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Waging War in VGA Planets If you are experienced with any sort of war games, you know that there are only a handful of rules you really need to know. 1. Be there first Be there first Be there with the most A typical strategy is to send ships out as far as they can go until they are stopped.
Unfortunately, when they are stopped (defeated in combat or forced to retreat) you have
lost the ZOC and your enemy will take back territory. The time lost in getting another
better ship or fleet out to that point is an important factor and a kind of expense. That
is why you should send out ships capable of surviving and capable of beating anticipated
threats. Anticipating threats is a critical skill. Because you are expanding in all
directions, you need to know which directions to send your power to. If you choose well,
you gain and hold territory with minimum loss of ships. Use all your resources Pick your battles wisely You cannot always be in 2 places at once. So if you are going to play defensively, you must anticipate your opponent. Good defensive play often allows you to beat a superior force with minimal losses. This ability also comes with experience, knowledge of the particular player and knowledge of each race and how it operates. Often it is better to be offensive rather than defensive. This at least allows you to control the target and to focus your ships in one place. If you never go on the offensive, you will never win. Either way, if you can find a way to beat your opponent's warships, you can walk through his territory. Be prepared to drive your ships into the vacuum (absence of enemy ships) as soon as you create it. That means a good counteroffensive should immediately follow a successful defense. Pick your battles wisely To sum it up, do not squander your forces piecemeal against random threats. Focus them on a specific, manageable, worthy objective. Try to fight wars on a single front. Avoid being at war with 2 players at the same time. Plan your building so that at a specific future time you will have all the elements you need to wage war. Then carry out your plan. This is a very complex subject. Players with years of experience are still learning new techniques. I will try to touch on some of the major points.
When does a ship fight? How can I control the battle order? Why would I want to control the battle order? What are the best ways to move ships? How should I configure my task forces? Other races have fine heavy carriers, but poor torpedo ships. If the Engine Shield (ES) bonus is turned on and set to about 30 or more, these races can often use destroyers and cruisers instead of battleships in front of their carriers. Otherwise, they use their carriers to shield the smaller support and mine laying ships. Still other races have poor carriers, but decent torp and beam ships. Against enemy carriers, they would want to lead with a ship that can reduce the fighter compliment of the enemy carrier, possibly doing some shield damage as well. This can save battleships. Either way, a good deep penetration task force will have some capability to lay minefields and pull damaged ships to safety. A good border patrol task force will need the flexibility to deal with any kind of threat. Good engines are important unless your ship will be based at a planet or towed. While torpedoes can be manufactured deep in enemy territory, only 3 races can make fighters away from home. For the other races, fighters are reserved for ship to ship combat or taking starbases. They are not to be squandered in situations where a good torpedo will do the job. Torpedo ships are needed for everything. So your balance is going to include more torpedo ships than carriers. In the late game, after the ship limit is reached, that balance shifts towards the biggest, meanest ships you can build. How should I use and avoid minefields? If you see pairs of ships with at least 1 large ship in each pair, watch out for the tow. This enemy will come at you full speed despite minefields. If he is the robot, or has a large supply of torpedoes, he may countermine. That is laying a minefield that is big enough to destroy all your mines and perhaps leave one of his own in place. If he is the Colonies, your minefields will not survive long unless they are very big. Then they might last 2 turns. So don't waste torpedoes on mines in the face of Colonies carriers. Try to lay minefields that are out of sweep range of your opponent's beams. You can control the size of the minefield using the mdX friendly code where X is a number from 1 to 0 denoting multiples of 10 torpedoes. 1= 10, 0= 100. Rather than give you the formula for the size of a minefield, I suggest you get the latest version of Echoview. It has a minefield utility that takes into account the weapons, missions and friendly codes of all your ships. And you can set up missions for your enemy's ships as well. Have a lower I.D. ship on hand to scoop up minefields before the enemy ship can. Remember that mine laying comes first, then mine sweeping, then mines destroy mines. All occur before movement, which is before combat. Lay overlapping minefields for a stronger defensive posture. You can even lay minefields in the name of your ally using miX friendly code where X is the number of your ally. This is handy to create very dense minefields. Be aware you cannot scoop these. Keep all decent beam ships on mine sweep mission to minimize the effects of your opponent's minefields and to spot small fields before you run into them. Pick up or scoop your minefields and reposition them. You might as well. The enemy is either going around them or preparing to sweep them. This keeps him off balance and conserves mines. Cloaked intercept Possible defenses to the cloaked intercept are
Tow-kill and wolfpacks Others tow the victim to a waiting group of ships called a wolf pack. The wolf pack may kill the victim at the end of movement, or allow the victim to kill the tow ship (sacrificial lamb) knowing the victim will be captured next turn (pirates rob and tow capture) before it moves. If you suspect cloakers are nearby, lay minefields. If you have a Loki, or a pop ship, use it. You can try setting the escort ships to intercept suspected target in the hope of thwarting the raiders, but this is likely to end in a worse situation. Loading a freighter with supplies (to make it expensive to tow), but without fuel (so it will not fight), is effective against inexperienced players. They do not realize they should transfer 1 unit of fuel to each ship they tow to make sure it will fight. They may also tow the ship too far not realizing it will weigh much more than planned and use up their fuel - making them a sitting duck. If Privateers are the problem, beam up fuel from the planet to make sure they do not leave you with empty tanks when they rob you. Engage the services of your Crystal neighbor. Web mines are the best anti-cloaking device