![]() It is quite challenging to engage the Guardian before the mid-to-late game, depending on your technology paths. Special Systems: Battle Scanner, Rangemaster Unit, Achilles Targeting Unit, Inertial Stabilizer, Multi-Wave ECM Jammer, Hard Shields, Lightning Field, Automated Repair Unit.Offensive Weapons: 2x Hv Death Rays, 10x Pd Particle Beams, 1x ECCM ENV OVR Plasma Torpedo, 1x ECCM ENV OVR Plasma Torpedo, 2x Spatial Compressors.Class V Shield: -5 + 125 damage blocked.Beam Att 175 Beam Def 100 Missile Evasion 125.The Avenger is commanded by Admiral Loknar if one of the 4 fleet-leader slots is still open. Destroying the Guardian gives a player access to 4 of eight possible non-researchable advanced technologies, as well as giving the player a specially outfitted Battleship: The Avenger. The Guardian represents some kind of defensive doomsday automated weapon device and is always found lurking in the Orion star system. Eel: it has the equivalent of a lightning shield and a short-range shockwave.The travelling version has 2 slime attacks. Amoeba: it uses a mid-range Plasma Web-like slime weapon.The travelling version has 5 plasma weapons. Hydra: it has 3 plasma weapons that can decimate swarms of small ships.The travelling version has 20 Pd weapons. Dragon: In addition to the main attack it is also armed with 8 Pd weapons, so best to fire and charge so as to overwhelm it with a missile swarm.Space Crystal: Only a single ray weapon on both stationary and travelling versions and can telepathically capture your ships as well.The Dragon needs 10 frigates since its Pd weapon will take out a lot of incoming missiles. The Hydra needs at least 10-12 frigates or one "heavy armor" cruiser to soak up some damage because of the three independently targetable plasma weapons. Eight such frigates will kill almost every "non-travelling" minor monster and are cheaper to build than the colony ship needed for subsequent colonization. The most cost-effective approach is to build frigates with battle pods and armed with 2x MIRVed nuke missile racks. Since most monsters are just able to kill one ship per combat turn, the remaining ones can easily deliver the damage needed to destroy them without the need for expensive protective gear. The key to easily eliminating these foes is attacking with a bunch of small ships. This condemns them to being somewhat unfortunate creatures that get wiped out quickly for obstructing a player's expansion plans, rather than posing any serious obstacle. Four of the five species have just one weapon that delivers significant damage. Usually, the most attractive planets are guarded by one of the five possible species of space monster (for the Orion system, see The Guardian below). So Scout Labs bestow a 10% combat bonus, while Ion Cannon are equally ineffective against all of them. ![]() ![]() The game also treats both the Guardian and the Antarans as "monsters". These versions usually need well-developed Planetary defenses or strong fleets to be defeated. The travelling versions of each monster are much tougher, usually with up to 4x as many hit points and more weapons as well. They are usually found as a "stationary" planetary encounter, but each one of these five species also has a more powerful "travelling" version that can show up at any time as a random event. 1.1 Tactical Approach to Space Monsters.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |