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The Birdmen A number of guides have already been written on the Birdmen, with some of them giving out some excellent advice to new players. If you’re looking for a powerhouse race that takes out anything in its path, or you’re just playing in your first few games, then you’d be better off going with the Robots, Rebels or Colonies to be honest. However when played skilfully, the Birdmen are quite capable of producing outright wins against more powerful foes. One of the aforementioned guides describes the Birdmen as the weakest race in the game, which is blatantly incorrect, as there are several other races in the game with fewer advantages. This guide presumes that the reader is already adept at getting around the game environment, and is quite familiar with the game mechanics and terminology. So if you’ve already got a number of games under your belt and you’re keen to understand the world of the Romulan race, then read on... Initial GamePlan Ok, presuming that you start with the usual SDSF and Swifty, contrary to other guides on the Birdmen your first ships should be two Large Deep Space Freighters - make that three if you’re in a tight cluster with a lot of nearby planets within 81 light years. Why the freighters? Because getting your nearby planets populated and cranking out the resources is far more important than reconnaissance in the first few turns. Also plan to build a Merlin as quickly as possible when minerals on non-homeworlds are set to ‘random normal’ or worse. After the initial run of freighters, I tend to alternate between Swifties and LDSFs until I can build that Merlin, preferably before turn 15. As usual, send out your free ships that came in the first turn loaded with colonists to populate the nearest planets and beyond. Even at warp 6 they will normally populate a planet a turn initially (overdrive them to Warp 8 as required), thereby giving those first LDSFs plenty of work to get on with. Your LDSFs should drop 100 colonists per planet unless it has natives or a poor climate - use Echoview to work out the optimal number of clans to drop. As you deploy the clans, scoop up all the minerals for your return to base. Try to work in a circular pattern, so that after 4 to 5 turns, you don’t have a long journey back to your homeworld. At this stage it’s highly tempting to build and send out your first Resolutes to go and harass one of your neighbours and put them on the back-foot. Avoid this temptation – your first priority must be to your economy, which means getting those colonists loaded onto freighters and expanding your empire quickly, even if this means your new Resolutes are temporarily used as cloaking freighters. You must keep those home fires burning at all costs, and this means keeping those starbases stocked with the minerals and cash they need. Whenever you feel the temptation for early skulduggery, just recall these four words – mind.your.own.business. A number of guides talk about remaining hidden for as long as possible so as not to give away your homeworld location, or home cluster. This should apply for the first five turns only, and after that should be done only when it is convenient to do so. For example, say it’s turn ten and you want use your freighter to dump colonists on a nearby planet that is 140 light years away – normally requiring two hops. However if the planets are aligned so that to remain hidden you would require to take three hops over already populated planets, then you’re better to take the two hops and disguise the direction of travel of the freighter by making each leg less than 81 light years in distance. In doing so you’ve just saved 1 turn of travel on the freighter, but revealed your home cluster in the process. Regardless of what you might have read elsewhere, this really isn’t a big deal for the Birdmen for a number of reasons:
The Time For Diplomacy Diplomacy is arguably the single most important element of the game. Unless you’re playing in a game that forbids the formation of alliances and non-aggression pacts, you should give some serious thought to forming at least a NAP with one of your neighbours as early as possible, if you haven’t done so already. This will establish a (theoretically) solid border, allowing you to expand rapidly in the opposite direction. In terms of deciding which of your neighbours to attack, consideration should be given to not only the race, but also the experience level of the neighbouring player. While the birdmen are able to go toe-to-toe with most other races, and quite often against two enemies on a common front, failure to establish a NAP or alliance with a neighbour in the early stages will undoubtedly make the situation much more difficult. Never be concerned about limiting your ability to expand by dividing the map, as you’re highly unlikely to completely take over your half by the time the game has ended. By turn 12-15 your Swifties should now have found who your two closest neighbouring races are. Make the call on which one to form a border with and initiate the negotiations if they haven’t done so already. Keep in mind that the principle reason for forming the border to is give yourself a launching platform and direction for your campaign. It’s at this stage of the game that NAPs and alliances tend to be finalised, and this is one of the keys to your