RETURN TO SWITCHBOARD |
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11A. Dreadlord Battle Manual |
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11K. The Evil Empire |
Return to Strategy Sub-Menu |
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11B.
Colonel's Thoughts |
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11L. The
Robotic Imperium |
1. Introduction to VGA Planets |
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7. Minefields
Sub-Menu |
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11C. Early
Game Strategy |
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11M. The
Rebel Confederation |
2. Race Information Sub-Menu |
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8. Combat
Sub-Menu |
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11D. The
Solar Federation |
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11N. The
Missing Colonies of Man |
3. Friendly Codes Sub-Menu |
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9. Ion Storm
Sub-Menu |
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11E. The
Lizard Alliance |
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4. Planet Information Sub-Menu |
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10. Misc.
Information Sub-Menu |
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11F. The
Empire of the Birds |
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5. Starbase Information Sub-Menu |
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11. Strategy and Strategy Guides |
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11G. The
Fascist Empire |
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6. Ship Information Sub-Menu |
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12. Add-on
Information |
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11H. The Privateer Bands |
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11I. The
Cyborg |
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11J. The
Crystal Confederation |
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THE PRIVATEER BANDS (RACE 5) STRATEGY GUIDE(S): |
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The Personal Logs of
Buck-da-Buccaneer |
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hacked from his on-board
computers |
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at GREAT personal risk |
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by Joseph Harris |
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There's been a lot of
discussion lately in the VGA Forum about the |
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Privateers and the
tactics to use when playing them (or against them) |
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I've recently been
playing as the Pirates, and have decided to divulge |
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my info here to the
Tourney members. (I break out in hives now when |
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I see Conrad's name in
the Forum... :) |
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I'll deal mainly with
PLAYING the Pirates. Mainly because I'm having an |
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absolute -BLAST- right
now in my game on Wild-at-Heart BBS, where the |
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competition is tough,
smart, and persistant. |
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First Rule: (Sage advice
here..) |
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Before
you can play the Pirates well, you MUST play a game AGAINST them. |
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Without this experience,
you will stumble and make obvious mistakes that |
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will ultimately lead to
your quick demise. Rememeber, most players, |
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myself included, will go
gunning after the Pirates from TURN ONE if |
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we know they're being
played competently. The Pirates are by far the |
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most dangerous race in
this game, and should be eliminated early if |
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you hope to stand a
chance against them. (Again, this assumes the Pirate |
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player knows what he or
she is doing.) |
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Second Rule: |
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Devote yourself to
playing the Pirates, and playing them well. This |
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demands a time
sacrifice. If you're a player who likes to slam out his |
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turn in 20 minutes, then
the Privateers are NOT for you. They demand |
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a VERY close attention
to detail, and a level of planning on a par with |
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playing a game of chess
against a Grand Master. The Pirates must WORK |
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for their successes, and
if you're not up to it, PASS and play a less |
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demanding race. |
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Now for the juicy stuff.
I won't bother with expansion and colonization |
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except to say that in
the early stages of a game, you should be building |
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nothing but Meteors, and
leaving them Cloaked -ALWAYS- Remember
what I |
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said in Rule number 1.
If the other players find you too early, they WILL |
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eliminate you. When you
get your second starbase, devote it to building |
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BR4s with at least tech
6 beams. (Preferably tech 10) The reason for this |
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is obvious. In the long
run, the enemies you face will be handing you |
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Mine Fields on an ever
increasing pace. The BR4 GUNSHIP is aptly named. |
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She has 5 beam weapons.
There are other ships in your arsenal that have |
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more beams, and you may
be tempted to build those instead to increase |
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your ability to sweep
mine fields, but DON'T! The BR4 has the enhanced |
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Gravitonic Accelerator
and she cloaks, which means she'll be pulling |
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double duty later in the
game by robbing and hauling other ships around. |
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Your third starbase
should be devoted to building LADY ROYALE CLASS |
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CRUISERS. Now I know
what your thinking, and Conrad- you hold your |
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water for a minute, and
you'll all find out why I've stepped into the |
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Insanity Zone. The Lady
Royale, you're all thinking, is useless to the |
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Privateers. She can't
cloak, only has 4 beams, and only has one torp |
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tube! Well, SO WHAT!
This ship is NEVER to face combat. Build her with |
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the worst engines you
want and she'll steal more ships than all |
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your Meteors combined. |
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Right- OBVIOUSLY! (at
least, that's what Conrad's saying) |
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Look at the Lady
Royale's stats -real- careful like and you'll get a |
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Lady Royale Class Cruiser
(P,CM) |
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# Beam Weapons: 4 Fuel Tanks: 670 Hull Cost: 250 |
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# Tor/Ftr Tubes:
1/0 # Engines: 2 Durianium: 52 |
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Mass: 130 Tech Level: 5 Tritanium: 61 |
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Cargo Room: 160 Crew Size: 270 Molybdenium: 83 |
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That's right. Look at
those big whopping fuel tanks! Just two of these |
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babies can swipe all the
fuel off of a Cyborg Cube ship (1260 fuel)! |
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Three could take a
Gorbie! |
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But she'd be pasted by
the enemy ship before she got the chance! (Right |
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Conrad?) WRONG! That's
why you're building at least two BR4s to cruise |
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around with this Lady.
Every Lady should have her very own Sacrificial |
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BR4s cruising the space
lanes with her. |
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I'll stop discussing the
Lady Royale now, and get to the tactics of |
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Intercepting and Robbing
enemy ships, even when in Deep Space, and |
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even if moving in short,
random hops. |
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INCEPT_1.ZIP is a util
available on both the Tim Continuum and here |
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on Sharenet. It
automatically projects the course of all enemy ships, |
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and tells you where
they'll be (exact XY coordinates) on the next turn. |
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That's your
Intercept-While-Cloaked tool. |
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Before this util, I'd
set up a test game using the VGA Planets Campaign |
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Editor, put an enemy
ship at the exact coordinates of the REAL enemy |
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ship, and then adjust
it's waypoint until I viewed a matching heading |
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on the ship. Then just
move the ship at it's current warp setting |
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and voila! My Test game
just told me where the enemy ship would be |
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in my REAL game on it's
next turn. (barring the enemy player changing |
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course on that turn,
which WILL happen, but not very often.) |
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... ...Privateer
overheard saying, "...I think I'll take that one." |
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More on those Damn Privateers! |
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Tactics: There is no
method I've seen employed that will stop the |
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Privateers from taking a
ship they -really- want. Several tactics |
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can make it more costly
for the Pirate, or more time-consumming, |
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but NOTHING can STOP
you. Superior PATIENCE will win over TACTICS |
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every time, so get used
to waiting. Enemy mine fields will cost you |
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more ships than anything
else you may face, but since a fully tech |
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10 BR4 costs LESS than
1000 credits, you should have SCADS of ships |
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by the time you hit the
500 ship limit. The primary enemy tactic |
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to confound the Pirates
is to only move their ships in short, random |
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"hops". Let's
give a recent example. A Cyborg player is determined |
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to deny me his two
prized Biocides. He's currently too low on fuel |
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to sustain his push into
my turf, so his advance has stalled out |
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waiting for his Fuel
Carriers to re-supply him. He sets his Biocides |
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about 10ly from his
planet. He never moves them more than 5 or 6ly |
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in a turn, and always in
a random direction. He's dropped a substantial |
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mine field in the area,
and this is a major cause for concern for my |
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Meteor and BR4 captains. |
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First order of business:
Get a cloaked ship to the planet he's |
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cruising around. He may
never make planet-fall, but he -might-, so |
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cover this possibility. |
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Second: Always target
his current position with a cloaked ship. He |
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may forget to move his ships one day, or he
may not be able to upload |
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his turn, and you'll bag
his ship. It's unlikely this will happen, |
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but it -might-... cover
your ass. |
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Third: Get a cloaked
ship to all planets within 80ly of the planet |
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he's orbiting. There's
nothing worse than having the enemy up and |
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vanish on you by hiding
at a totally different planet. |
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Fourth: If he's doing
the "short-hop" routine, do the same. If he's |
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consistantly moving 5ly,
then target his current location, and then |
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using the cursor keys
move 5ly in all four of the major compass directions. |
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(Obviously you'll need
quite a few ships in the area, but you should have |
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LOADS of ships to use.) |
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Eventually with this
tactic, covering all the locations he can run to, |
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and
flooding the likely spots he may end up at, you WILL bag him. |
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Patience is the key
here. If you have enough ships then by all means, |
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occasionally un-cloak
and mine sweep. It costs you nothing to destroy a |
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mine-field, but costs
him plenty to restore it. |
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Using the 4 methods I
listed above it took me eight turns and 10 |
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ships to bag those two
Biocides. Mine fields are a bitch, however, |
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those two Biocides
immediately turned around and trashed two of his |
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Annihilations,
effectively putting a STOP on his assault into my turf. |
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They were also equipped
with Heavy Phasers, and wiped out all the |
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mine fields he'd spent
loads of cash and minerals on. So I consider |
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the exchange well worth
it. It totally changed the balance of power |
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for the entire sector.
(especially since I had stolen two Gorbies while |
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I was playing tag with
the Cyborgs) |
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When the Wolves Howl- |
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Wolf Packs are your
life-blood. The first rule of stealing ships is |
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to never assemble your
Wolf Pack at an enemy held planet. Your cloak |
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may fail, or the enemy
might be pulling the "Gather Fuel" gambit to |
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prevent you from getting
all his fuel. Enemy ships are at their |
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most vulnerable when
they're far from home, preferably 160+ light years |
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from home! Second rule
is to always assume the enemy ship is fully |
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loaded with fuel. Even
if it's obvious the ship is NOT fully loaded, |
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assume it is anyway, and
make sure you have enough ships to steal |
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200 tons MORE than the
ship could POSSIBLY have in it's tanks. |
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You may lose a ship or
two on the way to the assembly point, and |
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the extra breathing room
means your carefully planned theft won't |
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blow up in your face. |
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Assemble your Wolf Packs
with Meteors, and use the BR4s and |
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BR5s to scout out enemy
planets. NOW is where the Lady Royale comes into |
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her own. |
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Lady-Of-The-Night |
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When assembling a Wolf
Pack, use your BR4-Lady Combos. Hide them at |
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one of your planets, or
an unowned planet within 1 turn of where you |
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want the wolf pack to
be. If you know you're out of range of any |
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enemy ships, then haul
them out into the open. (In case you didn't |
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figure it out, the Lady
is being towed by a BR4) Now, here is an |
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example in practice of
what happens when you use the "Night-Bitch" |
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gambit. (My own name for
it.. believe me, after your enemy sees this |
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happen for the first
time he'll be so pissed off he'll call her a |
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bitch too.. :) Let's say
your victim, a Gorbie Class Battle Carrier |
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is parked at his own
starbase sucking up fighters. You have a cloaked |
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Meteor at his base ready
to haul him 80 ly PLUS to a point in space within |
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easy reach of your
BR4-Lady combo. (Always tow ships in excess of 80 |
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light years, it makes it
IMPOSSIBLE for the enemy ship to break the tow) |
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Set your BR4-Lady combo
to arrive in the same point in space as the |
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victim on the next turn. |
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Now, the Gorbie hasn't
been robbed yet, so he's pissed off and trashes |
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the Lady Royale AND the
BR4 towing it AND the Meteor towing HIM right?? |
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WRONG! Actually, he only
destroys the Meteor towing him. He can SEE the |
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Lady
Royale and the other BR4, BUT HE CAN NOT ATTACK THEM!! |
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SHIPS WITHOUT FUEL ARE
IMMUNE TO ATTACK! |
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You see... you wiley
Pirate you, you drained ALL the fuel from the Lady, |
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and set it so the BR4
towing her would run out of fuel at the location |
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of the Wolf Pack!! It's
easy to do. Set your waypoint at the location |
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of the assembly point,
look at how much fuel is needed to tow the Lady |
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there, and eliminate the
excess. (If you need 68 tons to make the trip, |
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put 68 tons on the BR4)
Make sure if you're parked at a starbase that |
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the starbase's mission
is anything other than REFUEL or LOAD TORPS. |
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If your Lady's ship
weight changes, your BR4 will run out of fuel, and |
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Starbase functions take
place prior to movement. |
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... Damn Privateers! |
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More on those nasty
Pirates! |
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NOW. Rememeber I told
you to always have TWO BR4s escorting your Lady |
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around? The other BR4 is
still cloaked. He transfers 1 ton of fuel to |
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the Lady and the empty
BR4, and then set all three ships to ROB THAT |
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SUCKER BLIND! |
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Hehehehehehehe Told you
I wasn't insane! It would only take 3 Lady's |
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to completely drain a
Gorbie, and you've only lost a piddly little Meteor |
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in the process. CHEAP
when you consider a fully loaded Gorbie would |
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cost about 25,000
credits!! |
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Imagine the possibility
if you were towing, say, a REFINERY ship around |
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to do this with instead
of the "Night-Bitch" ! It's more expensive to |
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build a Refer, but if
you happen to STEAL one, by all means, use him |
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in place of a Lady and
you'll be able to rob the fuel off ANY enemy |
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ship with only ONE
vessel! Any beam totin' ship with large fuel |
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tanks can be used in this
manner! |
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If there are mine fields
around, make sure you send LOTS of cloaked ships |
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to the Wolf Packs point.
If your cloaked escort BR4 gets nailed by a mine, |
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you may not have a ship
there to refuel the Lady, in which case she gets |
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stolen by the ENEMY. If
the BR4 towing your Lady gets destroyed by a |
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mine, the Lady will
still arrive at the Wolf Pack assembly point. |
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Your enemy will be
pounding the keys in utter frustration at the fact |
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that two apparently
empty ships just robbed his ship blind. |
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What do you do if your
Wolf Pack is out of position? |
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Daisy chains! Tow your
victim from it's hiding place (say, a planet) |
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to a waiting cloaked
Meteor. Your towing ship gets pasted by the pissed |
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off enemy, but the
still-cloaked Meteor runs off with the ship on the |
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next turn. An added
bonus to this is now that the ship is out of orbit |
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and in deep space (it's
most vulnerable) It's ship weight CAN NOT |
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INCREASE! Now you can
use the empty-tow tactic to run your towing ship |
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out of fuel at the Wolf
Pack assembly point. The fewer ships you lose |
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while towing enemy ships
the better, and it only serves to frustrate |
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the enemy again and
again. |
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What if I don't get
"Lucky" while chasing down an enemy "short-hopper"? |
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Sucker him. The
Bait-n-Switch is a tried and true tactic. Empty a |
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Meteor of all his fuel
and leave him stranded in enemy space. This |
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is a VERY tempting
target for the enemy. If it just sits there for |
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a few turns, and if he's
really stupid, he may just make a play for it. |
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Loading the ship with
supplies will make it look like it's got fuel, |
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and he might think he
can bag an easy kill. I say he's stupid because |
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Of course you have
half-a-dozen Meteors cloaked at the same location! |
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If you're not worried
about losing the ship, then by all means leave |
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fuel on the ship and let
it sit there on Mine Sweep. You can never |
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afford to pass up the
opportunity to leave ships on Mine Sweep! |
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A Better Bait-n-Switch:
Use a Large Deep Space Freighter. Have it |
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TOW a CLOAKED Meteor.
(Conrad is just ITCHING to get me on this one) |
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Provided you own the
ship, YOU -CAN- TOW A SHIP AND HAVE IT REMAIN |
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CLOAKED! I've done it.
