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battle orders Sat, 21 March 2009 19:56 Go to next message
slimdrag00n is currently offline slimdrag00n

 
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Could anyone point me in the direction of a link that has battle orders defined??
Id like to know exactly which of the default orders are useless and which ones are good to use.
And noted what they are good for.

The default orders are not always that great.
If anyone has some pretty good customized orders could you please list them here or PM me.

I could use some help because i dont want to go into every battle using the standard one and be annihilated.

Anything is much appreciated.



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Re: battle orders Sat, 21 March 2009 20:16 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

Personally, I copy the default orders to "Attack" and alter the default to none/none/disengage/nobody because I inevitable have more frieghters etc that need to run away than I do things that should(or even can) attack. Of course every so often I forget to change orders to attck, but imo that's better than my colony ship not running away.
[ETA bombers need to have none/none/disengage/*someone* or they don't bomb)

as for others...the obvious specialised ones, attack starbase/frieghters/bombers(Starbase or Frieghters or umarmed etc/any or armed/max damage/enemies) are always useful, bear in mind that ships with these orders will usually get very hammered and rarely survive.

Chaff shredders/sappers also usually have max damage orders - again they're not expected to survive, just to do their job ASAP.

Its often a good idea to give missile/torp ships armed/any/disengage/enemies orders so that they run away from beamers etc...they won't stay out of range forever of course and may leave the battle before its over but hopefully your beamers will keep them covered long enough for them to do their damage. unlike the (usually beamer) ships above, their cost and lack of gateability makes their survival more important. Better to take 5 battles to kill off a fleet and take minimal losses than die killing only 80%.

Above all, testbed every battle, with every battle plan you can think of that your enemy might use.



[Updated on: Sat, 21 March 2009 20:17]

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Re: battle orders Sat, 21 March 2009 20:50 Go to previous messageGo to next message
slimdrag00n is currently offline slimdrag00n

 
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Helped track down one or more Stars bugs

Messages: 630
Registered: January 2009
Location: new york -5

Thanks that looks like it will prove to be useful and ill try to use and see how they work out.


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Re: battle orders Sat, 21 March 2009 21:25 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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gible wrote on Sun, 22 March 2009 01:16

Personally, I copy the default orders to "Attack" and alter the default to none/none/disengage/nobody because I inevitable have more frieghters etc that need to run away than I do things that should(or even can) attack. Of course every so often I forget to change orders to attck, but imo that's better than my colony ship not running away.

Unarmed ships *always* flee, regardless of battleplans. Unless you put weapons in your transports to avoid them being targeted by enemies using "kill freighters/unarmed" orders. Rolling Eyes



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Re: battle orders Sat, 21 March 2009 22:11 Go to previous messageGo to next message
Eagle of Fire

 
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Quote:


Unarmed ships *always* flee, regardless of battleplans. Unless you put weapons in your transports to avoid them being targeted by enemies using "kill freighters/unarmed" orders.

Hummm... Now that's an interesting idea. I need to note that, brings more interest in the galleon hull with this in mind.

Quote:

Its often a good idea to give missile/torp ships armed/any/disengage/enemies orders so that they run away from beamers etc...

I've heard of and tried that several times in the past, to no avail... How does that work exactly? When I try to do something like that, the attack ships simply don't attack at all while retreating.



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Re: battle orders Sat, 21 March 2009 23:51 Go to previous messageGo to next message
gible

 
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m.a@stars wrote on Sun, 22 March 2009 13:25


Unarmed ships *always* flee, regardless of battleplans. Unless you put weapons in your transports to avoid them being targeted by enemies using "kill freighters/unarmed" orders. Rolling Eyes

Flee yes, leave the battleboard? I'm not so sure...

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Re: battle orders Sun, 22 March 2009 00:37 Go to previous messageGo to next message
Eagle of Fire

 
Lt. Commander

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Quote:

Disengage -- Attempt to run away as soon as possible. Seven squares of movement on the battle board are required to leave the battle. As movement ranges from ½ square to 2 ½ squares per round it can take from 3 to 14 rounds to disengage.


It depends of what you mean Gibble.

Most freighter types tend to have terrible battle speed because 1) they are not designed for combat, 2) players tend to use the same early design for a long time for efficiency and design slots purpose and thus have crappy engines and 3) weight is a factor. This mean that it doesn't take too long for offensive ships to become overwhelmingly fast in comparison to freighters. If a freighter have ½ movement (as it will often have in early game if it is full, regardless of engine) and that an ennemy ship have a battle movement of 1, the 7 turns required for the freighter to escape will translate in 14 moves for the ennemy ships to destroy the escort and catch the freighter on the battle board. And a battle speed of 1 is incredibly easy to achieve even early on.

When disengaging, a token will always randomly move with the exception that it will try to avoid damage if an ennemy is close and it is set to minimize damage to self. At least that's what I think for the minimize damage.

