Dealing with Mines and TEC boombases :P

Is it really the only option for destroying mines to run them over with cap ships, take heavy damage and repair them ? c..c

 

As for starbases, I played a game recently with a TEC opponent who had both levels of the self destruct, safe to say I lost my entire fleet, not all the capital ships even survived... Have no idea how to deal with a TEC SB with both SD levels heh, any tips would be appriciated =)

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Reply #1 Top

Scouts have the ability to reveal mines and make them vulnerable to regular attack. 

Any time you suspect a TEC starbase may have self-destruct (basically if the TEC has 5 or more labs, presume this to be the case), don't allow your fleet to get within range of it.  Attack it from outside of self-destruct reach by using bombers or assault cruisers.  As Vasari, you can build your own starbase and upgrade it; it will be able to absorb self-destruct.

Reply #2 Top

Quoting Darvin3, reply 1
Scouts have the ability to reveal mines and make them vulnerable to regular attack. 
End of Darvin3's quote

Accompany scouts with a couple carrier cruisers (I think fighters are most effective.  Not sure as i always split between both Fighters and Bombers on CCs) or flak frigates for best results.

Reply #3 Top

Ah cool thanks guys, I assumed the range of the SB explosion was the GW c..c  Silly me :P

 

I have another odd question, didn't want to make a new thread but... Flak/Anti fighter frigates... How many should you have per enemy fighter squad ? I was up against like 60 and had no idea if I could use 10 to just screw them over [flak often has splash damage, does it in this if enemy are all bunched together?] or if there is some kind of golden ratio =)

Oh, and as advent, what strategies can be employed to keep caps alive longer, having big late game battles is fun but I find it hard to keep my caps alive and often find it hard to judge when to take them out the battle via retreat to a near by GW :P

 

Cheers n..n

Reply #4 Top

just go above or below the mines.

Reply #5 Top

, didn't want to make a new thread but... Flak/Anti fighter frigates... How many should you have per enemy fighter squad ?
End of quote

Typically 1:1 is considered the golden number.  Any more is unnecessary overkill, but you can get away with less (expect to take some casualties before the fighters go down, though).  Keep in mind that bombers are very resistant to flak and you shouldn't expect flak alone to defeat them.

Secondly, flak does NOT have splash damage.  It has four weapons that each face a different angle and can attack different targets.  Clearly a swarm of strike craft flying overhead is an ideal scenario for them.

Oh, and as advent, what strategies can be employed to keep caps alive longer, having big late game battles is fun but I find it hard to keep my caps alive and often find it hard to judge when to take them out the battle via retreat to a near by GW
End of quote

Use a Halcyon (or two or even three if needed) with telekinetic push to get rid of bomber threats.  Use a Progenitor (or two if needed) with shield restore to keep their shields high.  Use guardians with their defensive abilities.  Remember that repulse can be used to make a guardian into a scapegoat, pushing back enemies while the rest of your fleet escapes.  The guardian dies, but everyone else gets away.

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Reply #6 Top

Thanks for the tip Darvin, I was reading about using the x axis for movement, I assigned it a key but have no clue how to use it, tried pressing it with move selected and it was working out :P

 

Edit: Karma for you n..n

Reply #7 Top

Boombases can be countered by using two lvl 5 radiance cap ships with lvl 3 Detonate Antimatter. Just micro them so the starbase wont have a chance to use the boom-doom ability...

Reply #8 Top

The problem is that you only need a split second opening (one slip-up) and the base goes boom.  The ability requires 0 antimatter, so your safety is gone if the ability goes active for even a split second.