When the enemy intercepts and trashes your |
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freighter, steal his
ship. |
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Dealing with Enemy
Assault Forces: |
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This is what Privateers
fear the most: |
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Pop-Quiz A$$hole: The
enemy has just launched a major assault on your |
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turf, what do you do? |
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Drool of course. Nothing
better can happen to you than to have the |
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enemy come AT you. It
limits your exposure to movement (mine fields) |
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and has an easily
predictable course. (Read predictable as TARGETABLE) |
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Using the methods above
HIT HIS FLEET HARD! Tow in all your Lady's, |
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and if you have a Refer,
tow in one of those! Just remember that |
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robbing occurs by ID#
and plan accordingly. (Remember, it's a LOT |
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easier to intercept in
deep space than it used to be thanks to |
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Interceptor v1.0
(INCEPT_1.ZIP) ) Have the ships that go into the |
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heart of the enemy fleet
and remain cloaked tow the lowest ID ships |
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out of the heart of the
fleet first. An example is given in the next |
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message (It's quite
lengthy) |
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... To find a cloaked
MBR Tip 1437: "Target that explosion and FIRE!" |
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Dealing with the assault
force: |
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Attacking fleet: |
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3 Biocides (ID#s : 101, 105, 110 ) |
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1 Annihilation (ID# : 467 ) |
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1 Neutronic Fuel
Carrier (ID# : 103 ) |
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4 Firecloud Class
Cruisers (ID#s : 109, 256, 358, 99) |
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Combined MAXIMUM Fuel
tonnage: 7,700 tons (Whew!) |
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Time to impact on your
favorite starbase: 2 turns from sighting the |
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enemy. |
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Ships you have within
intercept range: |
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2 BR4-Lady teams (4
BR4s, 2 Lady Royales) |
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1 Meteor-Neutronic
Refinery team |
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6 Meteors |
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11 BR4s |
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Fuel tonnage we can
steal in one turn: 5296 UH-OH! |
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(Combined fuel tonnage
minus 1 ton per ship) |
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(If those numbers look
inflated, rest assured they're NOT. In the game |
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I hit the 500 ship
limit.. also remember, these ships move at 160ly per |
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turn, so a privateer is
almost ALWAYS within range of an enemy ship) |
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Set all your ships to
the intercept point and pray he doesn't change |
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course on you. You now
have one turn to deal with the bad guys before |
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they make dog-meat of
your base. |
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By now he knows
something is up. Several fuel-less ships are in the |
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same location in space
as he is, and if you've done this to him |
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before, he'll already be
crying into his Cheerios, because he should |
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know by now there is no
defense against this once a successful intercept |
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has been made. |
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The first thing we can
see is that we're not going to be able to steal |
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all the fuel they could
possibly have in one turn. Now these ships are |
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all under their own
power, and are burning fuel. WE HAVE TO ASSUME THE |
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SHIPS ARE FULL! Never
assume otherwise. You'll live longer. |
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We're going to have to
remove these ships as a threat, while taking |
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minimal losses, and
while stealing as many of their ships as possible. |
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First order of business:
Determine ROB order. |
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It proceeds from lowest
to highest ID# |
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Here it is: (Ship/Fuel)
1 FCloud / 440 2 Biocide/ 1260 3 Carrier/ 900 |
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4 Biocide/ 1260 5 Fcloud /
440 6 Biocide/ 1260 |
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7 FCloud / 440
8 FCloud / 440 9 Annihil/ 1260 |
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Wish that damn fuel
carrier wasn't there! Even with all of our ships |
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ROBBING, it leaves 1
Biocide, 1 Annihilation, and two Fireclouds up, |
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active, and fighting.
Some of our ships will need to tow enemy ships, |
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so we're likely to see
at least another Firecloud added to the list |
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of ships we
missed, and possibly another Biocide. |
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OK. Here's the deal. I'd
set five of the BR4s to tow the last 5 ships |
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in that list above to
timbucktoo. We're not going to be able to steal |
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the fuel from those
ships, so let's get them AWAY from here! |
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A BR4 towing a Biocide
won't get far, but it'll get it at LEAST one |
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more turn out of our
hair. DO NOT RUN THE SHIPS OUT OF FUEL! Make sure |
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they have at least 5
tons to spare. If your enemy gets an empty BR4 |
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it'll only be used
against you eventually, so deny him the capture of |
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an empty BR4, and make
him fight it. |
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... Whatta ya mean we
are out of fuel?! Where's the
logistics officer?! |
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Dealing with the assualt:
Part 2 |
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The rest of this is all
academic now. I'd reccomend towing the Fuel |
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Carrier away with
another BR4 with his primary enemy set. The last |
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thing you need is fuel,
so that ship should be toasted, or captured |
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via combat. |
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Set your Night-Bitches
and Neutronic Fuel Refinery to ROB and run. |
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The Meteors should also
be set on a generic ROB and run. |
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|
Assign the 10 remaining
BR4s to alternately ROB and TOW. Move those |
|
|
ships AWAY from their
target! If your ROB fails, and one of those |
|
|
ships gets to the
planet, you're toast. If you don't have a large |
|
|
enough intercept force
(You got caught by surprise) at least get |
|
|
in there and break up
his assault force. He won't know whether or |
|
|
not you've got a Wolf
Pack in place, and you'll throw a MAJOR monkey |
|
|
wrench in his plans.
Towing his ships out of reach of their target, |
|
|
while also robbing them,
may leave them without enough fuel to reach |
|
|
a
planet to gain more. (Always try to tow enemy ships to remote |
|
|
locations for just this
reason) |
|
|
Prioritize what you go
after. Tonnage is king, so go for the biggest |
|
|
ships first. |
|
|
That's it for the
personal logs of Buck-da-Buccaneer. The rest of the |
|
|
transmission was garbled
when the Black Ice around his system almost |
|
|
fried my brain. |
|
|
In the future, I'll post
a detailed "Fed Commander" log, but only if |
|
|
the users here would
like to see one. The Night-Bitch Gambit is by |
|
|
far the most lethal
tactic I've ever used, and it's all my own idea. |
|
|
You should have heard
the language used on me when I first pulled that. |
|
|
<EVIL GRIN> Once a
successful intercept is made, it's unstoppable. |
|
|
Period. |
|
|
Let me know what you
think of this... although Conrad is a bit harsh, |
|
|
his critiques are
usually right-on, and improves the knowledge base, |
|
|
so I'd like to hear from
everyone on this one. |
|
|
Joe. (aka
Buck-da-Buccaneer, Game 3, Wild-at-Heart BBS (916) 922-2552) |
|
|
... Damn Privateers! |
|
|
|
|
|
The Privateer Treasury ver
1.0 |
|
|
Collected and Edited by
Mark Wilmot |
|
|
------------------------------------------------------------------------------- |
|
|
Intro: |
|
|
As a long time Privateer
fan I've made a habit of saving interesting Privateer |
|
|
related posts in my
wandering thru cyberspace. I am
presently working on a |
|
|
Privateer's Logbook
which will incorporate many of these ideas as well as my |
|
|
own experiences into a
more easily digestable form. As part
of my preparation |
|
|
for my strategy guide I
decided to sort my mass of notes into some sort of |
|
|
order. Some of these are my own, most are from
others. I don't necessarially |
|
|
agree with all of these
views, some may be a bit out of date due to changes in |
|
|
host since they were
first collected and a few contain plain inaccuracies in |
|
|
places. However, all-in-all they are a good source
of ideas on how to make |
|
|
the most of everyone's
favorite race; The Privateers<g> |
|
|
------------------------------------------------------------------------------- |
|
|
Tactics Sites: |
|
|
There
are many sites on WWW offering varying degree's of info about VGAP. |
|
|
Here are a few of my
favorite places to find hints. |
|
|
http://www.teleport.com/~goldman/visit.html |
|
|
Ted York's site has
quite a few submissions for most of the races. |
|
|
http://www.chem.vu.nl/0/Studenten/kreike/vgap.html |
|
|
Timio's site has a lot
of good tactical info and other useful stuff too. |
|
|
http://www.geocities.com/TimesSquare/3535/ |
|
|
This site a Privateer's
page. Not updated recently, but some
useful stuff |
|
|
here. |
|
|
http://www.jacobean.demon.co.uk/vgaplanets/start.html#hadd |
|
|
Galactic Traveller has
some good tactics files available. |
|
|
http://www.anaserve.com/~spacenet/ |
|
|
Spacenet
- Source of good thoughtful pieces by experienced players. |
|
|
---------------------------------------------------------------------------- |
|
|
THE
GOLDEN RULES |
|
|
1. STAY UNDETECTED |
|
|
2. MAXIMIZE YOUR ECONOMY |
|
|
3. ALLY |
|
|
4. NEVER UNDERESTIMATE
YOUR ENEMY |
|
|
5. CONCENTRATE YOUR
FORCES |
|
|
--------------------------------------------------------------------------- |
|
|
PLAYING THE PRIVATEER,
PART I |
|
|
by: MICHAEL LEMIEUX
(VJNK46E) |
|
|
The Privateer can be one
of the most fun races to play in VGA Planets. If |
|
|
you examine their unique
abilities, you'll begin to appreciate why. No |
|
|
other race is quite so
capable of making off with an opponents resources & |
|
|
ships as the Privateer. |
|
|
The Privateers most
potent weapon is the ROB mission. Any enemy ships |
|
|
occupying the same point
in space as a Privateer ship can be robbed |
|
|
(remember, only those
Privateer ships with beam weapons can ROB). What |
|
|
happens during the ROB
is the Privateer will take all the fuel it can until |
|
|
either the target
ship(s) are drained dry or the Privateer is filled. Next |
|
|
the robber will take any
Mega-Credits available. Finally the Privateer will |
|
|
take, in order, any
Moly, Trit, Dura or Colonists until its cargo bays are |
|
|
full. Combine a few
robbing ships together & you can see how devastating |
|
|
this can be to your
enemy's logistics. This also comes in very handy for |
|
|
capturing enemy ships.
Remember that a ship with no fuel cannot defend |
|
|
itself & it won't be
able to attack you while you are towing it. Haul off |
|
|
that ship you have just
drained dry to your Star Base that just so happens |
|
|
to have it's mission set
to Force Surrender and voila, the ship joins the |
|
|
proud ranks of the
Privateers. |
|
|
Now, to plan your ROB
missions, there are a couple of things that have to |
|
|
be considered. One is
you can bet your opponents aren't going to be too |
|
|
thrilled about letting
this happen & they WILL have their primary enemy set |
|
|
to Privateer once they
see you are in the area. You'll want to keep your |
|
|
robbers CLOAKED so your
targets can't see you coming & can't force you into |
|
|
combat. |
|
|
This makes robbing ships
in deep space difficult. Since you can't set your |
|
|
ship mission to
INTERCEPT & remain CLOAKED, you'll have to guess which |
|
|
point in space your
"target" ships are going or risk combat (not a |
|
|
Privateer strong point)
by uncloaking. Good luck! |
|
|
So, if you gotta remain
CLOAKED & can't INTERCEPT in deep space, from where |
|
|
do you ROB them? At
planets of course! If you pay attention to your maps, |
|
|
you'll be able to figure
out to which planets your target keeps going. Get |
|
|
your cloaked ships there
& wait for some juicy targets to show up. The ROB |
|
|
mission is the very
first ship mission to occur (which comes in handy for |
|
|
preventing some pesky
missions like LAY MINES or even movement). It also |
|
|
happens before movement,
so you have to be waiting at the spot you want to |
|
|
ROB. Once you set your
mission to ROB, you will uncloak. So you'll most |
|
|
likely want to move off
the planet or risk tangling with planetary |
|
|
defenses. |
|
|
OK, you have your ships
at the planet & some targets have been kind enough |
|
|
to show up, what next?
Hopefully you've made sure that your robbers have |
|
|
plenty of available fuel
capacity & empty cargo bays. If you go in with |
|
|
everything full, why
bother right? When you ROB, you will ROB the lowest |
|
|
numbered ship first. If
you take everything off that ship & still have |
|
|
available capacity, you
will then proceed to the next lowest numbered ship |
|
|
and will continue until
you either fill all your robbing ships or all ships |
|
|
at the site are emptied.
If you use more than one ship to ROB, your lowest |
|
|
numbered ship does the
robbing first. A problem that can arise here is if |
|
|
you are attempting a ROB
mission at a planet that has more than one race's |
|
|
ships in orbit. One of
them may be an ally. Unfortunately, VGAP does NOT |
|
|
allow you to designate
ROB targets. You'll ROB your friends just as readily |
|
|
as you enemies. You'll
still begin with the lowest numbered ship, no matter |
|
|
who owns it. So, when
dealing with allies, you have to be careful & make |
|
|
sure communication is
kept open so that you won't leave them dead in space |
|
|
too. |
|
|
In my next column, I'll
describe the use of the "SNATCH & RUN" tactic, |
|
|
using the "3X vs
life" advantage, and which ships the Privateer should |
|
|
bother building. |
|
|
PRIVATEER SECRETS - PART
II |
|
|
By: Steel Rat. |
|
|
Now that you've read
last issue's column on how the ROB mission works, I'm |
|
|
sure those budding
pirates out there are dying to know how to put it to |
|
|
good use. Pull up your
chairs and gather 'round your kindly Uncle Rat now. |
|
|
He may just let a few
hints slip (especially if you promise to NEVER use |
|
|
these against him). |
|
|
The obvious use of the
ROB mission is to simply make off with with some of |
|
|
the things you need to
succeed in the game. Wouldn't you feel better using |
|
|
HIS minerals and
supplies to build up YOUR bases & ships? Just think of the |
|
|
warm feeling you'll get
when you discover which one of his planets is |
|
|
pumping out thousands of
MCs that you can quite nobly give to the nearest |
|
|
charity (most likely
located on the Privateer homeworld). And while you're |
|
|
busy putting his
resources to good use, he won't be squandering them on his |
|
|
own ships & bases. |
|
|
However, a far greater
way to use the ROB mission is so you can liberate |
|
|
the ships your opponents
have so kindly built for you. Since the Privateers |
|
|
don't have any real
heavy fighting ships they can build naturally, this is |
|
|
the best way to get
some. It will also give you some serious taunting |
|
|
ammunition with which to
chide those foolish enough to attempt aggression |
|
|
against the mighty
Privateers. |
|
|
The best way to haul off
those prizes is through the technique I call the |
|
|
Snatch & Run. Here's
how it works. You are sitting over an opponent's |
|
|
planet with your pack of
3 to 4 cloaked ships (it's always best to operate |
|
|
in packs if you can). A
target has appeared that you want to add to your |
|
|
fleet. You have enough
of your ships move away from the planet with their |
|
|
mission set to ROB so
that your "target" ship will lose all it's fuel. How |
|
|
many ships you use
depends on a number of factors such as: how many enemy |
|
|
ships and what type are
present, what the fuel capacity of those ships is, |
|
|
the ship number of the
one you want (lowest numbered ships get robbed |
|
|
first), and the
remaining fuel capacity of your robbing ships (you can find |
|
|
the fuel capacity
numbers in the docs). These numbers are important because |
|
|
you want to make sure
your "target" has no fuel left. Remember that a ship |
|
|
with no fuel cannot
engage in battle. |
|
|
So, you use enough ships
to drain away all the fuel (the "snatch") and then |
|
|
have one of your
remaining ships tow off your "target" on the same turn |
|
|
(the "run").
Since ROB happens after transfers between ships & planets but |
|
|
before movement, your
"target" won't get the chance to refuel and thus |
|
|
can't attack the towing
ship on the trip home (there is a way for the |
|
|
target to get around
this, but I can't give away all my secrets, right?). |
|
|
Meanwhile, what you do
with the ships that robbed depends on what you made |
|
|
off with. If you
happened to snatch away some nifty stuff, like a few |
|
|
thousand MCs, they might
as well head home too. If not, just jettison the |
|
|
stuff you don't want,
re-cloak, and head back in for another visit. |
|
|
The Privateers also have
the ability to fine tune their beam weapons so |
|
|
that you can kill off
those pesky crew members who so selfishly wish to |
|
|
keep you off their ship.
Privateer beam weapons receive a 3X bonus vs. |
|
|
life. If you examine the
beam weapons you'll notice that 2 of them, the |
|
|
Disruptor & Heavy
Disruptor, already do quite heavy "life" damage. Combine |
|
|
these with the 3X
advantage and you get a very powerful weapon. Buy these |
|
|
beams for your ships. |
|
|
When you plan to capture
a ship via combat mode (i.e. using the 3X |
|
|
advantage), the smart
Privateer will remember that before you start to kill |
|
|
off the crew, you must
knock down the ship's shields first. This brings you |
|
|
to the dilemma of having
to use your torps to knock down the shields while |
|
|
trying to keep from
blowing the ship up with the torps after the shields |
|
|
are down. That's why I
only recommend using combat to capture freighters or |
|
|
lightly armed transports. |
|
|
You can disable your
ship's torps by setting your friendly code to NTP |
|
|
(case sensitive, and
BTW, this will also prevent your fighter carriers from |
|
|
launching fighters) and
since freighters don't carry weapons, you can use |
|
|
just the beams to knock
down the shields and then polish off the crew at |
|
|
your leisure. Never try
to capture any kind of decent warship this way! |
|
|
With your torps
disabled, his torps will quickly kill your ship before your |
|
|
beams can bust through
the shields. You might consider it with a heavy |
|
|
captured ship that can
soak up damage, but the ships that the Privateer can |
|
|
build just don't stand
up well to heavy combat. |
|
|
Finally, a word on which
ships the Privateer should build. METEOR CLASS |
|
|
BLOCKADE RUNNERS.
