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The
Cylon Imperium (Robots)
by Supreme Dictator
NightBird
Well,
some people who write articles about strategies how to play
a race, end to only talk about that race advantage. I will
talk too about them but I will try to develop on how to use
them...
Advantages:
A) Mine
laying 4x
First, more important even than their build fighters ability,
is the 4X mine laying range. There is unfortunately only one
ship in the robotic designs that is equipped for the duty.
Fortunately, it is the Cat's Paw... With is 120 kts tonnage,
this ship will defend itself adequately against
any midsized-ships (180 kts & less). You will say, what!?
A Resolute would eat it for lunch anytime, any day. Statistically,
yes.
But our
little friend here forgot about the 300 cargo hold of the
cat's paw... in which lies about, let's say 100 torpedoes.
Before continuing, NEVER upgrade your torpedo up to the mark
8 when playing the robots. Build Mark 7 instead since they
are cheaper, pack almost the same punch and are used only
for the Cat's Paw. Now, we have our 100 mark 7 onboard, less
would be an insult. That lead us to this: A decent robot player
ALWAYS lay mines to fully cover is territory using overlapping
technique and always mine is path when advancing toward the
enemy...ALWAYS! Mark 7 are best layed in pack of 20 with the
robots. It is very possible to mine entire quadrant that way.
This is
to ensure the enemy will have to go through a minefield to
intercept any cat's paws making also cloaking intercepts a
lot more difficult. A resolute will still be able to cloak-intercept
the Cat's Paw even with it's escort but he will engage the
combat crippled by a mine hit with a more than probable chance...
The Resolute will find then the Cat's Paw to be a formidable
opponent. This technique also discourage enemy fleet intercepting
since when you do intercept, you don't minesweep. But the
most important thing is that this give you supremacy of movement
on the battlefield. The Robots have no equal in this domain
except for the crystals webmines. But be warned, The colonies
of man won't be fooled by this technique, however they do
not possess subtlety and only the Virgo can be a real threat.
B) Minerals
in ships and fighters construction
That is from my point of view one of the aspect people don't
seem to realize but give to the robot a fearsome advantage,
especially in games were minerals are rare. The Robotic hulls
cost almost no Molybdenum, few Tritanium and almost only Duranium.
That mean you can spare almost all your molybdenum (which
is the rarest materials) in beam, engines and fighters construction.
That mean that you can afford the Heavy Phaser to compensate
the low number of beams your ships possess or at least the
heavy blasters. Transwarp drive should not be a problem too
even with the high number of engines required on your Baseships...
The tritanium,
although there is a pathetic amount of it required in high
tech parts, is only used in little quantity for the hull and
thus can be spare mainly for fighters. Your focus should be
on Duranium and since it is the most common resource, it won't
be hard. This wonderful minerals distribution allows also
for easy build of new starbases.
C) Fighters
building
Well, everyone know that the robots can build fighters in
space using ships equipped with fighters bay. Unfortunately,
they lack the Gemini or such small carrier with large cargo
holds to be used as factory. The only one ship able to do
the job adequately is the Q-tanker or literally the Automa
and Golem themselves. But don't worry, like I said, the robot
can afford to spend resources in another base right from the
start. Using that base, it will be easy to build as many Q-tankers
as you need. Also, since you have more ships to do the fighter
building, it will be harder for your opponent to disrupt your
production if he manage to pass trough your minefields.
It is
from my point of view, the only thing the robots have to offer
in trades exchange.If any trades of this kind have to be made,
you should first trade with the Borg for their Firecloud.
Having you building their fighters for them will greatly help
them and you will be in control of the situation if relations
were to go wrong. Just stop producing. If you can deal with
a race having the Loki, go for it. The privateers can be a
real menace for you when attacking them, your minefields being
less useful to protect your ships against rob when striking
their planets. This will save you the fuel you will need to
fill the enormous tanks of the first ships that could be rob.
D) Baseships
The last advantage worth talking about are the baseships.
Having only one of them on your scanner is never a pleasant
view... When theses ships start to wreck havoc, it is always
devastating. To make it worse, the two most powerful of them
can quite easily replace fighters losses or repair damage
using your own system resources. You cannot expect to exit
a combat with these mechanical monstrosities without heavy
losses and due to their relatively low cost, even in fighters
ordonnance, It is quite hard to get an economical victory
using combination such as the Diamond flame and Crystal Thunder.
A Baseship almost always destroy at least the equivalent of
it's own construction price.
