam if the option is set to on by the
host )
This
is a bit risky ... races with cloaked ships will most likely
visit while cloaked - and will not only evade being caught,
but could take (or tow and destroy) the visible ship. Sticking
with cloaked ships is for the best. Also, if the enemy ship
captures the planet, and the planet has fuel, the towing
ship should expect to be attacked. (In case its not clear
- the above applies to planets YOU own. On enemy owned planets,
rely only on cloaked ships).
>...
Tow it out as far as you can... and if you >want to be
really tricky you can try to jettison your fuel so that you
>end up with no fuel at the end of the move (works great
with winplan).
VERY
risky. Do this to an experienced opponent, and they will
soon start varying their cargo/fuel load to stop it. Then
you either have to fight anyway, or they end up with your
MBR.
>Don't
worry about losing an MBR to take out an enemy warship.
Very
true - make sure the ship you are getting is worth it, though!
> ...
as long as you equip the MBR's with only xrays and >maybe
a Mark 4 torp, they are of lttle use to the enemy...
Er,
MBRs are VERY valuable - as tow ships or as cloaked scouts
for example. Building tow MBRs with just X-rays and no torp
launchers is a good idea, though.
>Above
all else NEVER LET THE ENEMY KNOW WHERE YOUR HOMEWORLD IS...
Actually,
deny him as much information as possible. At the very least,
don't reveal where your 'good' bases are. If you don't have
tow capture, consider building 'dummy' bases just to surrender
robbed ships (and arrange for a 'welcoming party' to meet
(rob) a revenge mission directed at the base, of course
:).
-- Blackbeard
(ret.)
Rules
of acquisition: Whats mine is mine. Whats yours is mine. What
his -well, thats mine too.
>>
> OK, so I'm a total newbie playing a shareware game as
the privateers, >> > and by some stroke of luck I
have a cloaked grav. accelerated ship (MBR) >> >
cloaked and sitting on one of my opponents home worlds very
early in the >> > game (turn 4). The is a SDSF in
orbit. Do I
>>
> a) wait for better prey >> > b) rob the freighter
and run like heck >> > c) tow the freighter and run
like heck >> > d) sneak off to some other planet
>I
am no seasoned player myself, but the way I play the Privateers
>at the moment is: >1. Become friends with your neightbours
and grand-neightbours. >2. Develop and colonise like hell.
>3. Don't give the neighbours reason to attack you, but
be prepared > in case they do.
>In
case it was an Instrumentality/Pawn/SSD/SSC in orbit I may
have >taken an exception to the rules above, but I'd say
d) in this case.
The Privs
must be able to outbuild their neighbours by a factr of three
to one to win. To do this they must agressively colonize and
develop their economies. They must also hit their neghbours
very early and prevent those neighbours form developing their
econimies. Concentrate on shipping and planets. Ignore warships
for now. They are too weak to be of any use to you in the
long term, and by concentrating agasint his economy, you ensure
that he will not be able to develop in to a threat.
I'd ignore
the above advice and wait for better prey. The minefields
are not up and you have the perfect spy. You know what he
has on the turn he builds it. This is valuable info and is
vey hard to deal with an enemy with this sort of intel.
Personally,
as it is so early, IF your opponent is NOT missing turns and
has not yet built an LDSF, I'd be tempted to grab the first
LDSF that pops up and tow it near a planet at Jump 2 range
- rob away and engage with Xrays if you must. (keep your torps
off with the NTP switch - you'd prefer to take this LDSF intact).
Chances are you'll have about a 1000 colonists on board and
200 supplies when you capture the ship if he does not miss
turns (if he does it may be empty). Take the nearby planet
and fortify and colonize away on surrounding planets- return
MBR to enemy homeworld. This loss so early on of his main
space seed will be devastating to his developing economy.
Cripple
what is left of his freighter fleet and with a measly 2 MBr's
you should be able to destroy this fledgling empire. He will
never have been able to get off the ground. Silmultaneously
move on and explore your other neighbour. Move fast - make
a pact with your other neighbour or rob him all to hell. Hit
the LDSF's early on and he will have a VERY hard time getting
his tech and economy up to the point where he can effectively
mine or stop you from running amok in his space. If you are
going to play agressively - PLAY AGRESSIVELY. It is one style
or the other - rarely will you succeed trying both.
As you
are playing shareware, your main objective should be to scout
and build a base over a Ghipsoldal planet at the very earliest
opportunity to get tech 10 engines (no - that is your second
objective - your first should be to register!). Without them
you will not last long - Gravitonics or no.
.Robert
rtrifts@idirect.com
>I
have 2 rushes heading my way. I'm the Privateers. Only got
2 turns before they hit an important world but what is the
best way to defend? Glory devices? Mines? Robbing?
