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*VGA
Planets - HINTS - version 9 NOV 94*
HINTS begun by Roger Burton-West <ubte30e@ccs.bbk.ac.uk as part of the alt.games.vga-planets FAQ.
Previously Continued by Gary Grothman <grothmag@vax.cs.hscsyr.edu.
Continued by Gordy Pine <gordy@compumedia.com
This is a collection of submissions
& strategy hints nabbed off Usenet. It is posted to
alt.games.vga-planets approximately biweekly. Its main
purpose is to help novice players avoid common pitfalls
& allow them to play competently in games with more
experienced players. It may also contain some tips of
value to relatively advanced players. Players/hosts are
also directed to the alt.games.vga-planets FAQ, also posted
approximately weekly. Newcomers to Usenet may wish to
peruse the bulletins available in news.announce.newusers
(& other "news." groups...) for information on net-etiquette,
as well as explanations of such net.critters as IMHO,
FYI, 8), RTFM, and so on. I [Gordy] am not appending contributor
names/siglines at this time, as I’m pulling these hints
out of my files, which are nameless... But thanks to ALL
those that have (and will) contribute to this work.
##############################################################################
CONTENTS:
GENERAL
PLAYING/HOSTING TIPS
A. Hosting, General Tips
B. RTFM
C. Conglomeration of thoughts, Playing/Hosting
II. PLANET-SIDE/STARBASE TIPS
A. Planetary Defense
B. Starbases
C. Conglomeration of thoughts, Planetside/Starbase
III. SHIPS, GENERAL TIPS
A. Alchemy Ships
B. Dealing with Cloakers
C. Conglomeration of thoughts, Ships
IV. MINE FIELDS, GENERAL TIPS
V. RACE SPECIFIC TIPS
A. The Solar Federation
B. The Lizard Alliance
C. The Bird Men
D. The Fascist Empire
E. The Privateer Bands
F. The Cyborg Collective
G. The Crystalline People [Tholian]
H. The Evil Empire
I. The Robotic Imperium
J. The Rebel Confederation
K. The Lost Colonies Of Man
VI. NATIVES
VII. ANTI-xxx WARFARE
A. Anti-Federation
B. Anti-Lizard
C. Anti-Birdmen
D. Anti-Fascist
E. Anti-Privateer
F. Anti-Cyborg
G. Anti-Crystal
H. Anti-Evil Empire
I. Anti-Robot
J. Anti-Rebel
K. Anti-Colony
##############################################################################
##############################################################################
I. GENERAL PLAYING/HOSTING
TIPS
******************************************************************************
A. Hosting, General Tips
1) DON’T!! I.e. don’t be
a newbie and try to host a game at the same time. Play
in at least one game to the end before you decide to host
a game.
2) KEEP BACKUPS AT LEAST
3 DEEP. Keeping backups that are more than 7 turns old
isn’t very helpful because most people aren’t going to
want to back up that far if something goes wrong with
the game. However backing up and redoing 1 or 2 turns
will be ok. (And things do go wrong.)
3) Convince everybody to
do their UUENCODE/DECODE on the PC using the same version
of the program (recommendation: Richard Marks’ v5.21,
available on SIMTEL {if you don’t know what that means
you are crazy to even consider hosting a game.}) Having
some people doing UU on the PC and others on various mainframes
is a recipe for trouble.
4) DON’T PLAY IN YOUR OWN
GAME. This has several advantages:
a) I play to win. I don’t
want some less skillful player saying that the only
reason I won was because I used my special advantages
as host. I assume that you feel the same way.
b) If necessary it allows
you to look at players’ files without feeling guilty.
c) If someone drops out,
you can play their empire for a couple of turns while
you arrange a replacement.
d) There are plenty of
games on the net for you to play in. I would recommend
that all hosts give other hosts special consideration
when it comes to getting into a game (but not necessarily
first choice of race.)
******************************************************************************
B. RTFM (Read The F*%$ing
Manual)
READ THE DOCUMENTATION!
"When I first started to play, I thought the only way
to colonize planets was by building ships and setting
them to ‘colonize’. Naturally enough, I fell pretty far
behind in those first few games."
******************************************************************************
C. Conglomeration of Thoughts,
Playing/Hosting
There are two secrets to
success. The first one is really no secret. Fighters!
"But I play the Feds", you might say. Fear not. Rescue
is here. Mines. (not the ones you build on planets, stupid).
As noted earlier I will not say anything of tactics with
space mines, but just dropping some in enemy territory
is NOT the best idea.
Teams. Try teaming up with
someone. Exchange ships. Think of it. Privateers &
the Cyborgs. Unstoppable.
Even though you cannot cloak,
you can semi-cloak. Orbit planets as often as possible.
Always defend planets so they can’t be surveyed.
Watch the scores. They often
tell you more than the deep space scan.
Don’t just watch you neighbors,
watch your neighbor’s neighbors. What’s going on on the
other side of their empire can impact your side.
Your number one goal in the
opening phases (assuming your neighbors leave you a little
bit of breathing room) is MAXIMIZE PRODUCTIVE CAPACITY.
This means (1) exploring new planets quickly, and (2)
develop enough shipping capacity to get reasonable numbers
of colonists onto the planets and regular shipments of
minerals and cash back to your starbase. IMHO this calls
for the highest engine tech you can afford and hull tech
sufficient to build the larger freighters. Obviously,
if your neighbors are hostile, local defense becomes a
top priority and economic development takes a back seat.
[Re: Should you be building
a ship per turn?] This is not a bad idea in the beginning,
provided the ships are useful in accomplishing the goals
described above. Later in the game you are much better
off building the highest quality ships you possibly can
(though small, cheap gunships also have their uses, especially
against fighter-based races). I like to think of the overall
goal of the game as converting as many minerals and resources
as you can obtain into the most powerful battle fleet
possible. It’s a simple idea, but it helps you to keep
your strategic focus.
Cash is probably most scarce
at the beginning of the game when you are trying to get
your tech levels cranked up and keep your manufacturing
going. The next thing to go, in my experience, is neutronium.
After that, if you haven’t paid attention to your mining
and supply networks, everything starts to get scarce and
you can find yourself in real trouble.
Combat only takes place
if both ships end their turn in the same location. In
practice, this generally means you only have combat when
at least one of the players wants a battle to take
place. But don’t worry—this will happen soon enough!
##############################################################################
##############################################################################
II.
PLANET-SIDE/STARBASE TIPS
******************************************************************************
A. Planetary defense
Defense posts have
critical values, where you get more fighters/beams/tech,
and increases are only valuable at these points. So buying
D from (say) 7-12 is worth nothing, but 12-13 gets you
an extra fighter (4, now) and tech 2 beams. So, build
factories and save until you go 7-13 in one hit.
Planetary Defense has wildly
varying effectiveness. 1 DP can keep a planet from being
taken over by starting ships with only 1 or 2 lasers or
x-ray. (1 DP means the planet has shields, at 0 DP it
has no shields).
But the value of planet
defense above one is highly questionable. Unless the defense
is VERY high, any half-decent ship with 4 or more beams
and either some decent torpedo tubes or a goodly number
of fighters, will be able to take it with little trouble.
Adding a starbase (with
60 fighters) makes a planet MUCH more difficult to kill.
For testing purposes I used an Empire SSD with 8 x-ray
lasers and 68 fighters, not until I cranked the planet
defense up to 271 did the planet win consistently. Adding
a starbase and 60 fighters, the planet won consistently
with only 20 DPs.
Keeping this in mind, below
are the ‘breakpoints’ for planetary DPs. Raising DPs to
a number not on this list increases shield strength, which
is of fairly minor significance; it also increases the
Ground Combat Defense multiplier, which can often be more
useful.
Formulas:
# of planet fighter: SQR(DP) + .5
# of beams: SQR((DP + base defense) / 3) + .5
Beam Type (not TL): SQR(DP / 2) + .5
Shield strength (untested): (DP + base defense + 100)
gives ship KT equiv.
(Defense Posts, Fighters, Beams,
Beam Type)
| DP |
F |
B |
TYPE |
DP |
F |
B |
TYPE |
| 1 |
1 |
1 |
laser |
85 |
9 |
5 |
heavy blaster |
| 3 |
2 |
1 |
|
91 |
10 |
6 |
|
| 5 |
2 |
1 |
x-ray laser |
111 |
11 |
6 |
|
| 7 |
3 |
1 |
|
113 |
11 |
6 |
phaser |
| 13 |
4 |
2 |
plasma bolt |
127 |
11 |
7 |
|
| 19 |
4 |
3 |
|
133 |
12 |
7 |
|
| 21 |
4 |
3 |
|
145 |
12 |
7 |
heavy disruptor |
| 25 |
5 |
3 |
blaster |
157 |
13 |
7 |
|
| 31 |
6 |
3 |
|
169 |
13 |
8 |
|
| 37 |
6 |
4 |
|
181 |
13 |
8 |
heavy phaser |
| 41 |
6 |
4 |
positron beam |
183 |
14 |
8 |
|
| 43 |
7 |
4 |
|
211 |
15 |
8 |
|
| 57 |
8 |
4 |
|
217 |
15 |
9 |
|
| 61 |
8 |
8 |
disrupter |
241 |
16 |
9 |
|
| 73 |
9 |
5 |
|
271 |
16 |
10 |
|
In short, if you REALLY want
to defend a planet, put a stocked starbase in orbit above
it! If that’s too expensive you can always post a picket
ship or two at the planet. Of course, picket ships can
be robbed, or towed away, while starbases can’t...
There are a variety of utilities
that also give you your planet(s)’s current defensive
strength (such as, Crystal Ball, Informer, VPUTIL...etc...)
******************************************************************************
B. Starbases
[Re: choosing suitable planets for starbase construction...Ed.]
IMHO, mineral content is more
important than a large population; you can always ship
the cash there from a cash-cow, cheaply with a scout ship,
as long as it’s not too far away. You will want lots of
colonists at the base though, in case those sneaky cloaked
types try to capture the base by beaming down colonists
for a ground attack (esp. lizards!).
The one tech worth building
at a base even if you don’t need it for ships is beams;
they may boost the starbases beams used in its own defense,
if the SQR (.5 * (starbase defense + planetary defense
posts)) is less then the starbase beam tech.
A good justification for the
strategy of building as many starbases as you can [is
the 500 ship limit...see FAQ]. It’ll pay off in spades
if you survive long enough to reach the 500 ship limit.
******************************************************************************
C. Conglomeration of Thoughts,
Planet-Side/Starbase
Planetary defense can be a
bitch. A Strong Planet is worth the investment.
Build factories first and always.
Try to have maximum factories on all planets all the time.
Exception is Bovinoids, where one aims for maximum defense
and spends the change on mines.
Put about 10-20 mines on a
poor-mineral planet. Up to 100 mines/factories is a good
max, as over that amount is usually detrimental, as your
taxing rate will be compromised.
Unregistered players better
hunt out (1) Ghipsoldals for tech ten engines, and then
(2) humans for tech 10 hulls. Engines are vital, and give
you a big advantage over slower people. The FAQ on alchemy
ships is useful, but note that you need 625kT Deut. to
make one, so don’t get too excited until you have the
minerals to make the ship. And, unless you are really
rich, only put tech 4 or 5 engines in it. Tow it if it
has to be moved. And, it’s cheaper to move minerals than
supplies, so put it over a Bovinoid planet not a starbase
(unless you have both...), and then build a starbase there
if you feel like it (or someone attacks you).
##############################################################################
##############################################################################
III. SHIPS, GENERAL TIPS
******************************************************************************
A. Alchemy ships
One alchemy ship should be
constructed early in the game. No need to use extra cash/minerals
on engines/weapons. Have it as a stationary builder. If
anyone can grab something at your home world they can
surely beat the shit out of you anyway. (Best placed at
a good Bovinoid planet—supplies...)
******************************************************************************
B. Dealing with Cloakers
The Situation is fairly common.
You are less experienced in planets, and you get attacked
by one of the cloaking races. How to react now?
In most cases you first have
to define your general strategy. It is a fairly good assumption
that the your first step is re-gaining control about your
territory and ensure your expansion. If you can sufficiently
ensure those conditions, then you can start attacking
the enemy actively.
Your main strategy against
cloaking intruders is therefore mining. By that I don’t
mean one huge minefield covering your whole territory,
but several small to medium minefields placed strategically.
Your territory is not simply a place but is defined by
supply points and transport ways. Therefore mine important
planets and waypoints.
Your second strategy is to
secure transports. You effectively have to make it that
expensive for your enemy to conquer or destroy your transports
that you win more than he does. The usual way of doing
this is Freighter Escorts. The necessary strength of escorting
ships there depends on your enemy - Birdmen cloakers are
slightly more dangerous than those of other races are.
Good escorts are light and very offensive. They should
at least have Mark 4 (TL5) Torps, later I would use Mark
7 or 8.
An alternative can, in rare
cases, be heavy armed freighters. Examples are the Nebula,
Tranquility, Firecloud, Emerald, Cat’s Paw and, perhaps,
the Gemini.