The Instrumentality,
350 kts, 4 beams and 7 fighters bays with it's 80 fighters
can take out any midsized ships. It's low hull tech (6) make
of it the strongest ship in the whole quadrant for this level
of technology. Almost as powerful as the Automa, is main disadvantage
is it's small cargo hold that does not allow it to rebuild
enough fighters by itself after combat. But it make up to
be a versatile ship, being usually the one to be sent into
intercepting enemy ships since it drain far less fuel than
it's bigger brothers, while packing enough fire power to dissuade
most enemy captains. Speaking for itself, it's low tech level
make of it a more affordable ship combined with the fact that
only 4 engines are needed. If this ship is properly refilled
with fighters after combat, It is by any means the first choice
of the robotic Imperium at the start of any games, especially
with engine-shield bonus.
The Automa,
560 kts, 4 beams and 8 fighters bay with an impressive 200
fighters can take out ANY battleships and even in most case,
two in a row. This ship have even serious chance of destroying
the Colonial Virgo, the worst enemy of the robotic Imperium
with it's fighter minesweep range.This ship is definitively
the one to send in group of minimum 2 to soften if not destroy
enemy defenses. This ship should never be sent in intercept
missions an should always be escorted by a Cat's Paw while
It's primary enemy should always be on privateers if not allies
since it is the perfect target for any pirates. Only the Gorbie,
Biocide and Rush Carrier can stand in it's path...
The Golem,
This is the Flagship... 850 Kts, 6 beams, 10 fighters bays
with a possible complement of 300 fighters... This ship should
be build only in small quantity to deal with any Biocides
or Gorbies that would pose a threat. It is only once the 500
ships slots have been filled that it should be put in mass
production. 2 Automas are in most case better than one Golem
altought the Golem is a real impressive ship. It's heavy mass
make of it a neutronium eater and more than often, force it
to wait for refuel at planets where he can be vulnerable if
not adequately protect by a minefield. In reality, it as only
two uses... Orbiting an important planet or base to dissuade
any invaders OR striking the more resilient enemy defenses
or fleets in hoping to lost the less possible forces.
The Cybernaut,
Pawn and Iron slave
Don't build at all the Cybernaut unless you are using add-ons
like nemesis. The ship is not so bad but the Instrumentality
is far better and cheaper for about the same hull tech. Maybe
if you want to trade a carrier but do not wish seeing enemy
Instrumentalities around, it can be the good choice. Besides
this, It can be build as an emergency defense platform by
a new base about to be attacked which do not possess high
tech and money. It can take about the same punishment of the
Instrumentality but like I said, only in emergency.
The Iron
Slave, well, if you need a cheap scout, this is your ship.
Only one engine, 1 beam, 2 fighters bays and 70 cargo hold.
Once you have finished scouting, these ships can be used to
assist Q-tanker in building fighters or as fighters transports
since most of the Q's will have low tech drives. It is a good
ship to send to strike outer-rim planets, since it is able
to take out even planets with 100 defenses outposts if you
are a bit lucky. Besides, you can afford the loss if it goes
wrong...
The Pawn...
Decent tonnage but really useless except for it's wonderful
bioscanner, which have a rate of 100 % natives detection.
Otherwise, it's small cargo hold of 40 don't allow it to rebuild
it's fighters and is modest weaponry of 2 beams and 2 fighters
bay don't make it a front-line warship. But still, if you
do not have money but have more than enough duranium, why
not? This ship is strong enough to take out a bird of prey,
do not underestimate it. I normally build only one of
them, however, per game.
Well,
that's about it for the advantages. We will now discuss the
basic strategies to use with the robots. There are first the
ones that never change and are applicable to any races.
Basic
Strategies:
1) Pockets:
Always try to form "pockets" in enemy territories when planning
your strategy. This method consist in using a strong task
force to move directly trough enemy lines while avoiding any
combat by avoiding enemy planets. You must be sure to plan
enough fuel for the task force or know a specific planet where
to strike where you will find the necessary resources.
Once you
made trough the frontline, your enemy will realize in terror
that you you are not going to strike his main defenses but
simply try to make it for his inner core, probably far less
defended. At this point , your enemy will try to intercept
your task force if he think your fleet is able to cause enough
damage.
As the
robots, your advantage is that you can adequately accomplish
that by easily wiping out enemy minefields by laying your
owns and at same time force the enemy in sweeping your mines,
denying several of their ships to intercept mission (Remember,
only one mission at a time) Also, you do need to commit several
ships to the task force to convince the enemy you can seriously
threaten him, each one of your baseships being in itself a
real danger and having cavernous fueltanks for trip.
Now, at
this point, two things can happen. The enemy seriously weaken
is main defenses trying to do painfully intercept
missions to not have to see you cut his supply lines and be
taken on two fronts or else, his front fleets maintain position
while he hope to stop you with any coreward forces. In the
first case, it is now that you have to launch your main fleet.
