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'Cheese' Tactics for Newbies
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BlueSteel started a good thread in the Galactic Forum and I'd like to get the same thing started here.
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Expanding Cotal’s Cheese: The Fine Art of Alpha Strikes
First of all, since this thread is labeled for newbies, I better explain the basics first.
An Alpha Strike, as I use the term, is a tactic where you quietly move attack ships and transports up to unsuspecting planets. Ideally you take all of an enemy’s planets in one turn. They can’t respond because they’re gone from the game the very next turn. This brief guide will explain how to do it and the lesser degrees (Beta Strikes?) that employ the same techniques.
Although it's been mentioned befor and is probably obvious a co-ordinated simultaneous attack is the best way to stave off any chance of a counter. |
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There are actually varying degrees of this tactic. 1) You can wipe out all of an opponent’s planets with one foul strike if you have a large enough fleet. This is ideal for when you’re thinking either “oh, just make them go away” or “%#*@ those [empire name] $#*%*@#!!!” 2) You can grab just a portion of an enemy’s empire. This is ideal for at least two situations. One is when you want to keep cash cows around for freighter or tech trading. A second is when you’re behind in tech, military, population, economy, or whatever prevents you from a full alpha strike. When you’re grabbing just a portion, I advise positioning yourself for economic capitals, manufacturing capitals, and other major systems. 3) An offshoot of this tactic is to wipe out an empire and give it one of your puniest planets in a peace treaty. For example, on masochistic, I find the Carinoids to be only so useful. The buggers have a tendency to resist bankruptcy while building trade goods and wonders. What do I do? You guessed it - the ol’ alpha strike ‘n switch to a puny planet (for minor races it's actually gift a puny planet first and then take their better planet second). From a guarded position behind my empire, they can at least provide some freighter trade.
If you have a 'technological advantage', to make this tactic even more certain it's important to disable your opponents cash flow (even if only for a few turns) during your assault by causing them to go into debt (offering and selling them trade goods and technologies the poor 'blighters' will never get to utilise).
Once your fleet and transports are within striking distance of your prey (never mass in thier sectors) . . . sell them all and every tech you have (except supa duppa millitary advances naturally). Now that thier broke thier at your mercy. |
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Cotal is referring to “Tech Whoring”, a manual unto itself.
Let’s go over the mechanics of an Alpha Strike, shall we? As per Staffa’s tips in the Unofficial Guide, move your transports out ASAP and your attack ships can catch up. Make sure you stay out of enemy sectors as much as possible, just as Cotal suggests, so you don’t provoke your prey. Check enemy planet defenses, check enemy populations, mass your ships accordingly, and do so at a point nearest to the target planet(s), but outside their sector.
Finer points:
You might be wondering “how does Kit set all this up when his empire is so much weaker than his targets?” Well several manuals would be necessary to explain it all - Tech Whoring, diplomacy tricks, fleet maneuvers, etc. I’ll just lay out some basics that haven’t been touched on yet.
Get those aliens to fight amongst themselves. Knowing how much of an investment is worth getting two empires to duke it out is difficult to explain. I should, however, point out one very important advantage that is gained. After a turn or two, your target empire will move some ships out of orbit. Voila! Easier target!
Avoid engaging enemy attack fleets as much as possible. As Staffa says over and over “you are here to take planets, not fight enemy fleets.” Sometimes I have to ‘war’ for more than a single turn. When I’m outgunned, speed is the best solution, decoys are the second best. When I say ‘speed’, I’m referring to the ability to fly circles around enemy fleets. Speed bonuses and Gravity Accelerators can be crucial. Eyes of the Universe are also extremely helpful for the ability to outflank the enemy. Decoys are less effective because the AI will sometimes go for your transports rather than a closer decoy ship. This process can be VERY tedious as you must constantly count off ranges from enemy ship positions in order for it to be effective... but some overlords like the thrill of the chase! “Why go through all this trouble if it’s a bore?” you might ask. Well enemy attack ships that are chasing you around the galaxy aren’t attacking your planets. Eventually the enemy empire will realize how much weaker they are since you’ve taken key systems. A reasonable peace deal will become available.
You might want to position a few ships to take out vulnerable enemy star bases. If you don’t have enough tech or cash to get ‘em in a deal, now is a good time to ‘borrow’ resources... for the rest of the game. Planets, however, are usually much more important.
Core Detonators are your friends. If you’re struggling, it’s because you don’t have enough friends. Find your friends on enemy planets. (note: even I consider this a desperation tactic)
Terror Stars can be fun. Give ‘em a try! I don’t use them anymore because an absent system is a system absent of slaves, torture victims, Kentucky Fried Drengin, Arcean Ribs, Torian Shushi, ...oh and money too.
Now lemme gloat some! One time, at band camp... no no no. One time, on a gigantic map, I took out the Altarians, Yor, and Drengin in one turn! That was like three dozen systems! I hope this has been helpful and that you can use this ‘cheese’ to gloat about your future conquests.
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Ray tracked down this Link
It has tips and bugs. I remember taking notes and using quite a bit of it. I highly recommend it.
(edit: just cuz)
[Message Edited]
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