Your third strategy is selective
territory protection. Find out the important stars in
your empire and place ships and mines there. Never try
to protect everything you own. Said empire for example
tried to hunt a tiny Serpent escort, which broke into
his domain by a Super Star Destroyer. He burnt enormous
amounts of fuel and bound a major ship he needed elsewhere
urgently in order to hunt down a ship that couldn’t cause
much real damage.
A rule of thumb I made with
respect to intruders is: They won’t be allowed to cause
more damage than they are worth, and they may get in but
they won’t get out. And they are never, Never, NEVER allowed
to keep planets they conquer. Their lack of fuel supply
points inside your territory is one of your best weapons.
******************************************************************************
C. Conglomeration of Thoughts,
Ships
Be extremely careful what ships
you construct. Be even more careful to only use your ships
to what they were meant to do. Hurling small escorts with
many beams against large carriers, is the absolutely WORST
tactic I’ve ever heard of!
You only need lasers to shoot
down fighters. (Even on battleships). Small mass ships
don’t stand a chance against torpedoes. Flee to fight
another day.
If two good ships won’t do,
five intermediate and one good will. Ships with less than
Transwarp Drive aren’t worth diddley.
If you want to overload a ships
engines for part of a trip, do it at the very end. This
way the engines are running inefficiently when the ship
is lighter so less fuel is wasted. It also gives you the
opportunity to change your mind.
Watch the mineral content of
ships when you build them - low tech ones are heavy and
expensive, with low cargo capacity. For scouts you want
light, cheap, lots of cargo. They don’t fight except against
planets. Leave that to ships with torps and fighters who
follow once you have a few good planets.
Find planets by sending a light,
fast ship full of colonists out to put 1-10 colonist clans
on each planet, without stopping. This tells you what’s
there, and you can follow it up with a bigger ship to
fix the colony. The idea is to make 4 or 5 good colony
planets with minerals or natives, rather than 20, half
of which are arctic or mineral-poor. Aim for 1000 clans
and a strong defense on good planets. Probably a ship
with disrupters, to capture enemies, backed by a planetary
defense around 60-100 to trash anything big enough to
kill the defender ship. I usually have my colonizer tow
this out as I only put low tech engines in it. Little
Pests and Little Joe’s are great for this-cheap, lots
of beams, but one hit and they’re history. Usually they
capture two or three other ships before they go though,
so are worth the extra cost.
##############################################################################
##############################################################################
IV. MINE FIELDS, GENERAL TIPS
Mines: They are
great for discouraging said sneaky cloaking types from
paying you a smashing surprise visit; but you need LOTS
to make the trip hazardous enough to feel "safe". Note
they are VERY slow to sweep; this makes the colonies’
ability to sweep with fighters (and from outside the minefield,
I believe) a better deal than it first appears.
##############################################################################
##############################################################################
V. RACE SPECIFIC
******************************************************************************
A. The Solar Federation
Build Neutronic refinery ship(s)
early. You have no fuel carriers, so your supply will
be limited.
Build an alchemy ship early
- preferably before the N. refinery. Keep it at your home
world until you can build a Nebula or Missouri to escort
it to a Bovine (supply-producing) planet.
You are going to have to trade
to get fuel carriers, fighter ships, and respect. Form
a stable alliance with a stronger race. Offer them use
of your Super Refit capabilities.
Despite the lack of fuel carriers,
you have a good balance of ships, mostly leaning toward
torpedo-based weapons. Crank up your torpedo tech level,
and concentrate on tech 7 and higher torpedos.
Nebula - carries 350 torpedo's.
Good for torpedo transport, or can use on long treks through
enemy space dropping 50 mines 7 times to form a wall.
Sweet ship to offer in trades but be careful whom you
give it to.
Missouri - good torp &
beam ship, high mass, can take some hits.
Kitty Hawk - holds 65 fighters,
reasonably priced. You can build a couple of these, and
send them out with other ships in a fleet.
Nova - Not bad for a tech 10
ship. I haven’t had the chance to battle test mine yet,
so I can’t give good advice on Nova Vs T.Rex, etc.
Nocturne - Don’t overlook these!
They hold 50 torpedo's - not much in a battle, but can
be loaded with torps and distributed across your territory.
In times of emergency, they can cover your planets with
small minefield's (beware cloakers!), and be used to trigger
planet defenses if/when attacked.
A previous hint said that Feds
lose in the long run. Without fuel carriers, you will
lose quickly.
You are the poor guy who probably
will not win by the course of time and simple surviving.
Use your money advantages to outrun your enemy early -
they will loose much of their value later. You can use
your Refit mission to overcome temporary supply shortages
- simply build the ship and refit it later when money
or minerals are plentiful available.
Your Escort of Choice is the
Loki. You can equip it with slow drives and tow it by
the freighter, if money is rare. The Vendetta does it
as well but it is a little short on Crew and tends to
get conquered by the Enemy.
They can Super Refit ships,
for profit.
That’s why the Solar Federation
is sooo powerful! ;-)
(Another "ally" tip)
(Meaning? --- Ally w/ the Feds, send them your old ship
, have them "REFIT" it with upgraded
stuff. They return it to you. Work out the $$ yourselves
a great alliance tool)
******************************************************************************
B. The Lizard Alliance
Go out, find enemy planets
you want, and land 1000’s of clans to take them over and
defend them. You’ll probably want 2 or 3 warm planets
to grow lizards on, and remember not to build more mines
than you need. Use that defense bonus on ships by using
small, cloaking ships to steal ships off other people.
Normally the Lizards are lousy
(or so-so) cloakers. The Reptile isn’t heavily enough
armed, and the Lizard Cruiser is too massive - it needs
too much fuel. But they have their Lizard Ground attack,
which can cause horrific damage to your planets. Additionally
this can be used while cloaking.
Two countermeasures: Develop
Planet defenses to max, and place well armed ships around
endangered planets. If the Lizard conquers the planet,
you will take it back immediately. And that Planet Defense
reduces his ground combat ratio. Once one of these Lizard
Cruisers loses its Colonist load, it has lost most of
its destructive potential.
Your Escort is the Vendetta.
Since you have the 150% advantage, it is more impressive
in your hands than with the Fed.
If you had a Lizard ship orbiting a planet and you upped
the tax rate to 100% and the Lizard ship had the HISSSS
Mission set would that mean that you’d get major $$$ without
any risks at all or would the population riot? I know
the HISSSS mission will stop civil wars, but will it stop
people from rioting?
Nononononononononono.
Don’t raise taxes to 100%.
Dumb. Civil war for turns & turns, even with 3 or
4 ships on HISSSS orbiting the planet. HISSSS only decreases
unhappiness a little bit. You’d need multiple ships Hisssing!
To manage 100% taxes I have one planet with 15 mil Ghipsoldals
at a 40% tax rate and 7 ships Hissing! and they’re stable
at ‘Unhappy.’ (host 3.11)
The number of ships needed
to keep your planets not rioting is not directly proportional
to your tax rate. Unhappiness is more like geometrically
related to tax rate (I dunno what the exact deal is).
HISSSS! does not stop riots immediately. You can have
a planet rioting while ships HISS! at it. Such planets
will just stop rioting quicker. You can also HISS! at
planets you don’t own and it’ll work. HISS! at your allies
in exchange for better ships... ...
Nope, sorry. I tried that,
ONCE. It took two turns with taxes at 0% and two ships
in orbit with the HISSSS Mission going, to recover from
bumping taxes up to 100%. Thank God I did that early in
the game so it didn’t hurt me. (FYI: This was on version
3.0d) So for all you Newbie Lizard players out there,
Do NOT set your taxes up to 100% and think the HISSS mission
will make everything o.k. the following turn.
For all you Lizard People out there that have played for quite
a awhile, How are we supposed to beat anyone?? This is
my first game, my ships suck, I’m over extended in planets,
because my lizards mine too fast then get angry, I have
to build all freighters to send them back to my two starbases
which are already sucked dry. This means I have a few
escorts, and my biggest ship is the size of the Robots
tech 6. Not only that they are about to attack me, and
they can at any given time, because I don’t have any mines,
all my Mo are in my freighter’s hulls, and the freighters
just ship Supplies back and forth. Meanwhile I have to
let the ULS Patrick (Merlin) to rune seven or eight times
just so I can build another one, and build torpedoes.
How am I supposed to beat a swarm of fighters from the
Robots anyway??
As a successful Lizard player,
there is one thing you have going for you: Money, Lots
and Lots and Lots and LOTS of it! If you’ve got it, and
Alchemy ships, build starbases to defend your planets.
If you haven’t had time to set up a strong intimidation
based economy (Love that hiss mission), I cant help you
much..
For all you Lizard People out there that have played for quite
a awhile, How are we supposed to beat anyone?? This is
my first game, my ships suck, I’m over extended in planets,
because my lizards mine too fast then get angry,
Mining faster then everyone
else is GOOD. The reason your natives or colonists are
angry is because you are taxing them to high. The lizard
HISSS mission will help solve this problem.
I have to build all freighters to send them back to my two starbases
which are already sucked dry. This means I have a few
escorts, and my biggest ship is the size of the Robots
tech 6. Not only that they are about to attack me, and
they can at any given time, because I don’t have any mines,
all my Mo are in my freighter’s hulls, and the freighters
just ship Supplies back and forth. Meanwhile I have to
let the ULS Patrick (Merlin) to rune seven or eight times
|just so I can build another one, and build torpedoes.
How am I supposed to beat a swarm of fighters from the
Robots anyway??
From your description you probably
going to die if the Robots want to kill you. You have
to be careful with your minerals from the start of the
game all I can say is think ahead several turns. Your
ultimate goal is to find Bovinod planets and put Merlin
alchemy ships in orbit around them for an unlimited supply
of minerals.
How do you kill someone with the lizards?
Build lots of lizard class
cruisers with high tech torpedo tubes. Put lots of torpedo's
and clans on board, go into enemy territory cloaked, drop
clans off on his worlds. It takes over 900 clans to get
planetary defense up to 80 so most worlds will have 60
or less defense which will make the lizards ground attack
ratio 30:4 instead of 30:1. So 200 clans can kill 1500
enemy clans. That's 2 or 3 well developed worlds or as
many lightly populated worlds as you can reach. Since
the lizard cruiser cloaks the only way to stop this attack
is with mines. That's why the cruisers have high tech
torps to lay mines to destroy enemy mine fields. Its a
bitch for the enemy to take back the planets because lizards
can take 150% damage (yes even the planets) and if they
don’t build up the planetary defense then it makes it
that much easier for the lizards to take.
Unfortunately the Robots are
the lizards worst nightmare only the lizard battleship
(and alchemy ships) have more than 4 beam thus fighter
races have an advantage. And the robots mine 4 times better
than everyone. The only thing the lizards can do to stop
a direct attack is build lots of battleships with x-ray
lasers and high tech torps.
What kinds of ships are best at Hissing? And how much over amounts
can I get per turn, safely?
Build Escorts. Lots of them.
With 6 or 7 in the air you can get taxes up to about 75%!!!
The T-Rex is small but only requires 2 engines. It is
therefor cheap to build. Build a fleet.
Use the LCCs as planetary attack
ships. Cloak and drop colonists. Even captured freighters
can be used as assault ships by Lizards. Capture the freighters
and then drop the colonists (if that is what they are
carrying on a planet. If you have enough you get the planet.
If not you dropped his population by a big margin.
Do the Lizards have to be offensive early on?
I’ve never played the Lizards,
but they are oriented reasonably well for defense: with
your 30:1 ground combat ratio when attacked, it’s darn
hard to take your planets away from you. For offense,
I think you’d do well to slowly advance your borders outwards,
crushing enemy frontier worlds by dumping massive numbers
of colonists onto them.
The 150% is only really important
in the battle where you get to that figure; but it’s quite
impressive there. I have taken on many Rushes with T-Rexes
and it generally requires 2 T-Rexes lost and the third
damaged; that’s 1 less than the usual number of Victorious/Diamond
flame b-ships usually lost. This carries over into the
other Liz. ships as well. The Lizards real problem is
the lack of ships with many beams, which makes them vulnerable
to carriers; they fare well against torpedo races like
the Feds and Fascists. But that’s symptomatic of the greater
strength carriers have against all torpedo ships. A 1-1
kill ratio is nothing to sneer at! The Lizard cloakers
are generally light in combat potential, but cheap in
minerals, tech levels for the hull, and credits. Thus,
you can crank T-Rexes at old established starbases, while
making cloaking ships at the new frontier bases. They
do have good cruising range, and excellent cargo capacity
for assault troops, supplies for repairs (important when
penetrating minefields) and torpedoes (for extended raiding
campaigns and mine laying). 2 of the cloakers can survive
a mine hit (the Liz cruiser 2 hits). When loaded with
supplies, they can be in pretty good shape after that
hit. They are not intended to be heavy combat ships, but
are quite adequate at planet-busting and convoy raiding,
as well as planet-taking ground assault. The Reptile is
strictly a scout; but it’s fine against freighters, and
can take a small frontier world with 50 colonists in the
cargo hold. They have cloaking and that is nice. The ground
attack is also nice.
Take them on the offensive
and conquer new worlds by hand-to-hand combat! But, do
it early in the game.