Crushing any left garrison forces should not be a problem
since your enemy is now split in half that this point and
probably have other important points to defend. You, on the
contrary, benefit from the concentration of forces on this
single point while your minefield grant you supremacy of movement.
In the
second case, it is why your task force should be strong enough
to take out any bases in his path and strong enough to force
the enemy in forming a strong enough fleet to stop you which
would take some time, enabling you to run havoc. He is letting
you in, go for it! You should also engage is front lines to
deny him any reinforcement from them, you can afford some
losses at this point since your enemy have already one knee
to the ground...
2) Concentration
of Force
Any good strategist will tell you that applying strongest
forces to one point than your enemy will greatly increase
your chance of victory. It is true. A good strategist will
always avoid combat where his forces are weaker than his enemy.
You better retreat and fight another day than battle and die.
Cheer
up however since once against, the robots are a good race
for this. Brute force when possible should always be used
and the robots possess it. Few will withstand a massive attack
by the robots if they are not well prepared. Like I said earlier,
rarely the robots will have the underhand in any combat, even
against superior forces, they will at least bring some enemy
with them if played right.
I will
never talk enough about their minelaying ability that will
prevent any reinforcements from coming to the help of an engaged
enemy force. Or that will protect the fleet once at the planet
from any cloaking-tow. Who would be mad enough to cloak-tow
an Automa except for the privateers? If that last case
happen, a meteor blockade runner have a 100 % chance to hit
mines when travelling at more than 100 ly away. 82 % if they
travel the 82 ly necessary for safety since if you were attacking
privates, you have been careful enough to establish a chain-intercept
between your ships. Also, you will have seen to fill your
cavernous tanks with neutronium to avoid rob.
3) Psychology
This is where I am the more efficient. A good strategist have
to test your enemy in some situations and take note. Know
your enemy and yourself, and you will win any war. If you
can guess your enemy move, you have a big advantage. To accomplish
that you have to rely on testing him. Probe him... Send a
lonely ship in his territory for example, how he will react?
Shall he try to capture it or simply destroy it? Perhaps he
will ignore it, thinking it is no threat. That could be useful
information...
If he
tend for example to go around and chase everything he see,
your enemy is the perfect candidate for ambushes. It will
also be easy to made him loss valuable fuel in such pointless
chases. If he tend to wait and defend himself, it is a good
sign of a defensive personality. You have a good chance to
see in this player a defensive or conservative type.
There
is of course other ways to know your opponent behavior. As
the robots, however, you must be imaginative since you do
not have cloaking ships, which are perfect for these kind
of missions. Well, it is up to you to develop your skills
in this domain but it is really worth it. Disinformation is
a good thing to start with.
4) Information
You must know everything. If you do not know the forces of
your opponents, you are at disadvantage. Use programs like
Echoview for this duty and make sure to identify the more
possible enemy ships, even their weaponry & engines, natives
planets or planets resources, etc... neglect nothing. Information
is power.
Also,
in the same kind of idea, hide your information at the best
you can. It will not give you anything to show your enemy
what are your forces. Use planet hoping movement the more
possible. The only time you can permit yourself in giving
information is when you are actually attempting to affect
your enemy psychologically. Attacking with 5 Golems and saying
in a in-game message : "Sir, the 3rd fleet is moving in..."
should give your enemy the creep if he does not know what
your 45 other ships are... This is disinformation.
Finally,
strategies to use with robots.
Strategies:
1) The
cat's paws...
Any battlegroup should always have two cat's paws. One without
fuel and carrying all torpedoes being towed by a base ship
(but having it's own transwarp drives for emergency) and the
other laying the mines around. The reasons is simple, avoid
losing your torpedo stock in an cloak-intercept attack. Also,
even the cat's paw laying mines should be towed giving a harder
time to your enemy to know which of the two ships is actually
vulnerable to cloak-intercept attack. With a minefield always
protecting them, a 1/2 chance to end up fighting a Baseship,
your enemy will think twice before hitting your mine-layers...
2) Beam
Quality.
The robots ships, for most, possess no more than 4 beams.
In a war against Crystallines, robots are in trouble if they
neglected quality. They are in hell in fact. Their mines won't
destroy webmines if normal setting are on. They need mass
amount of fuel to move and will be quickly drained. At the
best they will be put in stalemate in a never ending war.
I hate the crystals... It is why my ships are often equipped
with heavy phasers when playing robots. Like I said earlier,
they can afford it due to low number of beams and the mineral
distribution in their construction plans. Molybdenum is not
a problem. When you do not have access to quantity, go for
quality.
