Battle Strategy for Newbies

My third strategy guide post

I'm very sorry.  This post is an epic fail so far, so I am basically quarentening it until I can actually type something that can actually make sense.  This edit is being placed far above to ensure that nobody believes all of this post until further notice.

 

 

 

 

Sure, they have all those heavy cruisers, but if you can think on your feet (er, engine), you can easily take down anything anybody throws at you.  This guide's sections are based on scenarios, so you actually know what situation I'm talking about.

1.  You're just about to siege an enemy planet.  You have about 70 ships, a fleet to be envied so early in the game.  Then, your jaw drops to the floor when you see not only a huge enemy fleet, but also 20 gauss turrets close to your position.  You attack, hoping for the best, but those turrets just hand your hind over on a silver platter before the enemy's actual ships get a chance to take you down.  You lose all those ships, and your enemy has a chance to siege your weakened empire.

Solutions:  Okay, two problems; your fleet is destroyed, and your enemy has a chance to swoop in and take you down faster than you can say uncle.  So, what caused this problem?  Do you have any long range frigates?  If you don't, I'm very surprised.  LRFs are the most often spammed ships along with HCs!  So, sorry to be so blunt, but build them!  If you do, you're probably not using them at a long range.  What did you think they were made for, going toe-to-toe with cap ships (not recommended...)?  If the turrets are a short stone's throw away, you'll have to get your LRFs away from them (along with your other ships, so they don't get damaged).  Secondly, your empire is weakened if you fail.  That's why you should only attempt this size siege when you get later through the game.  Sending all of your ships will leave you defenseless.  Also, this would not have happened if you at least retreated! (Warning:  those who are stubborn should not play this game at the risk of not retreating and getting your butt handed to you.  You've been warned...:P )

2.  Yet again, you have a huge fleet.  You now have every kind of ship in your fleet.  Ninety ships, and you've got frigates and turrets defending all of your planets.  You go in for the siege, but only a quarter of your fleet reaches the enemy planet for a while.  When the first quarter of your fleet gets picked off, the next quarter goes in and is beat down.  By now, your fleet is quite a few ships short of a good fleet (literally) and, instead of retreating, you go in anyway, thinking you can take them.  They slam you against the edge of the gravity well, so you lost yet another fleet.  What a waste....

Solutions:  There are three mistakes here, but im only revealing two.  Anybody who guesses the third correctly can play against me online.  Anyway, first mistake (in order of importance, least to most) is that this guy didn't retreat (see end of first solution).  If you retreat, you can live to fight another, er, minute ("day" would be inaccurate).  Second mistake, your ships went in wave by wave.  If you planned to do this, shame on you.  That's about the dumbest thing to do besides spamming cielos and not having any other ships (I sure hope NOBODY does this!) Anyway, sending in waves will just make you look like an idiot.  Remember, this game is no Saturday morning cartoon!  However, if you didn't plan this, your ships probably aren't using group movement.  To turn on group movement, right-click the move button.  This will make it so that your ships jump at the same time, and get somewhere at the same time.

3.  Oh boy, at 200 ships in your fleet, you must be unstoppable.  You go in to siege the enemy planet.  All your ships get there at the same time.  You make sure your long range frigates are out of harm's way.  However, your LFs get taken down for no apparent reason.  Your LRFs finally start firing, but it was too late.  Most of your fleet is downed, and you have to retreat.

Solutions:  You may be thinking "that can't happen!  The enemy fleet should have been taken down!"  However, this can happen.  The LRFs were taking too long to start firing.  Because of that, only half the fleet was active.  They ended up getting destroyed because of a lack of immediate support.  At least this guy retreated:grin:

4.  You're too impatient to wait for a bunch of ships to be constructed, so you spam a fleet of scouts.  There are many scouts in your fleet, so it looks like you're set to go.  Unfortunately, you don't have anything to bomb planets with, so you just decide to take down there ships and structures instead.  You go in for the attack, having twice the number of ships as your opponent.  However, your fleet of scouts gets gutted like a turkey the night before Thanksgiving dinner.  Better luck next time, suckers!

Solutions: Obviously, don't spam scouts.  Sure, make one or two scouts to explore the system (HIGHLY recommended) or to take out a structure with some timed explosives (BOOM!), but they're just not meant to go toe-to-toe with other ships.  They have more than half the fleet supply of an LF, and still have under 1/3 of an LF's average power (more than 1/3 when considering the Advent, but still), shoddy armor, and a low firing range to top it all off, so a group of 30 fighters can take out a couple scouts before the scouts get there.  Besides, they aren't strong against anything, so why even bother?

Well, you can be sure that I'll add to this guide later, so don't have kittens if you don't see much here.  Thnx for reading, and I hope learned something and laughed along the way.:)

8,525 views 14 replies
Reply #1 Top

So! Spying on me, eh?

Seriously, this is the sort of info that would be needed by new players.

Reply #2 Top

Have you ever tried sending in about a thousand scouts,  with a couple factories nearby to keep in a steady wave of reinforcments.  And if all else fails they can retreat really damn fast.