success. Move quickly to establish dialogue, even if you’ve inadvertently engaged in combat already – quite often some players are still agreeable to a border after significant losses on both sides, especially if they believe you have the upper hand. Failure to quickly establish your boundaries can mean one of your neighbours has already sliced up your part of the map and is planning the invasion. Post-Diplomacy GamePlan With your newly formed border in place, divert your Swifties towards your first intended victim. As they are unable to tow, it’s unlikely at this stage you’ll capture many freighters due to them being always on the move. The main job of your scouts is reconnaissance. The first of your Resolutes should start their raids around turn 20, but only as long as the freighters back in your home cluster are keeping up with the demands of the starbases. The aim here is just to put the enemy on the defensive, thereby moving him quickly from an expansion phase to a defensive phase. Expect to see large minefields deployed quickly to keep you at bay, and the production of heavy warships - this is a good thing, as it will slow him down economically as he makes the shift. Nestle a Swifty into a warpwell with mission set to minesweep in order to get a constant update on the state of the minefields, and start to pick off the most developed planets outside of any minefields with your Resolutes. Finding and capturing the freighters at this point will be pivotal to preventing the building of warships – a good plan is to set your FC to that of the minefield, move in to the starbase with mission = super-spy (not cloak), then drag off the freighters into the warpwell as they arrive in. Just remember to change the FC of the towing ship to avoid it surrendering to the starbase before it moves, and set your waypoint greater than 81 light years away. Even if you manage to take out just a probe or small ship, this is the equivalent of handing a “miss one turn” card to the starbase. As additional reinforcements arrive in from your home cluster, where possible get them to bring in large quantities of torps for minelaying, however this should never be at the expense of ship production. In this phase your minefields have one purpose, and that is to reduce or eliminate any minefields he may put up in defence. Avoid putting your minefield up right in the middle of his cluster where it can be swept before it can perform its intended task, instead opt for off to one side. After another ten to twenty turns he won’t be seeing the funny side of your antics, and may begin to miss the odd turn here and there as his score graph has been flat-lined for some time and enthusiasm for the game wanes. As this occurs, start to load up your colonists onto LDSFs and start heading them in his direction. Unless he’s bailed out of the game altogether, it’s advisable to planet-hop the freighters so as to not arouse suspicion. Over time you should see a trend of a diminishing number of planets owned by your enemy, a decrease or flat-lining in the number of freighters they own, and an increase in the number of warships as the focus of production is shifted. Remember your aim at this stage is to destroy the enemy from an economic perspective, not a military one. You can also expect to see large warships being driven towards your cluster in order to try and reverse the situation, i.e. to put you on the back-foot. The planets lost along the way should be undeveloped and relatively devoid of fuel (you have been expanding around the outer edges of your border with your ally during this time, after all). It will take a few turns for the arrival of his warships onto your front door. Your Swifties can be used to re-take the planets back once his fleet has passed through, and use the Resolutes to cherry-pick the weaker ships out of his fleet by towing them off. Deployment of minefields will act like a toll-booth in space – he’ll most likely try to sweep them to avoid having the carriers go into battle damaged. The heavy carriers and warships may make it through to your cluster, but by this time you should have built a good number of disposable low-moly Darkwings (Mark 7’s, Disruptors, heavy nova drives). Once any counter-attack has been snuffed out, move the Darkwings and LDSFs in as part of the mop-up operation. If done correctly, you’ll have minimal loses in your fleet. As you continue to expand, you should create a barren wasteland of planets behind you, with the occasional oasis planet (large fuel quantities guarded by a starbase and minefield). This scorched-earth tactic will make it difficult for the enemy to advance due to the lack of fuel, and also give them the feeling that they’re using their fleet to regain planets of little value (which only get quickly retaken by Swifties). If playing against the Fascists or Lizards, make sure you don’t rush the LDSFs in to populate the back end of this barren zone too quickly, or in other words, make this scorched-earth area a bit wider when playing against either of these races. Your battle front should consist of
