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Barring that, I could use some hints to boost my game a bit- any nifty tricks for the basic races out there? Nasty ECM/ECCM tricks up your sleeves? That NSM trick is nice, but its not too practical for fleet engagements (unless they stay tightly grouped so that a ship explosion could start a nice ripple effect...).
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Well Dan, a lot of the tricks I use are based on the things I detailed above. I use probes a lot to give me detailed information on enemy dispositions and weapon systems, and so forth, especially with multiple ship engagements.
I believe strongly in information advantage and information warfare, rather than just guessing at what my opponent may be up to or may be able to do.
One thing I really suggest is this:
Commander's Option Sheet
It will keep you straight on your options.
Make up a sheet detailing every thing your ship can do, and every trick you know, and put it on one sheet and keep it with you during combat. You won't have to hold in mind everything you're trying to do by memory and you can glance at it as a checklist to assure yourself that you're not forgetting some important thing or ploy when you can least afford to.
A Commander's Option Sheet or Combat Option Sheet will give you a real advantage when fighting others and they are trying to remember everything in their head.
Also I'm big on maneuver, HETs, trick acceleration and deceleration, trying out new weapon systems, experimenting around. I also like using shuttle warfare, transporter bombs, mines (like you), misdirection's, and boarding and raiding actions. Boarding and raiding actions are hard work, but you can really cripple an opponent fast that way, if you do it right. Occasionally I'll use fighters, but me personally, I hold them off a fight til an enemy is weakened and distracted with me and my ships, then I employ. I never send fighters out til my enemy is exhausted, weakened, or distracted. Cause in the panic of being swarmed he makes mistakes I can exploit.
Well, getting close to time for
Lost.
Good luck with your fight.