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ship and planet capture
Lets say you have a fleet that consists of the following:
- Several Ship Capture ships w/ no weapons - Several Ship Capture ships w/ APBs - Several Ship Capture ships w/ Planetary bombs - One Troop ship loaded with troops What is the optimal strategy to use if you want to capture a planet, but still maintain the ability to capture ships? Are the following assumptions correct? 1) set fleet to default "Capture Planets" strategy: your ships will refuse to capture ships. 2) as (1) above, but modify "Capture Planets" strategy so the Secondary Movement Strategy is "Capture Enemy Ships": Your ships will refuse to attack the planet 3) as (1) above, but set ships (and Ships (no weapons)) to break formation: troop ship will head directly to the planet, instead of waiting until all WPs are destroyed Thanks. -Spoon |
Re: ship and planet capture
4) Split the fleet into two:
Napalm + Troop transport: orders to capture planet. Others: orders to capture ships. Shift-click the two fleets and send them in simultaneously. |
Re: ship and planet capture
Does shift-clicking ensure the following:
1) both fleets will be in combat together if the warp-point they go through is guarded. 2) both fleets will arrive at the same time even if one of them has less movement points. -Spoon |
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Re: ship and planet capture
I would suggest doing a LOT of testing of this before you try it in a game. I tried it a while back and could never get it to work right. Even when the fleets had the same movement they arrived one after the other. If what I found still holds true at best the first fleet would survive but wipe out the enemey so the second fleet didn't get to do it's thing. At worst neither fleet separatly would be strong enough to beat the enemy and both would be destroyed by an inferior force.
Geoschmo |
Re: ship and planet capture
Back to your original question though...
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The thing I know for sure is the fleet strategy has to be "Capture Planet" or the troop ships will not drop troops. I do not think this is true for boarding ships, only troop ships. Geoschmo |
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The Ship Capture ships with weapons will follow the "lets go shoot our weapons at stuff" plan, but will forget about the marines they have on board. Main problem, I think, is that the game doesn't consider Boarding Parties to be a weapon. I think. -Spoon |
Re: ship and planet capture
Couldn't you give the fleet "capture planet" orders and then have the boarding ships break strategy? Would they then capture ships on just their design orders?
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Re: ship and planet capture
The first thing I'd do is get those Ship Capture ships without APBs to a shipyard for a refit. I wouldn't design a Ship Capture ship without at least one weapon to chip away at the enemy's shields.
For that matter, I wouldn't design a troop transport without any weapons, either. [ September 13, 2002, 00:35: Message edited by: capnq ] |
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Where you might have a problemn though is if the planet has defenses and you don't have any ships with weapons that can hit them your troop transport is going to rush in unsupported and might get pasted. Quote:
Geoschmo |
Re: ship and planet capture
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"3) as (1) above, but set ships (and Ships (no weapons)) to break formation: troop ship will head directly to the planet, instead of waiting until all WPs are destroyed" This is probably the option I'll use - I'd rather accidentally glass the planet than lose ships, in this case... |
Re: ship and planet capture
"Thanks for running a test... Did you set Ships (no weapons) to break formations?"
Ships with no weapons ALWAYS break and run for the corner; they will never stay in formation regardless of that check box. I don't know how BP fit into this. |
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