Orkulus Counter??

Playing a mid sized map, six teams goiung well but have just juped into a system were there are two planets (now neutral) following a Novialith blitzing but both planets have Orkulus starbases romaing around them. I've tried a fleet of torpedo cruisers (10 - maybe not enough) and a fleet of bomber loaded liht carriers (10 maybe not enough again). What's the best way to take these things down?

7,146 views 13 replies
Reply #1 Top

First of all, what units are supporting this starbase?  If you can afford novaliths, your fleet should be more than powerful enough to tank through an Orkulus without serious casualties, especially with TEC Ogrovs backing you up.  It sounds to me like this is a starbase plus some other units backing it up.  Either that or the problem is simply that your fleet is too small.

I've taken down fully upgraded Orkulus brute force (that is, charging it head-on) before with as little as 800 command in units as TEC, but if it's got friendly units supporting it, that's another matter entirely.  Overseers, subverters, carriers, or just a big chunk of damage-dealing units is going to complicate matters greatly.  If you can bring in decisive numbers and just crush the starbase that's preferable, but not always viable.  Before you commit to an attack, know where the enemy is and have an idea of how long it will take his units to respond. 

Another alternative is to use bomber kiting.   You could get away with as few as 10 carriers, but again if the Orkulus has backup this complicates matters and I'd usually attempt to have at least 20 if not 30 carriers for a takedown against a fully upgraded Orkulus.  The Orkulus is much slower than the carriers, so just run away from it while your bombers whittle it apart.  The biggest difficulty is if the Vasari has hangers, which can freeze your bombers for a long period of time; this gives the Vasari an opportunity to get defenders in position.

 

Reply #2 Top

I have a few words for you:

Hoshiko

Cielo

Ogrov

Percheron

more info about the defenses would be nice in the meantime, however. :D

Richter {^}

Reply #3 Top

Fleet is too small.  The Torpedo Cruisers could do it if the Orkulus is busy fighting something else, otherwise they will die.  You need about x3 as many carriers unless you want to be there all day.  Bring Hoshikos....

Reply #4 Top

The first thing you should do before going against any SB is check its antimatter...if it has an antimatter capacity above 0, then you know it has special abilities...if its an Orky, odds are that ability is the deflection shield, which at lvl 2 is a huge defensive boost...

If that Orky is using deflection shield, I'd say its pretty much a requirement that you bring in a radiance with detonate antimatter or a dunov with EMP....

As TEC, ogrovs are the best thing to take down an SB...if that thing is close to fully upgraded, I wouldn't go with anything less than 20 ogrovs unless you are supporting them with a lot of firepower (LRMs, Bombers, and/or Kodiaks)...whatever you pick, repair bays need to be your first target...if you are using bombers, those hangars (if they're vasari) should be your second target...if you are shooting at the Orky while repair bays are in action and Phasic trap has disabled all your bombers, you are wasting your time...

In most cases I'd say 15 ogrovs, 5 cielos, 5 hoskikos, and 15 carriers could do it if there is no support...that is 445 fleet supply (if I did the math right)...anything less than that is likely going to not be fast enough, and honestly I'd go with more carriers and hoskikos if you can, that proposed fleet is going to take a long time and will suffer heavy losses...if the enemy fleet is there, you are going to lose no matter what unless you severely outnumber them...if they have a small contingent of units, cobalts and LRMs are your best bet...its likely that the Orky is supported by sentinels, support ships, or transports (which cobalts are the best against) and cobalts and LRMs are fast enough to get in and get out...if that Orky is supported by much more, well then you are just out of luck...hope you can rebuild your whole fleet faster than they can rebuild a starbase...

Reply #5 Top

Scouts timed explosives

 

Reply #6 Top

Scouts timed explosives

 

Reply #7 Top

Quoting Ghost1-_, reply 6
Scouts timed explosives

 
End of Ghost1-_'s quote

 

To my knowledge those don't work against a starbase.  If they did then why would ANYONE build ogrovs.

 

[_]-Greyfox

Reply #8 Top

The Arcovas would get ripped to pieces before they could activate those explosives. TE was more designed for blowing up labs and the like that can't directly fight back (cause the scout has to, quite literally, park itself next to the target for 10ish seconds).

Reply #9 Top

I don't think Ghost1-_ was being serious....

Reply #10 Top

The Arcovas would get ripped to pieces before they could activate those explosives.
End of quote

Actually no, the starbase can only attack so many Arcovas at once, and because this ability activates pretty quickly I don't think you'd lose them before they managed to get the ability off.  Certainly you would lose some before the bombs exploded, which would be a cost, but against taking down a starbase that's not very much.

Reply #11 Top

So, kamikazee scouts have a new purpose in SoaSE. :rofl:

Richter {^}

Reply #12 Top

As mentioned, timed explosives cannot target starbases.  This is purely hypothetical.

 

That said, seekers can kamikaze, but this ability sucks.  Even back when people had huge swarms of 30 or 50 seekers, they still never used it...

Reply #13 Top

Hence the sarcasm.

Sheesh, Darvin, you're too serious all the time. Lighten up, laugh sometime, be sarcastic, something other than Mr. Serious.

Richter {^}