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  11I. The Cyborg  
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THE ROBOTIC IMPERIUM (RACE 9) STRATEGY GUIDE(S):  
 
  HINTS begun by: Roger Burton-West  
  Continued by: Gary Grothman, Gordy Pine, and Luc Projean.  
  Hypertext formating by: Rodney C. Fisher Jr.  
  Last Modified 11/17/96 18:58:48  
  1.9 The Robots  
  I don't need to tell you about mining, do I? Use the Cat's Paw for escorts   
  if you need one. It's not optimal but the only thing you have - all others are   
  either too weak or too heavy.  
  Well, whoever has the Robots as one of his/her races can make ENORMOUS mine  
  fields, essentially for free.  In case you haven't seen other posts on this,  
  Here's what you do:   
  Robot sends torpedo ship to Starbase of ally.  Ally's starbase set to LOAD  
  TORPS.  (Friendly codes must match).  Robot lays mines in ally's identity,  
  getting 4X bonus.  Ally sweeps mines, puts them back on starbase.  Repeat.  
  Each cycle gives you 4X as many mines, leading to an enormous minefield.  
  In the world of VGA planets, the three 'true' fighter races helds the edge   
  in frontal assault, and out of the three, my personal favorite is the Robots.    
  Why?  Because I feel that the Robots have the best offensive and DEFENSIVE mix   
  out of all three major fighter races.  So I would like to share some strategies   
  with you would-be Cylon masterminds out there.  
  I.Ships   
  The robots have a limited ip selections... and out of all of them, only   
  four types of ships are worth building (besides the freight and alchemy   
  ships): Golem, Instrumentality, Cats Paw, anQ tanker. Golem is the king of   
  the battlefield, and not much more needs to be said about it.   
  Instrumentality should be your backbone because they are 'relatively' cheap   
  compared to other carriers of yours in term firepower and cost ratio, and   
  also because 2 instrumental together can annhilate almost ANY ships in the   
  galaxy (assuming the instrumentality are fully stocked, that is) Cats Paw is   
  the ONLY ship of yours that can carry torp and mine, so built LOTs of it   
  and mine the galaxy. Q tanker is your fuel carrier and fighter factory   
  rolled in one, so have a lot of it.  
  II. Ships you REALLY want to get... 1) Gemini class freighter... The Rebel and   
  the Colony e an edge on you because of it.  Acquire a few of them and your   
  instrumentality strike group won't need 4 Q tankers anymore. 2) Cloakers   
  with sizable cargo and big fuel tanks... like the White Falcon, Fearless   
  wing, Lizard Class, MBR, Coldpain, etc.  Use the cloakers to mine the hell   
  out of your oppoents.  Nothing hurts more then having one's major resupply   
  routes mined to hell.  3) MBR. Someone mentioned using MBR to tow super   
  carriers to battle.  This could especially create an element of suprise if   
  you have a cloaked MBR meet the carrier task force at a planet some 81+ -   
  162 light years away from its target.  Then use the MBR to tow the carrier   
  throught to the strike target... You got therene turn earler then expected.  
  There goes his planet. But this trick usually only works the first time,  
  once they know you got a MBR, game's up.  
  III.Great things to do as the Robot:  
  Go exterminate the privateers...  The Robots are dangerous opponets to the   
  privateers, almost as bad as the crystals.  So hire out to exterminate the   
  space scums.  The way to elminate the privateers as the Robots is 1) Use   
  cloaker to mine if possible. 2) Mine alot. 3) Use shitty ships scarifices   
  to find out where are the privateer starbases 4) Mine somemore 5) send in   
  STRIKE GROUPS of instrumentality with fuel carriers who are pepturally   
  transfering fuel to destroy privateer starbase. 6) Mine somemore.  With   
  the Robots, mine your way to victory. I found small fields with diameter   
  of 50 ly is about optimal.    
  Oh, one last thing... Find a cloaking race to be your friend, you need  
  those cloakingne layers.  
  Thanx....I play the robots...hehehe How about a planet with 100 DP and a   
  starbase with 60 fighters?  