Agreed, be quick out the gate.
But not only the ground assault - the double mining and
HISS mission give them the cash and minerals to build
starbases and reach high tech levels early.
On the defensive Lizards suck.
Why? Lot’s of other races won’t
have their cash to lay minefields, or a ship to match
the T-rex, and they never have to worry about ground assault.
They can afford starbases to toughen their planets better
than most, as well. Sure they don’t have huge ships, but
can’t you think of something to offer a neighbor (or a
neighbor’s enemy) from their stock of goodies, to get
a ship in trade?
To do well you probably need a good starting position and build
lots of starbases quick so you can get massive numbers
of the pathetic ships.
The ships are not pathetic-they’re
as good as most Fed except the high-end, which with 70%
mining the Feds have trouble building; are comparable
with Birds (except their B-ship doesn’t cloak); better
than Fascist, Privateer (except the speed), Cyborg (except
the cubes), Crystal (except the expensive Crystal Thunder),
and not too shabby against the Rebels and colonies, except
the Pat, Rush and Virgo - and as I said, you just have
to sacrifice some T-Rexes. The 500 ship limit is their
biggest enemy; fight it by building lots of bases, and
destroying the bases of your enemies (or capturing them!).
That demands either treachery, or a little homework. They
aren’t any good at simply walking over the enemy, like
the Cyborg in the end-game, but what fun is that?
If you concentrate overrun
type missions on key enemy planets, it can be very successful.
Imagine being able to take the enemy’s starbase just with
an overrun (possible in games where all sides start with
very low populations)! Being able to do it from a cloaked
ship means you’ve got deep penetration on your side, except
against the Privateers (who can anticipate where you will
try to strike, and Rob you blind) and people who build
minefields.
The FAQ suggests finding warm
planets to breed lots of Lizard colonists. Sounds like
a good idea.
On the defensive Lizards suck.#2
One thing in your favor is
that your planetary defense is boosted by that 150% bonus.
A "depth" defense where you build up a lot of well-defended
planets and wait for the enemy to attack works best for
you than for any of the other race.
Lizards - Have pretty good
ships. The 150% damage ratio can help, but only if you
can get a few more torpedo's off in those last few seconds
of life. The Lizards need LOTS of cruisers and LOTS of
colonists, as that is they’re only defense against the
big fighter races. They just don’t have the Fascist plethora
of beams. All-in-all, a good race if played properly.
They’re mining ability and HISS mission make finding natives
and good planets essential. In a bad position, the Lizards
will find it tougher than most to be strong. In a good
position, they can be dominant.
Yes- the Lizards can arrive
cloaked, drop colonists, and leave, without ever uncloaking.
The only defense against this type of attack is to lay
mines and hope he hits one. Web mines are especially good.
The Privateers have the option of leaving ships in orbit
set to "rob", although this won’t catch the lizard ship
until after it’s dropped its marines.
The best defense, of course,
is not to let the lizard get close enough to do this to
many planets at once. Don’t keep much fuel on the ground
at any border planets.
In my game as the Lizard (in
turn 130 something, with 103 ships ‘ruling’ the space
lanes), I can confirm this, more or less. Lizard ships
will survive battles if they are damaged 100%. If they
are involved in multiple battles, they will go on to fight
the next battle even if damaged 100%. However, they will
have negative shields for this battle. e.g. a 130% damaged ship will
have shields of -30%. A neat bug. I’ve never had a ship
with negative shields survive a battle, though, so I don’t
know what happens. However, after all battles are done,
the ships 100% damaged do indeed seem to disappear. This
stuff is more than likely host-version dependent.
Lizard ships who hit mines
to be damaged 100% do not disappear, though. So
this would be the way to test the capture scenario. Since
the scenario mentioned involved the Crystals, this is
probably what happened. This is one of the things I love
about the Lizards- the Lizard Cruiser can survive two
mine hits (damage of %124) and still move off at about
warp 6. One hit (62%) and it can still do warp 9. [If
a Lizard ship, at 99% damage, if captured by another race,
WILL blow up., Ed.]
What is the best way for the Lizards to counter a Gorbie? What
about a Super Star Carrier (or whatever the name was).
I have plenty of resources and was going to through T-Rexes
at them, but the thought just hit me to use Escorts to
take out fighters, since they are dirt cheap. I will also
be mining quite a bit shortly. What are the best Lizard
ships overall? Someone had suggested the Madonzilla carrier,
but I always thought they had too few bays for a carrier.
The Lizard Class Cruiser also looks very good for mine
laying. I believe it held something like 290 mines.
Generally given equal strength
empires, The Empire will cream the Lizards, so your best
options would either to surrender or try and placate the
Empire player. If you have plenty of Credits, offer 10-30
thou to him, maybe he will attack someone else instead.
Note: If the Empire has purchased bulk Meteors
from the Privateers, and is towing his Gorbies from deep
within his Empire into battle using them, then he will
have substantially lower fuel costs than normal and can
also counterattack with rapid and deep thrusts at your
starbases. If he also owns half a dozen bovine planets
with starbases then he can turnout a couple of Gorbies
each turn, which could make life considerably more difficult
and a prolonged war futile.
The LCC is a good ship to lay
mines and dump colonists on enemy planets, but your main
battleship is the T-Rex. Since you have to play against
a fighter race you should fix them with X-Rays and Mk7
or Mk8.
The fighter production is slow
for the Empire and the Gorbies are expensive. Assume a
T-Rex takes out 35 fighters on a Gorbie, so if you have
an average of one battle per turn he needs 7 bases to
reproduce the fighters. If you add some Escorts he will
need even more bases. (Of course never, ever attack a
Gorbie with just one T-Rex).
Use wolfpacks of T-Rex, 3 T-Rex
should kill a Gorbie. One T-Rex should also beat a SS
Carrier/Cruiser. Go for his planets with LCC’s full of
colonists so he will need 2000+ clans on every planet
to hold them (esp. his bases). Go for his bases with T-Rex
if he has many colonists on his bases. He will have a
tough time to move his Gorbies to defend the bases (and
he will need lots of fuel). He will need also 60 fighters
at every front base to defend the base. Capture his freighters
(stay cloaked at planets and wait for his freighters,
tow them away and capture them). The Empire needs lots
of minerals (for the expensive ships and all those bases),
so capturing or destroying freighters is an effective
way to weaken him. The Empire is strong if it has 10+
bases and lots of ships, otherwise the torpedo ship is
too light and fighters are rare (so it would be a good
idea to use some Escorts to take out fighters).
If they have comparable starting
positions the Lizard is clearly superior to the Empire.
(This of course changes quite a bit if the Empire produces
more free fighters per base, say 10+.)
******************************************************************************
C. The Bird Men
Birdmen are monstrous
cloakers. They can cloak nearly all, one occasionally
wonders that one can still see their planets.
Also they can, via the super
spy mission, find out your friendly code in order to steal
fuel and other stuff from your planets.
Two strategy hints: change
your friendly codes on endangered planets each round,
and mine, mine, mine to keep the Birds off your territory!
Your Escort is the Bright Heart.
Want more power? Use the Deth Specula.
Now that planets can have friendly codes of ATT and NUK, what
good is the Bird Men Super Spy Mission? Is there still
anyway to steal from planets?
Well, since when a Bird Man
is on a Super Spy mission, cloaking is part of the mission,
it is kind of hard for a planet to NUK or ATTack something
that for all planetary sensors that is not there...
Birdmen - The strongest race
in the game by far. The new hosts have brought the Robots
off of the throne with the limits on minefields (a welcome
change). People talk about the cheap Fascist battleship,
but the Birdman battleship costs a few dollars and a few
moly more for two more tubes and CLOAKING. This ship can
decimate any race’s defenses if used properly. In addition,
all the little ships have good cargo space, torps, and
cloaking which makes them great explorers/colonizers.
They don’t have a carrier worth crap, but who needs carriers
when you have fleets of Darkwings? The greatest weakness
of the Birds is finding that big money planet so they
can boost their technology. Once the economy is strong,
this bunch will take over, Golems and Gorbies aside...
One thing about this is that if you Super Spy, then aren’t you
open to being attacked by the other player’s warships?
Surely you lose any element of surprise? If you attempt
it on a planet with a...
No, you are still cloaked while
you Super Spy, which makes it one of the more useful race
capabilities in the game.
How many DarkWings can a task force of two Biocides, with about
110 fighters each, expect to beat? Best case? Worst case?
For my 2c, I reckon the two
Biocides will take out 5 DarkWings. I know a Virgo can
take out two and still be only about 50% damaged, so a
Biocide might take out three, hence a second Bio will
take out numbers four and five (assuming number three
is badly wounded by the first Bio, even if it isn’t destroyed).
Sorry about that .....
******************************************************************************
D. The Fascist Empire
Your Escort of Choice is the
Thorn, or the Deth Specula.
kill the ships, then take over the planet with your sabotage
mission still set, you will lose the planet because of
sabotaging your one token clan. I’ve (as the Fascists)
pillaged to death a single clan before. And purely because
I didn’t bother to simulate the situation first. Simulation
is the best answer to these sorts of questions.
Actually Rebel sabotage is
somewhat more predictable than Fascist Pillage. In a recent
game of [3.11d] I have found that Pillaging an Amorphous
planet is highly unpredictable. In one case I had 20 clans
and after pillaging had 7. In another case I had 50 clans,
but they were all wiped out and I had to re-colonize.
This has continued and I have found repeatedly that the
number of clans you need to start with in order to survive
pillaging varies all over the map.
It isn’t explained by the disposition
of the natives, they have remained "calm" for 15 turns.
I know Amorphous natives tend to eat 5 clans per turn,
but on some turns it seems they have a smorgasbord.
pillaging had 7. In another case I had 50 clans, but they were
all wiped out and I had to re-colonize. This has continued
and I have...
Are you dropping the clans
in the same turn you pillage? The only other factor I
can think of might be climate. I have been using pillage
more of ten recently, and was hoping to do something like
"drop 10 clans, pillage (and lose 6 clans), drop 6 clans,
pillage, etc" to wipe out unsavory native populations.
The pillaging I’ve done so far seems to have been fairly
consistent, but I haven’t tried an intense pillaging cycle
yet.
Sell D7 Coldpains to the Privateers
for their Meteor class Gravatonic ships. You get good
ships while they get something with a 425+ fuel tank to
rob other people with.
What good is the Fascist Pillage mission? What do other people
use the pillage mission for? On which planets does pillage
work? I tried it on an Amorphous world, where I had no
colonists, and nothing happened on the first turn, so
I left. Is pillage any good, or should I ask the Rebels
to use their ground attack
You can’t pillage unless the
planet has colonists on it (yours or someone else's).
What I use it for is to help the Fascists expand faster.
When I find a planet with a native population I beam down
15-20 clans and pillage the planet. You get 100 supplies
and 100 MC for every 1 million natives, you also kill
off 20% of your clans and 20% of the natives. Next turn
beam down more clans their should be plenty of money and
supplies to build factories and mines. Beam up excess
money and supplies to use on planets that don’t have native
races. Plus you can offer your pillage skills to the Cyborgs
since they often have an over population problem.
on which planets does pillage work? I tried it on an Amorphous
world, where I had no colonists, and nothing happened
on the first turn, so I left.
There must be colonists on
the planet. For example, you could unload 6 colonists
onto the planet and Pillage in the same turn (all the
colonists will be killed), and then repeat the procedure
the next turn, systematically exterminating the Amorphous
natives. Unless there were very few natives to start with,
you can’t really hope to clear the planet entirely. But
since you don’t usually build on Amorphous planets you
don’t care whether the natives hate you, so you can happily
build up several thousand units of supplies and money
with repeated Pillages.
For offense, the Rebel Ground
attack is superior, but Pillaging is by NO MEANS useless
for offense—it just can’t be used as well on a hit and
run basis. On a planet that has no starbase, plundering
will give the enemy money and supplies, but since the
population is dying, the defenses, factories, and mines
will SLOWLY dwindle (dependent on the structural decay
factor), and there will be nothing to spend the money
on (unless he has enough minerals to make a starbase).
You can detail a little ship to do this that couldn’t
hope to beat a planet with D10! Strategically, this forces
the enemy to come to the rescue, and to claim all that
cash. This can make minefields put in his way a very useful
strategic option.
It can also be used for besieging
a starbase with heavy defenses but few minerals. You put
your fleet on pillage, with a couple of troop-laden freighters.
(This works unless starbases are allowed to ATT/NUK fascists
in orbit). The enemy can now attack only with his ships,
which you can hopefully handle. He will have quite a few
turns to reinforce, so you have to plan this well. If
he has enough minerals, you may be forced to fight some
of his heavies—he’ll have plenty of money. If his struggles
fail, once his population is below a thousand clans or
so, you should be able to land your troops, and capture
a starbase loaded with cash and supplies, although the
population will take a while to calm down. Easier said
than done, but it is one of the few ways a home planet
starbase can actually be captured.
In a game in which population
is more important than cash, hit-and-run pillaging on
a home planet may also have some limited success.
Recently people have been referring to incidents where mondo
carno warships have been destroyed by smaller ships like
the Victorious. Does anyone have VCR files that show this
happening?
