Blockade |
If you park three or more ships in orbit round an enemy
world, it is blockaded. This means you can stop enemy bases
evacuating by firing pods away. It is a very useful tactic for
ground assault races because it gives you time to bring up a
suitable ground assault force to capture the population and
enslave them.
If the victim can end a turn with a single ship in orbit round
the planet, the blockade is broken.
The ships should have Attack Ground turned off, but attack
enemies on.
Evil Empire have some ideal Ships to use with this; Moscow(prevent
selling contraband) |
Boarding Ships |
Generally best with High Guard. Two important boarding rules:
1. Defending CREW: x10 strength bonus defending.
2. Colonists attacking in boarding actions are worth 10% their
combat value. |
Chup Bomb |
If you get a planet with a large number of Chupanoids get
them into a native pod and docked with a ship. Send that ship
into enemy territory and when you get close enough set the native
life pod to self destruct.
Chupanoids will be raining down all over a 350 ly area. They
will be very hungry and very mad when they land, if you are
lucky he will run out of food over time on many of his planets. |
Mine Field Trap |
Make multiple overlapping mine fields in a location where,
either you predict the enemy will go or where you coerce him
to be. About 10 fields should do, depending on the type. Set
the mines to cloak/off. This turns off their ability to hit
things, but makes it a a lot harder to detect and remove.
Once the enemy is in the overlapping fields, set them all to
self destruct. |
Capture Prisoners |
You capture prisoners when you bring forth such a host of
troops and ground units that strike the enemy into surrendering.
They key is to send lots of High Guards. Killing power is good
for killing and winning, but shock and awe will get them to
surrender after the first battle. |
Ramming |
The bigger the shields and armor the more ramming damage both
ships can take and survive. The PERFECT ramming ship would be
a small fast cheap ship with a very high attack bonus and big
shields. High attack bonus ships can avoid ramming ships. |
Range |
Load ships with high attack with Photon torps and set the stand
off range to 900. Can be immensely powerful if used en masse that
overload the enemies Point Defense systems. Streak Missiles and
Tachyon Gun can be used for long range Small Weapons. Do this
on ships with high attack bonus as you miss more often the further
out you are. |
Priveteers Easy Ship Steal |
Steal all the fuel from ships, leaving it stranded and keep
help away. The send in Roayls to steal the crew away until you
have sucked it dry. Send crew to take over the empty crew space. |
Moscow Lockdown |
HYP the Moscow in to enemy space with contra lock down on
and scanners off. Park it over an unowned world [lowers its
sensor image] and watch him go insane trying to find the ship
while not being able to sell his contra hoards. Then HYP in
and capture his contra planets.
Works best when early enough where they don't have the resources
to deal wit hthe solution. |
Anti boarding / Cloaking
tactics |
- More erratic motion will caused the one trying to board
a great deal of grief.
- Laying some traps expecting to be boreded. (Mines, other
hidden ships, ship devices, race abilities)
- Lay a big minefield and reversed instead of advancing. Works
great when they use intercept.
- Keep lots of HG/Troops filling up the crew space.(should
be the first thing you do when expecting to be boarded.)
|
Dealing with Range races |
This example is mostly agaist Stormers and their never mis
ships, using range and photo torps to kill you. As your point
defense is useless, and you will be getting hit alot while chasing
their ship, just use holo decoys instead.
|