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The
Cylon Fleet Review
By Sharkman
Cat's
Paw Class Destroyer
The
Cylon's only torpedo ship, quite a decent ship but won't
stand up well in a fight. Better than the Empire's Frigate
because it can carry a lot of torpedoes and coupled with
the Cylons 4x minelaying bonus can create huge minefields.
Can also be used to tow the bigger baseships. You must have
these because you can't sweep mines very well, the baseships
are poorly equipped with beams. The only way to get rid
of them is lay a bigger field of your own and knock out
the enemy's minefield this way. But make an effort to trade/steal
a better torp ship. Ideally, a cloaking minelayer is what
you want as the Bots, best choice is the Resolute if at
all possible. However any reasonably experienced Romulan
commander will be reluctant to let you as Bots have one
of these unless you are in a really close alliance.
Roles:
Fleet support mining ship, light interceptor, armed freighter
Iron
Slave Class Baseship
The
Imperium now has little use for this outdated design. Cannot
fight, and builds fighters very slowly, especially compared
to the Rebel/Colonial Gemini. Stay away from this ship,
use the more powerful baseships available. If you must have
a ship queue soaking ship (and I do recommend saturating
the ship queue, it can only benefit you, as a fighter race,
by stopping others from building ships) then use the QTanker,
it is cheap and can build fighters almost twice as fast.
Roles:
Light Interceptor, fighter factory
Q
Tanker
This
is the Cylon's fighter builder and fuel tanker combined
into a single ship. Very useful but needless to say it cannot
fight and must be escorted. Still it would be advantageous
to get hold of a Gemini, which performs a lot better. Have
a few (2-4) of these around each starbase world to build
the fighters and transfer them off to waiting baseships.
You can build these with transwarps and have them tow the
baseships into battle, although a probably better alternative
would be to have the baseships tow each other into battle,
using the sacrificial lamb tactic that is all too popular
with commanders of large armadas.
Roles:
Fighter factory, fuel transporter, non-combat fleet support
ship
Pawn
Class Baseship
Has
the best bioscanner in the game, but costs a ludicrous amount
of duranium, and it isn't really that much good, you should
be colonising all the planets in range anyway. May be useful
right at the beginning, but more often than not it is bad
for your empire because it will deplete the Duranium stores
instantly! Just build freighters and the occasional capital
ship and simply take over all the planets within range,
whether they have good natives or not! By the time you can
build one without draining your resources, you have already
explored the planets and know which ones to develop first!
Don't even think about building one of these early in poor
mineral galaxies / poor start resources.
Roles:
Exploration, Bioscanning
Cybernaut
Class Baseship
The
Cybernaut is a pretty dangerous opponent for most torp ships
but you have other more effective ships available, the Instrumentality
has more firepower and uses 50 less duranium. If Raceplus
is being used consider building these, I am not sure about
their effectiveness because I haven't played that many games
under Raceplus, but repairing after combat should be very
useful provided the ships survive. Forget about BMR (build
more robots!) as Robotic baseships have loads of crew anyway
and it would take quite a few skirmishes to diminish that.
Roles:
Medium combat vessel, heavy interceptor
Instrumentality
Class Baseship
The
mainstay of the Cylon armada. Heavy and strong, it can tackle
almost any torp ship your enemies can throw at you. It should
be loaded with 80 fighters, equipped with X-Rays and escorted
by a Cat's Paw for maximum performance. Use these for patrolling
important areas of your empire but don't move them around
too much, they are heavier than most ships and tend to gobble
up a lot of fuel. Its probably best to build them with HeavyNovas
and tow them around with QTankers or Cat's Paws, as the
cost of building 4 transwarps for each Instrumentality will
soon catch up with you. However I prefer to use a transwarp
Instrumentality to tow a nova or heavy nova Instrumentality
(the so-called classical sacrificial lamb tactic). Do NOT
use stardrive 1s, if an intercept picks off your tow ship,
the sacrificial lamb becomes stranded and cannot get anywhere
due to its garbage engines!
Roles:
Medium combat vessel, heavy interceptor
Automa
Class Baseship
It's
slightly greater firepower when compared to the Instrumentality
is misleading, if you can afford the tech upgrade and extra
engines this ship offers much more flexibility and performance
than the Instru while costing only a little more minerals.
It can build fighters much faster than the Instru and can
take on many torp ships in a row due to its higher mass
and fighter payload.
Roles:
Fleet combat vessel, heavy defence ship
Golem
Class Baseship
The
Cylon Imperium's supercarrier, it rules the battlefield
but requires a substantial investment of MC and minerals.
It is also a pain to move around, its massive size and 8-engine
requirement being a huge drawback. But if the Imperium wishes
to conquer the cluster in a registered game, it needs a
few of these to take down large fleets. It can crush 2 or
3 battleships (sometimes 4 if Engine-Shield Bonus is on)
before biting the dust. In a shareware game, don't go out
of your way to specially develop humanoid planets, the Instrumentality
is plenty powerful enough.
Roles:
Cylon flagship. Heavy fleet combat vessel
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