Master of Orion II: Battle at Antares/Warship design

Warship designs vary by the phase of the game, and depend on the production capacity and technology available.

Beam Ship

 * Main Weapons: Beam weapons, with the Heavy Mount modification recommended.
 * Special Systems: Battle Scanner
 * Optional Components: Computers
 * Strategy: Beam ships are specialized for attacking enemy ships, start bases and planet defenses. The heavy mount modifications makes them effective from the first turn of combat. Battle Scanner and a good targeting computer are necessary to ensure high hit rates and damage; even the best beam weapons will miss or produce low damage rates, unless backed by a strong targeting system. Closer to the end-game, beam ships equipped with plasma cannons can quickly overrun an opponent, even if his combat technology is better overall.

Missile Ship

 * Main Weapons: Missiles, with the 2xAmmo setting recommended.
 * Special Systems: Heavy Armor, Reinforced Hull
 * Strategy: Efficient Missile ships can be built from the earliest stages of the game. Missiles usually provide excellent damage and accuracy early on. Missile battleships with even the basic missiles can be used to take out monsters and destroy enemy Missile Bases/Star Bases in repeated hit-and-run attacks. The 2xAmmo modification helps launch the payload faster, whereas the armor and structure upgrades ensure the ships' survival.

Troop Ship

 * Main Weapons: Neutron Blaster/Death Ray
 * Special Systems: Troop Pods, Augmented Engines
 * Optional Components: Transporters, Ground Combat technology
 * Strategy: Troop Ships serve specifically to take out enemy Star Bases. Their main element is the Troop Pods, doubling marines on board. A Troop Ship with a decent drive and Augmented Engines can reach the enemy star base in two combat turns and capture it. This can be used as a hit-and-run tactic, weakening the enemy fleet by destroying all of its star bases, or as a component of the overall attack tactic. Marine-killing weapons (Neutron Blaster/Death Ray) are a bonus.

Dreadnought: the Ultimate Weapon

 * Main Weapons: Stellar Converter
 * Special Systems: Battle Pods, Time Warp Facilitator, Phasing Cloak
 * Optional Systems: Automated Repair Unit, Achilles Targeting Unit, Damper Field, Structural Analyzer, Warp Dissipator
 * Strategy: During the very late end-game, if you've survived long enough and have completely maxed out the tech tree (you're Psylons who researched it, Darloks who stole it, or Humans who traded for it) you can make essentially "The Ultimate Weapon" by combining the Phasing Cloak and Time Warp Facilitator.  Phasing Cloak renders a ship not only invisible, but literally untouchable, until it has fired and dropped the cloak.  The Phasing Cloak will only turn back on if you spend "one turn" without firing any weapons. Time Warp Facilitator gives you two turns in a row.  Basically, if you spend one turn firing and then avoid firing at all on the extra turn granted by the TWF', your ships will recloak:  you will be able to fire then recloak before the enemy fleet has the ability to return fire at all.  Normally Phasing Cloaks have a 10 turn limit until they decloak, but because you are decloaking then recloaking during combat, this doesn't happen and thus you can keep doing this indefinitely.  Theoretically, any ship fitted with the Time Warp Facilitator/Phasing Cloak combination can win the game, so long as its weapons do at least some damage to a target (if you only do 1% damage, it will take 100 turns but you can beat even an Antaran ship; however if the amount of damage you do per turn is less than the enemy's on-board repair systems fix each turn, it's not worth it).  The best weapon to outfit such a ship with is the Stellar Converter due to the sheer amount of damage it does (you might not even need to spend money for an on-board computer if funds are tight, but usually put one in for the extra beam weapons you might use to round it out)

It takes a lot of miniaturization research, but eventually you can fit many more special systems onto the ship which drastically improve its performance: Battle Pods of course provide more space, but this ship will have to be a Doom Star (unless you've achied near-godlike miniaturization levels at turn 3,000 or something...which does happen in long games). In case your ship ever does end up taking a hit, add in a Damper Field and Automated Repair Unit, which coupled with the Xentronium Armor you should have by this point (either from Orion, scrapping Antaran ships, or stealing it) will make your ship able to shrug off multiple Stellar Converter blasts. For offense, the combined effects of the Achilles Targeting Unit and Structural Analyzer with your Stellar Converter should destroy most anything thrown at you. Because Stellar Converters are a special weapon, not a beam weapon, battle computers and other beam weapon bonus systems are unnecessary wastes of space.

With increasing advances in miniasturization, you can even add in multiple Stellar Converters; there are only 8 weapons "slots" though. Don't simply add in "8 Stellar Converters"; put in 8 individual Stellar converters; otherwise all 8 fire as one weapon. This will either waste all 8 shots on one puny frigate, or if your firing at a planet and just want to destory the ground batteries so your troops can invade, you'll end up killing everyone on the entire planet and destroying the colony (as always, be careful when firing Stellar Converters at planets that you want to capture, not destroy).


