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Countering Cruiser Design Tue, 29 June 2004 14:50 Go to next message
scottrick49 is currently offline scottrick49

 
Master Chief Petty Officer

Messages: 98
Registered: August 2003
Location: Minneapolis, MN
I am in a game right now where my opponent is fielding missile cruisers. Specifically, 4 jugg, 2 crobysharmour, 4 battle supercomp cruisers. He has about 150, and also about 1000 chaff.

What do you htink the best design would be to counter that? I currently have weapons20, cons 14, energy12, elect12.



scottrick

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Re: Countering Cruiser Design Tue, 29 June 2004 15:19 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
scottrick49 wrote on Tue, 29 June 2004 20:50

I am in a game right now where my opponent is fielding missile cruisers. Specifically, 4 jugg, 2 crobysharmour, 4 battle supercomp cruisers. He has about 150, and also about 1000 chaff.

What do you htink the best design would be to counter that? I currently have weapons20, cons 14, energy12, elect12.


You should have given prop level as well, might be important in beam design.
Also what sort of beamer does enemy bring along?

3 ideas(=not tested) i have, except for bringing 2400 chaff along:
- 4 BSCs is not much, even 3 jammer 20 reduce accuracy from 81% to 42%, 6 jammer 20 reduce accuracy to 22%, the whole bunch of cruisers will deal "only" 19800 points of damage with shields up, so 2-3 BBs would die per shot with shields up. Maybe a beamer BB with 6 jammer20 and 1 overthruster works.

-range 3, speed 2,25 beamer BBs + we20 missle BBs, with the beamer having higher ini than missle BBs(both still having more than enemy cr) => chaff dies before your missles fire, lot of cruisers die before first shot

-real crazy, cruiser with shields, 4 bscs,light engine, and 2-3 we 20 missles would have 1 range more and move after enemy missle cruisers, that way keeping out of range for 1-2 additional turns(but mind the random weight adjustment previous to each battle).

Carn



[Updated on: Tue, 29 June 2004 15:19]

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Re: Countering Cruiser Design Tue, 29 June 2004 15:32 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
He is IS which means his jugs cost him more than normal, especially painful in minerals unless he has a mineral fountain.

Are more advanced hulls off limits?

If he isn't fielding many beamers then a combo of:


chaff,

fast first strike chaff killer beamers (need range 3, speed 2.25 to hit first round)

dedicated fast sappers (to wack shields on few defending beamers and missiles and be unattactive enough to survive till job done)

missile ships to finish the job


might be worth looking at. Things get complex depending on how many friends he has, how many you have, an SD friend on either side, nature of battlefield, and minerals available.


...

There are other options also such as one carn mentions of lighter cruiser with longer range. Note there that battlespeed is as important as weight, the ship with an extra move on a turn gets last move even if it is heavier.

Also battle orders, friends in other parts of the battle board, special dud ships, etc can really do suprising things.

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Re: Countering Cruiser Design Wed, 30 June 2004 03:21 Go to previous messageGo to next 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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Re: Countering Cruiser Design Wed, 30 June 2004 11:53 Go to previous messageGo to next message
scottrick49 is currently offline scottrick49

 
Master Chief Petty Officer

Messages: 98
Registered: August 2003
Location: Minneapolis, MN
I am currently at prop12.

He has NO beamers with the group. just the missiles and chaff. I have cons 14.

thanks for the input Razz



scottrick

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Re: Countering Cruiser Design Wed, 30 June 2004 12:07 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
All you need is enough chaff and beam BBs and you will eat his CAs.

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Re: Countering Cruiser Design Wed, 30 June 2004 14:27 Go to previous messageGo to next message
scottrick49 is currently offline scottrick49

 
Master Chief Petty Officer

Messages: 98
Registered: August 2003
Location: Minneapolis, MN
In my main fleet, I currently have about 54 range3 wpn16 beamers, nearly 1000 chaff, and about 20 missile BBs. For some reason when I attack, everytime the beam BBs get shot before the chaff. Anybody know why this might be? Or would you need to know more of the specifics of the situation.


scottrick

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Re: Countering Cruiser Design Wed, 30 June 2004 14:39 Go to previous messageGo to next message
Staz is currently offline Staz

 
Lieutenant

Messages: 514
Registered: November 2003
Location: UK
Use the following to see what should get targeted first:

http://www.art.lathrop.com/stars/other/target.xls

You can then modify your designs until your chaff are the most attractive.

Are you using shielded chaff ?

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Re: Countering Cruiser Design Wed, 30 June 2004 15:43 Go to previous message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

scottrick49 wrote on Wed, 30 June 2004 14:27

In my main fleet, I currently have about 54 range3 wpn16 beamers, nearly 1000 chaff, and about 20 missile BBs. For some reason when I attack, everytime the beam BBs get shot before the chaff. Anybody know why this might be? Or would you need to know more of the specifics of the situation.


Probably need more specifics to be more certain.

Some possibilities:
1) Beam BB *is* more attractive to missiles than your chaff design. You already have a pointer to a formula on how to calculate this.
Possible reasons:
a. Unjammed BBs and FF chaff (though this usually doesn't happen until Con 20 or so.
b. Your BBs are damaged doing to previous action, over-gating, or a mine hit going into the battle. This adjusts the attractiveness value.

2) Battle orders affecting what is in range at a certain time; i.e. your chaff is out of range of the missiles while the beamer BBs are in range...
a. Your beamers (and chaff) probably want to have "maximize damage" orders. You want them to charge right in. Your missile ships can stick with the default "maximize ratio" orders. Note that sometimes you do want to use different orders - to a degree this is a tactic vs. counter-tactic issue. Very dependent on ship designs and circumstances.

=====
[on the main topic of this thread]
However, in my opinion the best way to counter a bunch of missile cruisers is get some beamer BBs in close; or a sufficient pile of higher initiative missile BBs. In either case missile cruisers are *very* vulnerable once BB stacks start to fire at them. And even more so once Nubians start being fielded.

- Kurt

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