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Strategies
Use Artillery Wisely
The artillery units of the Federation and Romulan army both have strengths and
weaknesses. They can fire incredibly long distances, but their sensor radius is
extremely limited and they are very slow. Despite the long firing range, the
lack of long distance visibility forces a player to either blindly fire into the
fog of war or move their ships towards the enemy until the opponent is in sensor
range. This poses a great threat to your armada of steamrunner class ships as
their weakness lies in close confrontations. The enemy can then also see your
artillery in their sensor range and can assault your ships, which have very weak
shields and can be taken out easily. Also, since artillery ships do not have
close combat weapons, opening artillery fire at the now point blank range enemy
would only result in massive damage on your own fleet.
The secret lies in giving the artillery units a large sensor radius so that they
can attack from safe distances, often times beyond the normal sensor range of
the enemy fleet. The scout ship has the largest sensor radius among the ships,
about equal to the sensor radius of stationary sensor arrays. Build a scout and
send it toward your fleet of artillery. Do NOT group the scout with your
artillery fleet. Instead, tell the scout to GUARD your artillery group.
Normally, if you group the scout with your artillery and command the group to
move or attack, the scout would move much farther ahead of the artillery ships
due to its speed. When you instruct your group to attack, the scout would head
straight into the enemy and quickly be destroyed by your own artillery fire. By
instructing a scout to guard your group of artillery, it will follow the slow
moving group at the same pace, staying in close with the pack. When you instruct
your artillery to open fire, not only do you have clear sensor visibility of
enemy ships some 10 grids away but the scout will also continue to stay in
formation and not fly directly into the line of artillery fire. The result:
artillery ships that can fire long distances, and see long distances.
**The Romulan Phoenix super weapon is a thing of beauty, however the ship
itself is very fragile and needs to be protected. What I like to do is send a
couple of freighters in front of a Phoenix ship, that way when any other vessels
or Starbases begin shooting at them, I can sneak the Phoenix ship just past
enemy defenses, and watch them get obliterated by the resulting blast. Yeah, you
lose freighters that way, but hearing the screams from your opponent is more
than worth it.
**The Borg Transwarp Gate is a 2-way street. When you find one popping up in
your space, immediately send anything nearby to the wormhole through it, that
way you get a great sneak attack at where ever they put their gate. Those Borg
will get one very interesting surprise that way......
:cool: ***Planets
If a Starbase is built close by a planet it will receive crew at a faster rate
than otherwise.
***- Use Nebulas Wisely
Do not underestimate the importance of nebulas in Armada! Use them wisely; they
work very nicely. There are countless strategies regarding how you can reverse
the tide of the battle by using nebulas to your advantage.
Nebulae
These gaseous areas of space will be used by the player for strategic purposes
depending on the type of Nebulae. There are five types of Nebulae each of which
affect ships differently. Each type may be identified by its color or some other
visual effect.
The five nebulae types are:
Metreon Nebula
Redish, electric, volatile. Slows down movement of ships. Damages ships shields
at a steady rate, then begins damagings systems when shields are down.
Radioactive Nebula
Yellowish, light greenish. Kills off crew at a steady rate, regardless of ship
status.
Metaphasic Nebula
Dark green. Removes all negative effecting weapons currently on ship. Increases
repair rate. Increases shield recharge rate.
Cerulean Nebula
Light blue. Lowers shields. Disables all special weapon abilities. Disables all
weapon abilities. Disables cloaking.
Mutara Nebula
Purplish, silver, sparking electricity. Disables sensors. Slows down speed.
Disables shields.
:roll eyes: ****Not many players do this, but the better defender players do.
This involves taking 1 construction ship (sometimes 2 if the Dilith. allows),
picking a spot facing your enemy, and building turrets, one after the other, in
a strat line, following the style of trench warfare in World War I. Some
players, after they have reached the end of their trench, will go back and
fortify the line with a second, and even a third line of trenches. This means
that an enemy must break a hole in the line before he can get to your base, By
the time he gets through, your whole fleet can usually be mobilized to stop a
very damaged aggressor. This also creates a defensive line for your fleet to
fall back upon if a push (assault on the enemy) goes bad.