 * Counter-strategies - while bearing the monicker "the Ultimate Weapon", there are several counter-strategies to such a ship. For starters...it's really an offensive weapon, not a defensive weapon.  Often if you're the Psylons, you'll only be able to build 1 of these or maybe 4 (each with an admiral).  Another race may have expanded to conquer much of the rest of the map, often the Sakkra, who will then try to defeat you through sheer weight of numbers.  Further, the strategy is most effective against enemy computer AI, not humans because the AI is dumb enough to lump all of its ships into one massive fleet.  It starts out very fun when you've been sitting on the sidelines for a thousand turns, then the Sakkra finally try to invade with a massive fleet of 500+ battleships, titans, and doom stars...only facing 4 of your ships.  The AI is often too stupid to retreat until it is numerically outnumbered, so they'll keep fighting; a human would retreat once they realized the battle was unwinnable.  Sometimes the AI does realize the battle can't be one, but make sure to have at least one ship equipped with a Warp Dissipator to prevent them from retreating; you could end up destroying the entire fleet of a galaxy-spanning enemy empire, in a single battle.

Coupled with Stargates that allow instant 1 turn travel between any of your colonies, a small fleet of Dreadnoughts can be concentrated anywhere very quickly. A human playing against another human should be smart enough to NOT lump all of your ships into one massive fleet, but divide it into many smaller fleets that are timed so that they arrive in EACH of the Dreadnought player's systems on exactly the same turn, as even a difference of one turn is enough for a ship to travel to another colony via Stargate. The idea is that hopefully, the enemy doesn't have as many ships as he has systems: if he has 4 Dreadnoughts but colonies in 8  star systems, you should be able to do damage to the half that he can't cover.

Dreadnoughts are simply unstoppable when on the offensive: the best trick, combined with the above, is to send a cloaked fleet of them straight at the enemy's capital when they're brand new (thus the enemy doesn't know you have them); the enemy will send their entire fleet to protect their homeworld, and you can destroy them in one fell swoop.

The problem is on defense: as stated above, if a player using Dreadnoughts has as many colonies as they do dreadnoughts (if they have 4 colonies they have at least 4 dreadnoughts) they've got full coverage; try to divide your forces enough that they can take out the unguarded colonies by attacking all of them at once (keep in mind that any fleet sent against a Dreadnaught-guarded planet is doomed, but its being sacrificed so the other fleets have a chance. The question is, if you're dividing your fleet between 8 systems, will 1/8 of your total fleet be enough to get past the planetary defenses like the Star Fortress and Stellar Converter).

The "counter-strategy" to the Dreadnought problem is this: as Ender's Game showed us, it is impossible to guard a planet. Unfortunately, it is basically impossible to invade new planets that are defended by Dreadnoughts, but its actually kind of easy to destroy them. Simply fire *all* of your weapons at the planet and don't stop until its completely destroyed, then retreat if you can. Repeat this until you've destroyed most of the Dreadnought player's planets, and they've run out of command points to sustain a large fleet...or until they're extinct.

A Dreadnought player could *try* to counter this by de-cloaking and using the Damper Field-equipped Dreadnoughts to soak up some damage; this might fool an AI player, but a human should be smart enough to just always fire at the planet and avoid the Dreadnoughts. The loss of a Dreadnought is nothing compared to the loss of a planet.

A final warning is that you shouldn't get too over-confident with Dreadnoughts and stop recloaking, and using your second TWF turn to fire again; enemy ships can *board* your Dreadnoughts if they're decloaked.

Once, I sent a lone Dreadnought against a Sakkra Fleet numbering over 100, that hadn't even maxed out the tech tree yet. Nonetheless because I didn't re-cloak, through shear weight of numbers they were able to push close enough that they were able to board the Dreadnought. Here lies a bigger problem: Time Warp Facilitators don't work if the enemy also has a Time War Facilitator; apparently they cancel each other out. The Sakkra (and this was a computer AI) was then smart enough to send the captured Dreadnought into battle leading fleets of hundreds, but *never decloak it* so it couldn't be destroyed; thus the Time Warp Facilitator/Phasing Clock trick was effectively nullified, so long as that captured Dreadnought remained. My entire empire which spread over 8 star systems and was hundreds of turns ahead of the Sakkra on the tech tree, was completely overwhelmed through their sheer brute numbers (they controlled the ENTIRE rest of the galaxy and were churning out dozens of ships a turn). Eventually, I was able to destroy the captured Dreadnought but was left with only one colony left and only one remaining Dreadnought. It took a long time, but nonetheless using smarter tactics (never using the 2nd turn to fire but always recloaking) I was able to reconquer my empire in a long and grueling war, then re-arm with even more dreadnoughts than before, and burn the Sakkra to cinders; but it took hundreds more turns to recover from this simple mistake.