General Aurelius's Combat tips!
Jun 12, 2014 20:22:24 GMT -5
phantombudgie, ncaoa, and 4 more like this
Post by Brutus Aurelius on Jun 12, 2014 20:22:24 GMT -5
Welcome budding officers and veterans alike! Cory Trese had named me General of his military before, and I decided to put up a few of my battle strategies so you too can purge the Xeno worlds in your new Quadrants!
1. Above all, make sure your economy can handle it. If you only have about 200 Credits a turn in Income, you cannot support a large Navy. Try to have a good, well stocked Treasury when you begin naval expansions.
2. Depending on the map, you may need multiple border patrols. Build 3 small, cheap Fighters (early on the Strike Fighter works well, then create newer designs when they become viable) and have a Cruiser as the patrol's "leader". Focus the Cruiser on Torps and Armor, and the Fighters on Guns and Armor. Add Upgrades to further enhance their effectiveness.
3. With defense fleets, have one to three per border that needs defending, and more for worlds that are too far for effective support from the nearest defense fleet.
4. For attack ships, specialization is a key factor for successful combat. For the Hull patterns, follow this general guide:
Carriers: Focus on Torpedoes and Repair/Refuel. Use medium to heavy armor if the Reactor allows it. Use defensive tipped Lances, such as the Starstreak Array. Create two or three Carrier types that you will use. If you want Carriers to lead the fleet, have one for combat, using heavy Torps and lighter Guns with Heavier armor and no Repair Bay. The other two are essential no matter the strategy. Refuel and Repair. Make both types defensive tipped with Guns, and lighter Torps. Use light Armor, as they most likely won't need it, but you want them to have survivability. Have the Repair type follow your fleet and make at least 2. Have them repair damaged Ships as needed. Use the Refuel ships as a supply chain.
Fighters: Focus on two main line attack types: Heavy Gun Medium Armor, and Light Gun Light Armor. Use the Heavy Gun ship as a Squadron Leader, leading the charge, and have the others follow close behind. Use them to lead the charge, giving Torpedo ships room to breathe. Use them to swarm high value targets, primarily World Killers. Also use them as the tip of the spear, attacking enemy ships as soon as they spot them and clearing a path for Transports.
Transports: NEVER LEAD THE FLEET WITH THEM! These ships should follow the Fleet, but be set back until you can secure the area around a Xeno colony. Build them with low to no Armor, and always build them with Troops in mind. These ships should always be the highest priority to protect.
Cruisers: These are the Jack of All Trades. Build them with Medium Armor, medium Guns and Medium Torps. Use general Damage boosting Upgrades and use these to support Fighters, guard Transports, and run interference on Xeno ships attempting to get close to your Capital Ships (Carriers). These ships are very versatile. Use them wisely.
5. Supply Chain. Every Fleet needs one for anything other than scouting missions or raids. If you want to burn an enemy system or conquer it, this is the backbone of your fleet. Use the advice on Carriers above to build them. Position them so that they 6 tiles apart and use them to send Water Fuel down the line from Colonies to the Fleet.
These are my essential combat strategies, and they have served me well through the Alpha, from 7 AE to 12 AE I used these to decimate the Xeno, and I know all you budding warlords can as well!
1. Above all, make sure your economy can handle it. If you only have about 200 Credits a turn in Income, you cannot support a large Navy. Try to have a good, well stocked Treasury when you begin naval expansions.
2. Depending on the map, you may need multiple border patrols. Build 3 small, cheap Fighters (early on the Strike Fighter works well, then create newer designs when they become viable) and have a Cruiser as the patrol's "leader". Focus the Cruiser on Torps and Armor, and the Fighters on Guns and Armor. Add Upgrades to further enhance their effectiveness.
3. With defense fleets, have one to three per border that needs defending, and more for worlds that are too far for effective support from the nearest defense fleet.
4. For attack ships, specialization is a key factor for successful combat. For the Hull patterns, follow this general guide:
Carriers: Focus on Torpedoes and Repair/Refuel. Use medium to heavy armor if the Reactor allows it. Use defensive tipped Lances, such as the Starstreak Array. Create two or three Carrier types that you will use. If you want Carriers to lead the fleet, have one for combat, using heavy Torps and lighter Guns with Heavier armor and no Repair Bay. The other two are essential no matter the strategy. Refuel and Repair. Make both types defensive tipped with Guns, and lighter Torps. Use light Armor, as they most likely won't need it, but you want them to have survivability. Have the Repair type follow your fleet and make at least 2. Have them repair damaged Ships as needed. Use the Refuel ships as a supply chain.
Fighters: Focus on two main line attack types: Heavy Gun Medium Armor, and Light Gun Light Armor. Use the Heavy Gun ship as a Squadron Leader, leading the charge, and have the others follow close behind. Use them to lead the charge, giving Torpedo ships room to breathe. Use them to swarm high value targets, primarily World Killers. Also use them as the tip of the spear, attacking enemy ships as soon as they spot them and clearing a path for Transports.
Transports: NEVER LEAD THE FLEET WITH THEM! These ships should follow the Fleet, but be set back until you can secure the area around a Xeno colony. Build them with low to no Armor, and always build them with Troops in mind. These ships should always be the highest priority to protect.
Cruisers: These are the Jack of All Trades. Build them with Medium Armor, medium Guns and Medium Torps. Use general Damage boosting Upgrades and use these to support Fighters, guard Transports, and run interference on Xeno ships attempting to get close to your Capital Ships (Carriers). These ships are very versatile. Use them wisely.
5. Supply Chain. Every Fleet needs one for anything other than scouting missions or raids. If you want to burn an enemy system or conquer it, this is the backbone of your fleet. Use the advice on Carriers above to build them. Position them so that they 6 tiles apart and use them to send Water Fuel down the line from Colonies to the Fleet.
These are my essential combat strategies, and they have served me well through the Alpha, from 7 AE to 12 AE I used these to decimate the Xeno, and I know all you budding warlords can as well!