: ****though I’ve never seen this used, only heard about it, is to slowly
build turrets towards your enemy. That is, start from your farthest moon, and
start building turrets, heading towards your enemies base. This way, if he
assaults you, he has a line of turrets to try and avoid, and as you start to
reach your enemies doorstep, the enemy not only has to deal with an incoming
fleet, but has to deal with turrets as well. Again, I’ve never seen this
strategy used before, but it is an interesting and effective way of going about
attacking an enemy with a defensive posture.
There are MANY drawbacks to this way of playing the game. First, and most
important, I would never go about a “Dig for your life" strategy while
facing off with the Romulans or Federation. The simple reason being Artillery
ships. While you spend valuable Dilith. building massive turret defenses, it is
very easy, early in the game, for your opponent to be building Artillery.
Artillery easily destroyers base defenses, and with cover support from normal,
close combat ships, can be a deadly combination. 6 Artillery ships can destroy
any turret in one barrage, and usually, with 6 or 8 2nd tier normal ships, can
stop any attempt to attack the arty fleet, especially if your spending most of
your Dilith. building base defenses. Many players forget about this aspect of
the Federation and Romulan race. As a rule of thumb, if I’m playing against
Feds or Romulans, I will usually allocate my Dilith. to building up a nice 2nd
tier fleet, rather than wasting money on easily disposed of turrets.
Secondly, it is easy to rush a player that is attempting to go about a defensive
strategy. Let me rephrase that, not easy, but possible. When a player goes about
a defensive strategy, he is using massive amounts of early Dilith. in building
turrets. If you build up your two first moons fast, build a shipyard, and build
8 of the 1st tier, second level ships (the more expensive of the initial
shipyard ships), the enemy won’t have a chance to get full turret cover on
both of his initial processors. If you maneuver carefully around his turret
cover, you can usually get at an uncovered side, and cause massive problems by
either killing a construction ship, or destroying a processor. By the way, you
don't have to wait till you have 8, nor do you have to wait till you have 2
moons. The idea is rushing the player before he can get a decent defensive
perimeter up. Also, don’t try to attack the turrets. It takes about 2 wings of
1st tier 2nd ships to take on just 2 turrets. You must maneuver around the
turrets, not fight them.
Third, and most important if you are trying to use either the build to the base
or the trench line strategy, it can sometimes be easy for your enemies to just
go around your defensive line, flanking your position so to speak. This could
result in a tragic loss of Dilith. in turrets that never get any use. With this
in mind, if you are going to use either of these strategies, make sure you have
a good idea of your enemies main base, and you place your turrets in a position
that makes it very hard for him to flank you.
Probably the best way to Dig for your life is to try and combine all these ideas
in some way or another. For example, create a small trench line facing your
enemy's shortest way to attack your base, dig in your processors, and slowly
build a line of turrets from your trench into the enemies base. I personally
don't use this strategy, but a lot of people enjoy playing a defensive game, and
so it does deserve mention.
***Capital Ship Rush: This is a very elementary, newbie style strat. that is
not used very much, but enough to deserve mention. The name shows exactly what
you do. Get your moons claimed as fast as you can. Usually these players build a
modest amount of turrets around each processor. Next, build a shipyard, 1st
level research station, and advanced research station as fast as possible,
building very few ships out of your initial shipyard. Then, they building the
3rd tier, capital or starship (whatever title you use for them). After you get a
couple of them out, start attacking.
This analysis might be short, but the strat. is simple. It can work if your
opponent doesn't build many starting ships, and doesn’t rush your position.
However, the drawbacks on this strat. are harsh. If you build a strong amount of
2nd tier ships, you can usually catch the enemies base right when his first or
second capital ship is coming out of the docks, if that. Usually, you can just
annihilate him then. Conclusion: Don’t try this, it doesn’t work very well.
