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* '''Fighters''' - Works best if your race is creative (you won't need to make difficult choices to get all the best fighter-upgrade-techs). The quickest of the two paths to research, using fighters only requires Fighter Bays to start. You should then move your entire population into production to build a space fleet and launch your attack. Once the Blitz is underway, you can look to quickly gain other techs that will improve fighter performance: Fusion Drives, Fusion Beams, Tritanium Armor, Battlepods. One of the main drawbacks of blitzing with fighters is that you won't be able to bombard a planet during the subsequent troop invasion. Your troops will have to be strong enough to win the ground battle unaided (or use Telepathy to mind-control the planet).
* '''Fighters''' - Works best if your race is creative (you won't need to make difficult choices to get all the best fighter-upgrade-techs). The quickest of the two paths to research, using fighters only requires Fighter Bays to start. You should then move your entire population into production to build a space fleet and launch your attack. Once the Blitz is underway, you can look to quickly gain other techs that will improve fighter performance: Fusion Drives, Fusion Beams, Tritanium Armor, Battlepods. One of the main drawbacks of blitzing with fighters is that you won't be able to bombard a planet during the subsequent troop invasion. Your troops will have to be strong enough to win the ground battle unaided (or use Telepathy to mind-control the planet).
* '''Missiles''' - This method is more research-intensive than fighters and thus takes longer to start, but advanced missile techs remain viable well into the mid-game. Getting Deuterium Fuel Cells is a great choice, as it will miniaturize your nuclear missiles, and allow you to more easily get to your enemy's planets. You can build ships and start raiding/blockading now, but it is doubtful you will be able to destroy an enemy Starbase with such missiles. So the next level should be to get Merculite Missiles and Battlepods (grabbing Reinforced Hull and Automated Factory in the process). This will allow you to use MIRV nukes and fit 50% more missiles into your design. Those are the only essential techs to capture their home planet. Further improve performance by researching Chemistry (missiles/armor) and Power (drives) tech sectors as necessary. If the enemy starts deploying ships with EMC-Jammers, then counter with Tachyon or Neutron Scanner.
* '''Missiles''' - This method is more research-intensive than fighters and thus takes longer to start, but advanced missile techs remain viable well into the mid-game. Getting Deuterium Fuel Cells is a great choice, as it will miniaturize your nuclear missiles, and allow you to more easily get to your enemy's planets. You can build ships and start raiding/blockading now, but it is doubtful you will be able to destroy an enemy Starbase with such missiles. So the next level should be to get Merculite Missiles and Battlepods (grabbing Reinforced Hull and Automated Factory in the process). This will allow you to use MIRV nukes and fit 50% more missiles into your design. Those are the only essential techs to capture their home planet. Further improve performance by researching Chemistry (missiles/armor) and Power (drives) tech sectors as necessary. If the enemy starts deploying ships with EMC-Jammers, then counter with Tachyon or Neutron Scanner.
