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  #1  
Old February 5th, 2002, 01:55 AM

Gryphin Gryphin is offline
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Default Re: newby\'s guide to ship and fleet strategy

I sould modfy what I said:
I stay behind in Hull size, I always go for a lead in Reasearch.
WarDad is correct as well. When the AI gets to DN I go to Battle Crusier.
  #2  
Old February 5th, 2002, 03:15 AM

tesco samoa tesco samoa is offline
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Default Re: newby\'s guide to ship and fleet strategy

BC's are good for scout fleets and for support ships.

Scout fleet consists of 1 scanner ship/pd ship
2 mine sweepers
1 repair/pd ship
4 pd ships
12 df ships

Built for speed and to hunt unarmed ships or damaged ships, destroy undefended planets and scout

But were talking 4th rate of the line ships

I usually have 4 of these puppies supporting a mid size fleet of 50 ships.

And 2 of the mid size fleets support a large fleet of 100 + ships

So your talking 11 fleets to take control of an area.
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  #3  
Old February 5th, 2002, 03:14 PM

Gryphin Gryphin is offline
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Default Re: newby\'s guide to ship and fleet strategy

Frigate vs Decoy Cargo
Both Ships: Bridge, Life Support, Crew Quarters
Frigate:
SPEED - 6
DUC V - 3

Decoy Cargo (Small Size):
SPEED - 5
DUC V - 2
Cargo Holds - 8

Results:
Stratigic Combat - 70% Win for Frigate
Tatctical (on auto) - 50/50 (seemed to depend on who scored first hit)
Notes:
In all cases the "victor" was severly damaged
Ships (on auto), fought at point blank range)
The both ships set to ram if out of weapons. The setting seemed to even the odds in tactical)
My Thoughts:
I think less powerful weapons would have been to the Decoys advantage.
The Decoy is good if you want a ship to draw fire, have it available for troop or population movement.
Are willing to pay the extra $1000 mineral cost to build and the exttra maintenance per turn.
Dicey at best
Enjoy

[ 05 February 2002: Message edited by: Gryphin ]

[ 05 February 2002: Message edited by: Gryphin ]

  #4  
Old February 12th, 2002, 02:47 AM

Gryphin Gryphin is offline
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Default Re: newby\'s guide to ship and fleet strategy

Decoy Transports Revisted
I played close to 100 turns with the Decoy Transports decribed below. They proved to be useless except as troop and population transports.
There are two down sides to the armed transport:
They cost more
There is a chance at 1:00 in the morning you will move the ship up to an undefended planet and click on the planet. That will cause the Transport to fire on the planet and kill off population.
The best troop transport design for my style of play is:
Build at least two per race you are at war with
Build them on a Destroyer hull
Make them as fast as the rest of the fleet
Try to research Cargo to increase the troop capacity.
Two fully loaded "DD Troop" ships should be enough to capture and occupiy the planets of at least 3, and possilbly more solar systems.
The first chance I get, I will build a pair Speed 12 Troop ships to move troops and population from inner colonies to the front lines.
Just my style, I hope Tig is making notes.
  #5  
Old February 11th, 2002, 07:09 PM
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Default Re: newby\'s guide to ship and fleet strategy

I use something similiar to TS, I also love the BCs, They're like the old sailing frigates of yesteryear, strong enough to do some damage, but fast enough to outrun anything bigger.

I usually make up raiding fleets made up of cloaked BCs. Make up is usually 5-10. 3 with heavy (by heavy I meant maxed out mounts) type beam weapons, 2 loaded with missles for planet bashing, 2 strictly pds for aa fire, the rest with various combos depending if/what advance trait I take. Use them for raiding behind the lines, glazing weaker planets, picking off single or small enemy fleets, causes your opponet to build or send fleets to either protect their systems or for search and destroy taking them out of the main line. The number of raider fleets depends on strategic situation.

I also use Torpedos (in fact like them better then msls) and always put some on my killer ships

just some ideas mac

[ 11 February 2002: Message edited by: mac5732 ]

[ 11 February 2002: Message edited by: mac5732 ]

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Old February 12th, 2002, 09:42 PM
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Default Re: newby\'s guide to ship and fleet strategy

STALL the enemy! It is a tactic that is not talked about often enough. Every newbie should learn it.
In business Time is money, but in war and comedy timing is everthing.

It was still early in the game, I had just over-expanded into the #1 spot. The AIs were all out to get me. Could I hold the choke point to three juicy systems from from my center? Can I tie up that huge battle fleet until help could be built and arrive?
It was a hard fight. Some planets were glassed. But the enemy could never recover from the losses and delays.Help was just next door now.

STALL the enemy.
1. Mines, with five mines I made them take five turns to reach my planet. I layed one per sector.
Why let them go back for fuel and repairs unharrassed? I got a cloaked mine layer in there and shotgunned more mines around.
2. I had transports in nearby systems and refinforced my populations to take a pounding and repell troops.
3.Build WPs as quickly as possible. Also send or build troops to pacify your population. Just try to hold out and make it cost!
3. Use Engine damage weapons, even in WPs. Maybe you can't kill it, but it will take a long time to limp home.
4. Kill or damage the straglers. Pick them off one by one if you can. Stealth helps.
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Old February 12th, 2002, 11:13 PM
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Default Re: newby\'s guide to ship and fleet strategy

quote:
Originally posted by Gryphin:
Frigate vs Decoy Cargo
...
Results:
Stratigic Combat - 70% Win for Frigate
Tatctical (on auto) - 50/50 (seemed to depend on who scored first hit)
...




Why would there be any difference between strategic and tactical on auto? Should be the same thing, no?

PvK
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