gurreila strategy

I havent gotten the game but am getting soon and I have been wondering if the gurreila strategy is a useable one in this game because in just about every other RTS I own it isnt and I was wondering that since this game has a slower overall pace that it would be viable strategy?
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Reply #1 Top
Guerilla tactics are impossible in any RTS game, because by definition, a guerilla outfit is operating without an established supply base, in enemy territory. In other words, if you're relying in guerilla tactics to win, it means your home worlds have been conquered and your fleet is running around trying to inflict damage before the game ends.
Reply #2 Top
guerilla tactics are good. the best way to deal with a massing fleet is to counter attack with a smaller fleet in an area its hard for them to get to. inflict pain, retreat as ness.

assume they chase the harrassing fleet, your main force (which is smaller than their mass) can attack into the main point of focus. if they attack your main fleet, stay the fight as long as it is profitable for you and retreat back to a place where your 2nd fleet can reinforce.

just cause there are not people blowing people up with car bombs does not mean there are not guerilla tactics in this game. this is obv theory craft, but it works well in practice if planned properly.
Reply #3 Top
in my latest map, i had a version of guerilla tactics, *but not by the true definition*
I had a super fortified base *on 7 deadly sins, great mod* where i amassed a huge fleet. i'd beat the hell out of the planet and it's defenses until the opposing players fleets returned *i was atlantian vs advent in a 8 player map* i then left the planet and returned to my base.
Reply #4 Top
actually contrary to popular belief what you just described is called "Hit and Run" not guerilla tactics. i know most people thinks its the same but its not
Reply #5 Top
yeah I guess a way you could utilize guerilla tactics would be send a smaller force in and rush them to the back of an enemy empire and run amok destroying infrastructure to bait the enemy to move its fleet away from the periphery and then pound the periphery while the fleet is away. For the most part guerrilla tactics is utilizing unconventional methods of warfare not necessarily by partisans.
Reply #6 Top
You can use some of the tenants of Guerrilla warfare. There are differences in speed of units that can be used to place multiple fast moving units into action all over an opponents empire to damage and retreat to the cover of a more conventional fleet. You can use diversion and ambush fairly well as long as your enemy doesn't scout constantly.

A good example is once you get a fleet into an enemy rear area it is most effective in many ways to break it up into 6 or 10 ship groups and hit many worlds at once... you do some damage in many locations that force a reaction. Many players don't divert money into extensive static defenses due to the high cost and over all effectiveness of more mobile defensive fleets able to shift from system to system and this tactic forces them to split forces also or just end up chasing small units around all night. If they do chase you around you can sometimes lure an opposing force into a situation where you have the advantage... you just re-assemble your fleet in an area like an asteroid field and have an Akkan or 2 in the fleet. Most players don't pay much attention to terrain so you can get an upper hand this way... it is a classic guerrilla operation in that sense. Even if they kill one or 2 of the smaller fleets after running them down your losses can (with luck and planning) be much less than your enemy.

The bad news is you can never really function in a totally open manner as most really modern guerrilla forces do. You have home planets and a logistical system that is vital... if you lose it you lose instantly... so on a strategic scale a superior fleet can always force you into a decisive battle just by directly attacking your planets. In a normal guerrilla operation you would disperse even if the enemy hit your main rally and supply points but in most RTS games the loss of these is more or less the same as the victory conditions.

Your dealing with what is called Total Warfare. Basically the enemy is going to kill every last one of you if they have to (genocide) and guerrilla warfare is rendered ineffective if there is no where to hide within a native population or terrain. Modern empires want the resources and control of a native population to harvest the resources... also they have to contend with public opinion and can't just kill everything thing that moves. If they didn't need this then guerrilla warfare could not exist.

Note please I am not advocating genocide only pointing out the differences in principal. I can already feel the blister of the flames coming my way over that so thought I would get it out in the open.

As far as the game mechanics goes units are replace too fast and battles last too long for real attrition to work either. You are looking at eventually having a decisive fleet battle or 3 in most games.

As usual this post is way too long...I am gonna go play the game now.
Reply #7 Top
There are a couple of factors that inhibit guerilla or hit and run tactics.

First, it takes a while to kill things. So if you show up with a smallish fleet, it can take a while to kill resource harvesters etc.

Second, it takes a while to travel between planets which doesn't make it easy to hit and run to anything as too much time is wasted.

While unconventional tactics have their place, I don't think it's always tactically advantageous to do so.
Reply #8 Top
Keep in mind, the biggest advantage of striking often in several locations is to keep your enemy off guard. This is essentially your "defense."

Additionally, such actions really help to hide your true intentions. If you only amass one large fleet one hop away from your target... every time... your opponent is going to know where you are going.

However, if you have several smaller fleets all over the front lines and then maybe a stronger, "invading" fleet a few hops back into your terrority, it can really keep your opponent guessing.

In the scenario described above, wait until he commits his force to one of your attacks, then send your attack fleet to support your "skirmish" fleet that is furthest from the action. Your attack plans don't always have to be so static, they can be dynamic, where you are taking targets of opportunity as they present themselves, not forcing yourself into the same choke-point again and again.

The whole point of strategy is being able to adapt it on a moments notice. If you try to make your opponent fit into your strategy all the time, you'll get in trouble. A lot of times, you must be able to adapt to his play-style.
Reply #9 Top
Get 20 strike craft support carriers. Give them lots of bombers. Run them behind enemy lines and wreck havoc on his orbital structures while jumping the fleet around all the time.
It won't work vs "pro" players but it is quite fun to do if it's not a "serious" game.
Reply #10 Top
send out multiple gangs of 10 kodiaks to destroy all but colonies themselves, force them to micromanage themselves to death :CONGRAT: 

push 4-5 kodiak gangs through the choke(s) into multiple systems forcing them to split off their fleet or stumble into your own stronghold. if you can keep them running around putting out fires instead of pressing you, just build up, be a pain, and then nail them with the big guns.
Reply #11 Top
as far as whether or not technically guerilla tactics.. idk, idc, but i will say this, if you are trying to win fair fights with the opponent you are playing completely wrong imho (mass fight under your repair bays ftw!)

a good opponent will not give you the gratitude of a fair fight most of the time

mal is right tho, sometimes, a 1v1 mass fight is right. most of the time that it is right, its not a fair fight :HOT:
Reply #12 Top
Yes it works. and it's fuckin annoying
Reply #13 Top
Yes it works. and it's fuckin annoying
End of quote


while i am thinking about it... i think one of the things that intermediate players miss (i still consider myself an intermediate player for everyones reference) is how much it sets someone back in the early/mid game to lose just one weapons/civ lab. each loss is brutal against a good player who is trying to only buy what they need to buy specific techs, not to mention the eco loss. the player who loses the lab loses time more so than eco which is even worse.

the cost of a lab? 2 LRM's... stalling trade port building for another 1.5 mins? priceless

one of the best counters to this tactic, attack with your main force and take 2 of their labs while they try to take 1, obv highly depending on the circumstances and positioning