* '''Beams''' - Blitzing with beams is trickier than hit-and-run fighter/missile tactics, since a beam-fleet will need to stay in-system and duke it out to the death. But it can work well for research-oriented races and/or races with the ''Creative'' or ''+50 attack'' picks. To start, research up the Physics tech tree to get ''Battle Scanner'' (or ''Tachyon Communications'' for "+50 attack" races). This brings miniaturization as well as enables ''Armor-piercing, Auto-Fire, No Range-Dissipation'' and ''Continuous'' [[Master_of_Orion_II:_Battle_at_Antares/Warship_technologies#Weapon_modifications|weapon modifications]] for lasers. Now build a cruiser with ''Extended Fuel Tanks, Battle-Scanner'' and 1 Hv,AP,CO,NR,AF + 3 Pd,AP,CO,NR,AF laser cannons (or drop the B-S and add another Hv,AP,NR,AF laser canon for "+50 attack" races) and launch your attack. This ship can solo lone starbases having titanium armor and no armor mods. For tougher starbases and/or Missile Bases/Fighter garrisons, help defend the cruiser using several destroyer escorts with as many Pd,AP,CO,NR,AF laser cannons as you can fit in. Further improve ship performance by researching ''Space Academy'' and ''Battle Pods'' (which allows an additional Hv laser cannon on each cruiser) then research up the Force Fields tech tree till ''Class III Shield'', so as to upgrade your fleet with Hv,AP,AF ''Mass Drivers'' and shields. For the mid-game, research deep into the Power tech tree: ''Fusion Bomb, Ion Pulse Cannon, Anti-matter Drive, Transporters''. Once your Hv AP NR AF laser tech becomes obsolete, you can switch over your main weapon to AF ''Ion Cannons'', and get much the same effect (ie. works vs heavily armored ships/bases but doesn't work vs planets, so add some bombs to your DDs for clearing planetary defenses or design an additional [[Master_of_Orion_II:_Battle_at_Antares/Warship_design#Planetary_Assault_.28PA.29_Ship|Planetary-Assault ship]]). Trade/capture/steal some better armor. That should keep your beam fleet pretty much invincible against anything that doesn't have Class-V shields or better well into the mid-game.
* '''Beams''' - Blitzing with beams is trickier than hit-and-run fighter/missile tactics, since a beam-fleet will need to stay in-system and duke it out to the death. But it can work well for research-oriented races and/or races with the ''Creative'' or ''+50 attack'' picks. To start, research up the Physics tech tree to get ''Battle Scanner'' (or ''Tachyon Communications'' for "+50 attack" races). This brings miniaturization as well as enables ''Armor-piercing, Auto-Fire, No Range-Dissipation'' and ''Continuous'' [[Master_of_Orion_II:_Battle_at_Antares/Warship_technologies#Weapon_modifications|weapon modifications]] for lasers. Now build a cruiser with ''Extended Fuel Tanks, Battle-Scanner'' and 1 Hv,AP,CO,NR,AF + 3 Pd,AP,CO,NR,AF laser cannons (or drop the B-S and add another Hv,AP,NR,AF laser canon for "+50 attack" races) and launch your attack. This ship can solo lone starbases having titanium armor and no armor mods. For tougher starbases and/or Missile Bases/Fighter garrisons, help defend the cruiser using several destroyer escorts with as many Pd,AP,CO,NR,AF laser cannons as you can fit in. Further improve ship performance by researching ''Battle Pods'' (which allows an additional Hv laser cannon on each cruiser) then research up the Force Fields tech tree till ''Class III Shield'', so as to upgrade your fleet with Hv,CO,AF ''Mass Drivers'' and shields. For the mid-game, research deep into the Power tech tree: ''Fusion Bomb, Ion Pulse Cannon, Anti-matter Drive, Transporters''. Once your Hv AP NR AF laser tech becomes obsolete, you can switch over your main weapon to AF ''Ion Cannons'', and get much the same effect (ie. works vs heavily armored ships/bases but doesn't work vs planets, so add some bombs to your DDs for clearing planetary defenses or design an additional [[Master_of_Orion_II:_Battle_at_Antares/Warship_design#Planetary_Assault_.28PA.29_Ship|Planetary-Assault ship]]). Trade/capture/steal some better armor. That should keep your beam fleet pretty much invincible against anything that doesn't have Class-V shields or better well into the mid-game.


Blitzing works best against aliens that don't have Dauntless Guidance System, as avoiding enemy missile fire can be a problem till you get better drives. In this case, use a nimble Scout to hang back in system and wait for the attack to hit home while your other slower ships retreat to safety. Once the enemy has researched Warp Dissipater, you might need to radically alter your own ship designs or risk taking heavy losses.
Blitzing works best against aliens that don't have Dauntless Guidance System, as avoiding enemy missile fire can be a problem till you get better drives. In this case, use a nimble Scout to hang back in system and wait for the attack to hit home while your other slower ships retreat to safety. Once the enemy has researched Warp Dissipater, you might need to radically alter your own ship designs or risk taking heavy losses.
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