The Imperial Star Fleet
By Sharkman
RU25 Gunboat
Ship Analysis:
You get one of these at the start of the game and that should be the only one
your Empire has. Overall a useless ship, uses way too much resources for its
ability and is easily captured. Its roles are limited. It has a whopping 1
kiloton cargo bay so you can't even use it for colonising. But I guess if
minerals are abundant you could use it as a PBP ship with teeth (as opposed to
the traditional Stardrive 1 SDSFs which are up the creek if someone busts your
PBP popping base (I guess a Gunboat is pretty much screwed as well in the same
situation, but at least you might do *some* damage to the invading fleet (or
even capture a wandering freighter since by definition a PBP popping base is a
tech 1.1.1.1 base, and these usually happen to be near the front lines and not
in the developed rear of your empire so an inexperienced player who simply
shoots his freighters out alone may fall into an RU25). However these are
unlikely circumstances, my advice would be, stay away from this ship.
Roles:
Scouting, Freighter Hunting (not very good at that either!)
Mig Class Scout
Ship Analysis:
Similar to the RU25 although it has more cargo room and better cruising range.
But pretty much useless, don't build them. There are no conceivable uses for
these pieces of scrap (they're even described as old piles of Imperial junk in
Star Wars - I mean, the image of this ship to the left as you can see, is indeed
an Imperial shuttle. Like the one seen at the beginning of Return of the Jedi.
Which was described, by Han Solo, as a piece of junk).
Roles:
Scouting, Freighter Hunting (not very good at that either!)
PL21 Imperial Probedroid
Ship Analysis:
The ultimate spy ship. Excellent flight range (over 1000 ly) and coupled with
darksense, you will know where your enemy is in no time at all. Best built at
the beginning of the game in numbers, jet them out toward the centre of the
galaxy or wherever another race is likely to be, and you can ferret out their
homeworld (look for the world with similar minerals to your own homeworld).
Additional Tactics:
Keep using them throughout the game, getting information on any new bases the
enemy builds and where his mineral rich worlds are. This ship is the key to
planning assaults because the Empire simply hasn't got the fighter production to
keep replenishing fighters lost in raids over useless crappy planets. Be
selective in your targets. The Empire cannot build fighters in space and
therefore cannot use brute-force-kill-everything-in-sight tactics that the true
fighter races are fond of. Take note of planets which have a lot of credits, and
from turn to turn, if you are really dedicated, note the change in the number of
credits each important planet has. You can then figure out the earning capacity
of the natives there and by doing this, prioritise your targets.
Roles:
Darksensing, Scouting, Freighter Hunting, MC Shuttling
H-Ross Class Light Carrier
Ship Analysis:
Some players claim this is the ideal fighter transporter, and one tips section I
have read claims "they cost practically nothing". These same players advise you
to "have one of these orbiting each starbase to collect the free fighters". What
a load of crap! They cost basically the same as a White Falcon, and no prizes
for guessing which ship I'd rather have. The H-Ross is small, poor range, needs
2 engines and is useless in a fight. Yet it is too big and heavy to use for
hunting down freighters and small scouts. Easily defeated by cloaked
interceptors - and when that happens, kiss goodbye to your 120 fighters that
took so long to build.
My advice: DO NOT BUILD THESE PILES OF JUNK! Use Super Star Carriers,
these have more cargo capacity and they will defeat most cloaking ships,
basically any cloaker that is not a Dark Wing, a Super Star Carrier will eat for
breakfast. In the words of one player who agrees with my view; "The most
expensive components of the ship are the engines and the fighters. You might as
well put them on the best ship possible."
Roles:
Fighter Transport, Fleet Support Vessel
Moscow Class Star Escort
Ship Analysis:
Ineffective in combat and far too little cargo space. Don't build any of these.
Also extremely costly especially in terms of moly. Their only purpose would be
to dupe others into believing that you're a newbie and give your opponents a
semi-justifiable sense of security since these ships are easily defeated.
Roles:
Perimeter Patrol, Anti-Scout Defence (use other ships for this, the Moscow is
NOT very cost-effective)
Super Star Frigate
Ship Analysis:
This ship's most serious achilles heel is the low crew count making it prone to
capture. A small fuel tank and relatively tiny cargo bay don't help either. Add
these to the fact that this is your only torpedo based ship and it becomes quite
a glaring weakness for the Empire. Yet if you don't build them, you are in
serious trouble unless you can trade/steal/extort better torp ship designs from
someone else. They should be kept out of the really big fights and used in these
situations to provide mine cover. You need quite a few of these due to their
poor cargo capacity.
Battle Tactics:
Have multiple frigates so you can lay overlapping minefields in a single turn.