Alright, so that was four words, but the MCBR is the best |
|
|
ship the Privateers
have. The BR4 & BR5 ships also have uses since they too |
|
|
can cloak & have the
Grav Drives. However, the ship that can best |
|
|
accomplish the ROB
mission is the MCBR. It has the decent fuel and cargo |
|
|
capacity necessary to
make robbing worthwhile. Build as many of them as you |
|
|
can and put the best
weapons you can on them. Yeah, I know, they don't |
|
|
stand up well in a
fight. But if you are forced to fight, you might as well |
|
|
be ready to do as much
damage as possible. Who knows? You may get lucky and |
|
|
all his torps could
miss. Looking at the rest of the ships, you can pretty |
|
|
much figure out for
yourself what uses can be made for each one. In my next |
|
|
column, I'll discuss the
economics of playing VGAP (kinda boring, I know. |
|
|
But when the boss makes
a request, whattya gonna do?) |
|
|
--------------------------------------------------------------------------- |
|
|
Classic Privateer
Tactics by Dr. Dorn Peterson |
|
|
Don't fight - ROB. We
will see occasions when a ship will be used as a |
|
|
Sacrificial Lamb (SL)
but other than that you should never fight anything |
|
|
even close to your size.
A cloaked, undamaged MBR is much more useful than |
|
|
the benefit from
eliminating an enemy's medium size capital ship. |
|
|
Play the fuel game. You
will always need less fuel than they do. Strip |
|
|
unowned planets of fuel
with "gather" and whenever you can't steal a ship |
|
|
at least steal its fuel. |
|
|
Steal ships. (Now we get
down to the meat of the problem.) The following |
|
|
tactics are all based on
the problem that in order to steal a ship's fuel, |
|
|
so that we can tow it to
a SB, we MUST be at exactly the same coordinates |
|
|
as the enemy ship. We
can't use intercept to get there because the turn |
|
|
order is steal - move -
combat. If the enemy capital ship has enemy set to |
|
|
Privateer (if he doesn't
have it set to Privateer the first time he will |
|
|
from then on), you will
die at the end of movement and before you get a |
|
|
chance to steal. You
have to be cloaked when you arrive at the same place |
|
|
as the enemy ship. |
|
|
Wait at a planet (yours
or unowned) from which you have removed the fuel. |
|
|
If you are sure that you
have more fuel capacity than he has fuel then just |
|
|
set ROB SHIP and wait
until the next turn to begin towing him back to your |
|
|
SB. You can't do this at
his planet because he might transfer fuel up from |
|
|
the planet and that
happens AFTER you rob. Lo and behold, you end up with a |
|
|
very angry capital ship
on your hands, he has fuel, you are not cloaked, |
|
|
and you get blown away. |
|
|
Use a sacrificial lamb
(SL) at one of his planets to capture capital ships. |
|
|
Get a cloaked ship to
one of his planets where you know ships to be. Pick |
|
|
the ship you want and
tow it out to a waypoint where you have one or more |
|
|
MBRs waiting. Make sure
you pick a waypoint position so that if one of his |
|
|
other ships is set to
intercept the one you are stealing, the other one |
|
|
won't be able to make it
that far (also see tactic #5. This is called the |
|
|
SL gambit because the
ship doing the towing gets pasted at the end of |
|
|
movement (you haven't
stolen the enemy's fuel yet, that's what the other, |
|
|
cloaked MBRs are there
to do.) You can try to set it up so that your ship |
|
|
just runs out of fuel at
the end of the tow but this is a little dangerous. |
|
|
What happens if the ship
takes on cargo and is heavier than you thought? |
|
|
Projecting a ship's
course. (Your opponent has to be very inexperienced for |
|
|
this to work.) If you
see a ship moving toward a planet that is more than 1 |
|
|
jump away, you can try
to project where he will be on his next jump if he |
|
|
continues to move at the
same speed. If you try to do this a lot, you will |
|
|
start to appreciate the
Pythagorean Theorem. |
|
|
Bait and switch. Send a
nice target, a full large freighter or uncloaked |
|
|
captured capital ship,
toward enemy space. Unfortunately, for the enemy, it |
|
|
is accompanied by a
couple of cloaked MBRs. Make sure that the freighter is |
|
|
out of fuel at the end
of each jump. That way you don't loose it when some |
|
|
capital ship arrives with
weapons cocked. |
|
|
The intercepted
freighter gambit. If your enemy is "protecting" his |
|
|
freighter by having a
capital ship continually intercept it, you can easily |
|
|
get both. Have a cloaked
ship waiting at a planet when they arrive. Tow the |
|
|
freighter with your ship
but tow it in a known direction and tow it further |
|
|
than the jump range of
the enemy capital ship. Have a second MBR waiting at |
|
|
the position where the
capital ship will end up. Example: Both freighter |
|
|
and capital ship have
been moving at warp 9. Tow the freighter 90 LY north. |
|
|
Have the 2nd MBR
waiting, cloaked, 81 LY north. The capital ship will try |
|
|
to follow the freighter
but won't keep up. You capture the freighter with |
|
|
guns (You DO put only
x-rays or disruptors on your MBRs, don't you? After |
|
|
all, MBRs are NEVER
supposed to fight anything but freighters.) The enemy |
|
|
capital ship is in deep
space, at a known position, where it is easy to ROB |
|
|
and then TOW. |
|
|
The pirates nest.
Privateers have real trouble defending a specific planet |
|
|
against a large fleet.
The best defense is that they shouldn't know were |
|
|
the SB or rich planet
is. Second, you can spread cheap ships (they don't |
|
|
have to cloak) around
your empire that always have ROB set. These will rob |
|
|
enemy cloakers that are
exploring your empire (this can be disabled by the |
|
|
host in ver. 3.1). But
assume the worst. Your enemy knows where to do you |
|
|
damage and has a fleet
on the way. Don't fight back. |
|
|
Set up a pirates nest at
a planet they are likely to pass through. This is |
|
|
a collection of cheap
BR4s with warp 5 engines and some MBRS. The BR4s wait |
|
|
at the planet until the
fleet arrives. Each one then tows a ship out to |
|
|
waiting MBRs, to deep
space, and maybe one to the SB (if the SB is capable |
|
|
of handling that one.)
This breaks up the fleet and gives you a chance to |
|
|
handle the ships one at a
time. |
|
|
---------------------------------------------------------------------------- |
|
|
Starting Out |
|
|
As a longtime Privateer
player, I'd also advise you to develop some other |
|
|
bases far-far away from
the hustle of the center of the galaxy to crank out |
|
|
MBR's and BR4's in peace
<g> You can defeat the darksense by keeping |
|
|
minerals/ cash on a
supertransport in orbit though he'll still detect the |
|
|
base he won't know how
big it is that way. Remember, most of your best |
|
|
ships can be built with
TL6 or less, aside from Engines which should |
|
|
generally by TL10.
Ghipsodal worlds are my favorite site for new Privateer |
|
|
starbases because of
that. |
|
|
Setting up some
"nests" of multiple MBR's at key worlds along the route of |
|
|
his invasion can be very
helpful. You should strip all fuel off of worlds |
|
|
aside from starbases and
key depots. |
|
|
Dropping a few mines in
anticipation of his moves can really louse up his |
|
|
day and shed off some
smaller escorts in the process should they take mine |
|
|
hits. |
|
|
Finally, if worse comes
to worse, you should have some freighters standing |
|
|
by to carry off whatever
Population, minerals and cash you can salvage. |
|
|
These can be towed by
your MBR's using the fuel you've stolen from the |
|
|
oncoming Empire. |
|
|
As the Privateer living
to fight another day is the key to survival. |
|
|
Dispersing your
population early to a variety of alternative bases will |
|
|
ensure a long and
profitable existence if you do lose a few worlds and even |
|
|
your HW... |
|
|
---------------------------------------------------------------------------- |
|
|
Here are some
suggestions: 1) Initial 3-4 ships are BR4's. Warp 5 engines. |
|
|
Run them at warp 8. Take
10 colonists and supplies. Explore a new system |
|
|
each turn with each
ship, dropping 1&1. Money for defense nice extra. 2) |
|
|
When you find natives,
use BR4 to tow medium freighter with |
|
|
colonists/supplies
(180/20?). 3) Use MBR's to tow Large & Supers when |
|
|
available. 4) Build best
system to capacity first, then next best. 5) |
|
|
Expand QUICKLY. See
point 1 again. 6) Push quickly towards your neighbours |
|
|
first, then toward
easier expansion. Thus you get a wider slice of the pie. |
|
|
7) Build starbases
quickly. Even BR4's are quite worthwhile. 8) Did you |
|
|
know a warp 5 engine
doing warp 8 takes no more fuel than a warp 6 engine |
|
|
doing warp 8?
Gravitionic to boot! BIG TIME EXPANSION HERE!! 9) Even a BR4 |
|
|
kills 15 fighters on a
starbase. 3 BR4's plus a Bloodfang takes out a |
|
|
lizard homestar before
turn 30. 10) BE AGRESSIVE! |
|
|
Expand QUICKLY. Be
AGGRESSIVE. Get MULTIPLE builds to everyone else's. |
|
|
---------------------------------------------------------------------------- |
|
|
The Privateers can do
very well in the invasion scenario if they capitalize |
|
|
on their robbing
advantages and lower ships costs from the start. Allowing |
|
|
other races to expand
and settle unopposed is generally fatal to the |
|
|
Privateers. Especially
as there are only seven players and so much space, |
|
|
you chould easily out
expand others by pairing MBR's with LDSF or STF's , |
|
|
or even BR4's with
MDSF's. |
|
|
I generally build my
bases away from my borders as I don't want my enemies |
|
|
finding them and
knocking them off too easily. Remember with gravatronics |
|
|
you can cross 300 ly's
of stripped worlds in only two moves and your |
|
|
enemies will take at
least 4 moves to reach you giving you plenty of time |
|
|
to evacuate your
resources and set up nests to pick off the invaders while |
|
|
they slowly starve due
to a lack of fuel. The Russian grand strategy of |
|
|
scorched earth and
trading space for time is one every aspiring Privateer |
|
|
should take to heart. |
|
|
You should try to build
as many bases as possible at Ghipsodal worlds - |
|
|
others are best avoided
as it costs too much money to get TL10 Drives |
|
|
online. Be careful about
building bases where you can't get enough minerals |
|
|
to keep them going. I
normally build bases which are within 1 or 2 moves of |
|
|
at least 10 planets.
These planets I rely on for generating the minerals |
|
|
and supplies to keep the
base operational. You never want a base sitting |
|
|
idle, if so, you've not
planned your logistics properly. Given the relative |
|
|
low cost of BR4's with
TL9 drives - 470 MC, You should be able to build a |
|
|
ship every turn if you
started the base with sufficiend cash and minerals. |
|
|
Rob! <g> |
|
|
Seriously, with your
faster scouting with BR4's with TL10 drives you should |
|
|
be able to find good
native worlds fairly easily - dropping a single |
|
|
colonist on each of
course so you can keep them as listen posts and easily |
|
|
strip the minerals and
fuel with the vaccum clearner combo of a MBR and a |
|
|
STF - I built you a
couple of those. This same STF can drop supplies and |
|
|
colonists off and decent
worlds worth colonizing. If you want money REALLY |
|
|
quickly, you can jack
taxes upto 60% on natives without throwing the world |
|
|
into rioting - assuming
it's happy to start. I use winplan and if you look |
|
|
at the build screen, you
can fine tune your tax rate - see how much you'll |
|
|
get and how it will
impact on your population. Never increase the tax rate, |
|
|
if you don't have enough
population to collect more. Back to our STF - you |
|
|
can drop all it's
colonists, crank up the tax rate, next turn collect the |
|
|
cash, drop the tax rate
to 0%, and pick up whatever colonists excede the |
|
|
cash you could collect
when you tax at rate which the folks are just short |
|
|
of 'angry' - if you're
wanting to develop the world in the long |
|
|
This slash and burn
strategy can be very nastily applied to border areas |
|
|
which you don't want
your enemies being able to develop. In fact, you may |
|
|
decide to pick up all
but a single colonist and leave the tax rate on the |
|
|
natives high so they
start rioting and go into civil war. This will deprive |
|
|
your opponents of the
ability to easily expand into a region as they will |
|
|
not have any worlds
which they can use as an economic base. You can keep |
|
|
these worlds in
perpetual civil war untill whenever you're evicted, but by |
|
|
then the population will
be decimated and it will be quite a few turns |
|
|
before the happiness
level can be restored - unless it's a Liz or Reb |
|
|
player. |
|
|
If you're a real miser,
you can tax your colonists - I generally don't |
|
|
bother as I prefer the
population growth to the meager mc you can eek out |
|
|
of colonists. The best
overall economic tax policy is to tax at 30% about |
|
|
every three turns and
leave the rate at 0% the other two. According to a |
|
|
gentleman on TC, who
presented and tested this rather thoroughly, this will |
|
|
result in the greatest
combo of revenue, population growth and supplies |
|
|
produced - assuming you
max out factories. |
|
|
The only time I bother
with managing colonists tax rates is when I play the |
|
|
Borg - the dream race of
every CPA! |
|
|
------------------------------------------------------------------------------- |
|
|
>Above all else NEVER
LET THE ENEMY KNOW WHERE YOUR HOMEWORLD IS... |
|
|
Actually, deny him as
much information as possible. At the very least, |
|
|
don't reveal where your
'good' bases are. If you don't have tow capture, |
|
|
consider building
'dummy' bases just to surrender robbed ships (and arrange |
|
|
for a 'welcoming party'
to meet (rob) a revenge mission directed at the |
|
|
base, of course :). |
|
|
------------------------------------------------------------------------------- |
|
|
OK, so I'm a total
newbie playing a shareware game as the privateers, |
|
|
and by some stroke of
luck I have a cloaked grav. accelerated ship (MBR) |
|
|
cloaked and sitting on
one of my opponents home worlds very early in the |
|
|
game (turn 4). The is a SDSF in orbit. Do I |
|
|
a) wait for better prey |
|
|
b) rob the freighter and
run like heck |
|
|
c) tow the freighter and
run like heck |
|
|
d) sneak off to some
other planet |
|
|
I am no seasoned player
myself, but the way I play the Privateers |
|
|
at the moment is: |
|
|
1. Become friends with
your neightbours and grand-neightbours. |
|
|
2. Develop and colonise
like hell. |
|
|
3. Don't give the
neighbours reason to attack you, but be prepared |
|
|
in case they do. |
|
|
In case it was an
Instrumentality/Pawn/SSD/SSC in orbit I may have |
|
|
taken
an exception to the rules above, but I'd say d) in this case. |
|
|
The Privs must be able
to outbuild their neighbours by a factr of |
|
|
three to one to win. To
do this they must agressively colonize and |
|
|
develop their economies.
