Space:  Battle Tactics
<---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------->
One of the most interesting and exciting parts of the game of Space is the ability to match wits with another general and pity one's fleet against that of another alliance.  The best ships can be ripped apart by a well executed battle plan, and the most well laid plans can be foiled by faulty intelligence.  This is one of the most critical points of Space, the ability to use one's fleets properly.  Not all generals will think or act in the same manner, each has their own style and method of thinking.  Therefore below are some of the ship designs and tactics that I personally use when I am general.  Each is a ship design that either I have picked up from other players in battles along the way or developed myself.  Some are general ships that should be used by all races, others have very specific uses and should only be used for that one purpose and not built otherwise.
Scoutships are required to ensure that fleets don't encounter any suprises or traps.  With such a ship one can determine the opponent's defenses and ship placements which allows for more accurate and deadly strikes.  Normally one does not need to build any such ships until the first major engagement between alliances.  Until this occurs the starting scouts will do fine for scouting inactives.  Once war breaks out anywhere between 20-30 scouts will be required.  These ships have two separate uses.  One is to scout potential targets while the main fleet is idle.  Once the first set of reports is gathered the main force can be sent to one or more of the just scouted planets.  At the same time the second set of scouts are sent to another set of planets, in preperation for when the main force will land and will then need another target.  This way the fleets do not remain idle at all, but are constantly moving.

The second use for such a ship to keep an eye on enemy planets to see what ships are visible, without using the scout order.  Instead the Attempt Stealth order is used and the ship remains in orbit around the planet in question without being seen.  In this way the scout order is redundant and is used more to see what building setup is on the planet to determine the size of the force necessry to conquer the planet.

This ship is a light scout with a total of 5 slots, all tech levels are at 15.  One slot for engines and 4 slots for stealth.  Only one engine needed to allow this ship to be stationed far behind the battle front and still be able to scout planets in 2-3 ticks.
<---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------->
Minefields can do quite a bit of damage to fleets when they arrive in large groups.  Therefore a specific ship designed to eliminate mines is necessary.  This ship is not built for ship-to-ship engagements, but instead for attacking undefended or lightly defended planets that are full of mines.  The high accuarcy and beam damage will allow these ships to elimate quite a few mines, and the high hull rating will allow the ship to repair itself quickly if a mine does hit.  These ships can move together in groups of a dozen for best effect and ensure that not many mines are triggered.

This ship is a heavy battlecruiser with a total of 23 slots, all level 15 technology.  Engines are only 3 slots and the shields one slot, as these are very unnecessary.  Hull will have 5 slots, sensors 4 slots and beams will complete the ship with 10 slots.
<---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------->
This ship is a "pinger".  It's used for during a battle between fairly equal opponents or by a side losing a war.  This ship is very cheap to build and extremely slow, therefore its usage is very specific.  The ship is sent on a 48-72 hour trivel to a planet on the edge of the battle zone.  By the time the ship arrives it is very possible this planet is several planets behind the border of the battle zone.  Therefore the sender will be able to launch a fleet at this planet and wreck havoc on their opponent, hopefully delaying the advance, if not catching the enemy napping and deal some significant damage.  This ship must be built in bulk, as one or two such ships are relativily useless since once they arrive they will be destroyed more often than not.

This ship is a light cruiser with a total of 14 slots, most unused.  In fact this ship will use only one slot, for a level 1 engine.  The rest of the ship is empty, which allows for it to be mass produced for very little in terms of cost.
<---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------->
At times there is the need to hold an enemy fleet at a location for a few ticks.  This can be done a few differnent ways, one of them is with stealth space stations.  Missiles will be the only weapon to do major damage to this ship, but even with that damage a group of 3-4 such ships should be able to hold a sizable fleet of enemy ships at the planet for a few extra ticks.  This allows traps to be set at other planets or for the fleet to then arrive on planet to eliminate the trapped fleet.  Also the planet in question can be mined so that the trapped fleet is taking mine damage, a cheap way to deal damage to the enemy fleet without having to risk using a mobile fleet.

This ship is a space station with 30 slots, all level 15 technology.  Hull will receive 7 slots and the remaining 23 slots will go to stealth.
<---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------->
Ships with specific uses are helpful, but still some sort of overall strategy is necessary, as tricks alone will not defeat a competent enemy.  During a war certain ship abilities must be used to their fullest and all options explored to arrive at victory in the most painless way possible.

--When ships become damaged place them in a fleet with a space station to increase the repair rate in order to make them more usable sooner since the repair rate will be doubled by the space stations.

--When at war watch out for scouting missions on newly taken planets.  Many players like to use pinger ships (mentioned above) to drop a sizable fleet behind the opponent's lines.  The best way to avoid counterattacks such as this is to place 50 or so sensors on a planet and also have a space station full of sensors orbiting the planet in question.  This will also allow Attempt Stealth orders to be detected.

--If one has the upper hand in any fight watch out for heavily mined planets, mines can do massive damage to large fleets.  The best way to avoid this is to scout ahead as much as possible.  When a mined planet is found send a few minesweeper ships (mentioned above) to take the planet.  This will take longer to conquer the planet than sending the whole fleet, but less damage will be received.

--If faced with fighting an alliance with a travel time bonus be wary as if the enemy sees your ships incoming they can arrive in time to attack them.  Therefore it is best to use the Attempt Scout attack order.  When the fleet is one tick away from the target use the map to change the orders to Standard Attack so that the planet may be attacked when the ships arrive.  This way the fleets cannot be detected and at worst, the enemy only sees that a scouting attempt was foiled, not the size of the fleet doing the attempt.  One thing to be wary of though is that if the attack is sent from a newly taken planet and the scouting attempt is foiled, the fleet will return to the newly taken planet and not a planet behind the border.  Therefore ensure there are several high stealth ships in the fleet doing the attempt, to ensure it is not detected in the first tick.

--When fighting a defensive war a very effective way to slow the enemy down is to build hundreds of shield generaters on planets.  This will reduce the empire's economy, but sheild generators last far longer than population and can hold sizable enemy fleets for several ticks.  A combination of shield generators and mines will hold the enemy fleet and inflict free damage.  This is especially useful for an empire being eaten with little chance of survival, make the attacker pay for every square meter conquered.
Back to Main Page
General Strategies Page
<---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------->
Home ||  SWCCG ||  Astronest ||  Space ||  Star-Strike
Hosted by www.Geocities.ws

1