So, yeah... If you mean that your freighters only have a token chance of surviving if their escort die... I think you're right. Nod



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Re: battle orders Sun, 22 March 2009 02:58 Go to previous messageGo to next message
gible

 
Commander

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That's probably what I never noticed...

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Re: battle orders Sun, 22 March 2009 06:04 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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Eagle of Fire wrote on Sun, 22 March 2009 03:11

Hummm... Now that's an interesting idea. I need to note that, brings more interest in the galleon hull with this in mind.

That's what most people use the Galleon for, indeed. That and its ability to carry overthrusters and/or cloaks. Twisted Evil

Quote:

I've heard of and tried that several times in the past, to no avail... How does that work exactly? When I try to do something like that, the attack ships simply don't attack at all while retreating.

You flee and fire on anything in range. If the enemy is too slow they won't get in your range before you flee. Whip



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Re: battle orders Sun, 22 March 2009 06:50 Go to previous messageGo to next message
craebild is currently offline craebild

 
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Please keep in mind that your starbases use the default battle plan to determine what and who they will fire upon, so if your default battle plans say to attack who: none, then your starbases will not fire on any ships, not even enemies, unless they fire on your starbase or ships (starbases and ships always defend themselves if fired upon).

A good default battle plan would in my opinion be Bombers/Freighters / Any / Disengage if challenged / Enemies (or Enemies and Neutrals if you also want to attack any Neutrals you meet). That way, if an enemy brought enough warships to bring down your starbase and defensive fleet, then the starbase would have decimated the enemy's capability to pop-drop and bomb the colony. The warships in the defensive ships should of course have Armed Ships / Any / Maximize Damage Ratio / Enemies.

Those default orders also means that armed freighter and snipers will keep attacking until they take a hit, so if they come across enemy unarmed freighters without escorts, then it is probably goodbye to the enemy freighters, while your armed freighters and snipers stand a good chance of disengaging without being destroyed.



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Re: battle orders Sun, 22 March 2009 07:41 Go to previous messageGo to next message
Micha

 

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Registered: November 2002
Location: Belgium GMT +1
craebild wrote on Sun, 22 March 2009 11:50

Please keep in mind that your starbases use the default battle plan to determine what and who they will fire upon, so if your default battle plans say to attack who: none, then your starbases will not fire on any ships, not even enemies, unless they fire on your starbase or ships (starbases and ships always defend themselves if fired upon).


Of course your your starbase nor your ships will wait till they actually take a hit before returning fire. Whoever has the highest init will fire first.
Also the 'attack who' orders bleed over all fleets at the same coordinates. If you have a starbase with orders to only attack enemies and one of your fleets has orders to attack enemies *and* neutrals than your starbase will also fire on neutrals.

Quote:

A good default battle plan would in my opinion be Bombers/Freighters / Any / Disengage if challenged / Enemies (or Enemies and Neutrals if you also want to attack any Neutrals you meet). That way, if an enemy brought enough warships to bring down your starbase and defensive fleet, then the starbase would have decimated the enemy's capability to pop-drop and bomb the colony. The warships in the defensive ships should of course have Armed Ships / Any / Maximize Damage Ratio / Enemies.


Check the Starbase FAQ
First: starbases always fire on any/any, in other words they fire on the *most attractive* target in range. Which leads to second: bombers/freighters will almost never *be in range* of a starbase. Unless you can manipulate the battle board positions, also known as battle board crowding, 'bringing enough races to the board and with the correct player numbers to ensure they start in the right positions'. Using this can put the enemy bombers right next to your starbase, possibly even in beamer range. (This tactic was heavily used in Babylon 5 v2, and several times prevented a superior enemy from actually killing allied planets. Check the Game Stories game forum for that, don't start that discussion here. <looking at m.a@stars> Wink )

Quote:

Those default orders also means that armed freighter and snipers will keep attacking until they take a hit, so if they come across enemy unarmed freighters without escorts, then it is probably goodbye to the enemy freighters, while your armed freighters and snipers stand a good chance of disengaging without being destroyed.


If you want to disengage you better use the 'disengage' tactic. If you wait "until they take a hit" your ship will be plain dead. Think of several (10+) jugger or higher BBs that fire on your few (1-2) tranports, how many hits do you think they can take?
To protect bombers/freighters (see recent discussion about freighter chaff): don't bring them to a battle, or bring enough chaff to protect them (regular chaff if you have armed transports, freighter chaff if you use normal unarmed transports).

mch

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Re: battle orders Sun, 22 March 2009 07:46 Go to previous messageGo to next message
Micha

 

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Registered: November 2002
Location: Belgium GMT +1
gible wrote on Sun, 22 March 2009 01:16

Personally, I copy the default orders to "Attack" and alter the default to none/none/disengage/nobody because I inevitable have more frieghters etc that need to run away than I do things that should(or even can) attack. Of course every so often I forget to change orders to attck, but imo that's better than my colony ship not running away.

