Attacks

Star Fleet Universe Discussion Board: Star Fleet Warlord: Warlord Tactics: Attacks
By Steve Cole (Stevecole) on Tuesday, February 26, 2002 - 11:24 am: Edit

by gene malin (Privateer) Friday, April 07, 2000 - 8:45 pm
What are your favorite attack tactics.
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by Donald Kelly Jernigan (Kelly) Monday, April 17, 2000 - 12:58 am
So whats a good mix of ships to use when attacking/hunting an EVD?
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by Randy Hill (Wingman) Monday, April 17, 2000 - 7:21 pm
Kelly, this is my formula for monster hunting.
Monsters ((SF+HP)/2)/.55= your fleets minimum AF for a 2 round combat.
Example--Banshee Lord 100 SF + 100 HP = 200
200/2=100, 100/.55=182 AF for your fleet to conduct a 2 round combat on average.
For the biggest monsters I usually take 5 cruisers. A M-BL only requires 3 cruisers.
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by gene malin (Privateer) Tuesday, April 18, 2000 - 10:36 am
Geez Randy, do you actually do all that for every battle? You were the one that introduced the Dallas Cowboys to computers, weren't you? I always took the Steeler point of view, just bludgeon them. Kelly, 5 loaded cruiser carriers is usually enough, but take care that the monster does not have a baby between turns, this just happened in T3 and Jerry Morris lost a substantial fleet when it hit 2 Soul Devourers. And Wingman, Ben Wa and J.T. want to know when your'e comin back to our universe? The firebats just reappeared.
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by Randy Hill (Wingman) Thursday, April 20, 2000 - 10:22 pm
Actually, the easiest way to make sure that you have adequate firepower is to add the SF & HPs together and make this the basis for your H/K groups AF.
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by Donald Kelly Jernigan (Kelly) Thursday, April 20, 2000 - 11:50 pm
Well, had my battle with the EVD. Used a L-CVL, O-CVS, K-D5D, and C-FAS. The battle occurred in a spot I wasn't expecting...thing zigged instead of zagged...and the other half of my fleet missed the battle. The C-FAS was unintended...it was on the way to a base and just happenned to cross the same hex as the fight. It did end up being a cheap round 1 damage soaker though. Lost the D5D too; but for 370 EP...acceptable losses, especially since it clears the monster for my small fast boys to raise cain.
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by gene malin (Privateer) Saturday, June 17, 2000 - 4:20 pm
A great attack is to find a WS hex and shove your Warpgate through it. If you can find one near the top of your opponents border and your opponent is at the bottom, say, oh I don't know, 1111, you have a 54% chance of ending up within strike range with say, oh I don't know, a speed six attack group consisting of war destroyer PF tenders coupled with 9 or so X-Cruisers. If your opponent hasn't heeded your many warnings about how pissed off you are with him he may only leave a SB and a few DN class ships for defense therefore making your job easier. This normally does not work late in a DH game since 1600 or so AF shouldn't take anyone out but sometimes you can catch someone with their pants around their ankles, even after you tell virtually everyone including pantsless ones leader that you are coming. Gotta love the combination of a weakspace hex, luck and ineptitude. [:)]
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by John Haugh (John3haha) Saturday, June 24, 2000 - 3:31 pm
I personally try to limit the chance my WG might move into deadly terrain, though it sure can be effective when it works. I recently moved a small ship into ??+?? terrain and found a SN the hard way.
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by Donald Kelly Jernigan (Kelly) Sunday, June 25, 2000 - 2:34 am
Thats why you drop a LN on the ship. Or use an "E" varient to explore.
You just bounce back into the previous hex instead of jumping into deadly terrain.
My 2 ducets worth, anyways.
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by gene malin (Privateer) Sunday, June 25, 2000 - 11:56 am
I always drop a O-WG the turn before so if it doesn't work I have a backup. If I ever fight you, I'll make that timidity work against you. [:)] And Kelly, a Navigator or E-variant will stop anything from moving through weakspace, thereby negating the manuever and a weakspace hex never puts you out in the same spot twice. I usually use a small, otherwise useless ship to banzai through those ?? terrains and Stargates since using a starbase order on the ?? is a waste.
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by John Haugh (John3haha) Monday, January 08, 2001 - 8:48 am
To suggest a more specific topic, how do you balance speed with firepower/staying power for fleets? How late in the game is it appropriate to purchase a fast cruiser/DW fleet if you feel a speed 6 task force will be useful? Does anyone limit themselves to speed 4 base ships and forgo the attractive CVA type battlewagons in order to achieve a fleet speed of 5? I have done the latter, with the obvious exception of HO defense.
