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Master of Orion II: Battle at Antares/Killing Space Monsters: Difference between revisions
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Master of Orion II: Battle at Antares/Killing Space Monsters (edit)
Revision as of 18:04, 17 June 2020
, 17 June 2020→Antarans
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Antarans will spawn on about Turn 130 and every dozen turns or so thereafter (randomized) unless they have been disabled via setup options. They charge directly at a system, then attack a single random settled planet before leaving. Warp Interdictors will slow down this approach, giving you more time to react. | Antarans will spawn on about Turn 130 and every dozen turns or so thereafter (randomized) unless they have been disabled via setup options. They charge directly at a system, then attack a single random settled planet before leaving. Warp Interdictors will slow down this approach, giving you more time to react. | ||
Antarans use Damper Fields (75% damage reduction | Antarans use Damper Fields (75% damage reduction; kills 50% of crew trying to beam aboard) with Xentronium armor (10x base armor/structure) but no shields. In battle, Antaran ships are quite tough with very high Beam attack/defense. Thus beam weapons are not very effective until you can get your targeting above 100 or so. Armor piercing doesn't work against Xentronium armor. However, Antaran ships are hard-coded to self-destruct with enough damage or if they are rendered immobile. So EMG-MIRVed Nuke missiles have a very good chance of destroying their engines, thereby causing a self-destruct. If enough Tractor Beams are used to render them immobile, this will also initiate a self-destruct. | ||
Early on, a lone missile base (on each planet in the system) can be sufficient to defend against the first single Antaran frigate, but this will not be enough to ward off later raids. As well, most play strategies forego Missile Base in favor of Automated Factories, which precludes this defense for non-creatives unless you can get lucky trading/stealing for it. If there are multiple planets in a system, the Antarans randomly choose their target from any colonies OR outposts present. Thus it can sometimes be easiest to quickly settle an outpost on a Gas Giant before the Antarans arrive in the system and just hope they attack the Outpost rather than your Colony. Each frigate will generally take out 3 buildings or colonists, so sometimes a colony can survive an attack from a lone frigate with only superficial damage. | Early on, a lone missile base (on each planet in the system) can be sufficient to defend against the first single Antaran frigate, but this will not be enough to ward off later raids. As well, most play strategies forego Missile Base in favor of Automated Factories, which precludes this defense for non-creatives unless you can get lucky trading/stealing for it. If there are multiple planets in a system, the Antarans randomly choose their target from any colonies OR outposts present. Thus it can sometimes be easiest to quickly settle an outpost on a Gas Giant before the Antarans arrive in the system and just hope they attack the Outpost rather than your Colony. Each frigate will generally take out 3 buildings or colonists, so sometimes a colony can survive an attack from a lone frigate with only superficial damage. | ||
By | By the time of the Antarans' second or third incursion, you should have one or two battleships packed stem to stern with assault shuttles. This will make defeating them very easy. | ||
== Antaran Homeworld == | == Antaran Homeworld == |