It depends on what you mean
with taking out big ships. It’s quite easy for Fascists
(for example) to destroy an Instrumentality. I did it
yesterday: two Deth Specula's with light beams and Mark
8 Photons. The Instrumentality has about 20 per cent damage.
The last attacking ship was a Victorious. No more baseship.
I was initially depressed, but after the recent discussion about
strategy vs. powerful ships I’m hopeful that there is
a way to kill such heavy enemy ships. Using a carrier
myself (like the Valiant Wind) seems to be the most useful
approach, but how long would a small carrier last against
10 torpedo tubes?
Do not use Valiant Wind. Victorious
is much better. No baseship with only three bays is no
good in battle.
3) Fascists - Good in a bad position and excellent against fighter
races with all those cheap beam platforms. Pillage can
get a lot of goodies out of those worthless amorphous,
and the Deth Specula is one of the best first-strike
planet busters available, especially with good torpsedo's.
The Fascists will win by numbers and not with quality.
Not the best race, but not the worst race. Robots hate
these guys cause they kill fighters so fast and the
Robots best fighter maker is the Golem.
I had a ship in orbit with PILLAGE PLANET mission plus movement.
Since special missions come before movement, the foreign
planet must have been plundered. But I didn’t receive
a message. What happened?
Pillage planet definitely does
not happen before movement. Sad thing for the Fascists
and what a relief to the other races.
I thought I once heard someone mention pillage un-owned planets,
but I tried pillaging an amorphous planet, and I didn’t
get any pillaging message. Is it only possible to pillage
a planet that is owned by another player?
You cannot pillage a planet
which is has not been colonized. However, you can pillage
an amorphous planet if you drop a clan every month.
PILLAGE comes after movement,
so does the Rebel GROUND ATTACK (sabotage).
You can PILLAGE planets owned
by anyone, but there must be at least 1 clan of colonists.
You can’t PILLAGE an un-owned planet.
Also (here’s one for free)
you will get unpredictable results pillaging Amorphous
planets. Nominally you should kill 20% of the colonists
and 5 clans should get eaten. However, more colonists
die in this situation than you anticipate. Sometimes.
For example, if you PILLAGE an Amorphous planet with 45
clans you would expect about 30 clans to remain. Psych.
They are ALL killed. Sometimes. Sometimes about
20 clans survive.
D7a Painmaker Class Cruiser
- DOES NOT CLOAK
D7 Coldpain Class Cruiser - CLOAKS
******************************************************************************
E. The Privateer Bands
Meteors are for towing, and attacking far off planets. BR4’s
explore, and BR5’s steal ships in the early stages,
Meteors steal them later, until both are redundant.
Build little pests to wear down carriers, and use
one with tech 5 engines to tow another with tech 1
engines into battle. These take out 10 or so fighters,
and provided you follow up in the same turn with a
solid capital ship you can expect to trash most other
newbies. (like me!) A meteor can tow a large deep
space freighter at warp 9, whilst a BR4 can’t as the
fuel tank is too small.
Limitations.
A ship can perform only one mission at a time. This
means that you can choose to cloak, rob, tow, or intercept;
but, for example, you can’t intercept a ship and arrive
there cloaked.
The 3 cloakable and accelerated ships are low mass.
This means that they should not fight anything but
scouts and freighters.
Even your "big" carrier is useless against anything
with 8 or 10 beams and 2 tubes.
Advantages.
Cloaking and the gravitonic acceleration are obvious
advantages.
The low mass of the accelerated ships, the extra speed
itself, and the fact that you use only half as much
fuel/LY when you are towing with an accelerated ship
make these ships perfect for towing.
An MBR equipped with just x-rays is capable of doing
everything except planet raiding. This means that
new SBs only have to be tech 10 in engines (and even
tech 7 is useful) and tech 5 in hulls. This means
that productive starbases are much cheaper for Privateers
than for anybody else.
General strategy.
STAY OUT OF SIGHT If the rest of the empires find out where
you are early they might just decide to eliminate
a pest. A 100 LY radius mine field dropped near you
home world can put a crimp in your expansion.
Don’t ignore the necessity to expand. Your first 3
ships should probably be MBRs with x-rays and either
0 or 1 mark 4 torp. For these exploration ships warp
7 engines are probably good enough. After that you
will mostly want to build MBRs with warp 9 engines.
After the first 3 MBRs you should build ships in pairs
of an MBR with good engines and a large freighter
with poor engines. Use these to develop other SBs
as quickly as possible. You may not be the first empire
to get 2 SBs but you should be the first to 3 and
should have 5 or 6 before anybody else has 3.
Tactics.
Don’t fight - ROB. We will see occasions
when a ship will be used as a Sacrificial Lamb (SL)
but other than that you should never fight anything
even close to your size. A cloaked, undamaged MBR
is much more useful than the benefit from eliminating
an enemy’s medium size capital ship.
Play the fuel game. You will always need less fuel
than they do. Strip un-owned planets of fuel with
"gather" and whenever you can’t steal a ship at least
steal its fuel.
Steal ships. (Now we get down to the meat of the problem.)
The following tactics are all based on the problem
that in order to steal a ship’s fuel, so that we can
tow it to a SB, we MUST be at exactly the same coordinates
as the enemy ship. We can’t use intercept to get there
because the turn order is steal - move - combat. If
the enemy capital ship has enemy set to Privateer
(if he doesn’t have it set to Privateer the first
time he will from then on), you will die at the end
of movement and before you get a chance to steal.
You have to be cloaked when you arrive at the same
place as the enemy ship.
1) Wait at a planet (yours or un-owned) from which you have
removed the fuel. If you are sure that you have
more fuel capacity than he has fuel then just set
ROB SHIP and wait until the next turn to begin towing
him back to your SB. You can’t do this at his planet
because he might transfer fuel up from the planet
and that happens AFTER you rob. Lo and behold, you
end up with a very angry capital ship on your hands,
he has fuel, you are not cloaked, and you get blown
away.
2) Use a sacrificial lamb (SL) at one of his planets to capture
capital ships. Get a cloaked ship to one of his
planets where you know ships to be. Pick the ship
you want and tow it out to a waypoint where you
have one or more MBRs waiting. Make sure you pick
a waypoint position so that if one of his other
ships is set to intercept the one you are stealing,
the other one won’t be able to make it that far
(also see tactic #5.) This is called the SL gambit
because the ship doing the towing gets pasted at
the end of movement (you haven’t stolen the enemy’s
fuel yet, that’s what the other, cloaked MBRs are
there to do.) You can try to set it up so that your
ship just runs out of fuel at the end of the tow
but this is a little dangerous. What happens if
the ship takes on cargo and is heavier than you
thought?
3) Projecting a ship’s course. (Your opponent has to be very
inexperienced for this to work.) If you see a ship
moving toward a planet that is more than 1 jump
away, you can try to project where he will be on
his next jump if he continues to move at the same
speed. If you try to do this much, you will start
to appreciate the Pythagorean Theorem.
4) Bait and switch. Send a nice target, a full large freighter
or uncloaked captured capital ship, toward enemy
space. Unfortunately, for the enemy, it is accompanied
by a couple of cloaked MBRs. Make sure that the
freighter is out of fuel at the end of each jump.
That way you don’t loose it when some capital ship
arrives with weapons cocked.
5) The intercepted freighter gambit. If your enemy is "protecting"
his freighter by having a capital ship continually
intercept it, you can easily get both. Have a cloaked
ship waiting at a planet when they arrive. Tow the
freighter with your ship but tow it in a known direction
and tow it further than the jump range of the enemy
capital ship. Have a second MBR waiting at the position
where the capital ship will end up. Example: Both
freighter and capital ship have been moving at warp
9. Tow the freighter 90LY north. Have the 2nd MBR waiting, cloaked, 81 LY north. The capital ship
will try to follow the freighter but won’t keep
up. You capture the freighter with guns (You DO
put only x-rays or disrupters on your MBRs, don’t
you? After all, MBRs are NEVER supposed to fight
anything but freighters.) The enemy capital ship
is in deep space, at a known position, where it
is easy to ROB and then TOW.
6) The pirates nest. Privateers have real trouble defending
a specific planet against a large fleet. The best
defense is that they shouldn’t know were the SB
or rich planet is. Second, you can spread cheap
ships (they don’t have to cloak) around your empire
that always have ROB set. These will rob enemy cloakers
that are exploring your empire (this can be disabled
by the host in ver. 3.1). But assume the worst.
Your enemy knows where to do you damage and has
a fleet on the way. Don’t fight back. Set up a pirates
nest at a planet they are likely to pass through.
This is a collection of cheap BR4s with warp 5 engines
and some MBRS. The BR4s wait at the planet until
the fleet arrives. Each one then tows a ship out
to waiting MBRs, to deep space, and maybe one to
the SB (if the SB is capable of handling that one.)
This breaks up the fleet and gives you a chance
to handle the ships one at a time.
- P’s can use ‘packs’ of MBRs more effectively than described
above, for example, to rob fuel before towing ships
in the same turn, very often preventing counterattack.
Nevertheless, it is good to tow to a remote point
where other MBRs can ROB, if only to prevent a towing
P-ship from being captured in a counterattack.
- Note that P-ships can also drag alien ships to be destroyed
by more powerful allied ships. This is a good way
to dismantle massive opposition in parts with little
risk.
- Note that Robbing proceeds from low ID to higher and act accordingly.
- As noted by D.P. above, you can tow ships to known locations,
where you will end up without fuel. But you should
be careful about this, and use simulations or an exact
formula for fuel consumption (because there are program
bugs).
- P’s can ‘intercept’ alien ships which move predictably, shuttling
to the same location between worlds, or to locations
which can be predicted exactly by simulation. (In
the first case, a cloaked P ship simply waits in deep
space to ambush.)
- MBR’s can tow massive allied super-carriers with devastating
effects. This combination is virtually unstoppable
if played correctly even if there are large minefields
(if there are several cheap MBRs as there usually
are). The super-ships should have their own Transwarp
engines, though; and sometimes they should tow the
MBR’s (for their ‘air-lift’ capabilities).
Just a few more things to note. With Mark IV (or higher) torps
a MBR can kill most planets easily and in version
3.11 you can disable torpedoes with a friendly code.
This means you can now put Mark IV torps on the MBR’s
and use them to intercept freighters with out blowing
them to itty-bity-bits and capture planets that don’t
have a capital ship defending them.
If you start taking planets this way and will not be able to
keep the planet beam up all the fuel, money, AND YOUR
ONE CLAN. If you beam up the clan when your enemy’s
capital ship comes back seeking revenge you will deny
him a VCR and delay him a turn since he will now have
to beam down colonists. Or if the planet has a native
race you can up the taxes to 100%, the native race
will riot for many turns.
The main problem with Privateer attacks is that they can rob
ship’s fuel and thus immobilize them. The only available
counterstrategy is movement and superiority. Robbing
occurs before movement and fighting. Therefore P ships
have to join your place in Space. This only works
by Intercept mission (in which case you can defeat
them the round before) or by waiting for you at known
target points.
This means: Stop only on safe planets, and keep moving. Also
traveling by one-planet-hops is always a good idea,
as long as you can make it to those planets for certain.
The main disadvantage of the Privateers is their lack
of heavy ships. This means that, more than with other
races, that time works for you. This means also that
you do suffer damage than usual if you lose those
big ships to them.
******************************************************************************
F. The Cyborg Collective
Well, as far as the Cyborgs
go, their ships are garbage. The best solution I have
found is to build one or two good ships, and lots of B41s.
They cost almost nothing to make, and even if they are
outarmed by anything with torpedoes, you can literally
saturate an area with them. They make good cannon fodder
to soften up large ships or planets too.
Fireclouds can’t fight enemy
ships. Sure they can take out an all beam ship, but they
will fail against much lighter ships. So what do you do
when that Cygnus is following you? Lay mines and stop
at the far edge. Most of the lightweight ships that can
beat a Firecloud are in the 100 KT range. If your opponent
has his ship set to intercept he will be traveling through
the full diameter of the minefield. Even if he makes it,
it isn’t like you could have survived. You can scoop the
mines and move again next turn.
What if his ship is 100 KTs?
Well, either hope he hits two mines or is damaged enough
to be taken out. Usually these ships don’t beat the Firecloud
though, they totally annihilate it. So unless you can
beat the ship fair and square, your better off facing
it with just beams and (hopefully) damaged than with lots
of torps you never get to fire.
You are quite lost (without
altlist3). Use your money advantages from assimilated
Natives, and maximize your planet defenses. Secure your
space with mining, and if you absolutely must, use Fireclouds
with good torps as Transports.
I’m playing a game where I’m the Cyborg. The birdmen are sending
their ships and mining the area around my starbase and
planets. They are also tracking down my freighters. Now
I've played with the sim program, and basically I don’t
think I have a chance. Except perhaps for the Firecloud
ship. Any suggestions?
Lay your own mine fields, register
its only 15 bucks, build some cube ships, and start looking
for another game because your probably toast.