There are times when a large number of faster ships can win a game in a speed oriented land grab aimed at the major site victory condition. I have won using this hell bent for leather expansion approach. However, this strategy will normally lose to one of the better players who will have more substantial and more durable cruiser based fleets able to wipe the floor with anything based on DW hulls (and get some nice crew training out of it). You need to make the transition correctly to have a consistent chance to win. Around Y175, IIRC, I have been trying to change to all cruiser purchases.
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by gene malin (Privateer) Tuesday, January 09, 2001 - 9:20 pm
Speedy land grabs work better in the regular games then in the DH type games. In those type of games the fast land grab group is liable to run into a CVA class battle group and die a cold death.
It is important to have a small number of speed 6 squadrons that can interdict and become a nuisance, but in the end the killing comes down to the CVA and SCS groups.
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by Paul J. West (Psi) Tuesday, April 03, 2001 - 5:46 pm
Lets Say that you are in the very early stages of the DH games turn 2 - 3. You have made your alliances and have sectors seeded to you. But you have 1 direction that holds a hostile life form.
You have just scanned the sector between you and the seedy no good low life arthropod. What is your best mode of attack?
A: start securing the sector for income.
Base-Station for scanning & Start Prospecting.
B: Build up your Warp-Gate fleet and travel slow
while securing the sector. Scan an open hex
then put in a scout protected by a fleet - Then
Tora..Tora...Tora...
C: Scan a Hex in his home sector and go Balls to
the Wall and get scouts in the Sector to
begin War.
I guess at what point do most of you feel comfortable beginning you offensive?
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by Isidore J Baker IKE (Cloudmasters) Tuesday, April 03, 2001 - 7:53 pm
Paul Get your income going first!!!!!!!
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by gene malin (Privateer) Tuesday, April 10, 2001 - 12:03 am
Use the LB order to make sure you hear everything that is going on in that sector.
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by Joshua K Massey (Cletusk82) Wednesday, April 11, 2001 - 12:58 pm
Dumb question from a new player; How do you determine what kind of monster resides in your home sector?/ On average, how big of a fleet does it take to knock out one of these bad boys?
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by Jason S. Brown (Jasonian) Wednesday, April 11, 2001 - 1:34 pm
I know this discussion appeared on the other warlord board, but not here. Generally, 80 or so AF using 3-4 ships is sufficient. That would be 3-4 small ships. Obviously, the bigger the ships, the fewer you need. It is only a baby monster, not like the huge ones you find in the wild sectors.
I don't know how many SFW people read this board, some obivously. I think alot more post and read from the other one. I do both. You might want to check the other board on occasion also as there is a wealth of information out there that people post.
If you have trouble finding it, there is a link to it on the AOG (www.agentsofgaming.com) website. Hope this helps.
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by Donald Kelly Jernigan (Kelly) Wednesday, April 11, 2001 - 2:52 pm
As for the specific kind of monster, typically you won't know until you attack it. Generally the monster in your Home Sector is the smallest of its kind.
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by gene malin (Privateer) Thursday, April 12, 2001 - 11:05 pm
Joshua, always figure that it is the worst of the little ones, in this case a Phantom ship, which will dish out about 100 points of DF, only kidding, never saw a PS in a players HO. I did see a Mirrodon that morphed into a B10, wiped out the whole initial build, gee I hope A1 fixed that one.
OK, GRASSHOPPER, NOW THAT I HOPE I HAVE YOUR ATTENTION, figure at worst a GER as it has the worst DF of all the little ones at 60 DF. Figure you need to hit it with about 80 AF spread between 4 hulls so you should kill it in two rounds and then figure on immediatlely being able to spend about 62 EPs on your build, the lowest possible payback which will net you a SVD which is a Small Void Demon, not a Social Venerial Disease.
Do you see where I am going here, this works in many ways, figure worst case when hitting something, figure average when the attack is being made, and figure worst case return, it works all the time.
Since you emailed me and told me your predicament,(please don't tell anyone else) I thought I would throw all this in to help, anything else, feel free to pick my brain. As far as the prsp in this game, figure the average return, THEN deduct 20%, and prsp EARLY AND OFTEN. Good Luck, Gene


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