Their armament is okay compared to other ships of their class but given a choice
your enemy would rather fight these instead of your heavier battlewagons. So you
can try a feint tactic in order to flush out enemy defenders. Send a couple or
maybe 3-4 frigates out, alone, from orbit around a planet. And show a waypoint,
which will usually be an enemy planet. Next turn, fall back a few light years
(but stay within the 81ly radius of the target). Have something big (a Gorbie or
Super Star Cruiser) intercept the frigate, and perhaps have the other frigates
all intercept one frigate too. Players if they're not careful will blindly chase
the frigate thinking they can kill it, when surprise! They've run right into a
Death Star. Even if they cloak intercept the frigate, they still have to fly
through all the mines you dropped, and even if they kill the frigate, the Death
Star will finish them off. Anything which can beat a frigate is probably more
expensive than it so you come out ahead. And, of course, remember to scoop up
your mines either immediately or almost immediately, to avoid losing them to
sweeping or decay.
Roles:
Mine laying, Perimeter Patrol, Light interceptor, Light combat ship
Super Star Carrier
Ship Analysis:
One of the more flexible ships in the Imperial fleet. Light enough to use as an
escort and fighter transporter, yet heavy and powerful enough to conquer most
small-medium torp ships and lighter carriers. Build these for defence earlier in
the game when tech levels aren't built up yet. Be careful not to build too many;
they drain more moly than you think and you'll soon find it catching up with
you. Later in the game, try to keep these away from combat if possible, 4 bays
isn't enough against the heavier battleships which your enemy is sure to have in
the late game. You can use these for extended campaigns but they have poor
cruising range and need fuel resupplies or need to find/confiscate fuel dumps.
Additional Tactics:
When they're not being used for transport and fighter storage, they can be
drafted into the Imperial combat fleet, usually as a support ship. They
shouldn't have to do too much fighting. But since the Empire cannot build
TIE-fighters in space, you need this support vessel with its 180 fighter hangar,
to provide reinforcements should the TIEs on your main combat ships become
depleted in battle. Usually you should stack them with the larger ships, however
against a cloaking race, especially Birdmen, I would think that it is better to
have them lag one turn behind the main fleet, as if its with the main fleet,
cloak intercept from a DarkWing will kill it, but if it follows, the main fleet
will usually clear out the area allowing it to come in. However I have not
fought the Birdmen at all in my 3 campaigns as Empire, so I'm not sure about
that. Make sure it stays semi-cloaked (ie. Around planets) - do not broadcast
your fleet composition to the enemy by diddling around too much in deep space!
(that goes for any race)
Roles:
Medium combat ship, Fighter transport, Fleet support vessel, Heavy interceptor
Super Star Destroyer
Ship Analysis:
Along with the Gorbie, this is the pride of the Imperial fleet. Although poor in
combat against the bigger battlewagons, they should be used for their awesome
special mission, Imperial Assault. They can quite handily defeat the smaller
classes of ships but it is a costly victory in terms of fighters, since they
only have 3 bays, it takes longer for the fighters to swarm the enemy ship,
which means their beams can take out more fighters. Use the frigate to deal with
the smaller enemy ships.
Battle Tactics:
The key is to not allow your enemy to anticipate their arrival, and to find out
the identity of key planets before the attack by darksensing with probedroids.
Equip them with transwarps and try to planet hop whenever possible! This doesn't
mean you can't move in deep space, you can fool someone into thinking it is
headed to a particular planet then at the last moment change course and head for
another planet. Never hang around, the minute you arrive at the system drop
those Imperial walkers/AT-ATs and take it over! In most situations it is unwise
to send them out alone, make sure there are more powerful escorts. Unfortunately
this means that while the SSD is immune from planetary ATT/NUK Fcodes, the
others aren't, and so you'll burn valuable fighters fighting the planet. The
solution is that you must create a diversion where possible.
Special Tactics:
Case in point: In the early stage of one of my earlier games commanding the
Empire, I noticed that the Crystals were putting a lot of energy into developing
this border world of theirs. First one full LDSF going towards it, then another
one, this one escorted by an Emerald. A couple of darksenses later, I concluded
that this world had some very valuable natives because the MC count of the
planet was going up by at least 2000 a turn. So I sent a Gorbie, 2 Super Star
Cruisers and an SSD towards it, a 3-turn journey, deliberately showing their
waypoint while in deep space (something which I do not normally do). The turn
just before the anticipated arrival of this fleet, I sent a lone SSD straight
towards the Crystal homeworld (which was only a 2-turn journey). At the same
time, I feinted and withdrew the main fleet out to beyond the 81ly radius around
the planet. As I had hoped for, there were no ships around the homeworld because
the crystal player had sent them all to his native world to defend from my large
fleet. Timing and co-ordination was everything! The Crystal fleet defending the
native world didn't have enough time to respond to the lone SSD, even if they
travelled at warp 9.
