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Defending Warp points...
I have been using mines (LOTS AND LOTS) to protect 5 warp points into my systems. So far they have been very effective but a lot of work to maintain. I was wondering what tactic everyone is using to protect their warp points?
John... |
Re: Defending Warp points...
Overwhelming hordes of ships that take the fight to the enemy. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Defending Warp points...
As with everything else in SE, no one solution is best for defending warp points. http://forum.shrapnelgames.com/images/icons/icon7.gif
Satellites are more effective than mines as long as the tech difference of your opponent is not enough to wipe them out too quickly. A mine gets only one attack, while a satellite gets re-used many times. Back when you could have multiple Groups of satellites in one location they were incredible. Now it's best to have a sat group and at least one base to distribute your firepower a little bit. Then you can have some ships fleeted with the base to round out your defense system. If you like fighters, a base loaded with fighter bays is a great way to keep them on station at a WP. Like ships, fighters are able to pursue ships that run away instead of stand and fight. |
Re: Defending Warp points...
One thing I did in my Last game was set one mine layer ship on each wp I wanted to defend, and one planet in the same system to repeat build mines.
Then I selected to load mines and remote launch mines... then I selected repeat orders... Then it would continually load more mines to the site. You could set the same ship to mine several warp points too with more complex orders... -- AeoN2 -- Maier's Law: If the facts do not conform to the theory, they must be disposed of. |
Re: Defending Warp points...
I've been trying to get a grip on my ever expanding empire and have developed a pretty nifty defense system. First I built about ten space yard ships and sent them to all of my borders that could possibly flare up and be the back door for a sneak attack. Once the space yard ships were positioned I had them build small and inexpensive "Warp Point Defense Bases". Just big enough to hold a space yard and all of the other neccessities. Then I had that repeat build mines up to about a 100 thick. Then I had it build a mixture of satellites. Some PD, some PPB, some Missles. Pretty thick too. All the while I had my space yard ship build another "Warp Point Defense Base" to speed things along or I would just move it to another warp point that could be used. Once you feel you have a good blockade you could mothball the Space yard until you possbibly needed it.
If by chance your empire begings to expand beyond the old borders, just send some transports in to mop up the old warp point and move it on to the next area. I like to use a thick barrage of mines to soften up large fleets. More in likely the mines won't stop them, but they sure do put a dent in the fleet. That's where the next phase of sats come into play. To expand even further you could also use a fleet of fighters as mentioned in a previous post. (I think I'm going to implement that into my doctrine) This is all very expensive of course, but then again so are heavily built up planets that you don't want glassed. |
Re: Defending Warp points...
Don't forget to add cloaking technology to mineships. Kind of fun mining your next victims homeworlds.
Prefer the fighter defense myself. Carriers can relay them to the next starsystem to help conquor and to hold the next WP. |
Re: Defending Warp points...
Defending warp points are good up to the mid point of a game.
Then they become too costly. It is better then to spend those resources on attacking the enemies warp points |
Re: Defending Warp points...
I usually prefer a mix of static and mobile defense. For a starter I deploy a barrage of satellites with allegiance subverters at my WPs, and if they fail then I scramble my nearby intecepter-battlecruisers fitted with emergency populsion pods.
{edit} forgot to add, I often find myself running short on mines, since my expansion strategy tend to be quite aggressive and too often I've a "fluidic" battlefield on my hand. [ June 18, 2002, 02:22: Message edited by: CW ] |
Re: Defending Warp points...
To date I have only used Sattelites. They work great against AI but I have never played against humans. The advantage is that they can be moved. Mines cannot be.
Fighters are the same but I have not used them. |
Re: Defending Warp points...
Personally, I like to mine one side of the warp point and put all the guns on the other side. Then you either get the mine sweepers sweeping your minefield but running smack against superior firepower, or some fleet getting smashed up by your mines and finished off mercifully with same firepower http://forum.shrapnelgames.com/images/icons/icon12.gif
But then I'm just evil like that.... |
Re: Defending Warp points...
What happens if they send both minesweepers and a fleet together.
So what do you do if your WP defence loses??? How are your planatry defences. THe problem I have with WP defence is that most of the time people protect the wrong side of the warp point. You don't know what is going to hit you and when. Your basically saying. I hope I can hold this because I do not have enough to attack. Unless of course your talking about static home system defences 4 or 5 wp's behind the front line. And the build is automated so you just let it build up over time. Because WP Defence is not a good way of attacking. And an experineced player will not let you build up WP static on the front lines. I know that if I figured out you were doing that I would attack right away..and keep the game in motion. U would be better off building space yards above every planet and ships from them and using the planets to build wp's until they max out. But back to the topic IMHO Defending Warp Point 1500KT Star Base 1 computer 30 launch pads 9 cargo 1 space yard 4950KT of space Have the base build at as many figheters per turn. click repeat orders. and forget about it. also have a 500kt space yard building these bases on repeat. 5 of these can pump out 150 fighters a turn. ANd you have storage just incase they attack next round |
Re: Defending Warp points...
Silly Question Alert! http://forum.shrapnelgames.com/images/icons/icon7.gif
Since bases can't move, are ya'll building them at the warp point with a ship-based ship yard, or is there something I am missing about moving bases? Thanks! |
Re: Defending Warp points...
I usually develop a Cruiser size ship with a shipyard on it and then build a Battle Station at two or three choke points throughout my Empire. These points act as a Last defense for for your core worlds, obviously you will eventually spread out past these points. The Battle Station is equiped with the latest Sensors Etc. and at least 1 Repair bay. I usually use 3 Null Space Cannons, grouped with 3-5 Beam weapons (Usually PPB), 5 PDC and whatever else suits your tastes. Make sure you have something to detect cloaked ships.
Make sure that your Stationis on YOUR side of the warp point, that way the AI will constantly fall into the same trap without changing their tactics. A human opponent will obviously change their tactics to face this obstacle, but you will have the first move everytime the enemy comes through the warp point. Additionally they will be right next to your station so range is not an issue, they will feel the full brunt of your weapons up close and personal. Obviously you can reinforce these stations with small fleets or other stations or whatever you prefer, but I have'nt lost a station yet (except when I used a Space Station size) I once built a Fortress size one at a particulary contested sight and it held time and time again. I kept a Ship Yard ship close at hand to upgrade when needed and to help repair after big battles. Plus if you make it part of a fleet when ships come by they will refuel and continue on their mission. This is just a tactic I use regularly with good success, feel free to take it or leave it. |
Re: Defending Warp points...
sachmo there is no such thing as a silly question.
Suggestion is to build a cruiser size ship with a ship yard on it. Move it to the warp point and build stable base ship yards that do not move. The other great way to defend warp points is to close them and recreate them over planets. That way you can use wp's to defend them |
Re: Defending Warp points...
Quote:
I have to add that I REALLY love this game. Not to get on my soapbox or anything, but it's really amazing what someone can publish if the actually care about the quality of the product. End of rant! BTW, thanks for the advice. I will, in future, concentrate on getting the hull sizes increased instead of spreading things out like I have been. I have a tendancy to go for the cheapest project avaliable...that might not be the smartest way to play it. Since the early game seems to value missile ships more than anything else, I usually try and get to Missile 2 before ugrading my guns. This Last game I tried mixing missile satellites with gun satellites to defend my warp points, but the Norak (nor the Rage)don't seem to want to press the attack. http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Defending Warp points...
Sat- mounted engine damaging weapons are always fun. Keep a few boarding ships handy to mop up those crippled attackers, or just leave 'em there to rot=-)
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