Well, if you can build any
cubes, you might want to try a frontal assault. Otherwise,
it sounds like you’re hosed. You may want to see if you
can become friendly with whoever is on your other border
and see if they will lend assistance. (Once you’re fallen
to the Birdmen, they may be next).
Why don’t you mine your own
space, to discourage free movement of cloakers. And use
Fireclouds as freighters, at least temporarily, or organize
your freighters into escorted convoys? One advantage the
Cyborg have is that planets where natives were assimilated,
with lots of defense posts, are hard to take, so you needn’t
waste ships defending those worlds...
Well, as far as the Cyborgs
go, their ships are garbage. The best solution I have
found is to build one or two good ships, and lots of B41s.
They cost almost nothing to make, and even if they are
outarmed by anything with torpedoes, you can literally
saturate an area with them. They make good cannon fodder
to soften up large ships or planets too.
Hello... I’m currently playing my first game as the Cyborgs.
It’s very early in the game (<10 turns), and I’ve found
a humanoid world. I frantically shipped minerals to it
(poor minerals on the planet), and it is now constructing
a starbase. I’ve already seen empire and reel ships flying
around, mostly freighters though. My question is, where
should I go from here? (btw, I also have another planet,
no natives though) I think I should go find some mineral-rich
worlds, and start some heavy duty shipping of minerals
to that humanoid starbase, so I can make some tech 10
hull ships. (cubes this early in the game should be nice
to have). What do you more experienced players think?
If you are unregistered or the game is unregistered then
you are doing well.
If you are registered then
you wasted your minerals building a starbase because you
only need 3000MC to get from tech 6 hulls to tech 10 hulls.
You’ll waste that much building the new starbase and getting
some decent torpedo and beam weapon tech on the new base.
The problem with the Cyborg is it takes huge amounts of
minerals to build the cube ships. The solution is to build
an alchemy ship or two to make supplies. Once you have
assimilated several planets with large populations you
should be able to make lots of factories to keep the alchemy
ships well supplied.
I have two worlds that have reached the eating supplies point
(Cyborgs assimilating 8-9M natives). Two questions: Exactly
what happens, do they eat all supplies produced on the
planets? (That seems to be what is happening) or is there
some formula for how much gets eaten?
They will eventually eat all
of your supplies. There is no way to stop this unless
you can have someone kill off your population. A downfall
of the Cyborg race .. one of the few :-) They won’t riot
or anything .. unless you tax them too much. BTW you can
tax them all you want ... they still grow. Even at 20-30%
What's the best way to get the pop. back under control? I have
already asked my friendly Fascist neighbor to help but
I haven’t gotten a response as of yet.
Ask your friendly neighborhood
lizard to crush your planet for you if the defenses are
low enough.
If there are not enough supplies will the pop go down?
NO
I really don’t want to cause a riot since I’ll lose all my factories
and mines...
Your mines will still operate,
unless you throw them into a riot. Basically, on high
native planets get the max mining you want out of it and
don’t worry about the factories since they will eventually
become useless.
I have already set taxes to "Hate You" in hopes of stopping growth...
Forget it. Let them be happy
or at least accept you as their leader.
This is a problem that I frequently run into with the Cyborg-
seems that I can pretty count on half my planets not producing
any supplies after I’ve owned them for any length of time.
The only solution seems to be to make friends with the
Fascists and get them to pillage your planets.
Look, when the population hits
7 mil set taxes at 25-40% (depending on their original
mood and the climate) and wait ‘till they get "Very Angry".
Then set taxes to max green value. Sometimes they still
grow, but it’s pretty slow. If the planetary temp is 50
you can get up to about 10 mil. If you stop a little over
the limit you can pull off some colonists and dump them
on amorphous. The real problem is when you assimilate
10 mil natives on a desert world (or similar situations).
The only cure I know is to start a riot.
Now, if the Cyborg only had an even half-decent warship other
than the cube, I’d be happy. The Fire Cloud makes a nice
armed transport, but hardly counts as a warship. Even
something like a Cygnus-class destroyer would be highly
useful to them.
Yep, the Fireclouds aren’t
that good. But, they do make descent escorts and the quietus
makes a good minelayer. It has good range, and withstand
a meteor impact with ~50% damage, and carries plenty of
torps. Plus it is rather cheap.
Does anyone ever make Annihilation Cubes (the torpedo ones)?
Or do Biocides (the carriers) seem like better deals?
A Biocide loaded with 100 fighters
is more expensive then two Annihilations with 100 torps
each. (Translating MCr into supplies and using the Merlin
3-1 ratio). Plus a small ship like a patriot will eat
up 20 or so fighters, whereas it takes 6 torps (including
misses) to destroy.
Question, when the Cyborg assimilate an entire native race, can
they still receive the "native race tech bonus" if they
build a starbase there?
Only if you build the base
while natives still live on the planet.
I enjoy playing the Cyborg , but they don't have many advantages,
So could someone tell me any good strategies for playing
the Cyborg and how to exactly dispose of specific other
races, and do the Cyborg actually take minerals from ships
that they destroy?
Last question first, yes they
do (if you free cargo holds in your ship).
As far as strategies, your
only good ships are the cubes. The Firecloud makes a decent
armored transport. There’s a HOST option (depending on
the version of HOST) that can allow/disallow ships with
one engine to tow other ships. If allowed, the B41 is
a good tow ship—more fuel than the Watcher and 4 beams
for minesweeping. In fact, the B41 is a good, cheap ship
that you can use for running money to your starbases and
testing enemy defenses.
Your primary mission is probably
going to be assimilating natives. On worlds with good
climates (temperate and tropical) you can amass the largest
populations. Why? You need to build factories. The most
popular strategy seems to be build factories, factories,
factories. You need Merlin's bad to convert all those
supplies into cubes. And Neutronic refinery ships to filling
up those guzzlers. You’ll run into overpopulation problems,
so keep in mind you need worlds to dump excess colonists
on. Tax ‘em at 100% and let ‘em kill each other, you can
take the taxes back to your starbase to pay for all those
fighters you need in your cubes. Use Watchers or B41s
with transwarp drives to tow around your Merlin's and
Refinery ships—you don’t want to pay for that many transwarp
drives in those big ships. You’ll need lots of super freighters
to haul all those supplies back to your starbases. Build
a bunch of starbases, almost one at every world where
you’ve assimilated natives, by leap-frogging Merlin's:
Get a Merlin to a world with a bunch of supplies, convert
enough to build a starbase, then convert enough to build
another Merlin, move first Merlin on to the next planet.
Keep a Merlin in orbit at starbase worlds (and eventually
a Refinery ship too) to keep converting those supplies
into the minerals and fuel you need.
Ally yourself with someone
else; a cloaking race is good. If you use a cloaking ship
as an exploratory probe, you can drop a few clans of colonists
on a planet with natives, which quickly turns into an
outpost world for you with lots of factories and defense
posts. If you can get a Merlin there...
Do not build any Iron Slaves.
They’re basically worthless and will lose to almost every
other ship in the game. If you can’t build cubes yet and
feel you need a carrier, trade one (or more) of your ships
for someone else’s carrier. If the HOST supports the HYP
friendly code, you can trade B200s to races that don’t
have a hyperspace ship. (When using hyperspace in a B200
you have to be careful. It takes 50kt of neutronium to
hyperspace, then you’re left with only 30kt to move with,
and depending on the engine tech, you could be lost in
space.)
Help! I’m stuck playing the dreaded Cyborg I couldn’t help it,
and am turning to all you Wheel-Chair Generals, Strategists,
and Tacticians.
The Cyborg seem very powerful
in the END game- they have a 10-bay, 10-beam carrier second
only to the Gorbie in size, and with the huge numbers
of colonists they assimilate, they will have enough cash
so that filling them with fighters isn’t a problem, even
without any fighter bonus. The problem is surviving until
the endgame, since they have no good ships below tech
level 10. The Firecloud is a nice armed transport, but
not a warship. The B222 is good for burning fighters off
of a small carrier, but that’s it.
The only real solution: ally
with someone else! Preferably once of the races who doesn’t
have a heavy carrier. It will be an uneven swap at first-
you don’t have much to give them at first, but they can
give you some decent ships to protect yourself. About
all you can promise your ally is to not attack (anyone
without a heavy carrier will appreciate not having to
fight Biocides) and a promise to give or lend them a few
Biocides.
The Cyborg are very defensive-
they can easily have many, many planets with a starbase
and a combined defense of 600-700. On top of the 60 starbase
fighters, such a planet takes a huge armada to destroy.
You don’t even have to bother keeping ships in orbit.
Wait for an enemy to attack, let them expend most of their
fleet defeating a starbase or two, then mop up with a
Biocide.
One thing that nobody’s mentioned
in either of these "How do I play the Cyborg ?" threads
is how bloody useful the B-41 really is. Yes, it is a
very useful tug (if one-engine towing is on), and a reasonable
mine-sweeper and cash convoy, but it is also the
cheapest mobile anti-carrier ship in the game. By that
I mean that if you figure in the cost of its drive it
is the cheapest ship in MC per beam weapon. Only the Colonies’
Little Joe comes close.
So, all you Cyborg players,
take the foregoing advice by all means (particularly the
bit about allying with the cloakers - that’s a must really,
especially if it’s the Privateers !), but do build LOTS
of B-41s. Especially if it’s a game where the 500 ship
limit might be reached - build a B-41 every turn at every
base if you’re not building freighters, alchemy's or cubes.
Then you will have fleets of 20-30 of them with which
to divest Gorbies and Virgo's of most of their fighters,
which of course saves you plenty of MC because you don’t
have to waste yours on them.
[on controlling the growth
of the Cyborg (assimilation problems)]
When the population is two or three turns from maxing
out (I had to eyeball it, but someone actually posted
a formula recently) boost taxes to 20%. After two turns
the population should be "very angry". Drop taxes to "The
colonists are undecided about you" and population will
remain constant (or change by only a few clans a turn).
You don’t really need to do this on desert and arctic
worlds though.
As for what to do with overpopulated
worlds, I hate to say it, but population reduction stops
the second you lower taxes, even if they are still rioting.
That means you have to keep the taxes up, but try to do
it for as short as possible since the riots will go on
for a long time if you leave the taxes at 75% for more
than four turns. Once they get down below the planetary
max drop taxes to zero until they are very angry. From
there it is usually rather easy to decide what to do.
Note that this applies equally
well to other races, they just don’t have as much opportunity
to use it.
******************************************************************************
G. The Crystalline People [Tholian]
Your problem is money. I use
a Ruby for colonizing, Opals at 1 colonist per planet
for scouting. Get an Avian or Bovinoid planet as a first
step, and a couple Opals for scouting then capture. All
effort goes into the ruby with tech 10 torps that is laying
a web mine or four around your homeworld. The idea is
that by turn 4 or 5 it is 100LY across, and everyone in
the game has seen one of your ships. Use cloaking (captured)
ships to lay-and-run webs around nearby home worlds, but
concentrate on ‘mining’ your web minefield. Let them come
to you mostly. Ideally you want to have your minefield(s)
totally enclosing all your planets, so that it is tricky
to attack you, and harder still to hold on to a captured
planet. (oh, tech 2 torps are most economical if you have
minerals but no money (1/2MC per mine), tech 10 are cheapest
if minerals are included as supplies per mine).
Key strategic points (some
obvious, others not so):
- Lay numerous small fields as opposed to Huge ones. This
helps deter mine detection.
- Make use of the Opals defensively. 19 torps of tech
4 or above can produce an effective web.
- You can only sweep the lowest ID mine field, so multiple
mine fields of differing types can be helpful. (defunct
in later host.exe's?)
- Emerald Class is best armed freighter in game. Build
these in force.
- Crystal Thunder Carrier is actually a strong ship. Ftr
capacity is it’s drawback.
The Ruby and Emerald Class
ships are great armed cargo/invasion ships. Sounds strange,
but with 370/510 cargo with weapons you can do a lot of
damage on the borders before the enemy races can set up
defenses. Especially by putting up web fields after you
move in. In unregistered games, the Emerald Class is one
of the most powerful capital ships in the game (some fighter
ships with large mass can still take this out since you
don’t have the tech 10 torps).
Build small freighters to tow
your captured ships. They have the smallest mass and 1
Transwarp engine can pull a battleship 81 LY or about
50 tons of fuel a turn.
I am currently waging war with
the Rebels. The Emerald with 8 beams and 3 Photon 8 torpedoes
can’t be beat. The beams can hold off any fighter ship
(except the big one) while the torps do their damage.
None of the other Crystal ships can survive the Rebel
Patriot Carrier (excluding the Diamond Flame of course).
Don’t send any Topaz ships after fighter ships as cannon
fodder. The crew is too small and the fighters will capture
the ship! You will have to destroy it later. A good use
for the Topaz is as a mine sweeper. Put small engines
and tech 10 beams on it and tow it with your Emerald carrier
killer with 8 low tech beams. If the enemy puts up minefields
to slow your progress, the 400 mines destroyed by the
Topaz make up for the fuel cost to tow it.