They must also hit their neghbours very early |
|
|
and prevent those
neighbours form developing their econimies. |
|
|
Concentrate on shipping
and planets. Ignore warships for now. They are |
|
|
too weak to be of any
use to you in the long term, and by |
|
|
concentrating agasint
his economy, you ensure that he will not be able |
|
|
to develop in to a threat. |
|
|
I'd ignore the above
advice and wait for better prey. The minefields |
|
|
are not up and you have
the perfect spy. You know what he has on the |
|
|
turn he builds it. This
is valuable info and is vey hard to deal with |
|
|
an enemy with this sort
of intel. |
|
|
Personally, as it is so
early, IF your opponent is NOT missing turns |
|
|
and has not yet built an
LDSF, I'd be tempted to grab the first LDSF |
|
|
that pops up and tow it
near a planet at Jump 2 range - rob away and |
|
|
engage with Xrays if you
must. (keep your torps off with the NTP |
|
|
switch - you'd prefer to
take this LDSF intact). Chances are you'll |
|
|
have about a 1000
colonists on board and 200 supplies when you capture |
|
|
the ship if he does not
miss turns (if he does it may be empty). Take |
|
|
the nearby planet and
fortify and colonize away on surrounding |
|
|
planets- return MBR to
enemy homeworld. This loss so early on
of his |
|
|
main space seed will be
devastating to his developing economy. |
|
|
Cripple what is left of
his freighter fleet and with a measly 2 MBr's |
|
|
you should be able to
destroy this fledgling empire. He will never |
|
|
have been able to get
off the ground. Silmultaneously move on and |
|
|
explore your other
neighbour. Move fast - make a pact with your other |
|
|
neighbour or rob him all
to hell. Hit the LDSF's early on and he will |
|
|
have a VERY hard time
getting his tech and economy up to the point |
|
|
where he can effectively
mine or stop you from running amok in his |
|
|
space. If you are going
to play agressively - PLAY AGRESSIVELY. It is |
|
|
one
style or the other - rarely will you succeed trying both. |
|
|
As you are playing
shareware, your main objective should be to scout |
|
|
and build a base over a
Ghipsoldal planet at the very earliest |
|
|
opportunity to get tech
10 engines (no - that is your second objective |
|
|
- your first should be
to register!). Without them you will not last |
|
|
long - Gravitonics or no. |
|
|
------------------------------------------------------------------------------- |
|
|
Like all races, one of
the first priorities of a game is to seek out |
|
|
planets which are
mineral rich with good natives for starbase |
|
|
construction, tax
farming and ship building. Take
advantage of your |
|
|
speed advantage by
sending your first 3 or 4 grav. accelerator ships, |
|
|
loaded with colonists,
supplies (60%/40%) and a little cash for seeding |
|
|
worlds and identifying
those planets which will serve as your cash cows |
|
|
and future
starbases. Unless other problems
arrive (usually military in |
|
|
nature), you should have
a well-functioning planet network long before |
|
|
the other players have
adequately identified their better planets. |
|
|
------------------------------------------------------------------------------ |
|
|
As any who has played
the Privateers can tell you the secret is to |
|
|
expand, expand,
expand. Do not let the other races
know where you are. |
|
|
Build and utilized the
MBR and Torp Boat, built with Level 10 engines, |
|
|
Disruptors, and Level 5
Torps. Send these ships out in pairs to explore, |
|
|
colonize, and infiltrate
the enemy. When sitting at an enemy planet, this |
|
|
pair of ships should be
cloaked with primary enemy off. When an eney ship |
|
|
arrives that you want,
set the MBR to rob fuel of it, and the Torp Boat to |
|
|
tow it away, ensuring
that you set them both to the same way point.
If by |
|
|
some chance there is to
many ships at the enemy base, set both ships to |
|
|
laying mines around the
enemy planet. IMPORTANT...stealth, speed, & secrecy |
|
|
are your most important
weapons. Avoid head to head confrontations at all |
|
|
costs. If you can form
an alliance with another race, espiecally one with |
|
|
cloaking ships, you want
to obtain one with large fuel capacity, to aid in |
|
|
rob missions. Choosing
the right ally can win ytou the game.
If you happen |
|
|
to capture an enemy ship
with a large number of colonists, utilize this |
|
|
ship to colonize one of
his worlds. This avoids using your own ships, which |
|
|
can be unknown, as well
as turning his own weapons against him.
Remember |
|
|
that Robbing, Speed,
Secrecy and TOW Capture are your best weapons. |
|
|
------------------------------------------------------------------------------- |
|
|
The first thing a
Privateer should do once he has a fleet of MBRs or |
|
|
BR4s is to scout out planets with
Natives. Even if you can't colonize |
|
|
them right away, they
are still worth seeking out. |
|
|
Being able to travel 162
LY a turn allows a Privateer to explore a much |
|
|
greater area at the
start of a game than anyone else. |
|
|
Knowing where there are
natives, is a very major information advantage. |
|
|
The most important thing
is that you will know which of your enemies |
|
|
planets are the most
strategically important for him. If
you are |
|
|
unfamiliar with the
particular advantages certain native races give you I |
|
|
would suggest reading up
on it. Within your own sphere of
influence you |
|
|
will want to develop
your planets that have natives more rapidly than |
|
|
those without. For Privateers it is even more important
that you not |
|
|
waste time developing
planets that have little to offer. It
is better to |
|
|
have a few good strong
planets, than a whole bunch of strongly defended |
|
|
yet useless
colonies. This is because you don't
want to have to defend |
|
|
anymore planets than you
need to. If you can't make enough
money or mine |
|
|
enough minerals from a
planet, don't colonize! It'll just be one more |
|
|
target for your enemies
to take over by brute force. |
|
|
You can bet that an
enemy planet with natives will have many more ships |
|
|
passing through than one
without. This can potentially give you
a few |
|
|
"fat merchant"
ships to rob from. Make sure a ship is
large enough to |
|
|
justify the risk of
starting a war. |
|
|
Whatever you do, don't
allow your opponents to acquire as large a mineral |
|
|
supply they would
like. If they have fuel, money, and
minerals in adequate |
|
|
amounts they will be
able to crush you with a top of the line fleet. |
|
|
----------------------------------------------------------------------------- |
|
|
Diplomacy |
|
|
As the Privateer,
everyone wants to be your pal, or everyone wants to |
|
|
squash you. A smart player who finds himself in close
proximity to the |
|
|
Privateer will either
strike up a close alliance as soon as possible or |
|
|
do everything he can to
smash you before you've been able to build up |
|
|
your empire. |
|
|
As other strategists
have mentioned, *you* are the problem in most games. |
|
|
In my experience, the
smartest players will seek a strong alliance with |
|
|
you, in hopes of trading
for your gravitronic accelerator technology and |
|
|
sharing your piracy
bounty. Be careful who you ally with;
make sure |
|
|
you're not dealing with
a yahoo who only wants an MBR or three, and will |
|
|
then either abandon you
or turn on you like a snake. The
following are |
|
|
a few basic strategies
for starting off the game: |
|
|
1. STAY OUT OF SIGHT:
Hey, you've got cloaking vessels, USE THEM! |
|
|
The longer your neighbor
is unaware that the Privateers are |
|
|
in his backyard, the
more time you'll have to get your empire |
|
|
up and running without
being stomped on by some hair-trigger |
|
|
space cowboy who wants to rope him some Pie
Rates. It also |
|
|
decreases the likelihood
that this neighbor will start lacing |
|
|
his space with
minefields to keep your sneaky thieving |
|
|
bastards from robbing him
blind. |
|
|
2. You can benefit from
a close alliance with just about any player. |
|
|
As your fleet is warship
and carrier weak, you want to hook up |
|
|
with someone who can
supply you with some muscle, especially |
|
|
decent carriers. My personal favorite allies as the
Privateers |
|
|
are the Evil Empire, the
CyBorg and the Birdmen. |
|
|
3. Yes, it's fun to rob,
and unless you master the ins and outs of |
|
|
piracy you will be toast
eventually. However, you must be
*ready* |
|
|
to rob. That is, you must be prepared for a
full-scale war with |
|
|
your victim, as most
players herniate them-selves with anger after |
|
|
they get robbed. Some will drop everything they are doing
just to |
|
|
smash the Privateers after one freighter
gets filched. This means |
|
|
you must have your
mutual borders appropriately mined (several |
|
|
small fields guarding
the natural thoroughfares into your empire |
|
|
rather than one big
one), several cloaked ships waiting you rob or |
|
|
tow incoming attack
fleets at your frontier worlds and ade- quate |
|
|
defenses at your
important planets. After these
defenses are in |
|
|
place, make sure you
have an adequate pirate fleet deployed, so |
|
|
that you can rob many
ships rather than just hitting a ship or two. |
|
|
Once he's wise you,
he'll start mining his space like a maniac, |
|
|
which will slow you down
con-siderably. Again, don't provoke a |
|
|
neighbor until you are
willing to defend yourself against a major |
|
|
assault of starship
muscle. |
|
|
4. Don't bother to ally
yourself with anyone who acts like he is doing |
|
|
you a big favor. Anyone who allies with the Privateers has
just |
|
|
increased his chances of
winning the game threefold. Find an
ally |
|
|
who understands your
advantages (i.e., robbing, cloaking and speed) |
|
|
and your weaknesses
(weak warships, no cloning) and is willing to |
|
|
pull his weight by
aiding you with battlecraft and cloning of ships |
|
|
you capture. |
|
|
5. You may offer trade
opportunities to all players (separately-don't |
|
|
use a universal message)
and see who offers the best deal.
Always |
|
|
ask for your potential
trading partner's offer first, and then make |
|
|
a counter-offer. Don't hesitate to offer alternate services,
like |
|
|
towing his warships into
battle with MBRs or breaking up an enemy |
|
|
attack fleet with towing
BR4s or BR5s. |
|
|
--------------------------------------------------------------------------- |
|
|
A good neighbour is
better than a far-away friend. |
|
|
This Dutch proverb is especially important
to the Privateers. |
|
|
Try to have at least a
firm non-agression pact with all neighbours |
|
|
and let them look to
their other border for potential targets to vent their |
|
|
agression upon. This
saves you, and they benefit from your assistance in |
|
|
their battles and/or
ship trades. If the grand-neighbour
gets angry at you |
|
|
for the ship theft, they
will first have to fight themselves through your |
|
|
neighbour's area. The neightbour can profit by launching a
counter-attack |
|
|
onto the planets and
bases of your grand-neighbour, thus gaining territory. |
|
|
------------------------------------------------------------------------------ |
|
|
Economics |
|
|
This is a very simple
point, but very valuable (literally). After your |
|
|
initial build of
multiple MBRs, you will have perhaps a couple of |
|
|
hundred MCs left. Rather
than skip a build turn, build a Lady Royale |
|
|
(250MC) with your free
engines, and put any old beams on it. Next turn |
|
|
you then have a ship
that can earn 160MC a turn for life. Keep it at |
|
|
your starbase, with 160
clans on board and mission set to Kill. Even |
|
|
though it is a poor
combat ship when it has low tech beams, it will kill |
|
|
a few fighters that
would otherwise hit your planet. |
|
|
Obviously the economic
bonus of 160MC/turn is very useful, and guess |
|
|
what! 2 turns later you
build another. I usually like to have 3 casinos |
|
|
above my HW, and a tax
rate that generates about 200MC/turn. This means |
|
|
I can then produce an
MBR *every* turn with Tech 8 engines. Early on this |
|
|
makes for a devastating
rate of development. |
|
|
------------------------------------------------------------------------------- |
|
|
Privateer Ships |
|
|
Is it a better tactic to
build skyfires to Rob fuel with their 370 KT > |
|
|
tank or MBR's with 285? |
|
|
MBRs, as they cloak. If
you want to build non-cloakers for robbing, build |
|
|
the Outrider or Lady
Royale (park them in space with no fuel and a cloaker |
|
|
parked underneath, tow
an enemy ship out to them, transfer 1 kt to them and |
|
|
set their mission to Rob
;). |
|
|
------------------------------------------------------------------------------- |
|
|
Is the Outrider Class
scout good for anything? >How about the Small |
|
|
transport? |
|
|
Both ships seem like a
waist to me, but then again maybe you guys know |
|
|
something I don't when
pair these ships with another. |
|
|
So what do you consider
good groups of ships for the Privateers? |
|
|
BTW, "it's already
clear to that it good to have packs of MBRs travel |
|
|
together cloak read to
Rob. That way one can be sure to get all the >fuel |
|
|
from a when robbing ship.
" |
|
|
Aside from the MBR's, I
like to build a few BR4's, and Dwarfstars. |
|
|
The BR4's are great for
hunting unarmed freighters, transporting cash, and |
|
|
general scouting duties
as the take less fuel to move. They also make good |
|
|
sacrifical lambs when
paired with your MBR wolfpacks. They can also tow |
|
|
smaller ships - and even
larger ship for shorter distances - if need be, |
|
|
freeing up your MBR's
for more important duties elsewhere. Another very |
|
|
useful role is sweeping
mines. As they can carry 5 beams, I'll build a few |
|
|
with heavy phasers and
use them to clear mines for the MBR's to exploit. |
|
|
Dwarfstars make good
hidden bases from at which your other ships can dump |
|
|
off captured cash, fuel,
minerals. They also make excellent minesweepers |
|
|
with their six beams. I
also think of them as escape pods for major bases |
|
|
as you can load your
colonists, cash, fuel and whatever else you want into |
|
|
them if the base in
question is facing imminent destruction. If you're |
|
|
using Raceplus, you can
also RECREW your ships from Dwarfstars instead of |
|
|
going back to a starbase. |
|
|
For planetary defense, I
sometimes build the Lady Royale as you can |
|
|
generate cash with it
each turn in addition to it's defense duties. Over |
|
|
the course of a few
turns it'll pay for itself easily. |
|
|
The rest I generally
don't bother with myself... |
|
|
--------------------------------------------------------------------------- |
|
|
BR4's vs MBR's |
|
|
My reasoning so far has
been that Given a limited number of ship slots |
|
|
available before the
ship limit hits, I wold prefer to have the more |
|
|
capable ships if
possible. Your cost analysis is very helpful. It seems the |
|
|
major difference is in $
cost, as the minerals are pretty close. I have a |
|
|
tendency to over
industrialize, however, so I tend to overlook minor |
|
|
mineral efficiencies.
Also, the majority of my Meteors so far have no |
|
|
torps. This I do because
1) If I sacrifice a ship in the 'Wilson" manuver, |
|
|
I might as well
sacrifice a cheap one; 2) a Meteor doesn't need torps to |
|
|
rob with; and 3) if
captured, a torpless ship can't lay mines from cloak in |
|
|
my backfield (which I am
terrified of), so I am more willing to risk them. |
|
|
I would certainly build
a BR4 rather than forgo a ship slot, however. |
|
|
I like BR4's for the
following reasons... |
|
|
1. You can start
producing them immediately from any ghipsodal base w/ |
|
|
minimal R&D costs.
MBR's require more capital investment in R&D in hulls |
|
|
and torps as I rarely
build MBR's with out T5 Torps - I like them to be |
|
|
able to defend
themselves if needed. I often build them with lower TL |
|
|
drives too as you can
overdrive them fairly easily due to their smaller |
|
|
size if need be. |
|
|
2. They make better
scouts than MBR's as they are smaller and burn even |
|
|
less fuel. As the
Privateer I always have plenty of ships so prefer to |
|
|
specialize. Why waste
resources on a scout ship which could be used |
|
|
elsewhere? |
|
|
3. Someone's gotta tow
capture or be a sacrificial lamb, and I'd rather |
|
|
risk losing a BR4 - if
they were smart enough to gather fuel - than an MBR. |
|
|
Which would you rather
have potentially captured by an angry enemy? |
|
|
4. They make great cash
couriers - at a cheaper price than MBR's. |
|
|
5. They can tow smaller
ships such as medium/small freighters, Dwarfstars |
|
|
reasonable distances so
why tie up an MBR? |
|
|
6. They make better
Freighter killers as they've got more beams. |
|
|
7. They make great
minesweepers as they've got more beams than MBR's. |
|
|
8. They are
significantly cheaper, so you can build more of them. |
|
|
My minimal MBR TL1
beams, TL5 torps and TL10 drives costs |
|
|
TRI 31 DUR 70 MOL 129 MC
938 TTL =1628 net cost. |
|
|
My minimal BR4 TL1 beams
TL10 drives costs: |
|
|
TRI 28 DUR 44 MOL 105 MC
670 TTL = 1201 net cost. |
|
|
As I often use TL9
drives this is even cheaper: |
|
|
TRI 28 DUR 38 MOL 85 MC
470 TTL = 923 net cost. |
|
|
The more ships the
merrier, so I build as many bases and as many BR4's as I |
|
|
can till a base is
capable of producing decent MBR's. Even then I'll build |
|
|
a few BR4's for scouts,
minesweepers and small tugs. |
|
|
I usually use MK IV's on
my MBR's as they are rather inexpensive and give |
|
|
good bang for the buck
in knocking out small irksome escorts with lots of |
|
|
beams. |
|
|
I like my MBR's to be
multi-mission ships as they are the heart of my |
|
|
fleet. At times, I
prefer to destroy or cripple freighters rather than |
|
|
capture them so the
torps are useful for that. I can also lay mines to |
|
|
interdict enemy shipping
lanes - great for killing those nasty Loki's - and |
|
|
torps allow me to knock
out medium sized colonies if no major warships are |
|
|
present and strip the
place of fuel before reinforcements arrive. |
|
|
In my experience,
captured MBR's are usually pretty heavily damaged so |
|
|
fairly easy to recapture
via rob and tow missions - or destroy. Your own |
|
|
minefields may well
destroy the offending MBR should it somehow evade your |
|
|
recapture as well. |
|
|
While naturally I prefer
to build MBR's if I have the sufficient funds, The |
|
|
BR4 is a very good
alternative - especially at smaller and newer bases. |
|
|
--------------------------------------------------------------------------- |
|
|
A 5 minute study of the
ship list for the privateers will quikly reveal |
|
|
that the Meteor Class
Blockade Runner (MBR for short) is the privateers |
|
|
best ship. It has gravatoniv accelerators, cloaks, 4
torps and 4 beams, |
|
|
and can carry 120
cargo. A good privateer player's fleet
will be about |
|
|
85% MBR's... and that percentage will drop fast due to
the flood of |
|
|
ships he captures :-) |
|
|
It is absolutly the most powerful tech 5
ship in the game. Use it to rob |
|
|
enemy ships dry of their
fuel, then send the boarding party over...