If someone has a variation of this strategy that works well, I’d love to hear
it, but rushing to caps as fast as you can usually costs you the game.
**Learn to form battle groups by dragging a box over a group of ships, then
pressing Ctrl # (number) you can assign vessels to fleets. This is useful as you
can switch between fleets quickly by tapping the # key you assigned to the fleet
twice. You can fit a maximum of 8 ships in a fleet, and I suggest that you group
the same kind of ship together. As in a fleet of mixed ships, it does not show
all the special weapons, which should be used in battle. For example, as the
Federation, have a fleet of 8 Sovereign class that you want to make into a
fleet. Push Ctrl and 1. This makes them the first fleet. Push 1 from now on, and
it will hi-light them. This is very useful in battle to get all ships to target
one vessel, instead of multiple vessels. Always stick to this strategy. However,
if you do group different ships together, and you want them to travel to a
certain point, but stick together, all you have to do is press Ctrl and click
destination. The maximum number of fleets you can have is 10(#'s 1 -0), so you
can have a maximum of 90 ships grouped.
UNLIMITED MONEY FEDS
***This strat will allow any player with access to a NEBULA class starship with
the GEMINI EFFECT to a source of unlimited money. To do this have your NEBULA
class parked close to a ship yard with another ship (should be a ship which can
be quickly dismantled, [any of the first three classes of ships should work
fine]) parked close.
Fire the GEMINI EFFECT onto this ship and once it hits have the cloned ship sent
for dismantling. If done quickly enough you will gain money for the dismantled
ship, without losing any ships this process can then be repeated as many times
as needed as a continuous source of money. Be carful though this is very time
consuming and u could be caught of guard. I only use this when my dilth.
processors have been destroyed and there is no money avail.
TFA GateKeeper
DEFENDING TURRET RUSHES:
The most effective way to stop a turret rush from doing damage to your mining is
to actually build your mines on the arc facing away from the Starbase.
That way your dilithium freighters can mine close to your starbase without any
person building turrets to knock the freighters out. Beware though that if the
enemie decides to defiant rush you, your dilith moons are wide open so it's good
to actually get an educated guess of what they are going to do. Most clans
actually have their same styles of playing and different strats. [TheBorg] like
to turret rush but some of their real good members like defiant rushing. Both of
them together can be devestating. *UA* in general love turret rushes. [DLG]
practise defiant rushes more and more nowadays. But never take it for granted
that i am right. They're is always someone who likes to f**k up my idea's
I hope you know what i mean so far
Right, another way to defeat a turret rush is basically have more con. ships
building more than your enemie is doing. I have actually nearly mastered the act
of defending turret rushes
but that is only after nearly every game i used to play with DLG or *UA*
they'ld turret me. The truth is if your quicker than them by even just 1 second
then you nearly have the turret rush won.
ALWAYS be careful when Feds or Roms try to turret rush you, as you know well
that them raps are good. Never give leighway to roms or feds. You can ignore
klings and maybe borg though as more than likley you'll have more ships than
them and they have to dog-fight.
Practise defending from turret rushes and then you've probebly mastered turret
rushing itself. It's a cunt of a stratigy though.
USING TURRET RUSHES:
Well the thing about being on the offensive with turret rushing is that YOUR IN
CONTROL, Always!! You call the shots of where to put them, the defending party
can only shadow your ships until you start laying down your turrets.
So...............
Annoy them! Bring your 1 or even 2 con ships around their base just back and
forth, so while he's concentrating shadowing you, you have a chance to
micro-manage in your own base, this may give you the edge in the middle of the
game. Try make them lay down their turrets first and then quickly move your
ships to another area and start your rush there. You may have at least a 10
second headstart which will more than likley win you the rush.
Another great move is to actually lay down your turrets first and when he starts
laying down his, you stop yours and move to another place, again you'll have the
headstart.
After that you'll wana fortify yourself with more turrets surrounding yourself
and then if your Feds or Roms, build that shipyard and away you go.
It's probebly one of the safest stratigies in the game but not that much fun.
Hylo
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