If the Resolutes, Fearless Wings or White Falcons find an enemy ship going the other way that they can’t handle on their own, allow it to slip through to the wasteland area behind, and leave it for the Darkwings to deal with later. Combat Advantage From a strategy perspective, the Birdmen require a skilled commander in order to be effective, as they lack the sheer firepower of the carrier races, the economic advantages of the Lizards and Feds, and the specialist abilities of the other races. However, the trade-off for all of this is one of the most powerful and valuable assets available, the ability to pick the fight. As the Birdman, you need to take the fight to the enemy, to be the instigator of the fight, and never the other way around. If placed in a situation where they’re put on the defensive, the Birdmen will either lose or diminish this one natural advantage they have. Therefore aggression is the key to survival. When you have the ability to fight or remain cloaked, you can effectively dictate the terms and conditions of the combat. This allows you to pick off the weaker ships in the fleet and dictate which ships fight, either by
Regardless of the technique, you should ensure that anytime you have to lose a ship in combat, you take out something significantly stronger in the process, or in other words, the only ships you should lose in combat are the sacrificial lambs. In a planned single ship versus single ship fight, you should always come out the victor. If not, then you either (a) should have remained cloaked and used a Darkwing instead, (b) should have brought a second ship along, or (c) something hasn’t gone quite as planned. Finally, make sure you bring the right sacrificial lamb for the job. There’s no point losing a Darkwing when a Deth Specula could have reduced the enemy ship sufficiently. For instance in one game, I used two Swifties to reduce a starbase by 8 fighters – just enough for my Darkwing to survive in the same round, and as BANE would tell you, trading two dinky Swifties for a starbase is one heck of a deal. Dirty Tactics Two words – Guerrilla Warfare. The Birdmen are the guerrilla warfare masters of the Echo cluster, and that means playing dirty. We’re not talking about backstabbing an ally, or playing outside the spirit or mechanics of the game, but rather playing an enemy-infuriating game of cat-n-mouse. Think of the Birdmen as the chaos engine that drives the game. Principle tactics include:
General tips Keep in mind that only your Resolute and Darkwing can cloak without burning fuel. They are also the only ships you have that can remain cloaked inside an ion storm, and while cloaked are immune to the effects of the storm. Use this to your advantage Your main advantage is your cloaking, so use it for all its worth, and once it’s compromised, make evacuating the ship out for repair a high priority Use Echoview. It’s an essential tool for any Birdman. Keeping future resource considerations in mind, always try to build the best ship you possibly can. One birdmen guide advises to keep building Swifties throughout the entire game. I tend to disagree with this statement; instead better advice is that after turn twenty build Swifties when no better options exist, and before the build queue rolls back around, use your freighters to truck in the required resources to try and get that base up to building a Resolute at the minimum. Be aware that superspy comes in two flavours – the one that tries to change the planet FC happens before movement, and the one that just reports the planet FC happens after movement. One of the main challenges you’ll have playing the Birdmen is fuel. The bulk of your fleet will consist of Darkwings, and those guys are thirsty suckers. Quite often you will find that they charge out of the gates fully tanked ready to deliver mayhem, and get stopped in their tracks rather quickly when going over “dry” regions. To counter this, you’ll need to establish fuel depot planets along the way, and have a few Resolutes around in a support role. In order to work out how many clans to drop, use the following method
Invest the time into working out the Randmax player utility. It will quickly pay for itself in terms of reducing the time required to do your turn. Make sure you know and understand how to manipulate the battle order in your favour by using cloaked-intercept, Primary Enemy, Mission=KILL, Friendly Codes, Towing, and Zero Fuel. Try to starve the enemy out of ship slots. Bases can continue to be built right up until the final whistle, but the ship slots are where the power resides. Towards the later stages of the game, don’t be afraid to whittle down the enemy warship numbers by having them attack your sacrificial bases, as the bases can be easily rebuilt afterwards, the warships not so much. Got an Automa bearing down on a lone base and single Darkwing? Normally you might think to soften up the Automa with the Darkwing, and then have the base finish it off. However doing it this way means your enemy gets the PBPs for the Darkwing kill, and you end up with none. By using the base to soften up the Automa and then having the Darkwing finish it off, your reverse the situation – PBPs for you, and none for him. It goes without saying, that only use relatively undeveloped bases on the front line with a spare 6000-8000mc for fighters handy for this method of course. As always, make sure you emerge the victor. While it is possible to steal minerals and supplies from enemy starbases, I tend not to bother as it’s generally more hassle than it’s worth, and requires a good number of ships to do so. If you do wish to steal off starbases, you’ll need 5 cloaked