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Home » Stars! 2.6/7 » The Academy » Countering Cruiser Design
Re: Countering Cruiser Design Wed, 30 June 2004 03:21 Go to previous messageGo to previous message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
Several things...

1.) If his CCs move 1.25 or more use Dooms in any form and set them to any/any/disengage. his Jugs will move 2 steps, chaff only one step. This means his jugs are in range of your dooms, while his chaff is not. It also means your dooms are out of his range. So you fire, he does not. As he got no jamming and bad shields you must make sure you got enought to kill his fleet in first shot. doable

2.) use some cheap sappers to remove shields. sappers must move 1.25 or more (if he moves 1.25 or more) and have higher init than your dooms. no shields needed, not expensive engine needed. helps in combination with 1.)

3.) the mix mentioned above
- chaff
- chaffkillers
- missles

I like CCs with dooms, 3SBCs, 1 Jammer and 2 shields
BBs with move 2.25 and range 3 beams, jammers, shields, no armor

the BBs usuall fire before the CC missles due to higher hull initiative and without comps. use 3 jammers so your chaff is more attractive than the BBs.

4.) general tactics
i love to use frigates with a very cheap shield and sappers and DDL7. These ships have low attractiveness (1 boranium cost) and are targeted late by beamers. they are less attractive than your chaff to missles, but more attractive than your BBs (if jammed).
If they got a single shot in they have paid off, usually they get 2 or more shots, also they make enemy ships move in nasty ways, so sometimes his chaffkillers dont move 3 steps in first rounds if default battle orders given, stuff like that. In missle CC or BB times I build lots of them usually... helps a lot here and there...

Many possibilities.... isnt Stars fun? Smile

Robert



2b v !2b -> ?

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