Just
2 Rush ships, no escorts?
Do you
have any estimates as to whether they are full of fuel,
or if they are stretching fuel economy just to make it?
If they have full fuel tanks, you probably won't be able
to rob one (Rush has . . . 1550 fuel at max?). If one or
the other looks like it is consistently lower on fuel, you
might try to rob one dry of fuel. Once he sees one ship
drained of fuel, you would at least have him guessing.
As a
last-ditch effort, you might want to waste one small or
cheap grav ship towing one Rush as far away as your grav
accelerators will let you. You might lose a ship, but if
he was counting on having both ships for his assault, and
suddenly he sees that one is unavailable for at least 2
turns (to get back to where he was before the tow), then
that should at least buy you some more time. This is especially
useful if you don't have enough ships to rob him of all
his fuel, but you think he is having fuel problems which
will make it difficult for him to get that towed Rush back
to the front (hey, it takes a lot of fuel to move those
puppies around).
You
could also tow one ship further _into_ your territory if
you have a pack of cloaked ships which could meet at one
point, and rob him there. Then suddenly he faces the prospect
of facing one of his own Rush ships somewhere in your territory.
Mining
would slow him down, esp. if he has crappy beams since each
Rush only packs 5 beams anyway with a normal shiplist.
Glory
devices will slow him down only if he doesn't capture supply-rich
worlds. You'll have to run sims of Rush ships against those
you have built and captured to see what your chances are
in combat.
If the
planet he is attacking is not a Starbase world, I's suggest
the following:
- Remove
all fuel from planetary surface - remove all colonists from
planet surface - put them in an armed - Netronic Refinery
Ship or 2 with empty tanks -- leave 2 cloakers with full holds
of clans above planet and some fuel - have one or more waiting
wolf packs of 3 or more MBR's each in deep space cloaked.
Depending upon your NRS's above the planet, you might get
away with a smaller wolf pack - but I'd advise against getting
seperated unless you have no choice.
Turn after
he comes in:
1- drop
your hold of clans on planet - preferably user a lowr ship
id than he has to do this to take advantage of any def posts
on surface in case he drops clans
2 -
use NR Ships to Rob right him there, (transferring first
1 fuel to each with cloaker). The NRS is QUITE handy for
draining mega fuel real fast. (Remember - the drainer needs
to be armed)
3- tow
both Rush's to waiting wolf packs. Lose 2 x MBRS, drain
Rush Carriers dry with wolf packs on folowing turn. Call
it it a fair exchange and try not to gloat :).
4- repeat
as necessary ( except for the clans part - he probably won't
be that sloppy again) in bid to win game until Rebel figures
out he needs mine laying escorts very BADLY around the planets
he is attacking. (But those minelayers can always be cloak-intercepted
on the turn he moves in) Build all your future MBR's with
Heavy Disruptors to use as support mine-sweepers when using
wolf pack tactics. Carry on and look out for the Lokis and
Glory Ships which your frustrated opponent will figure out
he needs sooner or later...
Beaming
up all of the clans off of the surface may or may not work
to prevent a beam gather. If the enemy takes the time to match
the fcode of the planet first - your clans won't be able to
stop the beam gather. But then again, most players tend to
be careless until given a reason not to be. If it is an important
planet (but WITHOUT a BASE) this is a nice ploy.
Under
Host 3.2x, pulling all the clans off a starbase world removes
the starbase from play (this is a big "oops"). In
some circumstances you might want to pull the clans off anyway
- but this in highly remote. Arm the base and duke it out
as best you can with the base if forced to. With a big bovie
world - you might prefer to ditch the base just to keep the
natives hapy (highly unlikely - but a possibility).
.Robert
rtrifts@idirect.com
>Does
he designate a specific ship to rob, or does he rob all >ships
at a given location until he is full?
All
ships at the same location as the robbing ship are vulnerable
>If
he robs all ships, does he rob them one at a time or equal
>amounts from each? If one at a time, what is the order?
ID order
- lowest ID surrenders its cargo first, then up the list.
The priv ships also rob in ID order, btw, if more than one
of their ships is in the same place robbing.
>If
I have cloacked ships in the area, can he rob them and if
so, >how do they fall into the rob order?
That
depends on the host settings: 'Privateer rob cloaked ships
NO or YES' If cloaked ships are exempt from robbery, they
are simply ignored by the rob mission
>What
items can he rob (fuel, minerals, megacredits, clans, torps,
>fighters)?
Everything
except torps and fighters. When all the fuel has been stolen,
the robbed ship is helpless (usually the most important
effect).
In host
3.2 (phost 3.2.x.x), LOKIs (available from the nearest friendly
fed or Liz government), or glory ships (from your neighbourhood
Klingon) are the most effective defence. After that, web
mines (guaranteed to upset privs). After that, a LOT of
normal mines and plenty of prayer. Dreadlords advice is
a good starting point...
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