Reply #3 Top

Quoting Hanninball, reply 2
Have you ever tried sending in about a thousand scouts,  with a couple factories nearby to keep in a steady wave of reinforcments.  And if all else fails they can retreat really damn fast.
End of Hanninball's quote

Any good player should realize that there is another frigate factory building these scouts. Oh, and look at part 3. Besides, you're just wasting credits when you keep rebuilding all those scouts.  Do the math, comparing this to LFs or LRMs.  Trust me, those worrying about credits don't wanna spam scouts.

Reply #4 Top

not to mention that, for the same price, you can build a whole bunch of gauss cannons.  Think about that for a moment

Reply #5 Top

This advice column is full of really bad tips to practice in hopes of getting tier 5 status.

Tip 1, you didn't scout so the gauss cannons killed the fleet.

Tip 2, you didn't scout so the group blundered into a missile barrage because of a phase inhibitor.

Tip 3, you didn't scout so that 201 ship fleet destroyed your 200 ship fleet.

Tip 4, your single scout went the wrong way and discovered gas giants and asteroids while your enemy found all the lucrious planets.

If yu think that wave attacks are stupid then you don't realize the importance of wave attacks in general.

 

Reply #6 Top

Besides, they aren't strong against anything, so why even bother?
End of quote

Epic fail. They do major damage to LRF - please understand what you are saying before you say it. Go read the posts by Raging Amish on this. He perfected the scout rush to stop advent illums (most affective with TEC where you can get the bomb ability to kill a structure with enough bombs going off)

https://forums.sinsofasolarempire.com/314399

This guide is also intended for either single player or vanilla sins only as 20 turrets are not a viable defence. You missed the most obvious and non-dangerous way to kill turrets - bombers. If they have no fighters to shoot them down (flak works slow on bombers), you can shoot the turrets down. And SC regen from AM so if one dies it can rebuilt without you costing resources.

Oh yeah - one more thing - TURRETS DO NOT MOVE!!! This means you either ring your planet and your opponent only has to punch though 4-5 max to open up a space to bomb the planet from without being hit or you group them and leave areas uncovered. If you build a fleet with the credits, it can move onto the next grav well. The exception to this is Starbases for those playing Entrenchment - due to the fleet upkeep there comes a point where 1) you cannot actually get any more ships (2000 fleet supply reached) or 2) your economy can't handle the next tax penalty for the pop upgrade. So a SB makes an option for a chokle point... Add in that a SB can take down a fleet or LRM with a few upgrades and some support and it IS a viable alternative and a better option often then 20 turrets (which considering the tactical upgrades you brought + 20 turrets), may cost more then the SB and 2 upgrades...

Stop telling people information that is wrong when there are articles out there that show how things work that oppose what you are saying - I mean seriously - who will be believed - you or Raging Amish??? What you are doing has merrit, but it won't help the new players if you are giving wrong information!!!

https://forums.sinsofasolarempire.com/319926

Reply #7 Top

Scouts aren't bad. They just have a limited role that they excel at when called upon: i.e. countering long range frigates.

Reply #8 Top

How is this a strategy guide? Its more like a story.  70 ships? 20 turrets? Why would u attack hoping for the best?

Reply #9 Top

Epic fail. They do major damage to LRF - please understand what you are saying before you say it. Go read the posts by Raging Amish on this. He perfected the scout rush to stop advent illums (most affective with TEC where you can get the bomb ability to kill a structure with enough bombs going off)
End of quote

ugh.... you're still not seeing the point.  You apparently need to use THREE scouts to kill a single Illuminator vessel.  That is still way too much fleet supply used for killing one illuminator.  If you want to pwn an illuminator, just get some fighters or gardas!

Reply #10 Top

Tip 4, your single scout went the wrong way and discovered gas giants and asteroids while your enemy found all the lucrious planets.
End of quote

Also, I meant that all those scouts went into battle.  If you don't have basic comprehension skills, don't visit the forums!

Reply #11 Top

You know what, Hack, if you think you're so smart, challenge me to a match in the vanilla version.  You name the time

Reply #12 Top

Done and done - I'm unavailable for a while though...

Why not come and play Entrenchment though???

ugh.... you're still not seeing the point. You apparently need to use THREE scouts to kill a single Illuminator vessel. That is still way too much fleet supply used for killing one illuminator. If you want to pwn an illuminator, just get some fighters or gardas!
End of quote

What is the fleet supply for illums 6 or 7? TEC scouts are 2. Seems same or less to me....

Note that JJ and Raging Amish are also questioning you. So I am not alone :D

Reply #13 Top

 

Cykur's Condensed Version of this wordy "Handy Tip Guide"

1.  Use Long Range frigates to attack turret hard points from outside their range.

2.  When you attack make sure your ships are set to jump as a fleet so they don't arrive in small groups.

3.  Don't send your Light Frigates ahead to die before your Long Range Frigates are in formation and ready to attack.

4.  Don't spam scouts unless you know what you are doing, they can be killed fast by the right counters.

 

 

Reply #14 Top

4. Don't spam scouts unless you know what you are doing, they can be killed fast by the right counters.
End of quote

I have to say, you put it better than I could.  I basically said not to spam them at all.  To be honest, I just prefer not to spam scouts.  It's this one bias that has caused a fifth (or more) of this chaos.  I'm very sorry.  I was very wrong.