in the game. Starbase defense and planetary defense Be careful about your mission and friendly code. If no allies are around, the best Starbase mission is usually force surrender. Pesky cloakers belonging to inexperienced players can sometimes be captured by matching their friendly codes. Hyperjumping ships that try to jump away from your planet, or that do not get their friendly code changed can be captured by setting your base friendly code to HYP. Beware that you may give your enemy a free ride through your minefields by matching the friendly codes. In the early stages of the game, the NUK friendly code is great for killing hyperjumping probes. But later, it causes problems with minefields. If your enemy knows you are using NUK or ATT, he has a 50% chance to ignore your minefield. Watch messages for signs that Bird Men are tampering with your friendly codes. When this happens, or when an enemy captures one of your planets, make sure you change all planetary friendly codes. For planets without starbases, 21 defense posts is usually sufficient. This gives you enough to beat any probe, and makes it impossible to get sensor readings off the planets. Use NUK or ATT to kill hyperjumping probes. But when you have a nearby minefield, know which planet controls it and set the friendly code of that planet to something else. Closest planet controls the code. 3. Race specific tactics and defenses Federation If you are the Feds, you should get your economy going quickly and get a couple more bases up fast. Don't build junk hulls. But you can build some stripped down ships for later use. You should be able to build something at every base every turn. Your Diplomacy, and Missouri make good lead ships for the Kittyhawk. The Nebula is the classic cruiser. It is perfect for exploration, cargo and minefield work, taking planets. The Nocturne is a great early game explorer. The Brynhild will find the good native worlds. Your ships should carry at least 10 times as many torps (15 if you can find the space and money) as they have tubes. Most races cannot afford that. But this gives you the ability to fight multiple battles and lay small tactical minefields. Try to fight with your biggest ship first, since that takes the best advantage of your 25% shield bonus. But when up against a large enemy carrier, try not to use your big ship until you think it can win. Do some simulations and see which ships you must sacrifice to keep your battleship or Kittyhawk from being destroyed (damaged is OK.) In this manner, Federation can win a war of attrition against any race except a well equipped carrier race. Against major carriers, you want to trade battleships for carriers. You do this by leading with a battleship and following up with a Kittyhawk. You will need plenty of fighters to restock the Kitty, and you should attempt to isolate the enemy carriers and fight them one at a time or your Kitty is toast, along with the next ship in your battle order. Lizards Lizards should build about 3 T-Rex for every Madonzilla. The T-Rex will lead the Madonzilla in combat against enemy heavy ships. So it is expendable. That is why you need more. In addition, T-rex is cheaper to build and load and can make new torpedoes in the field. It will do most of the fighting. And with decent beams, it is a great minesweeper. Because of the Lizard 150% damage capability, the T-Rex can beat or seriously damage any Battleship in the game. The 150% damage capability means very little against fighters though. This is when you really need a Madonzilla as a backstop. But do not throw away your fighters against undamaged enemy heavies or against smaller ships that you could kill as easily with torpedoes. Your LCC fleet should be able to split the enemy forces, allowing you to plan the battles. Try to take enemy bases with the ground assault. If you succeed, your enemy could be looking at having his base used against him very quickly. Lizard should try to carry at least 10 times the number of tubes (15 is even better) in torpedoes. Liz can afford them, and LCC can lay surprise tactical minefields, allowing them to kill large, superior enemy ships (after they take mine hits) deep in enemy territory. There are few more dangerous ships on solo deep penetration missions than an LCC with a load of torps and clans. Bird men If you are a Bird Man, you would like to build as many Dark Wings as you can. Not only is this a fine battleship with 8 tubes and 10 beams, but it cloaks. And it can stay cloaked deep in enemy territory indefinitely since it uses no fuel to cloak. You will want to carry at least 80 torpedoes. A Dark Wing without enough torpedoes is likely to be shot up. And the next ship in the battle order will suffer as a result. The rest of your cargo should be supplies in case you hit a minefield. You will want to use Disruptors or Heavy Disruptors to capture ships (an economic advantage) and sweep decently. Your favorite tactic will be to split enemy fleets by towing them with or to Dark Wings. But you will also need to cloak intercept certain pesky ships. Resolutes carry extra fuel, torpedoes and supplies to support the Dark Wings. They are also good for towing enemy ships, deep recon, mine sweeping and mine laying, front line cloaked freighter work, and retrieving damaged Dark Wings for repair. Resolutes make a good ship to trade to allies. If you are using TKF (The Killing Fields fleet combat add-on), your cloaked ships can mass together and beat more powerful enemy ships without taking any losses. But in VCR (Host's default combat system), you can count on losing several Dark wings per major carrier. This is bad. So as the Birds, you want to avoid that kind of direct engagement, especially after the ship limit is hit when you cannot build 3 battleships per carrier. You should attack enemy freighters, scouts and picket ships (gaining PBP (priority build points) and capturing ships to build your navy), and take away all the uncontested enemy planets you can. Remove fuel from the planets close to the enemy. Lay surprise minefields. Damaged carriers are much easier to beat. Use the cheap cruisers you built early in the game to lead your battleships against carriers and starbases. These ships have enough beams to kill some fighters. As the attacking Bird Man, you are the master of your fate. You decide when and where combat occurs. It is a rare player that can survive a well played Bird Man assault. However, there are races that are better equipped to deal with you. One is the Lizards. They can fight you toe to toe. And they can cloak. You will not get off to a better start than Lizards. And their ground assault makes capturing their planets a revolving door. Crystals lay those web mines. If you can beat them early they are a pushover. Later, though, you need to have good beams and patience. You cease to be a cloaking race and must use brute force. Get an ally to deal with them. |
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