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Re: Going to war Wed, 03 June 2009 07:06 Go to previous messageGo to previous message
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Messages: 1068
Registered: August 2005
Location: Berlin
Mark Hewitt wrote on Wed, 03 June 2009 03:02

What should you have when you go to war? Or preparing to withstand it?


You are surely aware that, when most things in Stars can be answered only specific, this is even more true for war. But I'll try to show some general lines of thinking and planning, spiced up by some examples.

The thing you need the most you haven't mentioned:

A plan!
Concepts Of Warfare by Mikkel

One fo the basics of this plan is to assess your time line:
1) Is it important and to your advantage to attack asap?
2) Or are you relatively growing better and faster than your enemies and thus to delay war should be of advantage for you?

In case 2) better don't interprete this as inactivity because your enemy might come to the same conclusion: to delay war is better for you than for him... so you should think about measures stopping him from attacking you: minefields, diplomacy, 3rd party war...

Quote:

What do you need in terms of:
* tech


This includes what ships you need: main warship, bomber, minesweeper, scouts etc. but also other stuff like defending a flank with mines (uups, only bio 3 available), setting up a package thrower on planet a and b (but energy tech is too low yet). Obviously your ship designs are dependent on what you know about your enemies (scout, scout, scout!!!).

Try to find a middle line of tech goodies you deem essential and the time you still need to reseach. You are the first to have reached weap 12 and con 13 which enables you to build jihad-BBs... is it really necessary to research another 8 years to get en 10 and elec 11 before building your first BBs?

Another decision is wether you want to build an attack fleet that gets a specific job done (eg "conquere that pesty HW much too close to my space") or wether you want/need a fleet able to survive in the unknown deepth of the enemies' space for quite a while. The latter is usually more expensive and takes more time what especially in an early war you want to avoid (scenario: win a war but loose the game because other players get ahead).

Quote:

* resources
* minerals
* planets


Calculate!
Write down what all ships you need for the attack. Make sure to include not only warships but bombers, minesweepers, xports, freighters, scouts etc. Be prepared that all the auxils and supply ships will cost more than your warships. It's always good to be ready and able to produce another bunch of bombers in case the first group gets destroyed by eg kamikaze-tactics.

Now you can estimate what kind of resources and minerals you need... and discover, oops, you lack the boranium to build all those bombers or it's on the wrong planets.

Quote:

* ships


Always a tricky question:
How many to build of those shiny new warships?
On the one hand, if you are still in the phase of economic development, every warship built weakens you in your relative economic-race against those players not involved in a war.
On the other hand, every warship you haven't built might endanger your whole attack... you don't want that, either.

Very difficult to answere.

Just one rule of thumb for early wars with DDs or CCs:
The minimum number of ships should be able to shoot down an enemy station in a reasonable time (1-3 rounds). assume this station to be big, bad and nasty: fully armed, shielded and armoured. Assume the enemies' tech AT LEAST your own plus some (after all your enemy hasn't build this bloody expensive fleet but might have researched instead).

So, if you attack with bazookas, assume the enemy to have weap 10, better shields and better armour... and either pray that he hasn't already reached weap 12 or send enough ships that they survive even jihads and get the job done.

Pre-cruiser-era:
Don't attack developed enemy planets with frigates. They are too vulnerable to torps and missiles (IS with croby is an exception, WM with speed bonus might be another exception). Use shielded DDs instead, more expensive but worth it while with FFs you mostly need stealth and luck to succeed (it's basically a gam
...

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