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The Cylon Imperium (Robots) Well, some people who write articles about strategies how to play a race, end to only talk about that race advantage. I will talk too about them but I will try to develop on how to use them... Advantages: A) Mine laying 4x But our little friend here forgot about the 300 cargo hold of the cat's paw... in which lies about, let's say 100 torpedoes. Before continuing, NEVER upgrade your torpedo up to the mark 8 when playing the robots. Build Mark 7 instead since they are cheaper, pack almost the same punch and are used only for the Cat's Paw. Now, we have our 100 mark 7 onboard, less would be an insult. That lead us to this: A decent robot player ALWAYS lay mines to fully cover is territory using overlapping technique and always mine is path when advancing toward the enemy...ALWAYS! Mark 7 are best layed in pack of 20 with the robots. It is very possible to mine entire quadrant that way. This is to ensure the enemy will have to go through a minefield to intercept any cat's paws making also cloaking intercepts a lot more difficult. A resolute will still be able to cloak-intercept the Cat's Paw even with it's escort but he will engage the combat crippled by a mine hit with a more than probable chance... The Resolute will find then the Cat's Paw to be a formidable opponent. This technique also discourage enemy fleet intercepting since when you do intercept, you don't minesweep. But the most important thing is that this give you supremacy of movement on the battlefield. The Robots have no equal in this domain except for the crystals webmines. But be warned, The colonies of man won't be fooled by this technique, however they do not possess subtlety and only the Virgo can be a real threat. B) Minerals in ships and fighters construction The tritanium, although there is a pathetic amount of it required in high tech parts, is only used in little quantity for the hull and thus can be spare mainly for fighters. Your focus should be on Duranium and since it is the most common resource, it won't be hard. This wonderful minerals distribution allows also for easy build of new starbases. C) Fighters building It is from my point of view, the only thing the robots have to offer in trades exchange.If any trades of this kind have to be made, you should first trade with the Borg for their Firecloud. Having you building their fighters for them will greatly help them and you will be in control of the situation if relations were to go wrong. Just stop producing. If you can deal with a race having the Loki, go for it. The privateers can be a real menace for you when attacking them, your minefields being less useful to protect your ships against rob when striking their planets. This will save you the fuel you will need to fill the enormous tanks of the first ships that could be rob. D) Baseships The Instrumentality, The Automa, The Golem, The Cybernaut, Pawn and Iron slave The Iron Slave, well, if you need a cheap scout, this is your ship. Only one engine, 1 beam, 2 fighters bays and 70 cargo hold. Once you have finished scouting, these ships can be used to assist Q-tanker in building fighters or as fighters transports since most of the Q's will have low tech drives. It is a good ship to send to strike outer-rim planets, since it is able to take out even planets with 100 defenses outposts if you are a bit lucky. Besides, you can afford the loss if it goes wrong... The Pawn... Decent tonnage but really useless except for it's wonderful bioscanner, which have a rate of 100 % natives detection. Otherwise, it's small cargo hold of 40 don't allow it to rebuild it's fighters and is modest weaponry of 2 beams and 2 fighters bay don't make it a front-line warship. But still, if you do not have money but have more than enough duranium, why not? This ship is strong enough to take out a bird of prey, do not underestimate it. I normally build only one of them, however, per game. Well, that's about it for the advantages. We will now discuss the basic strategies to use with the robots. There are first the ones that never change and are applicable to any races. Basic Strategies: 1) Pockets: Once you made trough the frontline, your enemy will realize in terror that you you are not going to strike his main defenses but simply try to make it for his inner core, probably far less defended. At this point , your enemy will try to intercept your task force if he think your fleet is able to cause enough damage. As the robots, your advantage is that you can adequately accomplish that by easily wiping out enemy minefields by laying your owns and at same time force the enemy in sweeping your mines, denying several of their ships to intercept mission (Remember, only one mission at a time) Also, you do need to commit several ships to the task force to convince the enemy you can seriously threaten him, each one of your baseships being in itself a real danger and having cavernous fueltanks for trip. Now, at this point, two things can happen. The enemy seriously weaken is main defenses trying to do painfully intercept missions to not have to see you cut his supply lines and be taken on two fronts or else, his front fleets maintain position while he hope to stop you with any coreward forces. In the first case, it is now that you have to launch your main fleet. Crushing any left garrison forces should not be a problem since your enemy is now split in half that this point and probably have other important points to defend. You, on the contrary, benefit from the concentration of forces on this single point while your minefield grant you supremacy of movement. In the second case, it is why your task force should be strong enough to take out any bases in his path and strong enough to force the enemy in forming a strong enough fleet to stop you which would take some time, enabling you to run havoc. He is letting you in, go for it! You should also engage is front lines to deny him any reinforcement from them, you can afford some losses at this point since your enemy have already one knee to the ground... 