ships to change the friendly code, X number of fuelless ships to beam up & surrender (due to matched FC with starbase), and another X number of towing ships to tow the surrendered fuelless ships off to your local starbase to re-surrender back to you. Note, do not use this method to beam up fuel (for what should be obvious reasons). Unless your starbase is within one turn of his, expect that whatever is stolen will be jettisoned into space before you get to your starbase. Make sure you keep a handle on the location of the standard build queue, and set starbase FCs to PB1, PB2 as appropriate. Generally speaking, if base 260 has just built using the standard build queue, then construct another Darkwing at that base, and set its FC to PB1. You will want to keep your priority builds just behind the standard build queue, which will give your bases ample time to restock. Once the ship-limit has been reached and all bases are loaded with either Darkwing or Resolute builds, your home cluster and surrounding territories should shift their primary focus to the production of additional starbases. Generally speaking, priority order should be to build a starbase, then get it producing, build another starbase, then get it producing, and so on. Battlegroups are something the other races need to worry about, but not you. If you are using a battlegroup to fight more than one ship in the same location in a single round, you’re doing something wrong, or the enemy has you on the back foot (read: you’re also doing something wrong) Ensure you are fluent with the game mechanics, in particular
Funds are generally going to be fairly tight initially, as the capital outlay to produce a decent Darkwing involves a large investment into starbase tech levels. For this reason it is critical that you plan your first starbases around Ghipsoldal or Humanoid planets, followed by Siliconoid planets, then lastly Amphibian planets. To avoid decloaking by ion pulse, set the FC on your ships to anything as long as it starts with an “x”. This will allow you to gather the intel without risking detection As a general rule, only build planet defences when
Watch Out For Bad Advice Unfortunately some other Birdman guides out there are either based on outdated versions of Host, or contain some degree of nonsense. Here’s some to watch out for: An alternative guide to the birdmen advises “you should engage enemy vessels (other than cargos) only when *absolutely* necessary”. Frankly this is rubbish. You should engage any enemy ship anytime you think you can get away with it i.e. survive the combat and get back to a cloaked state immediately, or by repairing before the enemy has a chance to counter-attack. The same guide advises “You'll be very tempted to build Large Freighters to move your people quicker - AVOID THIS TEMPTATION”. Once again this is complete drivel. You must at all times be thinking about the three E’s of playing the Birdmen - Economy, Economy & Economy, and relying on your cloakers to expand your home cluster is a recipe for economic disaster. Another guide advises “Don't build Swifties after turn 10, unless they are for carrying cash”. You’ll find that some newly created Ghipsoldal starbases will only be able to push out a Swifty due to a lack of tech levels, minerals or cash. You definitely *should* build a Swifty when this is the case, as they are much more than just a mere scout. After all, look at the alternatives. You’re going to build a Transwarp small deep space freighter instead? Yeah right. The same guide advises “Do get any ally and get a nice big ship off them as soon as possible, pay for it if you have to. Once you have it you can then clone it - then stab them in the back”. This is just plain wrong on so many levels. First up, you should be selective about who you ally with, rather than getting into an alliance with any old race, or player for that matter. Secondly, at the start of the game you should be putting any profits you make back into your economy (building factories, mines etc), not running off and buying a large warship you can ill-afford, and frankly don’t need (not to mention it’s going to be horribly expensive to clone). Third, please tell me he’s joking about the backstabbing.... Another piece of dubious advise reads “Swifties are good scouts at the start of the game but quite soon you will be wondering why you built them. There lack of fuel, ability to hold almost nothing and..... .......the Resolutes and Darkwings don't need fuel to cloak so they can sit in enemy territory for as long as you want, the Swifties cannot”. Actually for their size, the Swifties have a good sized fuel tank and are quite capable of remaining cloaked well behind enemy lines beyond twenty turns at a time. In my current game, the Swifties comprise ten percent of my fleet of 122, and at turn 60, they are all being kept busy with various tasks, unlike the thirty-odd Darkwings that are just milling around my homeworld cluster with nothing much to do. Lastly, one guide advises “Don't use any non-cloaking ships”. C’mon, seriously? You’re telling me no freighters, no Merlins, no Neutronic refineries or carriers, and no Valiant Winds? Using only cloaking ships is a big no-no. Your best cloaking ship for cargo capacity is the Resolute, however you’d need five of these to match the capacity of a single LDSF, and it makes no sense to send five