MBR's |
|
|
work best in groups of 3
or 4 (All but 1 rob fuel, last one tows). |
|
|
----------------------------------------------------------------------------- |
|
|
This is a very simple point, but very
valuable (literally). After your |
|
|
initial build of
multiple MBRs, you will have perhaps a couple of |
|
|
hundred MCs left. Rather
than skip a build turn, build a Lady Royale |
|
|
(250MC) with your free
engines, and put any old beams on it. Next turn |
|
|
you then have a ship
that can earn 160MC a turn for life. Keep it at |
|
|
your starbase, with 160
clans on board and mission set to Kill. Even |
|
|
though it is a poor
combat ship when it has low tech beams, it will kill |
|
|
a few fighters that
would otherwise hit your planet. |
|
|
Obviously the economic bonus of 160MC/turn
is very useful, and guess |
|
|
what! 2 turns later you
build another. I usually like to have 3 casinos |
|
|
above my HW, and a tax
rate that generates about 200MC/turn. This means |
|
|
I can then produce an
MBR *every* turn with Tech 8 engines. Early on this |
|
|
makes for a devastating
rate of development. |
|
|
------------------------------------------------------------------------------- |
|
|
Lady Royales - Fueless
Non-cloakers |
|
|
Someone mentioned using
a Lady Royal for Privateer robbing because >of it's |
|
|
large fuel
capacity(670kt). Can someone explain how this >ship can be used to |
|
|
rob when it cannot cloak?
Thanks! |
|
|
The key is to team it up
with one or more cloakers. You have
the LR empty and |
|
|
fuel on the hidden
cloakers. When the victime arrives,
transfer 1 kt to the LR |
|
|
from the cloakers and
set it to ROB. The cloakers can ROB as
well if it's a |
|
|
high capacity fuel
target or can tow the victim away for TOW CAPTURE if it |
|
|
isn't. |
|
|
Sometimes you can use
the LR alone with 1 kt over a planet set to ROB if |
|
|
it's territory where
people aren't expecting to run into Privateers. Or, you |
|
|
could leave the LR empty
over the planet and then transfer up fuel if a victim |
|
|
arrives. Naturally, this is a lot riskier cause if
the victim has PE set to |
|
|
Privateers or mission
set to KILL he'll wax your LR and/or planet.
Of these |
|
|
two options, I prefer
the latter as a fueless LR can usually be rescued before |
|
|
it could be hauled to an
enemy base and captured, and most players will |
|
|
probably be scared to
death there are other cloakers present and probably |
|
|
won't try to tow
it off initially anyhow<g> |
|
|
------------------------------------------------------------------------------- |
|
|
If the Privateers had
about 10 of their ships with the biggest fuel |
|
|
tanks and beam weapons
of some sort (Outrider class scouts maybe?) all |
|
|
sitting at their home
planet with 1 kt of fuel and their mission set to |
|
|
Rob Ship. They could suck up 2790 kt of fuel in a
single turn. A fleet |
|
|
with more than the
equivalent of two and a half Cyborg cubes fully |
|
|
fueled would be needed
to have any effect whatsoever. |
|
|
How effective is this
defense in practise? (I'd hate to
waste resources |
|
|
on SCOUTS!!!!) |
|
|
Since Robbing happens
BEFORE Movement I can't beleive that this would be at all |
|
|
effective ie: |
|
|
the turn starts |
|
|
the scouts all ROB but
there is no one to ROB from |
|
|
movement happens and an
enemy fleet takes up orbit |
|
|
the enemy fleet wipes the
scouts |
|
|
the enemy fleet wipes the
planet |
|
|
bye-bye-Privateers |
|
|
Instead of leaving 1 pt
of fuel on each LR, leave them bone dry and fill them |
|
|
full of colonists if
enemey ships get within striking range leaving only a |
|
|
single colonist on the
surface till the danger is passed. Add a single cloaker |
|
|
to the mix containing
fuel. Leave him cloaked naturally. Set
the Planet FC to |
|
|
NUK. Stand back and watch... |
|
|
Enemy fleet will takc
your planet - then you will retake it with one of you |
|
|
fuelless
LR's. |
|
|
Next turn change the FC
of the planet, beam fuel over from the cloaked ship to |
|
|
you LR's and drain the
enemy ships dry. If you have several
cloakers standing |
|
|
by you can use
those to tow capture the same turn. |
|
|
------------------------------------------------------------------------------ |
|
|
Or, you could leave the
LR empty over the planet and then |
|
|
transfer up fuel if a
victim arrives. Naturally, this is a
lot |
|
|
riskier cause if the
victim has PE set to Privateers or mission set to |
|
|
KILL he'll wax your LR
and/or planet. Of these two options, I
prefer |
|
|
the latter as a fueless
LR can usually be rescued before it could be |
|
|
hauled to an enemy base
and captured, and most players will probably |
|
|
be scared to death there
are other cloakers present and probably won't |
|
|
try to tow it off
initially anyhow<g> |
|
|
------------------------------------------------------------------------------ |
|
|
What is the best tactic
to use non cloaking ships eg: Lady Royal, > |
|
|
Saggitarious trans.
(captured), or Gemeni (captured) to ROB?... there fuel |
|
|
and cargo rooms are
increadible but could only rob non armed ships! |
|
|
See above. Ships w/o
fuel can't fight. Transfer some fuel _after_ the enemy |
|
|
arrives, then rob and
move. |
|
|
------------------------------------------------------------------------------- |
|
|
The Lady royale class cruiser has very big
fuel tanks (670 units). |
|
|
It has 4 beamweapons and 1 torpedo tube too. |
|
|
You can capture a
cloaker which is planing attacks to your planets |
|
|
with a Lady Royale class
cruiser easily! Your enemies will learn this |
|
|
very fast, so it would
be good to catch a good cloaker at first time.. |
|
|
This doesn't work: |
|
|
If cloakers primary
enemy is set to privateer, then the ships decloacks and |
|
|
attacks immediately and
obviously kills the cruiser.But the idea is this: |
|
|
your enemy is cloaked
and comes to see if it's profitable to attack to the |
|
|
planet.(It's not a good
idea to attack with a single or a couple of |
|
|
cloaker(s), if you have
some big captured battleships waiting on the planets |
|
|
orbit..) So, go on
reading ;) |
|
|
1. Build a lady royale
with any weapons and engines which you want. |
|
|
Mark 4 or Mark 8 torps
would be good, because if there comes too many |
|
|
ships for robbing (fuel
capasity up to 669 units for robbing..) or |
|
|
uncloaking ship.If that
hapens, then you can try to defence the planet |
|
|
by dropping a
minefield.It's nice idea to put clans to the ship too, |
|
|
check part 3 for more
information. |
|
|
2. Put the ship
somewhere in a planet which probably can be attacked soon |
|
|
or something.. (This
part is not so important, you probably know where to |
|
|
but the ship in your
game, when you are playing ... ) |
|
|
3. Set ships mission to
Rob Ship. The ship can make even megacredits to |
|
|
you same time, if you
put clans to the ship. Ofcourse so much that the |
|
|
cargobay is full. (You
probably have some torps too in the ship for |
|
|
dropping a minefield)
The cruiser will make every turn so many megacredits |
|
|
that you have clans in
the ship and you dont lose fuel! (You dont have to |
|
|
move for money) |
|
|
4. Leavy only 1 unit of
fuel to the ship. |
|
|
... The trick is this: |
|
|
A cloaker comes to the
planets orbit. It scans and sees, that there is only |
|
|
one cruiser, and sets
ships mission to kill (*** WARNING: If cloaked ships |
|
|
attack is turned on, and
he/she sets primary enemy to privateer, then your |
|
|
cruiser will be
attacked, but your planet will be missed.He/she can kill |
|
|
your planet next turn!
Anyway, he/she loses the surprise advantage.. ***) |
|
|
and thinks that
"hehe, the privs will die!", but when the next turn comes, |
|
|
your enemy is surprised;
his/her ship(s) are out of fuel and can't attack! |
|
|
In best case you have
caught a Dark wing, Resolute or Cold pain! You can |
|
|
capture every cloaker in
the game with this trick. Lady royales fuel tank is |
|
|
so big, that you can
take out of fuel even two full loaded Dark wing! |
|
|
After robbing the
cloaker, then you just use your tow capture and capture |
|
|
the ship.And remember to
fix it in your SB (Crew is only 135..). |
|
|
So the trick works
probably only against inexperienced players, but it helps |
|
|
you with the defense
problem a bit.. |
|
|
---------------------------------------------------------------------------- |
|
|
Okay, after reading a
previous defense strategy here, a convuluted |
|
|
thought came to
mind. You have a starbase with 3 to 4
lady royales |
|
|
sitting around it, and a
couple of MBR's, which is just about ready |
|
|
to be attacked. Dump all
fuel on the lady royales, which then makes |
|
|
them immune to
attack. Planet dies. Ships which attacked planet are |
|
|
visible. You then from a friendly meteor, transfer a
kiloton of fuel |
|
|
on to each lady royale
on the next turn, and set it to rob ship, and |
|
|
take whatever fuel is on
them(hopefully). Tow the ships with
the MBR's |
|
|
there, and poof, you
have an attack fleet to rebuff whatever is |
|
|
attacking you. |
|
|
---------------------------------------------------------------------------- |
|
|
Just a thought. Your
LadyRoyal or any other ship with beams has a higher ID |
|
|
than the arriving ship. |
|
|
You remove fuel from all
the privateer ships and set the planet's FC to NUK |
|
|
Now when the enemy ship
arrives it will capture the planet. The FC will not |
|
|
be changed and the
privateer |
|
|
ship with the higher ID
will then retake the planet. Next turn you change |
|
|
the planet FC to
something |
|
|
different than NUK and
ATT. Now you transfer 1kt fuel to every privateer |
|
|
ship in orbit and set
your mission |
|
|
to Rob. Bingo you got
the ship. Best thing the ships in orbit dont have to |
|
|
cloak, because with 0
fuel they |
|
|
cannot be attacked by
the enemy ship. Of course you can only do this once, |
|
|
because then the enemy |
|
|
should have a counter
tactic against this. Another drawback is that the |
|
|
planet is captured and
all the |
|
|
defensepost are lost;
the natives are also angry about this, I think. |
|
|
------------------------------------------------------------------------------ |
|
|
Ship Ship Trading
Strategys |
|
|
As far as ship trading
goes the Privateers are at a major disadvantage: |
|
|
Unlike all other races
(with the exception of the Crystals), the |
|
|
Privateers cannot
clone. This means that any ship trade
deal you strike |
|
|
as a Privateer is only
as valuable as the ships you trade and obtain. |
|
|
However, your trading
partner likely has the ability to clone an entire |
|
|
fleet of whatever vessel
you have given him. Translation: he doesn't |
|
|
*need* you anymore, at
least to obtain that ship class. |
|
|
This means three things
for the Privateers: |
|
|
1. Do not trade casually
with other races unless you are getting a |
|
|
*great* deal. Be certain that you have a reasonably firm
alliance |
|
|
in place before you
begin trading off your technology; it could come |
|
|
back and bite you later. |
|
|
2. Insist on trade deals
that appear lopsided in your favor, at least on |
|
|
the surface. What trading partners are most likely after
are your |
|
|
gravitronic accelerator
(GA) ships, the BR4, BR5 and MBR.
Trading |
|
|
ship-for-ship is insane:
you get one ship, he gets the capacity to |
|
|
clone an armada. I would never trade one of
the above ships for less |
|
|
than three heavy
warships, preferably carriers, with a nice compliment |
|
|
of fighters already on
board. Some players will refuse,
sputter and |
|
|
scream at you for being
so un-reasonable. Let them moan and
find a |
|
|
trading partner who is
wise enough to see the sense of such a deal. |
|
|
Getting a lopsided trade
is *not* ripping off your partner--it simply |
|
|
takes into account the
circumstances with which you as the Privateer |
|
|
need to deal. |
|
|
3. Your biggest
advantages in the game are the SPEED and LOW FUEL |
|
|
CONSUMPTION of your GA
ships. YOU MUST STRIKE A VERY HARD
BARGAIN FOR |
|
|
THESE VESSELS--THEY ARE
YOUR ACE IN THE HOLE! With regards to
trading |
|
|
your GA ships, consider
the following (some of these points simply |
|
|
reiterate 1 & 2
above): |
|
|
A. See if you can get a
good trade on the BR4 or BR5 -- hold on to your |
|
|
MBR for yourself if
possible. |
|
|
B. Make sure you get
heavy battleships, or preferably carriers, heavily |
|
|
armed and loaded, for
your GA ship. |
|
|
C. NEVER trade GA ships,
especially the MBR, with anyone you anticipate |
|
|
needing to squash at any
time in the future. |
|
|
D. NEVER trade GA ships
to anyone who has made any threats to you or |
|
|
your allies, nor to
anyone who has been shown to have a treacherous |
|
|
streak; it is preferable
that you trade GA technology only with |
|
|
committed allies. |
|
|
4. An alternative to
trading GA technology is to offer towing services in |
|
|
exchange for single
warships; for instance, un-limited MBR tows |
|
|
(earmark a specific ship
for the service of this partner) in exchange |
|
|
for a single heavy
carrier or battleship. |
|
|
The bottom line is: GA
ships are arguably the most covetted technology |
|
|
in the game. DON'T THROW IT AWAY. Once you trade it to one person, he |
|
|
can not only make more,
he can also trade it to others and you've lost |
|
|
both a strategic *and*
economic advantage. |
|
|
WHAT SHIPS YOU SHOULD
TRADE FOR: |
|
|
The Privateer fleet is
weak, from a military perspective. Any
serious |
|
|
armada you may develop
will be created through trade and piracy.
For this |
|
|
reason, obtaining heavy
warships is your priority, especially decent |
|
|
carriers, which you
should ask for pre-loaded with 20+ fighters |
|
|
(especially those who
receive free ones at their starbases).