Web mines are the best defense
against cloaked enemies. I have acquired a few cloaked
ships coming up unsuspecting on web mine fields. I place
30ly radius webs around some of my populated planets on
the border with a web tender ship near by. As soon as
a ship is caught, I will keep increasing the size of the
web to prevent their leaving. Best tactic is to lay a
small field away from the planet with a large field around
the planet. Their mine sweeps will detect the closer field
(version 3.0) and not the bigger. They either bypass the
first or get lucky and pass through to be caught by the
second.
Cloaked torpedo ships allow
you to put web mines in enemy territory, especially over
their planets. With fuel usually in shortage, it can significantly
reduce their offense capabilities. Great method for catching
enemy ships that the player allocates just enough fuel
to reach its destination, only to find out it runs out
of fuel before reaching its target and is now in deep
space defenseless. Placed over their base planets this
is a real pain in the ass. All ships coming, going and
in orbit lose the 25 tons of fuel. So they sweep it, but
I figure sometimes I am causing him over 100 tons of fuel
or more a turn.
Best advantage of web fields
is to break up attack fleets. When an enemy is sending
a fleet stacked together in space, webs can cause the
ships to be caught in different spots in space and if
the gap is big enough, it makes for easy picking. Even
small fields may prevent all of the attackers from arriving
at their destination, making the attack fleet not as dangerous.
Nice tactic for advancing visible
ships is to not increase the size of your web mine field,
but to suddenly put an explosive mine field in the same
place (or vice versa). In version 3.0, the enemy can only
sweep the lower mine id field. The other field is invisible
and unsweepable.
As you probably know, the strength
of the crystals is there ability to lay web mine fields.
This strength appears to be completely negated in the
most recent versions of the host by the Colonies’ ability
to sweep 40 mines per fighter and the Robots’ ability
to lay 4x [anti]-mines. While this is, in part, true,
the crystals are still formidable.
- web mine fields can be overlapped
to produce even greater fuel draining?
- the Crystal Thunder carrier is roughly on par with the
Colonies’ Virgo battlestar?
Indeed it seems so. I managed to wipe out a Biocide’s fighter compliment
with 1 Crystal Thunder, and kill it with a Diamond Flame.
The second battle took ALOT of Tech 10 torps though! A
tactic I am employing, but haven’t gotten to battle test
yet is the use of CT Carriers in tandem. I build 1 with
Tech 10 engines, and the other with something cheap. I
load them both with fuel, and use the first to tow the
second around. I set the towed to Kill, and the enemy
code of the tower to the appropriate race. This should
be enough to take out most any opponent save a STOCK LOADED
carrier race tech 10 ship (Rush, Biocide, PE etc.)
Here is the general procedure I follow when starting a game with
the crystals:
1. Up the engine tech to 10.
2. If there are planets within 40ly send the default ships
there to begin colonization. If not, recycle the default
ships or overdrive them to the nearest planet with the
mission set to COLONIZE.
3. Depending on the starting funds, build either a Large
Freighter or Medium Freighter with transwarp engines.
4. Alternately build opals and freighters while colonizing
planets as fast as possible. When you find either a Bovinoid
or Insectoid planet, divert significant resources there
to capitalize on the money making capabilities of the
natives.
5. Build opals with tech 5 [Mark IV] torps since they
are the best [short of tech 10 torps] in the mines/mc
ratio. Mark 2’s are the very best but are very expensive
mineral wise and not effective at all in battles. If you
have the $$ for Mark VIII torps, go for it.
6. The first time you catch sight of a potentially hostile
race in the area, start mining planets on the perimeter
along with direct flight paths between perimeter planets
and core planets. The opals work great for this. An opal with 16 mark IV torps lays a beautiful
20 LY mine field that will catch a cloaker 90% of the
time. Once you snag a cloaker, you’re set. The one weakness
of the crystals is their lack of information gathering
capability.
Some don’ts :
1. Don’t show the location of your home world. [More later]
2. Don’t piss off a cloaking race early in the game.
3. Don’t build any Onyx or Sky Garnet’s. I’ve never found
a use for them that couldn’t be filled by the Emerald.
4. Don’t try to take out a race by attacking them. Make
them come to you.
When hostilities begin in earnest,
create squadrons of 4 Opals w/Mark IV photons and 1 Ruby
Light Cruiser w/Mark IV or Mark VIII. This configuration
will allow you to quickly build complex minefields without
continual trips to a base. The Ruby has great fuel capacity
and torp carrying capabilities. The Opals are cheap and
sip fuel lightly and can be refueled by the Ruby many
times. Also, the best method I’ve found is to station
the Ruby in a central location and, if there’s no danger
of it being swept, drop its entire load of torpedo's as
mines. The Opals then can re-arm without approaching closer
than the perimeter of the large mine field. When the mines
are all laid, the Ruby can sweep the remaining mines up.
Note: mines are turned into whatever torp the sweeper
has. That is, if the Ruby has tech 10 torps, and lays
a large field, the Opals w/Mark IV’s will sweep up Mark
IV torps from that field.
Emeralds with Heavy Blasters
and Mark VIII torps make great planet takers. If
you have the resources, the squadrons can become 4 Ruby’s
and an Emerald but these resources can probably be better
utilized elsewhere.
When confronted with large,
fighter toting ships try this approach. A Diamond Flame
with x-ray lasers and Mark VIII torps. Even the nastiest
ship will shudder when met with 24 high energy fish headed
its way. Also, don’t underestimate the power of the Crystal
Thunder carrier. It’s hampered by its low cargo capacity
but does well against even the toughest opponents. It’s
also relatively cheap to build and should never have beams
of x-ray lasers if it’s going up against the large capital
ships.
A Diamond / Thunder team will
destroy a robotic Golem 80% of the time and critically
wound it the rest of the time.
Try to beg, borrow or steal
a cloaking, mine layer from one of the cloaking races.
In order of preference :
- Meteor Class Blockade runner
- BR4 Kaye Class Torpedo Boat [at least Mark IV torps]
- Fearless Wing Cruiser
- Lizard Class Cruiser
- Deth Specula Class Frigate
Any torp ship with cloaking
capabilities will do but the Privateers’ ships really
fit the bill due to their speed. The Meteor is fantastic
since it can effectively cloak and lay mines since
it can always warp to a nearby planet the same turn it
lays the mines.
Making use of their ftr production
is also nice. One thing that I’ve noted (not positive
on this) is that once a web field is laid in another races
ID, it doesn’t seem to be able to be scooped up.
Cloak ships are necessary if
you want to be offensive with the CP. Sending one with
high-tech torps into the area you plan on attacking, and
laying a web before would be quite effective. Just be
sure to come in with a second wave quickly to lay that
alternate mine field as well.
Oh well - nothing better can
happen to you than getting attacked by the Privateers.
They are ideal targets for your webs. Use caught cloaking
ships to mine your enemy’s space.
Use the Emerald for endangered
transports.
It was brought up that the
Crystals don’t start on their homeworld with an optimum
Climate (Desert) and that they should consider building
an Onyx Class Frigate as soon as possible. I tried this
out and it takes 35 turns before the Temperate-warm climate
reaches a Desert state once the Onyx has been built!!!!
I believe this needs to be changed so that the Crystals
and the other unusual races (which are they again?) all
start out on a homeworld with the most suitable climate.
After all, it’s only fair....
Take a look at the latest host...Crystals now prefer very hot
desert worlds, as do Siliconoids. Note that this implies
player 7 now starts out the game with an unsuitable homeworld!
Guess it’d better build an Onyx class ship as first priority.
True, Crystals are place and
a planet that is "hostile". Hopefully this will soon be
corrected. [Crystals can support 5 million pop on a Temp-Warm
(50) planet, according to Tim Wisseman, Ed.]
Again, look at the latest host...Bohemian Class, Eros Class,
and Onyx class ships now do limited terraforming. Actually,
does this really work? It would be nice to see a message
reporting on terraforming progress...
So far, seems that terraforming
is a slow process. But one worth the efforts (especially
if you’re Crystal or Lizard). [Messages are sent, and
multiple ships will speed up the terraforming process,
Ed.]
Also, is there a way to determine the climate number (1-100)
for your own planets? Exploration will now report this
for uninhabited planets, but how can one tell when one’s
world has reached exactly 50 so the terraformer can move
on?
Pay attention to messages,
they will state the climate. Also, some "after- market"
utilities (vput199x in particular) will allow you to learn
more about your planet(s) than just the game will.
Well, the crystal people are
difficult to play with the new hosts when the setting
"mines destroy mines" All one has to do when caught in
a web, if they have torps, is to lay them. Immediately
you are released from the web mines, and you can be on
your way. And If you do not have a torp ship, just have
another ship with torps come close, and whammo all the
web mines are destroyed when you lay them. [Hopefully
a future version of HOST will defeat this and allow Web
Mines to be free from the "mines kill mines" option.
I have no idea how you concluded
that the Diamond Flames were bad ships. It takes only
3 to 4 Diamond Flames to waste a Gorbie. The Diamond Flames
are much cheaper to produce than the Gorbies as well.
In my experimentation, I fairly
consistently used a Diamond Flame to cause 5-20% damage
on a Golem or a Biocide, and used a CT to take it out
after that damage. Only once has this combo not worked...
even with x-rays as beam. Be careful not to waste torps
though.
******************************************************************************
H. The Evil Empire
My favorite strategy
for playing the empire: build starbases indiscriminately.
You simply can’t have too many starbases and there’s not
a bad place to put one. You only have one torpedo capable
ship, the rest are carriers, so you need to make fighters
like there’s no tomorrow. 5 ships per turn isn’t very
much, but if you’ve got 10 starbases, you’re saving a
bundle of money. In two turns, you’ve paid off your starbase,
and have improved that planets defenses markedly. If you
have enough minerals on the planet to build larger ships,
that’s the icing on the cake. I imagine that many starbases
would be helpful for the other races as well, but for
the Empire, they are necessary, especially if you’re up
against a real fighter race.
Each starbase ought to have
one H-Ross light carrier for transporting those fighters
to your front lines. Use the Superstar carrier and Superstar
cruiser as your working carriers. Gorbies are too big
and too expensive to be everywhere at once, but they’re
great for invasions. Superstar destroyers just don’t have
enough fighter bays to be really effective. I wouldn’t
even put one up against an Instrumentality unless I had
80 fighters in the destroyer.
Don’t neglect your Superstar
frigate, either. Build a fleet of those with high tech
torps for laying mines and taking out patriots and other
ships which might otherwise cost you several fighters
in battle.
General strategies:
- Build fuel dumps on strategic planets. Neutronic fuel
refineries and fuel carriers are a must for those deep,
sustained invasions.
- Heavy phasers, and lots of ‘em. Sure, heavy blasters
give you more bang for the buck, but when it comes to
sweeping mines, there’s nothing to compare with tech 10
beams.
- Don’t shy away from amorphous planets just because they
require a monthly ritual sacrifice of 5 clans.
- Build alchemy ships for your homeworld, but don’t give
‘em tech 10 engines and beams. Tech one engines and beams
will do nicely, since you don’t necessarily need to move
them.
I heard one great bit of advice
about alchemy ships... use them for ground attack ships.
They’re just big, armed freighters, which means you can
transport lots of colonists for those ground-attack campaigns.
Some people will claim that
if it doesn’t have Transwarp drive, it’s not worth s***.
Not so. Don’t waste all your resources putting tech 10
hardware on support ships. Build your ships for specific
purposes... perhaps a few medium freighters to transport
goods within this star cluster. And build escorts that
the freighters might possibly tow along, thus obviating
the need for Transwarp engines on those escorts.
Oh, and don’t waste your money
trying to mine the Colonies heavily. By all means mine
around your planets so that they might at least lose the
initiative if they attack you, but don’t mine your space
indiscriminately.
You might have the impression
that you can base your defense solely on Fighters. Well,
you can’t. The Super Star Frigate is necessary for your
survival. It is your only mining ship, and it’s is simultaneously
THE ship to hunt down intruders, since it is not too heavy.
Also use it for escorts, the smaller ships aren’t worth
the minerals to build, when it comes to battle. Consider
purchasing escorts from an ally.
I am playing the Empire under the latest host version. The game
is still in its early stages (around turn 15-16), but
my neighbor is a computer player (Crystalline) who will
almost certainly make a nuisance of itself. So far, I’ve
been building RU25’s and Super Star Frigates. The SSF
is a decent ship, while the RU25 is very lightweight,
and won’t fare well in the Crystalline minefields. The
Crystals have some powerful small ships, such as the Ruby,
Sky Garnet, and Emerald. My Question: what would be a
good strategy for dealing with the Crystal people before
they get too powerful? I am tempted to build a couple
Super Star Destroyers or Super Star Carriers and just...
*DO*NOT* build any Star Destroyers.
These ships are worthless. They are far too heavy, don’t
have enough fuel, don’t have enough cargo, don’t have
enough fighter bays. The only thing they’re good for is
to put 8 Heavy Phasers on and mine sweep. Instead, build
Star Cruisers - cost more molybdenum, but far more cargo
& fuel, and especially an extra fighter bay. The Carriers
are okay for low-key action.