ships when one ship will suffice. Also in a mineral-poor game you will need those Merlins and Neutronic ships, otherwise you’ll find your starbases remain idle while waiting for those Resolutes on freighting duty to return with the much needed resources. Some guides place far too much emphasis on the “you-must-stay-cloaked” side of things, which will only hinder your development. Stay hidden as best as you can for the first five turns, longer if convenient, but rest assured it’s only going to be a matter of time before your neighbours work out where you are. The Other Races When it comes to the other races, the Birdmen have no natural enemies, and in spite of the shortfalls, can tend to handle themselves well regardless of the situation. In fact in one game I was playing as the mighty Lizards and came across the Birdmen as a neighbour. So naturally I presumed taking them out would be a piece of cake, right? I spent the rest of that game trying to make gains into Birdman territory, and failed to properly capitalise on the fact that another neighbour had quit the game. End result: I didn’t get very far. When it comes to the initial stages of the game, a decision will need to be made in terms of a direction for expansion, and this will inevitably involve moving into disputed territory. In the overview of the races below, I’ve put in an attack/alliance scale to determine whether to attack (higher values) or to make an alliance (lower values). In most games you’ll find you’ve got two neighbours, one of which you should attack, and the other setup a border with. The neighbour with the higher attack/alliance value should be targeted, with the lower valued neighbour allied with. Of course, other factors such as past encounters or alliances, and relative skill level of the neighbouring race should also definitely be factored in. The Feds: Other than their super-refit, the Feds have little on offer that you can use, however they will definitely be interested in your cloakers. If you decide not to attack them, you should be able to trade a Swifty for a Bohemian, which makes for a worthwhile trade for both sides. They may try to push for a Falcon or Fearless – just ignore this behaviour, as they need a cloaker far more than you need a terraformer. Their economic advantage coupled with a good array of mid-ranged ships will make an early quick-strike challenging, and potentially draw out a few battles into a full-on campaign, thus making you potentially vulnerable to Fed allies. On the attack/alliance scale I rate them a 6. The Lizards: The Lizards T-Rex is no match for your Darkwings, and at worst you’ll trade 1-1 with the Madonzillas, although it will cost him dearly to load the carrier, and therefore you’re more likely to encounter the Rex instead. For its size, the Lizard Class Cruiser tends to be thirsty on the fuel, which means it has a somewhat limited range before requiring a fuel stop. However the Lizards fearsome ground attack and economic advantages tend to favour an alliance rather than attacking. Neither side has much to offer the other – you’re not about to give up your Darkwings, and the only ship in the lizard fleet that is of potential use to you is the Loki for use against the Pirates or Fascists, but not that you need it. On the attack/alliance scale I rate them a 5. The Fascists: The Fascists are another cloaking torp race like yourself, so again there’s not much on offer in forming an alliance, with the exception perhaps of clearing amorphous natives from planets. Their ground attack ratio, while not as strong as the Lizards, is still potentially painful, however overall the Fascists have more to fear from the Birdmen than the other way around. On the attack/alliance scale I rate them a 7. The Privateers: You’re bad news for these guys, and the smart Pirate will try to ally with you as early as possible. They’ll be after your Resolute for its fuel tank capacity, and you’ll be after a Gravitronic-equipped ship in exchange, however you should be able to bag a few via combat if negotiations go south. A bird-priv alliance can potentially be nasty – you take out the Loki’s and the webs, while they take out the larger ships you’d rather not fight. Overall the decision on the Pirates will ultimately come down to the reputation and experience of the other player. On the attack/alliance scale I rate them anywhere from an 8 for inexperienced pirates to a 3 for pirate masters. The Borg: In the first half of the game, the Birds are a nightmare for the undeveloped Borg, however if they’re allowed to survive into the later game, their sheer numbers, economy and firepower will prove difficult to stop. In one game I played as the Birds, by turn 50 the Borg were reduced to one starbase, a couple of cubes and perhaps 3 planets. In another game, the large distances between homeworlds gave the Borg all the head-start they needed to become unstoppable. Overall in the early stages I’d generally tend to favour attacking over an alliance, and therefore on the attack/alliance scale rate these guys an 8. The Crystals: Let’s face it, those webmines can be trouble, and the lower sweep rate for webs can make for slow progress. When combined with your cloaking abilities, a Crystal-Bird alliance can be devastating. By partnering together, the benefits gained certainly outweigh the advantages of attacking, and the Crystals don’t