  In one of my games I play the Robots. Few months ago I destroyed the  
  home planet of the Bird Men. One Instrumentality was quite enough. 100  
  defence posts is a piece of cake. This planet had about 200 defence  
  posts and 200 at the base. My ship took 70 % damage.  
  Here is some strategy tow the Instrumentality (I usually do since it needs   
  four engines) with a Cat's Paw Destroyer. If you run into a mine field use the   
  Cat's Paw to lay a bigger one remember that x4 mining advantage. Towed ships   
  can't be hit and the cat'w paw has enough cargo space to repair itself in   
  space with supplies.  
  =============================================================================  
  <???, MLANDSEA@NETUSA1.NET>  
  In article <43agq1$rnp@ixnews6.ix.netcom.com>,  
  shimes@ix.netcom.com (Scott Himes ) wrote:  
  I'm playing in a game as the robots, for my first time. Can some one  
  give me some help on playing as the robots (ex. ships to build,  
  actions, allies to make, and other stuff) Oh also we're in about turn 6  
  Okay, here's what U want to do.  First off, depending on how the host is   
  setup, U might have a Cat's Paw (your ONLY torp ship) with 300 torps already   
  on it.  Send your Cat's Paw to a nearby planet, peferably CLOSE to your   
  homeworld, and set the mission to lay mines.  There's your advantage.  The   
  robots lay 4 times the amount of mines per torp than the other races.  
  In turns down the road a little ways, have all your Cat's Paws go to some   
  planet and have their friendly code on "mkt" and have the minerals and $$$ on   
  board that will produce torps (same ratio as for SB's...).  Then have the   
  ships lay mines as the mission.  This strategy is currently working wonders   
  for me in a game I'm playing currently.  You'll have massive mine fields all   
  over the place.  Otherwise, Cat's Paws really aren't very good for much else.   
  The next thing U want to do after that first Cat's Paw is taken care of is   
  colonizing.  LG Deep Space Freighters and Super Freighters.  Just get them out   
  as fast as possible and try to conquer as many unknown planets as possible.    
  Do the normal strategy of trying to be neighborly of course.  Setup borders,   
      and be careful to not dump a huge mine field on top of your ally....it upsets   
  them....  
  Once U get a few Large Freighters heading off in different directions, begin   
  building Q tankers...  put Warp 1 engines on it, because U want them right   
  there around your SB's...  Once built, put 1 fuel on them, change their   
  Friendly code to "lfm" and their mission to build fighters.  From then on, the   
  only thing U do with your Q tankers is every turn remove as many fighters off   
  each as possible and place them on your fighter carriers, and any extra, try   
  to store on the SB....until that overflows.  It is not uncommon for me to have   
  5 or more Q tankers in orbit around each of my SB's...but then I make over 160   
  fighters every turn from them.    
  After U get the first 1 or 2 Q tankers produced, build your best ship -   
  Instrumentality class.  It's relatively cheap for how strong it is.  This is   
  an excellent ship!  U want a whole fleet of them, with only occassional Golem   
  Carriers too.  Until U produce 80 fighters from your Q tankers, keep that   
  Instrumentality in orbit with lfm and build fighters.  Once U hit 80 fighters,   
  fill up the Instrumentality class, change its Fcode and Mission and send it   
  off.  BTW, the Instrumentality's should have lasers on them.  They recharge   
  faster than the bigger weapons...that way when U fight another fighter   
  carrier, U can blast more fighters faster.    
  Even though my strategy sounds like it'll leave U kinda undefended for the   
  first several turns, you're not.  Your mine field(s) will be a considerable   
  defensive power if another race decides to come after you.  You'll enjoy   
  reading the many Distress calls from enemy ships that have hit your mines.    
  Quite entertaining.  And then when U begin to mass produce those   
  Instrumentality Classes....you've got a fleet that isn't going to be ignored.   
  With your Q tankers making at least 80 fighters a turn on the SB that U   
  eventually decide has enough resources to produce several   
  Instrumentalitys...U've got yourself a production line.  Good luck, hope I   
  helped!!!  
  mlandsea@netusa1.net (SWAMi)  
  =============================================================================  
  This is all very good advice to the beginning Robot Player.  
  I would add however, that back on Turn 1 you should build a Pawn  
  Class.  