As mentioned unarmed ships *always* try to disengage, they just need time for that which they often don't have. Either they get killed or you won the battle and the viewer stops.
Still I also use that plan for my transports. Wink
Quote:

[ETA bombers need to have none/none/disengage/*someone* or they don't bomb)

They don't *have* to. If there is anothe fleet of yours in orbit that has orders to attack that certain player your bombers *will* bomb, even if they have orders to attack nobody ... (learned that the hard way when I did *not* wanted to bomb a planet and had my bombers set to do attack nobody)


Quote:

Above all, testbed every battle, with every battle plan you can think of that your enemy might use.

Couldn't agree more! Wink

mch

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Re: battle orders Sun, 22 March 2009 08:25 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
When starting a new game the first thing I do is delete all present battle orders and insert my own set (unfortunately have to do that every game, wish they were saved like the production and transport orders).

DEFAULT
I copy the 'Default' orders and call them 'DEFAULT'. Reason is that for most missions default orders are fine so I keep the orders, but I sometimes find myself in the situation that I want newly build ships to have specific orders (when a planet is under attack). Since you can't assign orders to ships that haven't been build yet they'll follow the 'Default' order.
To prevent my other fleets using the 'Default' order end up with the wrong orders when I have to use that tactic I give them the 'DEFAULT' order. This of course takes some time since every fleet gets one of my costumized orders as soon as it is build. This takes about a minute per turn, even late game. Not that many fleets are actually build and I simply sort the fleet view according to the battle order column. Better to do this up front than miss one ship due to time constraints and mess up your plan entirely. (Yes, it takes some MM. <g> But it's routine for me now.)
Most of the time my missile ships will use this order.

REAL chicken
None/none/disengage/nobody, this is the standard for my transports. I know they will disengage anyway, but one of my usual teammates ones mentioned he was under the impression ships moved less stupid on the battle board with these orders. I can't confirm but you never know. Wink (With stupid I mean that unarmed ships move forward instead of staying against the edge as far away as possible from the enemy warships.)

DUMP chicken
Same as above but wit the 'Dump cargo' button checked. This one goes to loaded transports that go into enemy territory and risk being attacked. They will dump their cargo and return to their speed without cargo, less 1/4 move (as recently found out in the thread "loaded freighter battle board movement").

SWEEP chicken
Same as 'REAL chicken' but with orders to attack a specific race/neutral/ememy. This is for my sweepers that *only* sweep and if they end up chased try to get out ASAP.

MAX damage
Armed/any/maximize damage/whatever
This is for most of my beamers, they need to close in and start shooting. Range3 beamers fighting a range2 enemy will keep the DEFAULT order.
This is also a must for anti-chaff ships, else they take a step back when facing enemy range2 ships and can't fire at the chaff with their first shot because they are out off range.

DISENGAGE
Armed/any/disengage/whatever
This is for missile ships with 2.5 move for example, they retreate fire on the board shooting up enemy range2 beamers and disappearing before those beamers can get a shot in.
Sometimes used for range5 missile ships to kill enemy anti-chaff beamers. The chaff killers rush forward, the missile ships step back and this puts the anti-chaff out off the protection of their own chaff.

MINIMIZE damage
Armed/any/minimize damage to self/whatever
Depending on test results I'll use this one instead of the DISENGAGE orders for missile ships.
Note that this is a battle orders with a serious drawback! Use this with caution. When attacking a starbase your fleet will not take into account that the starbase has a +1 range advantage. This will cause your ships to move into starbase range, take a hit and move back without firing themselves, repeat and repeat until they are dead or until the battle is over ...


Some other basic orders like 'kill starbase', 'kill bombers', ... all the same except for the primary target and the secondary target adjusted to the particular situation or to your own taste.


And then there are the LAMB battle orders and the 'trick' battle orders which are battle specific ... Wink


Note that you have to test your orders in a testbed that comes as close as possible. Things like attractiveness or an extra race on the board can really mess things up.

mch
...

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Re: battle orders Mon, 23 March 2009 06:05 Go to previous message
m.a@stars is currently offline m.a@stars

 
Commander

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Registered: October 2004
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Micha wrote on Sun, 22 March 2009 12:41

you can manipulate the battle board positions, also known as battle board crowding, 'bringing enough races to the board and with the correct player numbers to ensure they start in the right positions'. Using this can put the enemy bombers right next to your starbase, possibly even in beamer range. (This tactic was heavily used in Babylon 5 v2, and several times prevented a superior enemy from actually killing allied planets.

And that's why most games nowadays (and for the past few years) limit team/alliance sizes to 2 or 3, fortunately for the sanity of the players. Fire bounce



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