If you can't |
|
|
build up a serious
attack fleet, you'll be toast eventually. |
|
|
Another type of ship you
may be interested in obtaining: cloaking vessels |
|
|
with big fuel
tanks. Look to the Birdmen and
Fascists for these gems. |
|
|
-------------------------------------------------------------------------- |
|
|
Robbing Questions |
|
|
300 kilotons of fuel on
the planet's surface!... will U rob before he |
|
|
beams up fuel?... |
|
|
Yes. Rob happens before everything else (or most
everything ;) |
|
|
Does he
designate a specific ship to rob, or does he rob all |
|
|
ships at a given location
until he is full? |
|
|
All ships at the same
location as the robbing ship are vulnerable |
|
|
If he
robs all ships, does he rob them one at a time or equal |
|
|
amounts from each? If
one at a time, what is the order? |
|
|
ID order - lowest ID
surrenders its cargo first, then up the list. The priv |
|
|
ships also rob in ID
order, btw, if more than one of their ships is in the |
|
|
same place robbing. |
|
|
If
I have cloacked ships in the area, can he rob them and if so, |
|
|
how do they fall into the
rob order? |
|
|
That depends on the host
settings: 'Privateer rob cloaked ships NO or YES' |
|
|
If cloaked ships are
exempt from robbery, they are simply ignored by the |
|
|
rob mission |
|
|
What items can he rob
(fuel, minerals, megacredits, clans, torps, |
|
|
fighters)? |
|
|
Everything except torps
and fighters. When all the fuel has been stolen, |
|
|
the robbed ship is
helpless (usually the most important effect). |
|
|
why is it that sometimes the
messages |
|
|
inform you of
successful ROB, giving amounts |
|
|
transferred. But that
sometimes with multiple |
|
|
ship
theft the messages give the impression that there was |
|
|
no minerals
or fuel transferred when Rob did take place. |
|
|
The game doesn't tell
you of any subsequend rob amounts after the first |
|
|
sucessful one. All the
rest of the ships do the rob mission and get the stuff, |
|
|
but no amounts are listed
in the messages. |
|
|
I don't understand what
is so great about the rob thing with the |
|
|
privateers. What if his
HW was attacked by large carriers, he would |
|
|
loose it. And rob? them back?
His HW would be totally destroyed, and |
|
|
what would he do next? |
|
|
This is the big weakness
of the Pirates. They do not have big ships to |
|
|
defend themselvs with
unless they steal some. In you steal a couple of |
|
|
big carriers then you
can defend your worlds with them. If they had no |
|
|
weakness
there would be no reason to play anything else. |
|
|
The Pirates are a
stealth and cunning race not a brute force race. It is |
|
|
important to spread your
money, minerals, fleet and people around. If |
|
|
you have everything at
one important base, or even just a few you are |
|
|
dead. You must spread
out. Then who really cares if you lose your |
|
|
homeworld. It is just
one base and you have many. In the last game I |
|
|
played my homeworld
eventually became one of the starbases that produced |
|
|
least. At the point you
describe there is nothing for the Pirate to do. |
|
|
He has already made his
preperations for evacuation or he has not. The |
|
|
best he can do is quess.
If you sent to little uncloak the fleet and |
|
|
fight. If you brought
too much cloak everything load as much as you can |
|
|
on ships and wait to rob
him. |
|
|
A particularly nasty
variant of this is to take all the people and as |
|
|
much money and minerals
as you can onto your ships cloak and wait. The |
|
|
starbase will disappear
so will all the other developements. Then space |
|
|
all but a little your
fuel so he cannot pick it up from the planet and |
|
|
your tanks are low. Then
rob him silly. Take his ships and move |
|
|
elsewhere. He got to get
the base, but you got your money and people out |
|
|
and got his ships and
his fuel. The bigger problem is what to do if not |
|
|
big carriers but big
cloakers come. You can't see them until it is too |
|
|
late. Also, the Gorn are
really nasty. You can see them coming but they |
|
|
can uncloak you and you
never know how many LCC are escorting. |
|
|
----------------------------------------------------------------------------- |
|
|
Towing |
|
|
Bandit's Privateer
Nightmare Strategy: |
|
|
Pick
the ship you are going to tow and choose a point in space to tow it to. |
|
|
Set
your waypoint to that point in space and note how much fuel it's going
to |
|
|
take
to get there (with your target ship in tow, of course). JETTISON all |
|
|
the fuel you DON'T NEED
so you are carrying only EXACTLY the amount of fuel |
|
|
it's going to take you
to reach the waypoint. |
|
|
Alternatively,
you can transfer your excess fuel to the ENEMY SHIP, and then |
|
|
ROB IT BACK when you tow
it out to your wolfpack!!> |
|
|
Now...set
your waypoint 1 LY farther than the original waypoint you chose. |
|
|
Keep
doing that until you see "NEVER" show up in your "E.T.A."
window. |
|
|
That's telling you that
you don't have enough fuel to tow your target |
|
|
ship that one extra light
year. |
|
|
(You'd
be surprised how many extra "1 LY" increments you can tow a ship
on |
|
|
the
same fuel load. The object is to go AS
FAR AS YOU CAN on your CURRENT |
|
|
fuel load, but you want
DRY FUEL TANKS when you get to your waypoint.> |
|
|
Set
your waypoint BACK 1 LY, and you will have determined exactly how far |
|
|
your ship can tow the
target ship before it runs completely dry of fuel. |
|
|
This becomes your ROB
point. Send your cloaked MBR's there,
and wait. When |
|
|
your ship arrives with
the target ship in tow (assuming the target ship didn't |
|
|
change it's mass>, it
will be bone dry of fuel, and immune to attack. |
|
|
Transfer
1 KT of fuel to it from one of your cloakers, and set that sucker to |
|
|
rob along with the rest
of your wolfpack. |
|
|
Sure
does save on having to sacrifice ships!
I've used the same MBR multiple |
|
|
times
to tow enemy ships with this way. I
always use MBR's with Tech 10 |
|
|
engines,
and low tech beams and torp tubes as tow tugs, just in case something |
|
|
goes haywire and they get
captured. |
|
|
------------------------------------------------------------------------------- |
|
|
... Tow it out as far as
you can... and if you >want to be really tricky |
|
|
you can try to jettison
your fuel so that you >end up with no fuel at the |
|
|
end of the move (works
great with winplan). |
|
|
VERY risky. Do this to
an experienced opponent, and they will soon start |
|
|
varying their cargo/fuel
load to stop it. Then you either have to fight |
|
|
anyway, or they end up
with your MBR. |
|
|
Don't worry about losing
an MBR to take out an enemy warship. |
|
|
Very true - make sure
the ship you are getting is worth it, though! |
|
|
... as long as you equip the MBR's with only
xrays and >maybe a Mark 4 |
|
|
torp, they are of lttle
use to the enemy... |
|
|
Er, MBRs are VERY
valuable - as tow ships or as cloaked scouts for example. |
|
|
Building tow MBRs with
just X-rays and no torp launchers is a good idea, |
|
|
though. |
|
|
------------------------------------------------------------------------------- |
|
|
Why sacrifice the
MBR? Adjust the amount of fuel onboard
(via jettison) |
|
|
until it will arrive at
the specified waypoint out of fuel.
The |
|
|
following |
|
|
turn, the second MBR
transfers 1kt of fuel to the first one and they BOTH |
|
|
rob. Works like a champ. |
|
|
The other thing you can
do is have the first MBR rob and the second TOW if you |
|
|
know the ship has less
than 285 Fuel. That way the ship changes hands in one |
|
|
turn :-) |
|
|
------------------------------------------------------------------------------- |
|
|
One of my meteor towing a big ship to a
point where I have other ships |
|
|
waiting just ran out of fuel when reaching
that point, so I didn't |
|
|
even lose the ship towing the big ship! |
|
|
You
can "plan" on doing that every time. Just be aware that when you tow an |
|
|
enemy
ship from one of their planets, the "fuel calculation" might not
work if |
|
|
the
ship you are towing changes it's mass just before you tow it (i.e.
offloads |
|
|
colonists,
loads up on supplies, etc). For this
reason, I prefer to intercept |
|
|
ships in space, and THEN
tow them. |
|
|
------------------------------------------------------------------------------- |
|
|
If you are towing a
ship, AND the towed ship has a waypoint set to >1 |
|
|
turn ETA, then you must
have equal to or greater warp drives for the tow |
|
|
to take place (assuming
there's enough fuel to go around). |
|
|
That doesn't weem to be
quite right, but close. |
|
|
As far as I can see
(after a bit of testing with host 3.22.014), to |
|
|
break tow, you need a
warp speed set at least as high as the towing ship |
|
|
(gravitonic ships count
double speed for this, so warp-5 counts as |
|
|
warp-10). You also need
a waypoint set further than the tower could |
|
|
travel. And this is just the simple case, where one
ship tows another which |
|
|
only tries to escape. |
|
|
Have
you tested this? A gravitonic does not double the warp, but the |
|
|
speed. Doubling warp
quadruples speed. It is logical that gravitonics |
|
|
would count for a
sqrt(2)=1.41 multiplication in the tow break test. |
|
|
That was my first
thought, but it proved to be wrong . My conclusion |
|
|
could be wrong, of
course, but bear in mind this applies purely for the |
|
|
purposes of the
tow-break test, not for anything else in the game. The |
|
|
test results were :- |
|
|
A warp-5 MBR tow could
not be broken by a transwarp ship. |
|
|
A warp-4 MBR allowed
warp-8 & 9 ships to escape. |
|
|
A warp-3 MBR allowed
warp-6+ ships to escape. |
|
|
You might like to test
the other speeds to see what happens, but given |
|
|
how few MBRs actually
get built with engines of warp-4 or below, it is |
|
|
just as easy to simply
say gravitonic tows cannot be broken. |
|
|
In any case I stated it
wrong: I said breakfree is based on *towers* |
|
|
possible travel
distance, it is *towees* distance, of course. |
|
|
------------------------------------------------------------------------------- |
|
|
To break tow, you need a
warp speed set at least as high as the towing |
|
|
ship (gravitonic ships
count at double warp setting for this, so warp-5 |
|
|
counts as warp-10). You
also need a waypoint set further than the towee |
|
|
could travel in 1 turn
(ie, a waypoint of >1 turn travel time). |
|
|
Note that both towers
and towees performance was based on the speed set, |
|
|
not on the actual engines
fitted. |
|
|
------------------------------------------------------------------------------- |
|
|
Actually towing's a
little more complicated... Despite the
number of |
|
|
times I've played the
Privateers, I've never fully tested out and documented |
|
|
all the towing conflicts
and resolutions. At one time I had a
nice clipping |
|
|
which explained most
this but it's disappeared so the following is based on my |
|
|
RAM - rarely adequate memory. |
|
|
The tie breakers are as
follows... As I understand it |
|
|
1. One Engine - Single engine ships always
lose. Some mistakenly think more |
|
|
engines is a factor in
other cases - it's not. |
|
|
2. Highest Warp - The highest warp speed wins. This is actually where |
|
|
Grav's win as any Grav
with TL5 or better drives has a higher speed than |
|
|
non-grav ships. |
|
|
3. Further waypoint - with any waypoint over
one month's travel being |
|
|
sufficient to break tow. |
|
|
4. Lower ID# |
|
|
Now when you have
multiple tows, things get even more confusing... |
|
|
If you are trying to tow
a someone who's also trying to tow then the above |
|
|
process if
followed. If you win, then their
speed is set to 0 and they are |
|
|
towed
off by you. |
|
|
If you're trying to tow
someone who's being towed by another, than tower ID# |
|
|
comes into play. Tows are carried out from lowest to highest
ID#, so the |
|
|
lowest ID# will
win. In this case there's nothing
there for you to tow when |
|
|
your ship's turn comes
up. |
|
|
------------------------------------------------------------------------------- |
|
|
I am playing the Privateers(hold all the
boos and hisses) and have |
|
|
robbed a Birdman ship. I have now towed it
two times and have also |
|
|
towed it to a starbase which is set to force
surrender, and the ship |
|
|
is still not mine. Any help on how to make this ship mine is
appreciated. |
|
|
Aarrggghh mate, bid not
these weaklings to hold their |
|
|
cat calls and
mewlings. Tiz all they can do to us.
har |
|
|
It is good for them to
put a brave face on their own |
|
|
deaths and makes them
worthy adversaries. Wear their |
|
|
spite as the proud
mantle of your calling, it is sure testimony |
|
|
to the strength of our
Clan. |
|
|
As to your question (and
you should blush to represent us so |
|
|
weakly in public) is
that you haven't emptied his tanks. You're |
|
|
lucky if he hasn't gone
cloak on you, making correcting the |
|
|
situation more
difficult. But the DW is one of our
favorite |
|
|
caps, so we will see you
through this. Do not break the tow |
|
|
by touching the Mission
button (record his ship ID# so you can |
|
|
attempt to reset the tow
mission while he's cloaked if it's |
|
|
already broken.) You can tow him while he's cloaked. Tow |
|
|
him to a wolf pack
consisting of a half a dozen Little Pests |
|
|
with lasers and a
Bloodcloud with heavy disruptors. Set all |
|
|
to PE Birdman. DO NOT USE MISSION KILL! Set your wolf pack |
|
|
attack order (using
sequenced FCs) so the LPs fight first.
They |
|
|
will absorb his weapon
load and, hopefully, reduce his shields. |
|
|
The 'Fang will toast the
crew and cap the ship (and recap or |
|
|
kill any LPs that were
capped.) Remember to tow your new DW to |
|
|
a SB to Fix/re-crew it. |
|
|
Of course, a simpler and
more ideal (if you're flying against a |
|
|
knucklehead who leaves
the DW uncloaked) solution is to just rob |
|
|
him again and then
tow/cap him again, simultaneously if you have |
|
|
multiple ships
present. Remeber, while only our armed
ships can Rob, |
|
|
any two engine Pirate
vessel, including freighters, can tow/cap. |
|
|
In the future, pay close
attention to your scanner reports and |
|
|
ships data files. You should be able to estimate within a |
|
|
100 kt the fuel load of
any ship or fleet. Make sure they're
empty. |
|
|
Don't tow if you don't
know. It is much better to use both of |
|
|
a pair of Meteors to
rob, rather than split rob/tow missions |
|
|
unless you are *sure*
one can empty the ship. Much better to |
|
|
have a stranded enemy in
the sea than a live one on the line. |
|
|
------------------------------------------------------------------------------- |
|
|
: Q..what chance do I
have towing a shipo thru a minefield : with a MBR as |
|
|
the tow ship. Most of
the felds are smaller : then 50 ly across. Is there a |
|
|
formula for estimating
survival : thru fields? |
|
|
If minefields work as
advertised (minehit% chance of hitting a mine for |
|
|
each light-year through
a field), you can calculate the probability of |
|
|
surviving with
relatively little difficulty. For simplicity, I will take |
|
|
minehit% to be 1%. This
means that the chance of surviving 1 light-year is |
|
|
.99. The chance of
surviving two light-years is .99 * .99 or .99^2. |
|
|
Therefore, the chance of
surviving n light-years is .99^n. Since I didn't |
|
|
write the host, I can't
tell you if this computation is accurate; but if it |
|
|
works according to the
documentation I have seen, this is correct. To |
|
|
translate this to
minehit% not equal 1%, take 100% - minehit%, divide by |
|
|
100, and raise to the
power of the number of light-years. Sorry if I have |
|
|
unnecessarily confused
this, but most scientific calculators should be able |
|
|
to perform the necessary
calculations. |
|
|
------------------------------------------------------------------------------- |
|
|
The Wolfpack
Strategy...... |
|
|
There are several
variation ... but this is the main idea .... Have |
|
|
several MBR's and a BR4 cruise around .....Once you have
located a target |
|
|
.... and know it's
destination (via a utility) Have the MBR's wait at some |
|
|
x,y within 162LY but
more thatn 81LY ...Have the BR4 meet the ship at that |
|
|
planet either ahead of
it or at the same time .....Once the ship |
|
|
arrives...drag it with
the BR4 to the WolfPack.. |
|
|
The BR4 will get dusted,
unless you have matching friendly codes or |
|
|
calculate the fuel
perfectly so you end up with zero reaching the |
|
|
wolfpack, then set all
ships to rob ONCE the ship gets their.... the next |
|
|
turn you will have a
enemy ship robbed of all it fuel ....Drag it home and |
|
|
it is Yours ...... |
|
|
Tips: |
|
|
Make sure you have
enough fuel capacity to rob his tanks from max |
|
|
... anything else is a
calculated risk |
|
|
Make sure you wolfpack
is cloaked until the BR4 drags the ship |
|
|
..that way you don't
fight.....Remember Robbing ships comes before |
|
|
fighting and moving ..
if done successful .. he will have no fuel to fight |
|
|
or run.... |
|
|
I general have 1 BR4 ...
and half MBR with just beams (sacrificial |
|
|
if needed) and the other
half with Torps ...That way I can lay a mine |
|
|
field and protect the
Robbing ships ... Isuggest you lay a mine with one |
|
|
MBR thus losing his
"robbing" for the turn.... |
|
|
3. A tactic to stop them is Dump all you fuel
to the ground but 1-10 |
|
|
units ... then set
mission to beam up ..... ie .....You have 600fuel |
|
|
...drop 590 leaving 10
....next turn he robbs you of 10 ...you beam up |
|
|
fuel and then dust
him.... |
|
|
------------------------------------------------------------------------------ |
|
|
Ground Attacks |
|
|
If two ships of Race A
and B are orbitting a planet, which is owned by |
|
|
Race >B, for example,
but they have only one Colonist, and Race A drops 10 |
|
|
colonists... |
|
|
The
rules say the order is drop cargo, rob, and beam up cargo. |
|
|
If the colonists are
dropped, will they fight immediately, kill the Race B |
|
|
colonists, and prevent
the Race A ship from beaming anything up? |
|
|
Or does colonist combat
occur later...? |
|
|
One clarification, cargo
dropped to an owned planet happens BEFORE rob |
|
|
missions. Cargo dropped
on unowned/enemy planets happens AFTER rob |
|
|
missions. |
|
|
Both cargo drops are
before beaming-up of minerals so yes, dropping |
|
|
colonists would prevent
the previous owner from beaming up from the planet |
|
|
unless he's got a
matching FC for the planet. |
|
|
As a Privateer I always
try to carry a fair number of colonists on my MBR's |
|
|
for exactly that
purpose, as many players rely on transfering fuel to their |
|
|
owned planet and then
beaming it up after rob missions are finished to |
|
|
prevent tow-captures.