Even so, I had placed 60 TIE-fighters on the lone SSD just in case there were
some lesser ships eg. Ruby or Emeralds guarding the homeworld. It was also
specially equipped with heavy blasters to deal with light warships (my standard
beam of choice is the disruptor since moly is just too valuable early on). I
thanked the Goddess of Fortune that he hadn't dropped any webfields, dropped the
10 clans, took his homeworld, and that was the end of that. Homeworld gone,
crystal player became inactive and eventually dropped from the game, and when my
bases had built more fighters, I returned to the planet at my leisure, this time
with fully armed carriers, destroyed the defending forces (which turned out to
be 3 Diamond Flames and a couple of Emeralds) and took the planet at the centre
of it all, a 9.5 million insectoid participatory planet. A just reward. As a
side note for Crystal players, for goodness' sake use your Crystal Thunder! One
of the super-carriers in the game (Golem, Gorbie or Biocide) will quite likely
take out 3 Diamond Flames by itself! Compare this to the DF/Thunder combo which
has a better than even chance to destroy the super-carrier!
Another side note; on the initial feigned attack the Gorbie had only 75
TIE-fighters and the other ships with it had NO FIGHTERS at all! They were just
carrying a lot of fuel to jack up their mass and to fuel the Gorbie for the
return trip home. Sure the feint cost a lot of fuel but on any given day I'd
gladly spend that much fuel to eliminate a potentially pesky neighbour and gain
all that airspace. Carrying no fighters does carry some risk, but Crystals are
no cloaking race and with transwarps, my fighter-less ships would easily be able
to run back to a base to get fighters if a threat was sighted. Morals of the
story : either create a diversion FOR your SSD, or use the SSD AS a diversion.
And remember, the enemy has NO IDEA what your ships are carrying (until he
fights them) so use this to your advantage! Yet another moral (when is he gonna
finish!?!?) if you have the fuel, keep using your PL21s as spy drones, you never
know what useful information you will ferret out. It was the knowledge that the
Crystals had a VERY valuable native world that he would likely defend at all
costs that enabled me to mount this diversion attack!
Roles:
Special assault vessel, Light combat support, Heavy Interceptor
Super Star Cruiser
Ship Analysis:
The mainstay of the Imperial fleet, in space combat superior in all respects to
the Star Destroyer. Should be a part of every assault fleet due to their
firepower, reasonable cruising range, and efficient fuel expenditure. Cruiser
packs are often more feasible than huge Gorbie assaults because they are lighter
yet still pack quite a punch. Also should be sent out to accompany a Gorbie.
Their economical mineral costs make them especially feasible if Engine Shield
bonus is on. If you are able to choose, pick these over the Super Star Carrier
any day. They do have less cargo, but 110 fighters is still more than they would
need. They can bring reinforcements to the front lines just as well as the SS
Carrier, and transfer off about 40-50 to the Gorbies, since 50-70 is all they
really need for most fights. You wouldn't send one into a fight with the full
load of 110, a lot of those will just blow up in the hangar when the ship goes
down. Besides, how many times have you got a good night's sleep when you sent a
SS Carrier on the last turn, alone, with 180 fighters on it to your main battle
fleet, and your new RST is going to arrive in the morning? Don't get me wrong,
the SS Carrier has its place, since you usually can't afford to upgrade every
base to tech 9 or 10, but a base with tech 9 hulls should never be building SS
Carriers!
Additional Tactics:
Engine Shield is particular important because it will allow them to fight at an
effective mass of greater than 320 KT if equipped with proper engines, which
means they only take 1% damage from an enemy fighter hit. In rare games where
E/S bonus is 100%, they are simply awesome, able to kill Novas and
Annihilations! If there is no E/S bonus, make every effort to ensure they fight
from the right side of the VCR against another carrier, you get a 60% chance to
gain a virtual 360 KT of mass hence that will put them beyond the 1% fighter
damage threshold. If you don't know how to get the right side, the right side
goes to the ship with the lowest battle order value, so to ensure that you get
it set the Fcode to something nice and low like 003, set the PE and set the
mission to KILL! This arrangement is actually quite neat and works out very
conveniently for you since 1) the Gorbie wants the left side of the VCR as its
mass is so high fighters only do 1% of damage and the left side gives it an
advantage in the fighter dogfights, and 2) you want the Cruiser to fight before
the Gorbie so its battle order is going to be lower anyway! To be safe, give the
Gorbie some high battleorder Fcode, like AOL :-p and only set PE, do not have
mission KILL! (if you're pretty sure your enemy is going to order his ships to
attack YOU, don't even bother with PE).
