Master of Orion II: Battle at Antares/Killing Space Monsters: Difference between revisions

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Antarans will spawn on about Turn 100 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 100 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.


In battle Antaran ships are quite tough with very high Beam attack/defense. However, they are hard-coded to self destruct with enough damage or if they are rendered immobile. Antarans use Damper Fields (meaning they take only 1/4 damage + Neutron Beams/Deathrays do not kill their crew) with Xenotrium armor (10x base armor/structure) but no shields. Thus beam weapons are not very effective until you can get your targeting above 100% or so. At that point enveloping (base 4x damage) or armor piercing weapons can work (minus reduction for Damper Field). EMG-MIRVed Nuke missiles have a very good chance at 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. Achilles Targeting Units and/or Structural Analyzers can also work well against Antarans, since they have no shields. Neutron Scanners or better will be necessary to use any missiles against the Antaran battleship-class or higher. Augmented Engines give you that little extra distance to get you in range to take them out quickly.
Antarans use Damper Fields (1/4 damage and Neutron Beams/Deathrays do not kill their crew) 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. At that point enveloping (base 4x damage) or armor piercing weapons can work (minus reduction for Damper Field). 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 at 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. Achilles Targeting Units and/or Structural Analyzers can also work well in the late game against Antarans, since they have no shields. Neutron Scanners or better will be necessary to use any missiles against the Antaran battleship-class or higher. Augmented Engines give you that little extra distance to get you in range to take them out quickly.


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. Thus as long as the Antarans are raiding only with Frigates, it can sometimes be easiest to just let them attack "decoy" planets that you settled so they stay away from your more important ones. Each frigate will generally take out 3 buildings or colonists.  
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 between any colonies OR outposts present which one to attack. 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 early-mid-game using ships against them is possible with the right tech: EMG-MIRV nukes or Tractor Beams with enough defensive systems/armor packed in to survive for several rounds of combat should be fine (Reinforced Hull + Heavy Armor + Zortrium armor or better). Just move up next to the Antarans and fire your EMG missiles point-blank directly into their ships to blow the engine. Tractor beams allow you a bit more tactical freedom, as you can immobilize the Antaran ships from a distance to trigger their auto-explode.
By early-mid-game using ships against them is possible with the right tech: EMG-MIRV nukes or Tractor Beams with enough defensive systems/armor packed in to survive for several rounds of combat should be fine (Reinforced Hull + Heavy Armor + Zortrium armor or better). Just move up next to the Antarans and fire your EMG missiles point-blank directly into their ships to blow the engine. Tractor beams allow you a bit more tactical freedom, as you can immobilize the Antaran ships from a distance to trigger their auto-explode.
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