Boy are they surprised the first time I pull this one |
|
|
on them! <g> |
|
|
Course this doesn't work
so well vs the Lizards or Fascists as their ground |
|
|
def is multiplied; and
if there are defense posts, they can modify the odds |
|
|
too. |
|
|
------------------------------------------------------------------------------ |
|
|
Gravity Wells |
|
|
Am I correct in assuming
that the warp well extends from each planet 3.99 |
|
|
ly? That's what The
Complete User's Manual states anyhow. |
|
|
Well, I don't know what
the &^* Manual says, but in Host v3.22.014 (and |
|
|
all earlier versions I
know of, say 3.14 - 3.22.014) you're allowed to |
|
|
move up to the planet at
a distance of 3.14 LY without being sucked into |
|
|
the warp well. |
|
|
[Just set your pointer
on the planet, and for example shift it 3 pixels |
|
|
down and 1 left, or 3
pixels right and 1 down. etc.] |
|
|
If you are moving at warp 1, you won't be
affected by the planet's |
|
|
gravity well. This makes it a little hard to intercept
his ship, |
|
|
though. |
|
|
So, how do you use warp
wells to hide from someone who knows what |
|
|
they're doing? |
|
|
Imagine this situation: |
|
|
1. I hide my
merlin/firecloud/neutronic/etc. in a warp-well |
|
|
2. enemy sees it.
dispatches a carrier to kill me |
|
|
3. carrier does
intercept and is warp-welled into the planet. |
|
|
now if I owned the
planet and it was well defended, that would be |
|
|
one solution. imagine
instead, I'm on the offensive, and have only |
|
|
0 or a small number of
colonists/defenses. Thus he takes the
planet |
|
|
and is going to come
after me at warp 1. I can do two
things here: |
|
|
A. run far. I'm a tad ahead of him, so as long as I
keep moving |
|
|
at full speed, he'll
never catch me, until one of us runs out |
|
|
of fuel. |
|
|
problem : I must keep
running forever, cuz there's only a |
|
|
1-LY space between us,
and if I ever go to a planet, he'll |
|
|
catch me. |
|
|
B. try to move around in
the warp well. This will work for a
brief |
|
|
while. i.e. if I'm 1 LY from the planet, I can
spend 2 |
|
|
more turns moving
radially outward, and he must chase at |
|
|
warp 1, staying behind
me. However, now I'm screwed. Some |
|
|
simple geometry shows I
cannot make more moves without being |
|
|
intercepted or going out
of the warp well. Actually, here |
|
|
I can play a trick game
: if I run away at full speed, he |
|
|
must intercept at full
speed to stay with me; but if I instead |
|
|
head back towards the
planet, he must stay at warp 1 or fall |
|
|
into the gravity
well. Thus I have a 50% (or so) chance
of |
|
|
pulling off a slinky
maneuver at this point. |
|
|
------------------------------------------------------------------------------- |
|
|
Combat |
|
|
testing out different
beam combo's on a BR4 |
|
|
vs different favorite
targetes using Winplan's VCR SIM. |
|
|
%Damage 50% Shield Bonus on/ No Shield Bonus |
|
|
D= Destroyed |
|
|
X Rays Blast
Disrpt Hblst HDsrpt
HPhsr |
|
|
SMDF 1 22 18 D 10 D
18 D 8 D 20 D |
|
|
MDSF 2 4 10 46 4
72 14 D 12 63
8 D |
|
|
LDSF 11 8 45 67
12 18 26 48 12 28
20 36 |
|
|
STF 29 13 95 D
31 30 68 79 23 30
35 48 |
|
|
Comments: |
|
|
1. Shield Bonus on means Privateers will
capture more useable |
|
|
freighters rather than
destroying or crippling them. |
|
|
2. Heavy Phasers are a bit safer then Heavy
Blasters and better |
|
|
minesweepers. |
|
|
3. Blasters are one of the worst choices if
you want to capture but |
|
|
the best if you want to
cripple, or destroy enemy shipping. |
|
|
4. XRays are the most
target friendly - what a surprise <g> |
|
|
---------------------------------------------------------------------------- |
|
|
How to attack with the
Privateers |
|
|
It is
well known, that our beloved Orion Space Traders (or |
|
|
Pirates
as some people call them falsely) are a race who has a |
|
|
difficult
time if they have to confront an enemy in an open large |
|
|
scale
battle. Unless they have „organized“ heavy warships, they |
|
|
just lack the
necessary firepower to confront a strong |
|
|
opposition. This is
especially true in games without an engine- |
|
|
shield-bonus,
because the low mass Privateer ships are |
|
|
especially
poor combatants (especially against fighter carriers) |
|
|
without
an engine-shield-bonus. Therefore it is usually the best |
|
|
strategy
for our peace-loving green folks from Orion (who |
|
|
prefer
dancing anyhow) to avoid any major fighting and to stay |
|
|
hidden. |
|
|
If
the Orion Space Traders have to defend an specific important |
|
|
planet
against an determined attack, it takes careful planing to |
|
|
intercept
the incoming enemy at the right places, to break up |
|
|
his
battlegroups by towing some of his ships to hidden waiting |
|
|
defenders
and to render the attacking ships helpless by robbing |
|
|
their
fuel. Some clever hints about this tactic can be found for |
|
|
example
in Dr. Dorn Peterson’s contribution as cited in the |
|
|
Dreadlord battlemanual. |
|
|
But there
are times when you as an Orion commander cannot |
|
|
wait for
the enemy to come to you and when you do not have |
|
|
the
possibility to choose the location of the engagement, |
|
|
because
you really want to attack a heavily fortified planet. Due |
|
|
to your movement
advantages you should have a sound |
|
|
economy
with plenty of starbases and enough minerals and |
|
|
money
at each of them. In other words: you should have a clear |
|
|
superiority
in numbers. But you still lack the real muscles, since |
|
|
your
race just cannot turn resources into great combat vessels. |
|
|
And if you
cannot get such ships from somebody else, you |
|
|
have to
overwhelm the enemy by sheer numbers (and maybe |
|
|
by the
surprise due to the lighting speed of your gravitonic |
|
|
accelerated battle
groups). |
|
|
The
following battle report is from an still ongoing game (TH1 |
|
|
hosted by Tim
Hofstee in CompuServe’s PBM Forum) and |
|
|
shows how the
Privateers can attack a strong enemy |
|
|
homeworld
even without any foreign technology. It also shows |
|
|
that
unexpected events can bring doom even to the most |
|
|
sophisticated
battleplans. I hope that some of the readers will |
|
|
learn
as much from reading my report as I did from planing and |
|
|
fighting the attack. |
|
|
The
Crystals had started a war against the people from Orion |
|
|
by
attacking a planet and killing all innocent colonists there. In |
|
|
addition
to that the Crystalline web mines posed a great threat |
|
|
for
the Orion trading lanes, and therefore the council of Orion |
|
|
had
to decide to extinguish this Crystalline danger completely |
|
|
from the Echo cluster. |
|
|
During the
beginning of the war, the Orion activities |
|
|
concentrated
on disrupting the Crystalline economy, harassing |
|
|
the
border planets, destroying freight traffic and isolating the |
|
|
productive
starbases from their supply of minerals and money. |
|
|
Over time,
the Crystalline war fleet degenerated and the |
|
|
Crystals
run out of resources to keep a full coverage of web |
|
|
mine
fields around their core planets. So the time had come for |
|
|
the
ultimate decisive battle: the attack onto the Crystalline |
|
|
homeworld. |
|
|
The
Orion council had developed a fine battleplan and prepared |
|
|
everything
for a long time. Starbases were specifically set up, |
|
|
ships
custom build for the attack, planets taken and supplied as |
|
|
intermediate
staging areas and then a fleet of a total of 14 ships |
|
|
(which
was a big fleet then given the fact that it was still |
|
|
|
relatively
early in a resource poor game) launched to fly the |
|
|
attack against the
Crystalline homeworld. |
|
|
The
Crystals (or anybody else) did not see anything moving |
|
|
into
position and could have been warned in advance only by |
|
|
the fact
that their defending ships had been towed away by |
|
|
Orion
ships for several turns. The Orion fleet appeared in attack |
|
|
orbit
around the Crystalline home world without prior detection |
|
|
by
the defenders. All ships came in either cloaked or towed by |
|
|
meteors
directly from the staging area at a planet some 150 |
|
|
light-years away. |
|
|
The plan
was that the Orion fleet should split into four |
|
|
battlegroups and attack
in four distinctive waves: |
|
|
Group 1 (the
Scout Lance) had the primary role to sweep |
|
|
the area
free of Crystalline webmines, which were deployed |
|
|
as a large
barrier around their homeworld. They had also |
|
|
captured
some defending ships earlier and flew a supporting |
|
|
attack
against a secondary starbase nearby. All scout ships |
|
|
had already
moved to their positions cloaked and were |
|
|
equipped
with high tech beams and plenty of supplies (to |
|
|
repair possible web mine
hits). |
|
|
Group 2 (the
Combat Lance) was to take out (or capture) |
|
|
any
newly arriving defending ships, if they were to be build |
|
|
at the
starbase just during this turn or coming in from other |
|
|
planets.
It was their purpose to protect the third group from |
|
|
enemy
ships. Therefore they fought first with their high tech |
|
|
torpedoes
and went in cloaked, so that they could not be |
|
|
reached by the planetary
defenses. |
|
|
Group 3
(the Anti-aircraft Lance) had the sole purpose to |
|
|
shoot down
the fighter compliment of the starbase. This |
|
|
group
consisted of cheap expandable ships with enough |
|
|
beam weapons to
handle the base's maximum load of 60 |
|
|
fighters. |
|
|
Group 4 (the
Command Lance) was then to fly the final |
|
|
attack
against the planet and to destroy it with a lot of high |
|
|
tech
weapons. They carried a substantial amount of Mark |
|
|
VIII torpedoes. |
|
|
Unfortunately
the plan did not work out fully and the battle |
|
|
turned
out to be very costly for the attacking Privateers, |
|
|
although
this was not caused directly by the Crystalline |
|
|
defenses. |
|
|
So what went
wrong? Just in the moment when the brave |
|
|
people
from Orion launched their forces into the orbit around |
|
|
the
Crystalline homeworld, another race - the Fascists - |
|
|
appeared
and attacked the Orion fleet. Here is what happened |
|
|
„in slow motion“: |
|
|
The Scout
Group swept the webmine barrier away, which |
|
|
allowed
not only the friendly ships, but also the Fascists to |
|
|
move in
(had the Fascists tried to move there any earlier, |
|
|
they would
have gotten stuck in the webmines badly, which |
|
|
had happened
to them at another location earlier in the |
|
|
game). Then some of the scout ships flew their
supporting |
|
|
attack against the second
starbase. |
|
|
The Combat
Group blew the only newly arriving Crystalline |
|
|
ship in
orbit to pieces, but these ships did not fight the |
|
|
Fascist,
since the group was cloaked (to avoid the planetary |
|
|
defenses)
and not set to Fascist as primary enemy, since |
|
|
they were supposed to
attack Crystalline ships. |
|
|
The
Anti-Aircraft Group was now attacked by the Fascists |
|
|
and
entirely destroyed, because these ships had never been |
|
|
designed
to fight other ships and were totally lacking any |
|
|
long range weapons. |
|
|
Only after
the Anti-Aircarft Lance was gone, the Command |
|
|
Group
started to fight the Fascist and were able to destroy |
|
|
the
Fascist opposition (which was out of ammunition at this |
|
|
point of time) immediately. |
|
|
Now the
Command Group proceeded to fight the planetary |
|
|
defenders.
But the starbase was still filled with fighters and |
|
|
those fighters
were able to destroy most ships of the |
|
|
Command
Lance. Being ships of Privateer design, none of |
|
|
them had
the mass (there is no Engine Shield Bonus in this |
|
|
game) or the
high number of beam weapons to withstand a |
|
|
serious fighter attack long. |
|
|
Thanks to
their high tech weapons, the remaining Orion |
|
|
ships were
eventually able to bring down the starbase and |
|
|
planet,
but only under high losses. After the loss of the |
|
|
homeworld, the
Crystalline opposition collapsed rapidly. |
|
|
The high
losses during the attack could have easily been |
|
|
avoided,
if the Orions had just added one ship to the Combat |
|
|
group,
with primary enemy set to Fascist. That would have |
|
|
killed
the Fascists (who did not come with strong forces, since |
|
|
they
stumbled onto the battle field by pure chance) in the very |
|
|
beginning
and protected the Anti-Aircraft Lance until it’s ships |
|
|
would
have been able to shoot down the defending fighters. |
|
|
But
the Orions just did not expect a Fascist attack against them |
|
|
over the
Crystalline homeworld. So the lesson is, always be |
|
|
prepared,
that somebody will surface (come out of cloak) |
|
|
totally
unexpected to screw up your plans. Be prepared for this |
|
|
possibility! |
|
|
------------------------------------------------------------------------------ |
|
|
Personally, I prefer to
fill an opponents space with MBR's before he |
|
|
knows we are at
war. This way he doesn't make too many
minefields. Then when |
|
|
you are ready (at least
10 MBR in his space), have them kill every freighter |
|
|
you can find, preferably
all in one turn. He will then set some
of his |
|
|
warships to mine, and
some to chase you down. No
problem. Have a few of your |
|
|
MBR's set to minesweep,
and have their speed set to warp nine.
You won't |
|
|
entirely clear a
minefield, but you won't hit a mine either. Visit as many of |
|
|
his planets as you
can. Any that have no starbase and
less than 3000 clans |
|
|
can be easily killed by
a well armed MBR. This gives you all
the cash and |
|
|
minerals to make torps,
plus a stop off point for the next phase.
Set a |
|
|
cloaked wolf pack to a
planet that you know he has warships at.