  This is not a particularly good ship, but it does have native lifeform  
  scanners which can be of invaluable assistance when colonizing. Build  
  it - set it on sensor sweep and identify native worlds for your LDSF's  
  to colonize.   
  .Robert  
  rtrifts@idirect.com            
  =============================================================================  
  Make large ships ans let them build fighters till they are full and these  
  ships are one of the strongest! See below for more information:  
  DAY 1 Engine TECH LEVEL to 10........transwarp drive  
  Weapon ..   ..    ..  3........blasters  
  Torpedo..   ..    .. 10........mark 8's  
  Hull   ..   ..    ..  6........LDSF and Instru  
  Tax.......about 13%.....5 levels above the green.  
  1.  Strategy  
  I will mine the area surrounding my planet with the 300 mark 5 torps  
  and at the same time mine-scoop with a Cat with MK 8'S.  If the Cat that is  
  mine-scooping has a low ID, then this will avoid giving away your position  
  to anyone else who is minesweeping.  I colonize the SMALL DEEP SPACE  
  FREIGHTER and recycle the CAT's PAW CLASS DESTROYER that come at the start  
  of the game.  
  The ships I build during the first 10 days are:  
  2 CAT's PAW DESTROYERS with blasters and MARK 8 TORPS  (turns 1 & 2)  
  2 Q-TANKERS with TECH 1 (one) engines  (turns 3 & 4)  
  1 INSTRUMENTALITY CLASS BASESHIP   (turn 5)  
  2 CAT's PAW DESTROYERS  (turns 6 & 7)  
  2 LARGE DEEP SPACE FREIGHTERS  (turns 8 & 9)  
  1 INSTRUMENTALITY CLASS BASESHIP  (turn 10)  
  By not spending money to build fighters or torpedoes or upgrading  
  above HULL TECH 6 till much later in the game (if at all) I have a  
  formidable force.  Depending on the game configuration (if there are a lot  
  of minerals, but little mc) I may choose to use Mark 4s until the minerals  
  in the game have been depleted.  Again, depending on game configuration, I  
  may choose to make the 2 LARGE DEEP SPACE FREIGHTERS before turns 8 & 9.  
  The INSTRUS each get 80 fighters that I build from the Q-TANKERS.  
  When invading I mine the area with 100 MK 8 mines.  This destroys any  
  enemy mines and makes the area hazardous for enemy shipping movement.  The  
  Robots make minefields 4X other races, so at a reasonable cost I have  
  control of the battlefield while invading.  
  Best ally is the Privateer. With the accelerated ships for towing the  
  Instrumentality Baseship and the Cat's Paw (for mining) I have a strong and  
  fast moving strike force.  The accelerated ships can also be loaded with  
  Mark 8s and sent deep into enemy territory to make for a nasty surprise when  
  someone gets up in the morning, and, lo and behold, half of their ships that  
  they thought safe from mines (because they were so far from the front lines)  
  have just hit mines!  
  One of your convoy groups could consist of the following:  
  LARGE DEEP SPACE FREIGHTER  
  CAT's PAW CLASS DESTROYER  
  INSTRUMENTALITY CLASS BASESHIP  
  Joost Walraven  
  joost@twofence.xs4all.nl  
  =============================================================================  
   At> I read this newsgroup every now and again, and notice tips for almost  
   At> every race except for the Robots. Well, I'm asking. Anybody got and  
   At> tips for the Robots? Duranium I find to be a major problem, and the  
   At> fact that the Intrumentalitys use up grevious amounts of fuel.  
   At> I am also (unfortunately) playing the unregistered game, so a  
   At> slight bias towards uniregistered version would be nice.  
   At> Cheers.  
  So. That duranium problem could easily be avoided if you just were playing  
  in a registered game... All that I can now think of is to establish good  
  freighter routes to feed your bases with dur. (Or maybe get a humanoid  
  planet, build a base - and Merlin and tow it to a bovinoid planet)  
  To other tactics: mine. Mine a lot (4x). Build Cat's Pawns and fill the echo  
  cluster with your mines. It's really quite fun, actually [;] Build Q-tankers,  
  too. They are good to move with your Instru strike groups (fuel) and are  
  excellent fighter builders. You could build couple of them with low tech  
  engines and leave them on top of your star base as stationary builders.  
