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Post by eternalheathen on Jun 4, 2015 22:26:06 GMT -5
So I just purged 3 bollish lvl 40 worlds in a row with a 9 ship invasion fleet, with 2 left standing at the end. Hard difficulty on the garden.
'EA Sephora' Heavy Transport Level 7 Heavy Reactor 14
Durability 10. Shielding 5 Evasion 5. Sensors 5
Pilot 5. Repair 5. Invade 4
Invasion 2. Sephora drop pods 36 armor. Heavy Assault Brigade
Definitely not the same as rolling an entire xeno race with one fleet like before the changes, but probably more realistic and definitely challenging.
Fielding this fleet, plus support and defensive ships, took my profit from 5k to -200, so non-combat planning and infrastructure is a must, as it should be.
I'm rolling out a fleet of lower level invasion ships with bigger guns for my next run. I am curious what other successful designs are out there, or if y'all have any ideas how I can improve my purged world to investment ratio.
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Post by hlo on Jun 4, 2015 22:31:34 GMT -5
Let me give this design a try. Question is how much damages it will take per turn. Problem is I am not that advanced in certain technologies yet....... Need few more game years.....
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Post by fallen on Jun 4, 2015 22:49:16 GMT -5
So I just purged 3 bollish lvl 40 worlds in a row with a 9 ship invasion fleet, with 2 left standing at the end. Hard difficulty on the garden. 'EA Sephora' Heavy Transport Level 7 Heavy Reactor 14 Durability 10. Shielding 5 Evasion 5. Sensors 5 Pilot 5. Repair 5. Invade 4 Invasion 2. Sephora drop pods 36 armor. Heavy Assault Brigade Definitely not the same as rolling an entire xeno race with one fleet like before the changes, but probably more realistic and definitely challenging. Fielding this fleet, plus support and defensive ships, took my profit from 5k to -200, so non-combat planning and infrastructure is a must, as it should be. I'm rolling out a fleet of lower level invasion ships with bigger guns for my next run. I am curious what other successful designs are out there, or if y'all have any ideas how I can improve my purged world to investment ratio. Great post and really well designed ship. Awesome to see you show how it is done! I am curious how much XP the two standing Sephora had when it was all over?
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Post by eternalheathen on Jun 4, 2015 23:17:07 GMT -5
Let me give this design a try. Question is how much damages it will take per turn. Â Problem is I am that advanced in certain technologies yet....... Need few more game years..... The xenos were pretty well advanced in this game when the new rules came out, so I spent a lot of time working my way through the research tree and shoring up my treasury. Next game I'm going to try to start earlier so that I don't have quite so many systems to purge. Fallen, the last ships standing were experience level 5 and 2, the latter barely limping back to green space.
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Post by hlo on Jun 5, 2015 7:26:15 GMT -5
Let me give this design a try. Question is how much damages it will take per turn. Problem is I am that advanced in certain technologies yet....... Need few more game years..... The xenos were pretty well advanced in this game when the new rules came out, so I spent a lot of time working my way through the research tree and shoring up my treasury. Next game I'm going to try to start earlier so that I don't have quite so many systems to purge. Both of us had taken advantage of the pre 2.2.17 patch in different ways. My Garden Hard has thick Neutral Zones to protect me from a possible 5 fronts war! I still have to leave reasonable defense fleets in 2 of those just in case while I concentrate on the bottom right where the level 50 Bollish is really "Bullish" and only manage to harass me here and there. Me cheaper quality ships survive not much worse than yours. I just need quantity over quality
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Post by eternalheathen on Jun 5, 2015 7:45:52 GMT -5
Tactically speaking, a dead world DMZ would have helped me a lot, as I could have flown through turns without so much combat. However, I tend to role play even in a game like this, and in the long view, dead worlds will be useless to me after the xeno are gone.
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Post by hlo on Jun 5, 2015 8:41:37 GMT -5
Tactically speaking, a dead world DMZ would have helped me a lot, as I could have flown through turns without so much combat. However, I tend to role play even in a game like this, and in the long view, dead worlds will be useless to me after the xeno are gone. Realistically I like to colonize everything other than those with poor quality (<6) which will become independent no matter what. However in the early years when xenos start showing up, I just want them off my back. Colonization costs $$ (which I don't really have) and many turns will go by before a new system will break even. If I leave the system habitable the xeno will likely come back to occupy it, which means I have to take it again. Despite of what Cory/fallen claims, xenos have not been too adventurous in terms of long range attacks. If you can keep about 20 squares be you and them with nothing in between for them to gas up, then they will stop coming. After playing since 4x came out I find the systems that actually hold up the empire are those you started early. The juicy red star with lots of minerals will be good if you can occupy it with a Clan Javat colony with tons of mines. However the ship production tends to come from the core systems that take many game years to build. Therefore former xeno systems tend to serve more as combat outposts that will soon turn to backwater once the fights move on.
