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{{Header Nav|game=Master of Orion II: Battle at Antares}}
{{Header Nav|game=Master of Orion II}}
 
* '''Main Weapons''': Stellar Converter
* '''Main Weapons''': Stellar Converter
* '''Special Systems''': Battle Pods,  Time Warp Facilitator, Phasing Cloak
* '''Special Systems''': Battle Pods,  Time Warp Facilitator, Phasing Cloak
* '''Optional Systems''': Automated Repair Unit, Achilles Targeting Unit, Damper Field, Structural Analyzer, Warp Dissipator
* '''Optional Systems''': Automated Repair Unit, Achilles Targeting Unit, Damper Field, Structural Analyzer, Warp Dissipator
==Strategy==
==Strategy==
During the very late end-game, if you've survived long enough and have completely maxed out the tech tree (you're Psilons who researched it, Darloks who stole it, or Humans who traded for it) you can make "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. (in patch 1.31 and above, the time warp does not give you two consecutive turns.  On the first turn, do not fire, and cloak.  The enemy will then move.  Then you get two turns in a row.)
During the very late end-game, if you've survived long enough and have completely maxed out the tech tree (you're Psilons who researched it, Darloks who stole it, or Humans who traded for it) you can make "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. (in patch 1.31 and above, the time warp does not give you two consecutive turns.  On the first turn, do not fire, and cloak.  The enemy will then move.  Then you get two turns in a row.)
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Here lies a bigger problem:  '''Time Warp Facilitators don't work if the enemy also has a Time Warp Facilitator'''; apparently they cancel each other out. If the computer AI is smart enough to send the captured Dreadnought into battle leading fleets of hundreds, but ''never decloak it'' so it couldn't be destroyed, the Time Warp Facilitator/Phasing Clock trick was effectively nullified, so long as that captured Dreadnought remained.  Your entire empire, which may be spread over eight star systems and be hundreds of turns ahead of the computer on the tech tree, can be completely overwhelmed through their sheer brute numbers (they can control the ''entire'' rest of the galaxy and churn out dozens of ships a turn).  Eventually, you may be able to destroy the captured Dreadnought, but you'll likely be left with only ''one'' colony and only ''one'' remaining Dreadnought.  It takes a long time, but nonetheless using smarter tactics (''never'' using the second turn to fire but ''always'' recloaking) you'll be able to reconquer your empire in a long and grueling war, then re-arm with even more dreadnoughts than before, and burn the enemy to cinders; but it will take hundreds more turns to recover from this simple mistake.
Here lies a bigger problem:  '''Time Warp Facilitators don't work if the enemy also has a Time Warp Facilitator'''; apparently they cancel each other out. If the computer AI is smart enough to send the captured Dreadnought into battle leading fleets of hundreds, but ''never decloak it'' so it couldn't be destroyed, the Time Warp Facilitator/Phasing Clock trick was effectively nullified, so long as that captured Dreadnought remained.  Your entire empire, which may be spread over eight star systems and be hundreds of turns ahead of the computer on the tech tree, can be completely overwhelmed through their sheer brute numbers (they can control the ''entire'' rest of the galaxy and churn out dozens of ships a turn).  Eventually, you may be able to destroy the captured Dreadnought, but you'll likely be left with only ''one'' colony and only ''one'' remaining Dreadnought.  It takes a long time, but nonetheless using smarter tactics (''never'' using the second turn to fire but ''always'' recloaking) you'll be able to reconquer your empire in a long and grueling war, then re-arm with even more dreadnoughts than before, and burn the enemy to cinders; but it will take hundreds more turns to recover from this simple mistake.


{{Footer Nav|game=Master of Orion II: Battle at Antares|prevpage=Warship design|nextpage=Battle tactics}}
{{Footer Nav|game=Master of Orion II|prevpage=Warship design|nextpage=Battle tactics}}
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