Battle Tactics:
You can also use them as distractions since they are too powerful for the enemy
to ignore, yet are cheap enough for you to have quite a few of them. Simply
gather a couple, or a group, of them, maybe even throw in a Super Star Destroyer
(which he really will worry about!) and shoot out for some far off region of his
empire (not *too* far off or he won't bother worrying about your invasion!) This
will hopefully divert his forces. While he's struggling with your Cruisers,
charge straight for the core of his empire with Gorbies, SS Cruisers and Star
Destroyers (there should be less defence since he's had to re-distribute his
fleet). Read the description of the SSD for a real-game story on how to perform
a diversion. If you're up against a non-cloaking race, even better. You don't
even have to fill your diversionary force with fighters (which is handy since as
Empire, fighters are usually in short supply) - simply move forward, then feint,
move forward, and feint (but be sure to keep at least one ship nearby that is
fully decked out for battle). Although this is risky, it can be useful. Once you
see his ships flying out to intercept you, the time is right for that huge push
toward his core! A variant of this tactic is to have one carrier with fighters,
and the rest simply filled with supplies to jack up their mass. Use the
fighter-filled carrier to take a planet of his here and there, and he'll likely
assume they all have fighters, and think that this is quite a threat after all.
But when you see the interceptors coming out, fall back, let him come to you
(preferably flying through a nice large minefield of yours :-) - this is why you
*need* frigates!
Roles:
Medium combat vessel, Fighter transport
Death Star / Gorbie Class Battlecarrier
Ship Analysis:
This is the Death Star. The most massive, powerful ship in the game. Your aim
should be to produce these but use them with caution, being most massive also
carries the somewhat more inglorious title of being the worst fuel guzzler of
them all! They will crush starbases and most attacking fleets without breaking a
sweat. Watch the battleship/starbase combo though, take along a Star Cruiser or
three to weaken enemy ships before finishing the base off. If you're attacking a
developed base (what do you mean 'I didn't know there was a base there'!!!), you
should assume its defended by a battleship and perhaps some other ships, so it
would be wise to set a Cruiser to fight first. A battleship/starbase combo WILL
often destroy a Gorbie. Besides, if you do end up losing the cruiser to the
base, at least it will weaken it so the Gorbie can slag it without taking any
damage.
Battle Tactics:
A short note on combat order: when coming up against torp-based races, you
should consider sending a frigate in first. But my frigate is gonna get
captured, I hear you cry. Yes it may get captured, but that is a hundred times
better than losing your Gorbie! Even if the frigate only inflicts one torpedo's
damage on the enemy battleship shields, it has done its job (except against
feds, where you need to get them below 75% shields due to the Scotty bonus!) The
single torpedo hit will discharge his beams saving you a few valuable fighters
(I don't need to remind you how fighters are really scarce as Empire compared to
the free fighter races) but more importantly the torpedo tubes take a few
crucial extra seconds to load, which means that your Gorbie will have x less
torpedoes being fired at it, x being the number of torp tubes the enemy
battleship has. This will usually be enough to throw a spanner in the works of
your enemy's grand "Destroy the Gorbie" battleplan, IF he based his plan around
the frigate not entering battle.
If it is a large battle, consider sending in a Super Star Cruiser second and
the Gorbie third. The Cruiser will have a decent chance against one of the
lesser battleships (Missouri, Victorious, T-Rex, Diamond Flame) but will go down
to a major battleship (Annihilation, Nova or Dark Wing). If E/S bonus is say
50%, this strategy is even more effective and handsomely thwarts the Fed
"Thor-Thor-Kittyhawk" or "Missouri-Kittyhawk-Nova" plans to destroy your Gorbie!
Needless to say, he will quickly tire of sacrificing three ships, not to mention
6500 MC worth of fighters, just to destroy one frigate or a frigate and SS
Cruiser in the case of the Missouri- Kitty-Nova battlegroup :-)
This tactic is somewhat less valuable against other fighter races, because
due to the randomness of inter-fighter combat, the ensuing battle is less
predictable than a carrier vs battleship fight. You can still try it, but it may
not be worth the resources you invested in the sacrificed frigate. And in case
you need reminding, MAKE SURE THE FRIGATE FIGHTS FROM THE RIGHT SIDE OF THE
VCR!!!
Roles:
Imperial flagship. Heavy combat vessel, fleet anchor (when you execute a feint
manoeuvre, its usually best to fall back to one of these).
Related articles by the same author:
Ruling Through Fear - The definitive strategy guide
to playing the Empire
Imperial logistics
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