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Home » Stars! 2.6/7 » The Academy » Battle plans
Re: Battle plans Fri, 29 May 2009 15:52 Go to previous messageGo to previous message
Eagle of Fire

 
Lt. Commander

Messages: 809
Registered: December 2008
Location: GMT -5
From personal experience:


  • Disengage if challenged
    Attack with Maximize Damage until the token is fired upon. Then require 7 moves to disengage before disappearing from the battle grid, assuming the ship survive the retreat.

    Not really a good option unless you've built a strategy around this battle order, and even then... If you have a huge stack then all the ships in that stack will be fired upon at the same time and flee. If you split all your ships, you have the max token per battle to worry about. And again, even then, assuming that your ship with this battle order don't die right away, it will become useless in the current fight because it will never fight back while retreating. In fact, I've never ever seen a disengaging ship firing back while retreating, even though other players say otherwise.

    The only good use of this tactic I've ever found is when defending a starbase. Assuming a ship strong enough to take at least one direct hit from your opponent tokens (or kamikaze ships if you are sure to fire first, but it's not really the point with this tactic), you could send them toward the ennemy to "soften" them and allow the starbase to finish them off without being destroyed, which would have happened otherwise. The goal being to keep both your ships and your starbase alive at the end of the battle. Such an occasion is extremely rare, but I myself used "sapper chaff" once in such an way. In the end it however didn't exactly helped me much in the grand scheme of things.

    In theory, another use for this tactic would be cloaked terror ships which mainly attack unarmed ships. If you happen to meet an unarmed ships with an escort, you could possibly flee before being destroyed. No doubt would require better shields than your opponent weapons... But when you analyze the battle later on, you end up realizing that you either would have preferred the ship to attack all the way, or not attack at all. Again, worst of both worlds always happen here.

  • Minimize Damage to self
    Consider moving away from enemy weapons range in priority over everything else. Then pick best target from current position.

    This tactic is really tricky, because there is no way to really predict what your ships will do with it unless the fight is very simple.

    A fairly good tactic to set your missile boats with, it however have several flaws. First, you need to be sure you have range superiority if you set this tactic to any of your ships. Range 4 torpedoes fighting against range 5 missiles would get wasted without much of a fight. Assuming your enemy ships are way faster than yours and rush to you without stopping, your ships would still fire but only if there is a good target for them after moving away from harm. In practice, this mean that your range 4 ship will most probably only fire until it gets to the edge of the battle board and the enemy ship continue to move toward you. Since your ship will move forward if it not yet in range of enemy weapons, it will require several rounds before it begin to fire.

    Second, most of the time you want your missile boats behind your beamers and allow your (cheaper) beamers take the hits before the missile boats. "Minimize damage to self" is good for this. It is however not absolute, for your ship will still move forward toward the enemy if it's right about to get into enemy weapon range. Most probably getting hit at least once in the process. On other occasions, especially in huge battles with a lot of different token on the board, any token of lower attractiveness than chaff and which can move and close to your missile boats fast could make your missile boats "fall back" on the battle grid, trying to flee an otherwise almost harmless ship. When it happen your missile boats don't cover or can't cover your beamers well enough, and casualties ensue due to the prolonged fight.

    Not recommended for big battles unless you want to make sure weak ships get hit as little as possible while still firing during the battle.

    Note: this tactic don't take into c
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