  There's no point in building (IMHO) another capital ships than Cat's,  
  Q-tankers or Instrus. As a Robot, you have the very best tech 6 capital ship  
  in the whole game -in fact, two Instrus are able to kick almost any ships  
  butt (if they are filled with fighters, that is, an empty Instru is no good).  
  When you are attacking, use your miners to make enormous fields, it's the  
  fastest way to remove your foes minefields. It makes travelling much more  
  comfortable to your ships, and hazardous for his/her ships. (If you want to  
  get really mean, trade/steal/buy a cloaking miner and use it to mine your  
  enemys freighter routes into a hell. It hurts, believe me!)  
  mika.ahvonen@sharenet.com (Mika Ahvonen)  
  =============================================================================  
  SHANNON LYNDS wrote:  
  Opinions wanted: Which is the best Robotic ship to "mass produce"?  
  Personally, I never buy the pawn or Cybernaught: Pathetic and costly  
  The instramentally, Automa, and Golom are the ones I buy. WHICH is the  
  best all round ship?  
      At this moment in time I think the best "spear head" ship is the Automa,  
  due to its hull mass and CARGO room (to build lost fighters). The  
  instrumentallys, although awesome, would need local fuel tankers to produce  
      fighters for them. I think The Instrumentallies are best for patrolling the  
  parimeters of the Robotic empire for defence, or for expendable losses when  
  fighting a huge ship like the Gorbie.(enough fighters for one battle:-) An  
  instrumentally followed by a Golom will stop single ship.  
  So.....go with the Automas???  
  Thanks for your time,  
  Shannon  
  The Instrumentality is generally known as the best all-purpose   
  Robotic ship.  For extra fighters, you can either build a stripped  
  down low-tech Golem or you can probably  trade or steal a Gemini  
  Class from the Rebels or Colonies.     
  Regards,  
  Victor  
  Victor   
  =============================================================================  
  duranium,not much tri and mol.  also buiding fighter is taking tri and mol  
  and supply not duranium.  that is reason  that robot is given an advantage  
  then other carrier race.  tip is simple, take a notice to duranium and make  
  a trans route by duranium.  
  constantly consider 'at next turn, how many duranium will remind?'  
  futhermore  it is stupid to make all robot ship with trans warp (not if  
  there is many many Credit and material).just make ins,atoma,golem with  
  level 1 or 2 engines. and tow them with Q-tanker or cat's claw.  but to  
  assault to enermy defence line, it is needed for few ins,atoma, golem with  
  trans warp.  and it's not necessary to equip robotship with hitech  
  beamweapon.  because robot's 4Xmine can replace of mine sweep(not if your  
  enemy is Crystal)  
  building robot ship is limited as follow  
   pawn baseship:for bio scanner, build this one in early.  
  cat's claw destroyer :use to lay mine  
  Instrumentality baseship:top battleship in share!  
  atoma baseship :take a few Credit than Ins.and continually fight without  
  fighter supply.  
  golem baseship :ranked best ship with virgo,gorby,biocide.(if your  
  enermy is a Heavy carrier race, make this)  
   try best to abtain cloak ship :use them a suprise 4Xmine lay.  
   try best to abtain gemini     :good fighter maker and tranporter  
  (if your enermy is colony or rebel.  
  surely get this ship by trading or capturing  
  or you are short for fighter supply)  
  as my experiences..fuel is the biggest weak point of robot.  
   so my advice to robot player about attacking, keep in mind this word  
   'concentrate your attack'  
  do not careless attack,concentrate your baseship at boader and collect  
  fuel, and then use cat's claw lay mine(using cloaker is better).  
  then let your all baseship charge to your enermy at the same time.  
  enermy ship is isolated by mine,then you can defeat one by one.  
  not ACT as your enermy expect'   sorry for my TERRIBLE english :)  
  =============================================================================  
  First thing to remember about the Bots is that although they can build  
  free fighters, they can't build many at once, the Q tanker makes only  
  12 per turn, verses 30-40 for the rebel and colonial factories, so you  
  will need 3-4 over your homeworld, and a couple tagging along with  
  your fleet using the 'lfm' friendly code to keep up the supply.  