...launch a full scale invasion, but I hate to waste fighters
against small ships with lots of beams. I know you can
disable torps with a friendly code so as not to waste
them. Can this be done with fighters? If anyone can offer
some advice I’d appreciate it! (This is only my second
game, and I didn’t get to finish the first)
My suggestion: build several
H-ross light carriers, fill them with fighters, but leave
your main carriers empty until you need the fighters,
at which point you transfer them from the LCs. Keep the
LCs back somewhat from the main action, so as not to lose
your fighter reserve. Also, put Heavy Phasers on all your
Star Cruisers - great for clearing webs.
Since the Empire is pretty
much only a fighter-based race, I’ve found that
I spend more time supplying my starbases with extra minerals
so that they will continuously produce fighters. The Empire
ships are not worth much without a nice complement of
fighters (ie., you will never have too many fighters).
I’ve never wanted to not produce fighters and thus save
minerals. I guess if that ever came up, you could just
put 60 fighters on the starbases that you want to halt
production. If they are full, they won’t make more.
I am pretty much a complete newbie at this game, and am in the
middle of my first game. I am playing the Bird Men and
am thinking of going into the Empires area. Can he spot
my cloaked ships with his dark sense? It seems that if
he can it completely negates my super spy mission but
maybe I am wrong. I prefer response by email but if others
will benefit please post as well. Thank you and keep up
the great discussions.
Nope, the Dark Sense only tells
him the cash and minerals on PLANETS (and whether there’s
a starbase there).
******************************************************************************
I. The Robotic Imperium
I don’t need to tell you about
mining, do I? Use the Cat’s Paw for escorts if you need
one. It’s not optimal but the only thing you have - all
others are either too weak or too heavy.
Well, whoever has the Robots
as one of his/her races can make ENORMOUS mine fields,
essentially for free. In case you haven’t seen other posts
on this, Here’s what you do: Robot sends torpedo ship
to Starbase of ally. Ally’s starbase set to LOAD TORPS.
(Friendly codes must match). Robot lays mines in ally’s
identity, getting 4X bonus. Ally sweeps mines, puts them
back on starbase. Repeat. Each cycle gives you 4X as many
mines, leading to an enormous minefield.
In the world of VGA planets,
the three ‘true’ fighter races held the edge in frontal
assault, and out of the three, my personal favorite is
the Robots. Why? Because I feel that the Robots have the
best offensive and DEFENSIVE mix out of all three major
fighter races. So I would like to share some strategies
with you would-be Robotic masterminds out there.
1. Ships
The robots have a limited selection... and out of all of them,
only four types of ships are worth building (besides
the freight and alchemy ships): Golem, Instrumentality,
Cats Paw, and the Q tanker. Golem is the king of the
battlefield, and not much more needs to be said about
it. Instrumentality should be your backbone because
they are ‘relatively’ cheap compared to other carriers
of yours in term firepower and cost ratio, and also
because 2 instrumental together can annihilate almost
ANY ships in the galaxy (assuming the instrumentality
are fully stocked, that is) Cats Paw is the ONLY ship
of yours that can carry torp and mine, so built LOTS
of it and mine the galaxy. Q tanker is your fuel carrier
and fighter factory rolled in one, so have a lot of
it.
2. Ships you REALLY want to
get...
1) Gemini class freighter... The Rebel and he Colony e an edge
on you because of it. Acquire a few of them and your
instrumentality strike group won’t need 4 Q tankers
anymore.
2) Cloakers with sizable cargo and big fuel tanks...
like the White Falcon, Fearless wing, Lizard Class,
MBR, Coldpain, etc. Use the cloakers to mine the hell
out of your opponents. Nothing hurts more then having
one’s major resupply routes mined to hell.
3) MBR. Someone mentioned using MBR to tow super carriers
to battle. This could especially create an element of
surprise if you have a cloaked MBR meet the carrier
task force at a planet some 81+ - 162 light years away
from its target. Then use the MBR to tow the carrier
through to the strike target... You got there a turn
earlier then expected. There goes his planet. But this
trick usually only works the first time, once they know
you got a MBR, game’s up.
3. Great things to do as the
Robot:
Go exterminate the privateers... The Robots are dangerous opponents
to the privateers, almost as bad as the crystals. So
hire out to exterminate the space scum. The way to eliminate
the privateers as the Robots is
1) Use cloaker to mine if possible.
2) Mine a lot.
3) Use shitty ships sacrifices to find out where are
the privateer starbases
4) Mine some more
5) send in STRIKE GROUPS of instrumentality with fuel
carriers who are perpetually transferring fuel to destroy
privateer starbase.
6) Mine some more. With the Robots, mine your way to
victory. I found small fields with diameter of 50 LY
is about optimal.
Oh, one last thing... Find
a cloaking race to be your friend, you need those cloaking
layers.
Thanks....I play the robots...hehehe How about a planet with
100 DP and a starbase with 60 fighters?
In one of my games I play the
Robots. Few months ago I destroyed the home planet of
the Bird Men. One Instrumentality was quite enough. 100
defense posts is a piece of cake. This planet had about
200 defense posts and 200 at the base. My ship took 70
% damage.
Here is some strategy tow the
Instrumentality (I usually do since it needs four engines)
with a Cat’s Paw Destroyer. If you run into a mine field
use the Cat’s Paw to lay a bigger one remember that x4
mining advantage. Towed ships can’t be hit and the cat's
paw has enough cargo space to repair itself in space with
supplies.
******************************************************************************
J. The Rebel Confederation
Probably best for newbies.
The deep space scout is your preferred starting ship,
low minerals and 4 beams, also cheap. Next Gemini with
a fighter bay and 400 cargo room. Patriots are good, but
only 30 fighters so don’t take on a base until its been
well fried by the sabotage planet mission. Concentrate
on expanding with DSS’s, and using a Gemini to bulk up
whilst building fighters in space. Leave 100 cargo free,
and fill that space with 10 fighters (50S, 30T, 20M) to
be built en voyage.
Stay away from the armed freighters
for transport purposes. They aren’t worth it. You have
plenty of fantastic escort ships. You are the best equipped
conventional power when it comes to dealing with cloakers.
Escorts: Patriot (cheap and heavy), Guardian, and also
Cygnus.
My Rebel colonists are overpopulated and they eat supplies! What
is the best way to kill them?
The best way? Have your Fascist
player come in and pillage you. You lose 20% of your population,
they riot, but you get about 6000 supplies and money just
from that one action... But of course, remember to thank
your Fascist for being in the neighborhood.
HELP! I’m playing the Rebels and the Robots sitting on my doorstep
have decided to send an Instrumentality Baseship against
me. He’s moving pretty slowly so I have a few turns.
Use your Patriots. As others
have mentioned, against any serious opponent, don’t think
of a Patriot as a ship, think of it as a round of ammunition.
They’re so cheap, you can afford to lose a few. Put a
good engine on one, fill it with fighters, and have it
tow another with Warp 1 engines into the face of an Instrumentality.
You’ll probably loose both, but the instrumentality will
not be a combat vessel by the time the last fighter dies.
More anti-privateer tactics
that I tried a long time ago: As the Rebels, you can use
disposable ships as weapons. Prepare cheap ships such
as Falcon-Class Escorts and Small DSFs with tech-3 or
4 engines. Tow them very close to their starbase with
1 or 2 good capital ships, e.g., Patriot, Guardian. Launch
the disposable ships toward planet with mission set to
Rebel Ground Attack! Do it one by one. Recall that special
missions happen before combat, so the ground attack happens
before the ship gets destroyed or captured. The second
ship will be enough to cause a civil war. Keep the other
ships moving but still close to the starbase. That way,
they can’t intercept and rob. If they choose to intercept,
the Patriot should toast them. Wait around the starbase
for around 10 turns then launch the third ground attack
mission. This will keep them in civil war and should be
able to kill off the rest of the population on the planet.
You might want to have another freighter in the convoy
with 100+ colonists. Who knows, you might end up capturing
the starbase.
If you’re not the Rebels, try
hiring them. The Fascists are also O.K., but this takes
longer and you’d be giving them lots of supplies and money
(in which case the Privateers might be happy to oblige).
Of course you might also want to ask the Lizards to help
so you can speed-up the process.
It might be useful to bring
along a good mine-laying ship too if you’re playing with
the newer host. If they lay a minefield trying to stop
you just lay yours (around their starbase) to cancel theirs.
Good hunting.
Am I still able to cloak while doing the Rebel ground attack?
No. They are both missions,
and you can only do one mission at a time.
If he has his ships orbiting that planet, will I still get to
do my Rebel ground attack? (His ships set to primary enemy
‘rebels’)
Apparently the ground attack
happens before combat.
If I can do my rebel ground attack can he attack me, if I then
cloak the next turn? (Bit cunning but would be good if
that worked)
If you do the ground attack,
he can attack you and presumably will waste your ship.
So you won’t have an opportunity to cloak the next turn.
Probably best for newbies.
The deep space scout is your preferred starting ship,
low minerals and 4 beams, also cheap. Next Gemini with
a fighter bay and 400 cargo room. Patriots are good, but
only 30 fighters so don’t take on a base until its been
well fried by the sabotage planet mission. Concentrate
on expanding with DSS’s, and using a Gemini to bulk up
whilst building fighters in space. Leave 100 cargo free,
and fill that space with 10 fighters (50S, 30T, 20M) to
be built en voyage.
For rebel ground attack to work you need to land colonists at
the same time?
This is not true. Don’t believe
any thing posted to this newsgroup unless you have tried
it yourself.
For rebel ground attack to work you need to land colonists at the
same time? #2
This isn’t quite right. You
can ground attack without dropping colonists, but for
some strange reason, this is done AFTER fighting, so once
I destroyed my own planet where I wanted to move after
the attack.
You have to avoid combat to
use the Rebel Ground Assault. That means make sure any
ships going in to RGS are not set to Primary Enemy
of whoever owns the planet. If he has ships in orbit,
you will have to fight and destroy them. A logical strategy
is to send in one warship set to "kill", and another set
to RGS. Hope that the "kill" will destroy the defending
ships and then be blown up by planetary defenses, allowing
the other to RGS. It’s tricky, but the only way to use
RGS on a planet with a defensive ship around it. The easy
alternative it to only use RGS on planets that have no
ships in orbit.
A hint: RGA becomes VERY nasty if used by a cloaked ship: you
cloak, enter orbit, THEN set to RGA and leave. You get
to attack the planet and the owner of the planet has no
opportunity to fight back, except by laying mines and
hoping you hit one. This is EXTREMELY powerful, and is
why the Rebels don’t have any cloaking ships of their
own.
As with all advice, TEST this
first. When I was running sims with the Rebels to find
out what they could do to me (they were attacking), I
discovered that the ground assault occurred after movement
and after ship combat. As I moved the "test" ship from
planet to planet, the assault was launched against the
new planet—not the planet just vacated. The cloak will
allow you to get to a planet undetected, but I think you
will have to survive 1 turn in orbit to get the ground
assault to work.
[This is most likely the case, haven’t tested it myself.
Ed.]
Well, I don’t know about the
Rebels being the weakest race around, but you can sure
kick ass with the Rebel Ground attack if you find his
home-base early in the game and you’re playing with medium
money and population. Totally wasted my privateer neighbors
in an ongoing game :). If you combine this with the long
range the falcon has, due to hyperdrive, you can force
a player to guard all his planets worth keeping,
since 3 rounds of attack will destroy from 49 to 94 percent
of anything on the surface. Not bad. I haven’t tried it
out yet, but this will probably force a rebels enemy to
deploy some ships to his defense, way beyond the front
line.
You can rebel attack yourself.
I discovered this the hard way. Set a ship on ground attack
and sent it home. It seems to have attacked both planets
in one turn, but I’m not sure. The player I intended to
attack complained, but I didn’t get a message. It toasted
a planet of mine, too. I won’t be making that mistake
again!
Ground attack takes place after
movement. BTW, it is no mistake to use ground attack on
your own planets. Ground attack makes natives happy and
if your colonists are happy they will be very angry after
ground attack, but who cares ? The growth slows down a
bit, that’s all.
If you have a planet with good
natives and minerals, build mines and ground attack one
time after the minerals are out. The mines will be destroyed
(60% I believe), the natives will be happy and you can
raise your taxes. You can also ground attack to calm down
angry or rioting natives (but make sure that your colonists
are happy before you ground-attack).
[or remove your clans after GA and replace them 2 turns
after g-attacking, Ed.]
******************************************************************************
K. The Lost Colonies Of Man
For an escort use the Cygnus.
Use the Patriots for sweeping away all minefields within
your range...
A friend of mine has a saying:
"Don’t think of a Patriot as a ship. Think of it as a
round of ammunition". One Patriot can take out a respectable
sized torp ship, but can only do that once. Unless
you refill it with fighters before the next battle, it’s
scrap metal.
Ever consider what a Gemini Class or two can do if they are in
the company of a Virgo class? Talk about never running
out of fighters, and with the 400 hold capacity, just
think about the mine sweeping potential these guys have.
Or for refilling a fleet of
Patriots, chewing up Coldpains, and similar ships. The
enemy ships need to kill the fighters before they get
to use torps (from actual battle experience, not the simulator).
As long as the Patriots don’t get low, they’ll chew they
hell out of those Cruisers and Destroyers...