need a rocket scientist playing them to be effective. If only a NAP is on offer, you’ve effectively handed over any webmine problems to some other player. Regardless of whether a NAP or an alliance is on offer, the Crystals rate a solid 3 on the attack/alliance scale. The Evil Empire: The Empire makes for an interesting, and yet highly complementary alliance with the Birdmen. Your forward scouting parties can give advanced warning of enemy warships, allowing early interception and elimination of potential threats to the vulnerable Super Star Destroyers. If only a NAP agreement is in place, just be sure to keep a watchful eye on the score table as the game progresses, as you might find your back yard is not as well secure as you had hoped. Due to the unique capabilities of both races, the Empire rates a 4 on the attack/alliance scale. The Robots: Four times minefield capability, free fighters, and the ability to slap together a couple of Instrumentalities out of spare change make the Robot potentially the worst enemy for the Birds. He’ll be after your Resolutes to replace his vulnerable Cats Paws, and you’ll just want him to pick on someone else. Due to the inherent difficulties of taking out the Robot quickly, an alliance is usually the preferred option here, giving these guys a 4 on the attack/alliance scale. The Rebels: The rebels make for a fairly bland partnership, with their Falcon and free fighters being the only tangible assets on the table for the Birds. Much like the Feds, you could go either way on these guys, the main consideration being who’s on your other border, rather than the Rebels in particular. With no natural defences against the Birds, the Rebels rate a 6 on the attack/alliance scale. The Colonies: Similar to the Rebels, however the Colonies’ fighter minesweeping and free fuel from the Cobols tends to make them more favourable as an alliance partner, especially considering the fuel-hogs that are the Darkwings. On the attack/alliance scale, these guys are a 5. The Ships A quick review of the birdmen fleet reveals a predominantly torpedo-based race with a good array of mid-level ships, and the only cloaking battleship in the game. Thankfully the ships worth building have all got a decent crew count and therefore the risk of having one captured in battle is negligible. As with all the races, there are some ships which can be considered essential, and others that are best avoided. Here’s a run-down on the main ones you should build: Swift Heart Scout:
White Falcon and Fearless Class Cruisers:
Deth Specula Class Frigate:
Large Deep Space Freighter:
Resolute Class Battlecruiser:
Darkwing Class Battlecruiser:
Merlin Class Alchemy Ship:
Neutronic Refinery Ship and Neutronic Fuel carrier: Build as required. The Other Ships Small deep space freighter – Only build at tech 1 starbases in order to recycle for a PBP the next turn Small transport – It doesn’t have the cargo capacity, cloaking or the combat ability to make it worth building Medium Deep Space Freighter – For the cargo space on offer, you’re better off building a Fearless or White Falcon instead, at least that way you’ll have the benefit of cloaking, plus the potential to opportunistically raid enemy LDSFs. If minerals are light on the ground, build a Swifty instead. Super Transport Freighter – For the expenditure, you’re generally better served by having two large deep space freighters instead of the STF. Definitely build a few of these in mineral-rich games however. Skyfire Class Cruiser – Never build this ship unless there is an add-on which enhances its capabilities, like Jupiter for example. When playing in a Jupiter game, don’t build any more than 2-3. Bright Heart Class Destroyer – Low fuel, cargo and crew mean there are better options in the Birdman fleet than the Bright Heart. In the same vein as the Skyfire, never build this ship unless playing in a game that gives it additional capabilities. Some guides say this ship makes an excellent torpedo battery, however in a single ship versus single ship fight, why not just send in a Resolute instead? If used as a sacrificial lamb, it’ll get toasted by any decent carrier long before it can launch any torps, and with only two beams, will knock out as many fighters as a Swifty. Against a torp ship that the Darkwing can’t handle on its own, it’ll be lucky to get four torps away before it’s destroyed. Red Wind Class Carrier – In standard games, the only role for this ship is to transport fighters from your rear bases to the front line, which if you’re doing things right, shouldn’t be required in the first place. However, definitely build a few of these when playing in a Jupiter game, as they can parasitically feed off the large enemy carriers while remaining cloaked, stealing fighters for your newly built bases on the front line. Valiant Wind Class Carrier – As a general rule, these aren’t worth the expenditure, due to the cost of building the fighters. To soften up larger carriers, a Darkwing with x-rays, tech 1 engines and mark 4’s or 7’s is both more effective, and less expensive to fully equip. However when allied with one of the free fighter races, this ship should be built with low-spec engines and used to soften up the larger warships. Bottom Line Eagles may soar, but weasels don’t get sucked into jet engines. Be the weasel.
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