I have done |
|
|
this with as many as 10
MBR's, with the Cyborg having 5 Fireclouds at the |
|
|
planet. Set all but 1 or 2 to rob, and hop them to
a planet you have taken |
|
|
that you can reach in
one turn. the one or two you use to
tow the lowest id |
|
|
warships away to the
same planet. He doesn't get to see exactly where you |
|
|
went, you can then drop
all the fuel to the planet, and do the same tactic |
|
|
over and over. If you have taken enough of his crappy
planets, it will taken |
|
|
hima while to find the
right one. All of his ships that you have taken over |
|
|
can be set to attack his
better planets. The only drawback to
that is that |
|
|
they will have skeleton
crews, so he may take them back, but by then you have |
|
|
used his own ships to
attack him, and if he does recapture them, they are |
|
|
damaged. I am sure a
good player could counter this, but it works extremely |
|
|
well against newbies and
intermediates. |
|
|
----------------------------------------------------------------------------- |
|
|
vs Fascists |
|
|
If
you have any good tips specifically against the Fascists, pleas |
|
|
share
them! |
|
|
Build some cheap BR4's
with just TL6 or even TL5 drives to use as scouts to |
|
|
find those waiting glory
devices. |
|
|
Liberally sprinkled
mines will reduce problems of his cloakers penatrating your |
|
|
space or of his
GD ships hitting your prime worlds. |
|
|
Keep at least a couple
cloakers over any major border base to rob and capture |
|
|
any of his ships which
might uncloak and pillage such a base. Keep ALL your MC |
|
|
on the orbiting ship or
you'll lose them to the Pillaging Fascists.
If you |
|
|
pair a cloaker with a
Lady Royale w/o fuel, you can transfer 1 KT of fuel and |
|
|
then drain ANY fascist
ship dry with the LR and tow capture the Pillager with |
|
|
the
cloaker. |
|
|
Strip all fuel and
minerals from non-base border worlds ASAP.
This will |
|
|
greatly limit the range
his raiders can strike if they can't replenish their |
|
|
fuel tanks at worlds
he'll invariably capture from you. |
|
|
------------------------------------------------------------------------------ |
|
|
vs LOKI's |
|
|
|
If you are playing with
any addon that allows movement, like pwarp, |
|
|
and this movement takes
plase in Auxhost2, then this is after the |
|
|
second decloak!!!
:->> This means you can warp your gasstation in |
|
|
after movment, thus
avoiding decloak, and minefields! |
|
|
------------------------------------------------------------------------------ |
|
|
LAM>
How do you rob any ship escorted by a Loki? Is that not the only |
|
|
LAM> vessle out there that is truly
untouchable? The problem came about
when |
|
|
Mmm... Nice problem... |
|
|
Some strategy's that
should work: |
|
|
intercept the loki in
the Borgs fleet with a cloaker, like a Meteor Class |
|
|
Blockade Runner. Now the
loki will be attacked first. BUT! If the borg are |
|
|
clever the loki is
without fuel (being towed by another ship in the fleet) and |
|
|
won't fight so another
ship will kill your Meteor Class Blockade Runner. |
|
|
have a couple of Lady
Royale Class Cruisers without fuel waiting at one of |
|
|
your planets. Be
careful: the planet will be cought by the enemy so you can't |
|
|
get fuel. You'll have to
use a waiting cloacker to transfer fuel the next turn. |
|
|
Now you have the problem
of the loki again. If it has fuel it will destroy your |
|
|
cloackers, if it has no
fuel there's no problem. You can rob next turn, after |
|
|
transferring some fuel
to your Lady Royale Class Cruisers off course. Maybe you |
|
|
can extend this strategy
by intercepting the loki with a cloacker, so the turn |
|
|
the fleet arrives at
your planet the loki will be attacked, if it has no fuel |
|
|
your cloacker gets
killed and the loki survives, next turn you rob. If it has |
|
|
fuel the loki will be
taken out first, then your cloacker gets killed, the next |
|
|
turn the cloacked
cloacker transfers fuel to the waiting Lady Royale Class |
|
|
Cruisers and they rob the
fleet empty. |
|
|
------------------------------------------------------------------------------- |
|
|
watch out for lokis... |
|
|
It's been my observation
so far in the game's I've played that the number |
|
|
of players actually
getting hold of Loki's tends to very limited. The fear |
|
|
of Loki's greatly
excedes the real risk of encountering them. Anyway, if |
|
|
you don't have that
fearless, carefree attitude, you'll never be a good |
|
|
Privateer player anyhow
<g> |
|
|
------------------------------------------------------------------------------- |
|
|
Use cheap BR4's to scout
moving to 10 ly distance from a planet. If |
|
|
there's a Loki it'll
uncloak you and you're still safely out of >>reach. |
|
|
yes, but on the second
turn, you can be A) intercepted, B) mined, >C) |
|
|
webbed. |
|
|
Well this is true, but I
did say a CHEAP BR4 <g> You might still get away |
|
|
if you run and you're
lucky <g> If you want to spend a bit more money but |
|
|
have a more annoying
scout build the BR5 with TL4 tubes and dump a few |
|
|
mines yourself if you
get uncloaked to cover your attempted exit. If you |
|
|
want a super scout,
build a BR4 with Heavy Phasers and if uncloaked change |
|
|
to minesweeping and RUN!
They'll have to dump a lot of mines to catch you |
|
|
as you'll be able to
sweep 2000! This ship can double for minesweeping |
|
|
duties outlined earlier
too... |
|
|
------------------------------------------------------------------------------- |
|
|
vs SSD's |
|
|
RG> the Empire just have to drop 10 clans
and boom :) He can drop 10 clans |
|
|
RG> without fuel, TOO. Imagine, the ssd
arrives, is robbed but still belongs |
|
|
RG> to the empire. Next turn he drop his
clans... |
|
|
Super Star Destroyer
arrives at a planet, Pirate now needs two ships: one to |
|
|
rob it clean (like a
Lady Royale Class Cruiser), one to tow it away the same |
|
|
turn (like Meteor Class
Blockade Runner). |
|
|
Second turn: Lady Royale
Class Cruiser rods Super Star Destroyer clean, taking |
|
|
it's fuel and cargo.
This is _before_ transport, so Super Star Destroyer can't |
|
|
beam down its clans any
more, they should be robbed of the ship. I still don't |
|
|
really understand the
Rob, except for it takes _all_ fuel. |
|
|
Then, in the same turn,
Meteor Class Blockade Runner tows fuelless Super Star |
|
|
Destroyer away and
captures the ship. |
|
|
------------------------------------------------------------------------------- |
|
|
vs Gorbie SUK [Raceplus] |
|
|
In a game I played I was
the empire and I setted the SUK f.c. on a |
|
|
Gorbie of mine (there
were privs around and i wanted to kill them...) |
|
|
The privateers player
has setted the SUK f.c. also on all his MBRs... |
|
|
As the result, all privs
MBRs were attracted by the gravity well, but |
|
|
they did NOT fight
against my gorbie... so they robbed, towed and |
|
|
captured it :-(((( |
|
|
Good for the privs, that
was most entertaining <G>. |
|
|
Perhaps we should send
one to Timo Kreike, he collects stories like |
|
|
this... |
|
|
More to the point
though, why didn't the Gorbies escort ships fight and |
|
|
kill the priv MBRs? |
|
|
------------------------------------------------------------------------------ |
|
|
vs Rushes |
|
|
I have 2 rushes heading my way. I'm the
Privateers. Only got 2 turns |
|
|
before they hit an important world but what
is the best way to defend? |
|
|
Glory devices? Mines? Robbing? |
|
|
Just 2 Rush ships, no
escorts? |
|
|
Do you have any
estimates as to whether they are full of fuel, or if they |
|
|
are stretching fuel
economy just to make it? If they have full fuel tanks, |
|
|
you probably won't be
able to rob one (Rush has . . . 1550 fuel at max?). |
|
|
If one or the other
looks like it is consistently lower on fuel, you might |
|
|
try to rob one dry of
fuel. Once he sees one ship drained of fuel, you |
|
|
would at least have him
guessing. |
|
|
As a last-ditch effort,
you might want to waste one small or cheap grav |
|
|
ship towing one Rush as
far away as your grav accelerators will let you. |
|
|
You might lose a ship,
but if he was counting on having both ships for his |
|
|
assault, and suddenly he
sees that one is unavailable for at least 2 turns |
|
|
(to get back to where he
was before the tow), then that should at least buy |
|
|
you some more time. This
is especially useful if you don't have enough |
|
|
ships to rob him of all
his fuel, but you think he is having fuel problems |
|
|
which will make it
difficult for him to get that towed Rush back to the |
|
|
front (hey, it takes a
lot of fuel to move those puppies around). |
|
|
You could also tow one
ship further _into_ your territory if you have a |
|
|
pack of cloaked ships
which could meet at one point, and rob him there. |
|
|
Then suddenly he faces
the prospect of facing one of his own Rush ships |
|
|
somewhere in your
territory. |
|
|
Mining would slow him
down, esp. if he has crappy beams since each Rush |
|
|
only packs 5 beams
anyway with a normal shiplist. |
|
|
Glory devices will slow
him down only if he doesn't capture supply-rich |
|
|
worlds. You'll have to
run sims of Rush ships against those you have built |
|
|
and captured to see what
your chances are in combat. |
|
|
If the planet he is
attacking is not a Starbase world, I's suggest the |
|
|
following: |
|
|
Remove all fuel from
planetary surface - Remove all colonists from planet |
|
|
surface - put them in an
armed - Netronic Refinery Ship or 2 with empty |
|
|
tanks -- leave 2
cloakers with full holds of clans above planet and some |
|
|
fuel - have one or more
waiting wolf packs of 3 or more MBR's each in deep |
|
|
space cloaked. Depending
upon your NRS's above the planet, you might get |
|
|
away with a smaller wolf
pack - but I'd advise against getting shepa unless |
|
|
you have noc choice Turn
after he comes in: |
|
|
1- drop your hold of
clans on planet - preferably user a lowr ship id than |
|
|
he has to do this to
take advantage of any def posts on surface in case he |
|
|
drops clans |
|
|
2 - use NR Ships to Rob
right him there, (transferring first 1 fuel to each |
|
|
with cloaker). The NRS
is QUITE handy for draining mega fuel real fast. |
|
|
(Remember - the drainer
needs to be armed) |
|
|
3- tow both Rush's to
waiting wolf packs. Lose 2 x MBRS, drain Rush |
|
|
Carriers dry with wolf
packs on folowing turn. Call it it a fair exchange |
|
|
and try not to gloat :). |
|
|
4- repeat as necessary (
except for the clans part - he probably won't be |
|
|
that sloppy again) in
bid to win game until Rebel figures out he needs mine |
|
|
laying escorts very
BADLY around the planets he is attacking. (But those |
|
|
minelayers can always be
cloak-intercepted on the turn he moves in) Build |
|
|
all your future MBR's
with Heavy Disruptors to use as support mine-sweepers |
|
|
when using wolf pack
tactics. Carry on and look out for the Lokis and Glory |
|
|
Ships which your
frustrated opponent will figure out he needs sooner or |
|
|
later... |
|
|
Beaming up all of the
clans off of the surface may or may not work to |
|
|
prevent a beam gather.
If the enemy takes the time to match the fcode of |
|
|
the planet first - your
clans won't be able to stop the beam gather. But |
|
|
then again, most players
tend to be careless until given a reason not to |
|
|
be. If it is an
important planet (but WITHOUT a BASE) this is a nice ploy. |
|
|
Under Host 3.2x, pulling
all the clans off a starbase world removes the |
|
|
starbase from play (this
is a big "oops"). In some circumstances you might |
|
|
want to pull the clans
off anyway - but this in highly remote. Arm the base |
|
|
and duke it out as best
you can with the base if forced to. With a big |
|
|
bovie world - you might
prefer to ditch the base just to keep the natives |
|
|
hapy (highly unlikely -
but a possibility). |
|
|
----------------------------------------------------------------------------- |
|
|
1. MBR tows RUSH to Priv
planet. |
|
|
Tower and Planet goes
boom (PE=Privateer). |
|
|
I'd use a BR4 or BR5 to
tow you and save my MBR's for other duties.
Of course, |
|
|
if the MBR was the only
ship available, then I'd be willing to sacrifice it for |
|
|
a
RUSH<g> |
|
|
If I were a Privateer,
I'd pickup the colonists and fuel the same turn so your |
|
|
RUSH would arrive over
an empty and uninhabited world.
Therefore, you'd not |
|
|
attack it
and be unable to beam down fuel the next turn. |
|
|
He has 6 more MBRs
waiting at it. |
|
|
2. I downloaded 1/2 of
my fuel to planet, set mission to Gather Fuel. |
|
|
You'd be unable to DL
your fuel as you wouldn't own the planet.
There'd be no |
|
|
fuel to gather either.
In such situations I often add a STF to the wolfpack to |
|
|
act as a fuel and
mineral carrier the MBR's can transfer their cargo to before |
|
|
ROBBING. Naturally, the STF is out of fuel as is
the LR so immune to attack |
|
|
when your RUSH first arrives. |
|
|
------------------------------------------------------------------------------ |
|
|
Minesweeping |
|
|
I recently discovered an excellent tactic
that can be used with any ship |
|
|
against minefields,
especially Webmines. The times it can
be used are |
|
|
much more often when you
have Gravitonic accelerator ships. |
|
|
The purpose of my tactic
is to Minesweep without giving away your position |
|
|
or even your
identity. The key to it is that ships
will sweep for mines |
|
|
before movement (As far
as I know it can happen after movement too.) |
|
|
What you need is a
planet within 162 LY of a planet that you know is safe. |
|
|
If you are using a
normal ship, this distance shrinks to 82 LY, for obvious |
|
|
reasons. The essential thing is that you are using a
cloaker, otherwise the |
|
|
the advantage of
anonymity is lost. |
|
|
Okay, what you do is
send your ship 1 LY into the enemy minefield, while |
|
|
cloaked. Next turn set your waypoint to your
sanctuary planet. Then change |
|
|
your mission to
Minesweep. Voila, next round you will
wiped out some mines, |
|
|
and be safely whisked
away. Unless of course your haven
planet, is not so |
|
|
safe anymore. |
|
|
For example if you are
using a MBR with 4 Heavy Phasers you will have |
|
|
clobbered thousands of
mines. A BR4 with it's 5 guns would be
great in |
|
|
every minesweeping
scenario except against Webmines. The
25% drain on fuel |
|
|
could leave a BR4 rather
low on fuel. Correct me if I'm wrong,
even when |
|
|
you use minesweep and
the field shrinks away from you, you still lose fuel |
|
|
don't you? |
|
|
For those of you who've
never played the Crystals, the Crystals aren't |
|
|
notified of their mines
being eliminated. They obviously can
figure it out, |
|
|
but you'll still leave
them unaware of where you are. |
|
|
Theoretically this
tactic should work great against minefields protecting |
|
|
the enemy's border. Mind me, I haven't used this in a real
game, only in a |
|
|
self-hosted, self-played
game. |
|
|
----------------------------------------------------------------------------- |
|
|
Are you fed up with
minefields slowing (or halting) your raiding parties? |
|
|
Consider the Br4 as an
effective minesweeper. It's qualities are perfect |
|
|
for this role. With
cloaking device and gravitonic accelerator, you can |
|
|
gain quick and easy
access to an enemies minefield. Once there, the 5 beam |
|
|
weapons sweep at a
decent rate. I suggest sending Br4's out in packs. That |
|
|
way the minefield will
be swept away at a VERY high rate.This will infuriate |
|
|
and worry your enemy. If
you use seige type tactics and keep sweeping his |
|
|
minefields, he will
eventually run out of money/minerals to build mines. |
|
|
And unless he likes
living on a planet with no minerals, he will have to go |
|
|
on a mineral run
sometime. At this point, you've basically got him! Should |
|
|
you lose your Br4's in
this endeavour, it is no big loss.
They are cheap |
|
|
and simple to construct.
Happy sweeping! |
|
|
----------------------------------------------------------------------------- |
|
|
The Privateer Logbook |
|
|
A comprehensive guide to
playing the Privateers is currently under |
|
|
construction. The first
several installments and selected excerpts will be |
|
|
released
thru The Planeteer. The first
installment appeared in issue 10. |
|
|
It currently is about 40
pages in length and I've got quite a bit more to |
|
|
cover yet. I've no tenative target date on completing
this as it's something |
|
|
I do in my free time and
as the spirit moves me<g> It
will be made available |
|
|
freely once finished. |
|
|
------------------------------------------------------------------------------ |
|
|
The Editor: |
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I will release updated
versions of this file in the future.
All are welcome |
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to send me material,
questions or comments. You can contact
me at either: |
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markrendl@aol.com or
mwilmot@gol.com |
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Mark Wilmot |
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June/11/1997 |
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