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{{Header Nav|game=Battlestar Galactica: Deadlock}} | {{Header Nav|game=Battlestar Galactica: Deadlock}} | ||
Playing against other players requires an entirely different skillset to playing in the campaign against the AI. While multiplayer tactics will work in the campaign against the AI, the reverse is rarely true. | Playing against other players requires an entirely different skillset to playing in the campaign against the AI. While multiplayer tactics will work in the campaign against the AI, the reverse is rarely true. | ||
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Gun fleets must rely on speed and strength to ''mindfully'' rush their opponents. Going to full throttle and diving headfirst into the enemy will result in unnecessary losses. Ensure you have a way to counter fighters, missiles and mines as you close the distance. Make use of terrain to cover your fleet as you move in. | Gun fleets must rely on speed and strength to ''mindfully'' rush their opponents. Going to full throttle and diving headfirst into the enemy will result in unnecessary losses. Ensure you have a way to counter fighters, missiles and mines as you close the distance. Make use of terrain to cover your fleet as you move in. | ||
The Cylon gun fleet will usually consist of a Cratus | The Cylon gun fleet will usually consist of a Cratus backed up with Arachnes and Revenants. As the Cylons lack heavy hitting gunships, most Cylon fleets will go either the missile or carrier routes. Be sure to use Wardrivers in Jamming mode to reflect enemy missiles. | ||
Colonial gun fleets will usually consist of a battlestar of any type (usually either a Jupiter or an Artemis, but Minervas can be used as well) backed with the Minotaur, Heracles, and other escorts. Colonials will often use Sweepers and Flak to deal with incoming missiles as they approach, with Raptors and Sweepers disarming any mines that are impeding the fleet's progress | Colonial gun fleets will usually consist of a battlestar of any type (usually either a Jupiter or an Artemis, but Minervas can be used as well) backed with the Minotaur, Heracles, and other escorts. Colonials will often use Sweepers and Flak to deal with incoming missiles as they approach, with Raptors and Sweepers disarming any mines that are impeding the fleet's progress. | ||
===Missile Fleets=== | ===Missile Fleets=== | ||
Missile fleets rely on speed and distance. Carrier-oriented fleets will need to be rushed, while gun fleets will need to be kept out of range. In addition to your missiles, ensure to have some scouting ships to identify enemies so you can get a lock. Enemy fighters will also be a problem, as they will intercept your missiles before turning on the rest of your fleet. | Missile fleets rely on speed and distance. Carrier-oriented fleets will need to be rushed, while gun fleets will need to be kept out of range. In addition to your missiles, ensure to have some scouting ships to identify enemies so you can get a lock. Enemy fighters will also be a problem, as they will intercept your missiles before turning on the rest of your fleet. | ||
Colonial missile fleets are rare, but doable with vessels like the fragile Ranger and more durable Janus. Minervas also work, but their fragility | Colonial missile fleets are rare, but doable with vessels like the fragile Ranger and more durable Janus. Minervas also work, but their fragility makes them difficult to use. | ||
Most missile fleets will thus be Cylon. Standard Basestars and the Argos both carry large amounts of missiles and fighters both. Adding the Cratus will provide the carrier fleet with a chance against enemy gun fleets that close the distance, provided they are not overwhelmed. | Most missile fleets will thus be Cylon. Standard Basestars and the Argos both carry large amounts of missiles and fighters both. Adding the Cratus will provide the carrier fleet with a chance against enemy gun fleets that close the distance, provided they are not overwhelmed. |