  Also, although the Bots have decent ships, they are quite heavy (need  
  lots of fuel) and are quite expensive, so don't through them away in  
  rabid assaults just because you're one of the 'heavy' races.  Never  
  fight a single battle unless you're surrounded by your own mines.  You  
  make 4 times the mine units per torp, which translates into minefields  
  with 2 times the radius for the same money, use this advantage without  
  mercy, and blanket your traget cluster/planet with mines before you  
  move in, even before the enemy knows you are there.  Lay mines with  
  precision, always getting the maximum overlap, and always without any  
  warning.  
  Remember that minefields, cool though they are, do not last long  
  against someone who is prepared for them (ie: has heavy beam ships in  
  the area) but they slow down the enemy immensely, preventing the  
  reinforcement of that critical enemy starbase for the 2-3 turns it will  
  take to reduce it to slag.  Minefields will also stop freighters and  
  small cloakers from making a run for it, enabling you to pound them at  
  will while the enemy's capital ships look on uselessly from the outside  
  of the minefield.  
  You need money, lots of it, especially in the fight against cloakers.  
  To effectively deal with the cloaking races, you will have to 'walk' a  
  series of minefields all the way to them, to protect your capital ships  
  from being intercepted.  (the Q tankers are especially vulnerable to a  
  cloaked intercept, and without them, your instrumentality's cargo hold  
  just doesn't have enough to launch a serious attack.  
  Be careful with your Cats Paws, they are basically worthless in a stand  
  up fight against most ships (especially an MBR, a good Priv could take  
  out your empires minelaying ability in one turn my intercepting all  
  of your Cats).  
  In fact, be _especially_ careful of the Privateers, you might have a  
  massive minefield ability, but if you don't use it, and an MBR or four  
  gets to your starbases, you are FINISHED.  An MBR will destroy any of  
  your ships except the fighter carrier, and you won't be able to arm a  
  fighter carrier because your fleet of Q-tankers went the same way as  
  your Cats!  
  =============================================================================  
  Hello,  
  First of all, the Robots may have some heavy ships but they are quite  
  weak if they are not being played right. Everybody thinks that the four  
  times mine-laying is kewl.. but you need to know how to use it properly.  
  When you are registered, make sure you start with little mine-fields.  
  Depending on the host-settings that is. Because if you are allowed to  
  create overlapping mine-fields, you can expand those little minefields  
  later on, so that the change of a mine-hit increases.  Just drop about  
  10 Mark 4's every time and let it grow later on in the game if you have  
  found that 10.000.000 unity Insectoid planet, because you will need the  
  money!  
  I prefer to have Mark 4 launchers on my ship. That way i can make  
  torpedo's in space, for just a little money. This increases the flexibility  
  of your fleet.  
  When you are playing shareware, just return to your starbase to drop  
  the right amount of torpedo's each time.  
  =============================================================================  
  As the Robot player, you have many huge, offensive ships at your  
  disposal.  However, most of them are not worth very much.. thus, you  
  really shouldn't build more than one of any ship not on this list of  
  decent ships (excl. frieghters):  
  Cat's Paw Class Destroyer  
  Q Tanker  
  Instrumentality Class Baseship  
  Golem Class Baseship  
  Not much of a selection, huh?  The Cat's Paw is invaluable, as it's  
  minelaying value is great, and that is about all you have to protect  
  against cloakers (considering as the Robot player, you don't have any  
  patrol vessels).  The Q Tanker is your most efficient fighter-builder,  
  and doubles as your fleet supply vessel.  Your Instrumentality is a  
  fearful vessel; it can crush a Super Star Cruiser without breaking a  
  sweat.  The Golem is not too useful, due to it's very high cost; however,  
  some situations are best handled by this behemoth.  
  The Robots are one of the races that most needs traded ships; they  
  possess, as aforementioned, no patrol vessels, and no support vessels  
  (trade for a Gemini).  
  HINTS begun by: Roger Burton-West  
  Continued by: Gary Grothman, Gordy Pine, and Luc Projean.  
  Hypertext formating by: Rodney C. Fisher Jr.  
  Last Modified 11/17/96 18:58:48