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Post by fallen on Jun 5, 2015 9:56:56 GMT -5
Tactically speaking, a dead world DMZ would have helped me a lot, as I could have flown through turns without so much combat. However, I tend to role play even in a game like this, and in the long view, dead worlds will be useless to me after the xeno are gone. Love to see the role-playing spirit at work in any game. It always makes the experience more enjoyable. Sometimes I do feel like I am talking to myself Great ships designs, great work.
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Post by Brutus Aurelius on Jun 5, 2015 11:41:55 GMT -5
Haha, I sometimes mutter orders out loud to my ships
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Vraesrial
Exemplar
The absolute God of Hyperdeath, an outlander, and the bad pun king.
Posts: 278
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Post by Vraesrial on Jun 5, 2015 12:20:28 GMT -5
I do that as well, and i can guarantee that half of my friends probably think I'm crazy:D
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Post by eternalheathen on Jun 5, 2015 15:04:38 GMT -5
Haha, mutter? When all 6 xenos came at me from the north, south, and east I was yelling, gesticulating, berating, pleading, nearly punching my screen, and threatening my ships with massive decompression. Very therapeutic.
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Post by Cory Trese on Jun 5, 2015 15:48:01 GMT -5
Haha, mutter? When all 6 xenos came at me from the north, south, and east I was yelling, gesticulating, berating, pleading, nearly punching my screen, and threatening my ships with massive decompression. Very therapeutic. I like having the "hard talk" with Fighters and Cruisers during the first phase of the Xeno engagement. I can promise that most of you won't make it back from this battle. But those of you who do, the ones among you who carry the hearts of lions ... you will be heroes! We must break the heart of their fleet. Here, we make a stand. This is where we turn the tide. They will GO NO FURTHER!
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Post by eternalheathen on Jun 5, 2015 16:14:46 GMT -5
My speeches aren't quite that eloquent, more along the lines of; "World killer inbound! Kill it! Everyone @&$#ing kill it! I don't care if those torps are gonna be up your $! Why are you stopping?! Get your water fuel fix on your own &$@&$@#&$@# time!", and so on. With more cussing. If they wanted honey and sugar they should've joined some other Templar Commander's burgeoning empire, I don't coddle.
Quick addendum to the EA(Expansion Assault) Sephora, go for the heavy reactor 15 instead of 14. Before the changes I was using a nearly 1:1 ratio of refuelers to invasion ships to keep the ball rolling. With this test fleet I only refueled twice before the explosions started. The reactor change will trade 1 refuel point for 1mp, which seems far more useful now, and will cut down profit loss with less refuelers in the air.
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Post by eternalheathen on Jun 5, 2015 17:33:16 GMT -5
Next up is...
'EA Archangel' Heavy Transport Level 4 Heavy Reactor 14
Durability 7. Shielding 7 Evasion 3. Sensors 7
Pilot 4. Repair 4. Invade 4
Planetary Invasion 3. Archangel drop pods 36 armor. Heavy Assault Brigade
After action report: This wasn't as pure a test as for the Sephora, but told me what I wanted. I dropped the ship level to make room for the bigger drop pods, and tweaked the stats a little.
6 archangels and 3 leftover sephoras purged one planet. The sixth archangel jumped in when the weakest Sephora went boom early on. 2 archangels and 2 sephoras survived. Had I moved the survivors on to another planet, they would barely have scratched the surface, so an underwhelming performance from the archangels.
I've got a third test fleet rolling out of production now, but I have a feeling that the Sephora is going to prove most effective of the three. Then I start testing ship designs with more drastic differences.
I'm quite glad there are so many xenos willing to sacrifice for science.
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Post by Cory Trese on Jun 5, 2015 18:52:19 GMT -5
Thank you very much for this thread. Gives me a lot to think about, seeing other people's successful designs help me refine the rules.
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