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Taking out Orbitals
by Andy
I used to build purely missile ships, but those were ineffective
against a planet with 5 moons and 3 orbitals each. So what
I was facing was 18 orbitals (extra 3 orbitals around the
planet), 1 missile base, 1 beam base, 1 fighter base (and
possibly 1 planetary shield building). That, and the enemy
TFs they have out.
This tactic is used against the situation:
- Use your largest hull possible (Leviathan preferably)
- install 1 standard mount stellar converter (or disintegration
beam) (code patch recommended because of the point defense
fix)
- install 1 of your heaviest missile at the heaviest chassis
(1 because you'll have an armada of these and that will
do damage to 1 target) missile armour + shields. You don't
want to wait until your second volley because at that time,
the enemy's second volley of missiles will be launched,
leave room for something else.
- install the rest of the ship with the best fighters you
have. fighter armour + shields.
- design a medium size ship to be your picket ships (try
cruiser, ECM, ECCM, zortium no armour, no shields, ultimate
detector).
If you're attacking a planet with bases (beam/missile), you
probably won't need the detector since if you control combat/cede
control, they will fire missiles/fighters once the combat has
started, else, you'll need to detect the ships/orbitals before
firing.
I've had immense battles with enemy fighters before, so I
must say, if you have room to install a lot of point defense
weapons, do so. Else, just stock up on fighters.
The purpose of this, is to do as much damage as possible
as early as possible. Knowing the enemy AI, it would have
used fighters in waves/volleys. You should try to take out
most, if not all, of the enemy TF/orbitals before they launch
their second wave. This is done by firing all your weapons
out.
1> The missiles will take out a target each (16 ships
+ 2 pickets, in 1 armada, can generate 16 omega warheads(torpedo
chassis) + armour + shields, and fire it at an enemy taskforce).
Having 10 TFs, you can take out 9 targets since the enemy's
point defense will fire at one of the missile volley.
2> The fighters will attack the remaining targets. The
missiles travel faster than fighters so the missiles would've
drawn most of the fire at first and weaken the enemy. The
fighters can also drawn enemy fire from missiles/fighters/beam
weapon.
3> While your fighters are drawing fire from the enemy,
hit them with your ship weapons (stellar converter or disintegration
beam, << long range, relatively powerful, weapons).
In theory, you should be able to launch more fighters than
they can right now, if you've installed more than 3 fighters
per ship. If the enemy fighters swarm your TFs while your
fighters attack the enemy, help the fighter kill the enemy
structures first. Your beam weapon don't do much against the
swarm of fighters at that size. You'll have to wait until
your fighters are done before they fight the enemy fighters.
If you're having trouble with the large amount of orbitals
like me, then the purpose of this attack is to bomb the planet,
no matter how little the damage, so it will not have as many
orbitals in the next battle. You see, a rich planet can produce
many many orbitals, but only 3 are placed around a planet/moon.
When you bomb a planet, it will lower the planet's resources
to put more orbitals up.
NOTE: At your first attack, you might want to send in missiles
and fighters to target the orbitals, then retreat. This will
weaken the enemy a bit, so you can attack a second round,
will another full 100%.
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