Remember their is no reason
to put 8 tech 10 engines on the Virgo, much cheaper to
tow it. There is no reason to fill the cargo hold full
of fighters 100 to 150 should be more than enough and
only if you have minerals to spare should one put beams
better than tech 1 or 2 on a Virgo.
The free fighters are terrific
when attacking other races. Enough said :)
Well, I’m biased for the Colonies.
The minesweeping is very handy. Ever watch a Gemini toast
a minefield? I’ll admit it caught me by surprise that
ALL the fighters got into the act. (pity I only had 40
on it). The Patriot is small, but in the early game, 6
bays are nice, and they are cheap. Toss a Gemini outside
the starbase, and you can fill the Patriots as fast as
you can make them. (and fill up the starbase). Sending
4 patriots, 1 Scorpius, and a Little Joe, does make an
impression)
The only drawback I can see,
is that they really don’t have any good medium ships.
(Now if the 6 fighter bays were on the Scorpius, that
would be different. Methinks they got them backwards with
the Patriot).
##############################################################################
##############################################################################
VI. NATIVES
Remember the abilities of Ghipsoldal, Humanoids, Siliconoids
and Amphibians (In that order of importance) to get
a starbase with tech 10 starting in one attribute.
Reptilian double mining comes in handy, too. Amorphous
natives are a bitch. You can do gather missions off
Amorphous worlds and get the loose minerals. If there’s
a lot of minerals in the ground, it may be worth mining.
You’ll have to drop about 100 colonists to keep them
breeding faster than the amorphous; don’t tax either
amorphous or colonists. To discover the climate of
a Amorphous world, you’ll have to drop 11 clans; It
seems they get to eat 5 people twice before you get
to look at the planet. If it’s desert or arctic you’ll
need to bring people in constantly; only the richest
mineral deposits are worth that (just another damn
bug hunt...).
##############################################################################
##############################################################################
VII. ANTI-xxx WARFARE
******************************************************************************
A. Anti-Federation
******************************************************************************
B. Anti-Lizard
Remember to max out your defense
posts in order to reduce Lizard ground attack ratio. Also,
ship more colonists to the endangered planets... lots
more colonists. Reduce Lizard ground attack ratio even
more. Mining alone won’t do. Also, a capital ship in orbit
for destroying the Lizard ship and for retaking the planet,
if necessary. If you can’t possibly hold off the Lizard
ground attack, beam as many colonists into orbiting capital
ship and let Lizard take the planet w/o force, THEN attack
their ship and newly captured planet, THEN put your colonists
back down a turn later.
New player here (second game) need help. I am next to the Lizards.
He has a cloaking ship that can hold 290 [LCC] Do planetary
defenses help ?? Starbases defense??
Starbase defense does nothing versus ground attack. That 200 defense starbase is a
nice juicy target if the planet has only 1dp...
Here are an option to prevent
or at least tone down the impact of a lizard ground attack
on your home planet. Build a mine field around your starbase
ASAP.
******************************************************************************
C. Anti-Birdmen
******************************************************************************
D. Anti-Fascist
******************************************************************************
E. Anti-Privateer
A. Mine. Lots of little mine fields are better than one or two
big ones. It really slows Privateers down to have to
be continually looking for mine fields. And he HAS to
look because even one hit destroys his most useful ships.
He is much more likely to go look for an un-mined empire
and that is just what you want him to do.
B. Use cloaked ships if you
have or can buy them. In addition to using cloaked ships
as freighters you can use them to accompany freighters
or capital ships you think Privateers might want to
steal.
C. Mine Fields. Lots of little
ones.
D. Don’t move in a straight
line and don’t go to the obvious destination.
E. Mine Fields. Lots of little
ones.
F. Use ships with more than
285 fuel and keep them topped up. Obviously this gets
very expensive in neutronium.
G. Mine Fields. Lots of little
ones.
H. Having an escort for your
freighters keeps him from using INTERCEPT to catch your
freighter. But don’t think that it will keep him from
stealing it at a planet.
I. Mine Fields. Lots of ...
well, maybe you get the idea.
J. You might try your own
bait and switch trap if you know that there are Privateer
ships in the area. Send a freighter on a path with an
obvious destination 2 or 3 jumps away. Have a capital
ship intercept on the 2nd or 3rd jump. Maybe you will catch an MBR trying to take the freighter.
Mainly just concentrate on
counter tactics A, C, E, G, and I. :) It may help you
against other empires too.
- Ally the Crystal People,
and supply them with cloaking mine-laying ships with large
fuel and cargo capacities.
- Have cloaking mine-layers lead convoys - lay mines and
scoop them as the convoy ‘puddle hops’.
- Use overlapping minefields to increase hit rates.
- Do not allow noncloaking ships to ‘touch down’ at planets
- constantly move them (if only a few LY’s) unpredictably
in deep space, and refuel and resupply them with cloaking
ships in deep space wherever possible.
- If ships ‘touch down’ at planets, they should unload
their fuel (except possibly for one unit for operations).
And they should, as appropriate, be set to be transferred
fuel (or grab it) every turn. This shuffling of fuel every
turn will make it risky for a P-ship to try to rob and
tow ships in orbit.
A PRIVATEER CAPTAIN’S NIGHTMARE
I played the Privateers in an extended game earlier in
the year, and while I was able to overrun some empires
very easily, the tactics of others pretty well rendered
the Privateer advantages ineffective (or nearly so). Here
are some of the counter-tactics which made life difficult:
1) Escort your freighters with
capital ships (or tow capital ships with your freighters).
This makes it impossible for cloaked Privateers to intercept
your freighters in deep space and blast them.
2) Vary your courses slightly
from turn to turn. This keeps cloaked ships from being
able to project your course and perform a "manual" intercept—which
is the only way a Rob Ship mission in deep space is possible.
This means the only place you have to worry about being
robbed is around planets.
3) If you are orbiting a planet,
beam up one KT of fuel from the surface every turn. This
means "Rob Ship" missions carried out in orbit will not
render your weapons useless—and the robbing ship will
have to move out of orbit (uncloaked) on the same turn
or get toasted.
4) Keep capital ships scattered
around your empire and follow two rules: Whenever you
see a Privateer ship, have the nearest capital ship lay
down a small minefield. Whenever you see a Privateer ship,
set a nearby capital ship to intercept it. The combined
effect here is to make movement extremely dangerous, and
to shut down his ability to sweep mines.
5) If he does manage to steal
one of your ships, make a note of the location of the
starbase where it surrenders and go after it. The Privateers
do not have the ability to stop a large assault in a head-to-head
encounter with their "native" ships. If you locate his
choke points—starbases and important planets—you can neutralize
him early.
1) If your ship has a high
ID number, set it on enemy Privateer and Gather fuel at
your planet, with 1 KT of fuel. If he robs you with a
lower ID # ship, you’ll gather fuel afterwards and if
towed, you have a BR at your mercy - and all he got was
1 KT of fuel for his trouble (and your mines got a crack
at him).
2) Hire the Crystals to lay
web mines in your name. Since webs are just as good against
cloaked as uncloaked ships, it works very well - you might
even capture a Privateer ship or two.
3) Try to overlap your mine
fields.
4) If you don’t have enough
gas to keep yourself from having your fuel tanks robbed
empty (maybe an option for B-wagons stopped at gas planets,
where you’re not using the fuel to move fuel), load up
with junk - minerals you have too much of, or supply points.
He may think you have a lot of gas on board; then when
he robs you, he gets junk and no fuel - if his waypoint
is far enough away, the extra ship mass and low fuel might
leave him stranded. He’s unlikely to do so if you have
minefields, however, as he won’t want to run through them
uncloaked for any great distance.
5) Keep your big ships in space,
and moving at least a few LY per turn; use freighters
and fuel tankers to visit planets - planetary defense
and minefields may be enough to discourage planet busting
by the Pirates.
6) If he’s trying to tow a
ship out of the heart of your empire, he might be caught
by a fast ship on the periphery, "ahead" of him.
7) Theft is most likely for
this reason near the frontier. Don’t leave him options
like amorphous worlds to hide at - either colonize them
or plant a small DSF with warp 1’s there to see if he
shows up uncloaked (to gather fuel). In fact, keep the
freighter on gather
8) Move minefields from the
far rear by scooping them, up to the front.
9) Planets don’t move, and
they don’t cloak! Hit his worlds, with a battle fleet
that stays in space as much as possible.
******************************************************************************
F. Anti-Cyborg
******************************************************************************
G. Anti-Crystal
Warning: this is not what I have done, this is what I
wish I had done. While it is sound in principle, I’ve
only had small amounts of testing done.
If the Crystalline player is
worth his salt there should be a big web mine field around
the homeworld. This is good and bad. It is good because
you know where the homeworld is. If the Crystalline player
is worth his low sodium salt substitute he laid the field
to cover, but not center on, the homeworld, but you still
get a pretty good idea where the homeworld is. Remember,
mine sweeping (in default settings) has better range than
sensor sweep.
Keep outside the mine field
while sweeping, to avoid losing fuel! Sweep mines with
a torp ship. If you suddenly find yourself in the position
where you will probably not be getting out of the minefield,
lay mines. Why? Because unless the host disables it, you
can move a little bit each turn, even when you are out
of fuel. The minefield will keep him off your back until
you get to a planet with fuel (hopefully).
In the newer hosts you can
sweep from outside the field, so you don’t need those
mines, right? Not exactly. No matter how many beams your
ship has, when you first start sweeping the Crystalline
player is going to dump a lot of mines into the minefield.
The ship will be inside for a few turns until resources
get scarce. Even if not, you may want to lay mines as
a cover when the war fleet starts heading your way.
What if he gets you fair and
square, and starts dragging your ship to his nearest base?
Well, you could give up, or you could play the "from Hell’s
heart I spit my last breath at thee" gambit. Eject all
cargo. If you have any colonists on board, wait until
you are in orbit around his planet (if he stops off at
an outpost, all the better) and drop off the colonists.
If it’s the homeworld you aren’t going to do much damage,
but it is somehow satisfying to know you pounded some
of his people before surrendering the ship.
Dependent on which race you’re
playing... A number of races have ships that can simply
overwhelm anything the CP can build. The Fascist Ill Wind,
for example, can not only destroy the CP Emerald Class
Battlecruiser, but it makes an excellent minesweeper.
If you can’t afford the fuel loss of jumping deep into
a minefield, just sweep until you know the boundaries,
and then move one light-year in, or something similar.
The CP have the Emerald as
their strong-arm ship, which a number of races can better.
And their only other advantage is their web mines, which
only serve to slow down an attack by a turn, not stop
the attack altogether. Probably the key thing if you’re
going to attack is to carry a lot of fuel and supplies,
to counter drainage and damage.
What is the best way of handling those damn web mines! In
a game I’m playing, The Crystal’s spewing them out everywhere
- as far as I can see, you lose fuel while in a web minefield,
but the only way to mine sweep them is when you are in
it! Arrgghh!! It’s rather unfair, as he’s sitting in the
mine fields I spew sweeping away as happy as can be..
Get a big baseship with 10
level 10 Beams and go minesweeping with warp 5. From the
doc’s this is the strategy I would use. Sweep the mines
using tech 10 beams. The Crystal Player will need a large
amount of money/minerals to keep his minefields. Also
he needs a great number of ships to tow out the enemy
ships without fuel.
Try to disturb his supply ships and he will not have the
money/minerals to keep his minefields. Move your ships
without fuel at low speed (someone called it Impulse speed
:-)) so he must use one ship of him for each captured
ship to keep it under tow until it will be forced to surrender.
In a game I’m playing in the Crystals are likely to be the
biggest problem. What are the best strategies for attacking
them please? They are already getting into laying LOTS
of minefields.
Now watch me shoot myself in the foot, I’m playing the
Crystals in one game.
1.) If normal mines destroy
web mines, fly into his web and lay a bigger mine field.
(Or you could wimp out and fly to the EDGE of his minefield)
2.) If #1 is not true (latest
hosts allow it to be selectable). Make a bunch of high
beam (Ill-wind, Little Joe, Little Pest, etc) ships with
Heavy Phasers and sweep them away. To keep the Crystals
at bay while you do this, lay some normal minefields of
your own that overlap his webs to restrict his movements
while you sweep his webs.
In short, webs are only really
useful against people in a large hurry to invade your
territory, or as a nasty surprise to drop around someone
else's home territory. It might help to think of webs
as low damage normal minefields, that just happen to stop
a ship’s movement for the turn if it hits one. If you
try to overrun a prepared Crystal area, you are going
to give him lots of your ships. (come into my Parlor,
said the Siliconoid Spider to the fly...)
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H. Anti-Evil Empire
Gorbie Class Battlecarrier. Largest in the universe. Unstoppable.
NOT! I’ve discovered tactics that can take out a Gorbie
(or Biocide or ...), with loss of less money/materials
than it costs to construct a Gorbie. With any race. PS!
Hurl 100 Escorts at it and MAYBE you’ll get it. What one
ship can’t do, maybe two or three can.
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I. Anti-Robot
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J. Anti-Rebel
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K. Anti-Colony
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