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