3) Merlin/neutronium
refinery
Theses ships are a must. You should have in the least one
Merlin for 10 planets. These are the ships that will support
your production when minerals resources will be depleted.
You will need huge amount of fuel with the robots and neutronium
refinery ships will be producing your life blood.
To support
them, you will need a good transport network, Large deep freighter
are the one for it. Mediums should only build when having
low resources but are not the best choice since altought you
will support your coreward system with them, as soon as you
will expand and that the ship slots reach 500, you will find
it harder to support your empire when you will be expanding
it than if you had a large freighter.
Another
way is by finding Bovinoid planets... These, even if in enemy
territory, should be top priority. You must control them and
stop at nothing to take them. A good Bovinoid planet can support
a few starbases, fighter production, ships construction without
the need of a transport network.
4) Attrition
war
For these who wants to play safe and do not have turn limit
fixed, waiting for the 500 ship slots to be full before doing
war is always a good thing with the robots. You have a carrier
race, the strongest of them to be true. Each of your Automa
baseships is able to take out about two battleships without
talking of the Golem Baseship... If you do possess a number
of base at least equal at your opponents, which should not
be a problem as explained earlier, you will always build more
ships than your opponent on the long term, slowly weakening
him for the final blow. This is especially true in shareware
games.
I used
this technique against federations forces that had twice the
number of ships I had... Now, Instrumentalities are orbiting
their homeworld and the pitiful terrans
are working as slave for the magnificent Robotic Imperium.
5) Guerilla
Guerrilla is out of question with the robots. They lack medium
ships to do the task and the cat's paws are too precious to
risk on such missions. However, if you truly need to do it,
you should use cat's paws. Reasonable fuel burn combined to
huge tanks make them long range ships. With a max ordinance
of 300 torpedoes, you can sacrifice cargo for colonists to
establish outposts without compromising autonomy. Minefields
will offer a good protection in such hazardous missions and
a Cat's Paw decently armed is able to take out most normal
planets while it's huge cargo allows for quick repair.
The only
other viable ship for these operations is the Instrumentality,
but it's autonomy is far lesser than the Cat's Paw without
talking of fuel needed. More, it's small
cargo doesn't allows to quickly repair damage, rebuild fighters
or establish outposts. However, for short term operations,
it will be safer to use that ship.
IF the
robots were to put their metallic hands on a cloaking ship...
now, they can become a real nightmare. A cloaking ship laying
mines without warning prior to an attack can wipe out in a
single turn a whole medium freighter network and cripple any
ships in a 250 ly radius if it does so in the core of an enemy
territory. This will paralyze any ships movement and by the
time they can clean the mess, it may be too late. It is also
a good way to gain information on your enemy by analyzing
were ships were going and leaving from... which planets are
important to him.
6) Battlegroups
The ideal normal fleet for robots is: 1 Golem, 4 Automa, 2
Instrumentalities, 1 Q and 2 paws, all loaded to the gill
(You can afford it). Golem will act as mother ship and will
have about 180 fighters to refill any ships in the fleet.
It is imperative that this ship always be the last to battle,
but just before the Q and Paws. However if there is an enemy
Big carrier, it should go in in second just after an Instrumentality
or Automa weakened it.
Automas
are your weapon of choice against enemy battleships and bases.
They are the ones you can send in without worrying about the
consequences, you can be sure they will wreck havoc. Instrumentalities
are to reach target out of your path that you are not willing
to send your whole fleet to. Also, they are useful in tracking
down with or without the help of a Cat's Paw, any retreating
enemy ships.
The Q
is mainly there to carry supply fighters. It is not sage however
to use it as tanker since the ship should be towed to avoid
compromising the fighters load. Anyways, your base ships have
more than adequate fuel tanks for this. It will also be useful
later to build fighters in enemy territory.
The Paws,
well you know...:)
7) Repairs
Be sure to always have some supplies to repair minor damage
your ships may have suffer. This may sound silly but a 1%
damage on one of your baseships, on any ships in fact, will
get your beams discharged and will enable enemy carrier like
the Kitty Hawk to see it's fighters waves save themselves
1 full salvo. This can seriously threaten your ship. You already
have a low number of beams, do not allow this to happen.
Even if
these supplies are not used for repairs, you still need them
in fighters construction. It is never a bad thing to have
them lying in your cargo hold and they will also be useful
in building structures on captured planets if there is no
one already built. I suggest a ratio of about 1/3 of your
cargo hold to be supplies except for the Instrumentality,
which should be loaded to the gills with fighters.
Well,
that's about all folks. I don't pretend to have talked about
all possible strategies but I have talked about the ones I
used in my constant success with this race. He! It's Tim Wisseman
favorite race, no? :)
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