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Re: Armed ships - battle orders |
Wed, 02 July 2008 22:18 |
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Micha wrote on Wed, 02 July 2008 17:59 |
Yup, a starbase is considered an "armed ship", even when unarmed IIRC.
mch
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yes, true, but *sometimes* it is possible through good battle testing and orders to get the desired effect.
I have on a few occasions used either min damage to self, and/or disengage(almost always), with missle ships (and sometimes one round of chaff, if I advance the 1st turn into SB range) to take out some slow beamers guarding a SB.
This works strategy wise, because the enemy thinks they don't need chaff or reinforcements because their beamers and SB will beat you (and they would if you had default battle orders)
It works like this:
1. You advance or stay put, and stay just outside SB range for your ships but inside the range of the SBs missles. The SB attacks your chaff. You put some missles into the advancing beamers. (sometimes using disengage against fast beamers, you need no chaff, because you go *back* first)
2. You back up, and pump some more missles into the beamers.
3. If the beamers are slow, you do it again.
4. By now, the remaining beamers are in range, and you pump in a few more missles, but the return volley only takes out your shields
5. you take out most of the remaining ships. Their remaining ships kill none of your ships, only damaging them a bit.
6. you kill the rest of their ships.
7. you might advance and retreat in and out of SB range once or twice, only taking damage, loosing no ships. (Hopefully you sized your fleet right, and this does not happen.)
8. You disengage.
It is a bit difficult to size the fleet properly for possible reinforcements. If you go to small, you loose to beamer ship reinforcements or especially chaff reinforcements. If you size the fleet too big, you advance into SB range too soon, and loose to the SB. It works best with big powerful SBs, slow enemy beamers, and just a handful of your missle ships that would be expendable.
naz
edit: typos, grammar
[Updated on: Wed, 02 July 2008 22:22] Report message to a moderator
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Re: Armed ships - battle orders |
Thu, 03 July 2008 11:12 |
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Soobie | | Officer Cadet 3rd Year | Messages: 270
Registered: May 2007 Location: Australia | |
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iirc, this works because of the SB +1 range bonus. For example, if the base has R3 beams then they can strike at R4. Your ships will dance around R4 and further and the base will pepper them with fire while they can't fire back at the base, but they can fire at ships that close range.
If the warships had R4 torps or R5 missiles and the base has R3 beams only then the base will become a target.
Sounds like a tactic you could possibly use when you are in an 'all enemies' game and there are 3 players present and you want to keep the base alive for a player that is being attacked by a strong 'mutual' enemy.
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