2) Concentration of Force Cheer up however since once against, the robots are a good race for this. Brute force when possible should always be used and the robots possess it. Few will withstand a massive attack by the robots if they are not well prepared. Like I said earlier, rarely the robots will have the underhand in any combat, even against superior forces, they will at least bring some enemy with them if played right. I will never talk enough about their minelaying ability that will prevent any reinforcements from coming to the help of an engaged enemy force. Or that will protect the fleet once at the planet from any cloaking-tow. Who would be mad enough to cloak-tow an Automa except for the privateers? If that last case happen, a meteor blockade runner have a 100 % chance to hit mines when travelling at more than 100 ly away. 82 % if they travel the 82 ly necessary for safety since if you were attacking privates, you have been careful enough to establish a chain-intercept between your ships. Also, you will have seen to fill your cavernous tanks with neutronium to avoid rob. 3) Psychology If he tend for example to go around and chase everything he see, your enemy is the perfect candidate for ambushes. It will also be easy to made him loss valuable fuel in such pointless chases. If he tend to wait and defend himself, it is a good sign of a defensive personality. You have a good chance to see in this player a defensive or conservative type. There is of course other ways to know your opponent behavior. As the robots, however, you must be imaginative since you do not have cloaking ships, which are perfect for these kind of missions. Well, it is up to you to develop your skills in this domain but it is really worth it. Disinformation is a good thing to start with. 4) Information Also, in the same kind of idea, hide your information at the best you can. It will not give you anything to show your enemy what are your forces. Use planet hoping movement the more possible. The only time you can permit yourself in giving information is when you are actually attempting to affect your enemy psychologically. Attacking with 5 Golems and saying in a in-game message : "Sir, the 3rd fleet is moving in..." should give your enemy the creep if he does not know what your 45 other ships are... This is disinformation. Finally, strategies to use with robots. Strategies: 1) The cat's paws... 2) Beam Quality. 3) Merlin/neutronium refinery To support them, you will need a good transport network, Large deep freighter are the one for it. Mediums should only build when having low resources but are not the best choice since altought you will support your coreward system with them, as soon as you will expand and that the ship slots reach 500, you will find it harder to support your empire when you will be expanding it than if you had a large freighter. Another way is by finding Bovinoid planets... These, even if in enemy territory, should be top priority. You must control them and stop at nothing to take them. A good Bovinoid planet can support a few starbases, fighter production, ships construction without the need of a transport network. 4) Attrition war I used this technique against federations forces that had twice the number of
ships I had... Now, Instrumentalities are orbiting their homeworld and the
pitiful terrans 5) Guerilla The only other viable ship for these operations is the Instrumentality, but
it's autonomy is far lesser than the Cat's Paw without talking of fuel needed.
More, it's small IF the robots were to put their metallic hands on a cloaking ship... now, they can become a real nightmare. A cloaking ship laying mines without warning prior to an attack can wipe out in a single turn a whole medium freighter network and cripple any ships in a 250 ly radius if it does so in the core of an enemy territory. This will paralyze any ships movement and by the time they can clean the mess, it may be too late. It is also a good way to gain information on your enemy by analyzing were ships were going and leaving from... which planets are important to him. 6) Battlegroups Automas are your weapon of choice against enemy battleships and bases. They are the ones you can send in without worrying about the consequences, you can be sure they will wreck havoc. Instrumentalities are to reach target out of your path that you are not willing to send your whole fleet to. Also, they are useful in tracking down with or without the help of a Cat's Paw, any retreating enemy ships. The Q is mainly there to carry supply fighters. It is not sage however to use it as tanker since the ship should be towed to avoid compromising the fighters load. Anyways, your base ships have more than adequate fuel tanks for this. It will also be useful later to build fighters in enemy territory. The Paws, well you know...:) 7) Repairs Even if these supplies are not used for repairs, you still need them in fighters construction. It is never a bad thing to have them lying in your cargo hold and they will also be useful in building structures on captured planets if there is no one already built. I suggest a ratio of about 1/3 of your cargo hold to be supplies except for the Instrumentality, which should be loaded to the gills with fighters. Well, that's about all folks. I don't pretend to have talked about all possible strategies but I have talked about the ones I used in my constant success with this race. He! It's Tim Wisseman favorite race, no? :) |
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