Battlestar Galactica: Deadlock/Colonial Ships: Difference between revisions

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Added Minerva class
(Added missing costs.)
(Added Minerva class)
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'''Campaign:''' As mentioned above, the Manticore is more than a match for the Cylon Nemeses you'll find early game. They will begin having problems against the Talon, which is more heavily armoured. Manticores quickly retire from the front lines to the support role, replaced by Adamants, Berzerks, and finally Battlestars.
'''Campaign:''' As mentioned above, the Manticore is more than a match for the Cylon Nemeses you'll find early game. They will begin having problems against the Talon, which is more heavily armoured. Manticores quickly retire from the front lines to the support role, replaced by Adamants, Berzerks, and finally Battlestars.


'''Multiplayer:''' Most Colonial fleets, if they have enough points room, will employ at least one Manticore to quickly scout the enemy fleet and make them visible for missile attacks.
'''Multiplayer:''' Most Colonial fleets, if they have enough points room, will employ at least one Manticore to quickly scout the enemy fleet and make them visible for missile attacks. The nose gun on the Manticore can also be used to chase off lighter enemies like Talons and Nemeses.


'''Official Description:''' ''Predominantly used for hit-and-run tactics and scouting missions, the Manticore also serves well in larger strike groups as a flanking element. Long range compatible missile tubes and an uncommon aft-facing turret configuration makes this a versatile fighter.''
'''Official Description:''' ''Predominantly used for hit-and-run tactics and scouting missions, the Manticore also serves well in larger strike groups as a flanking element. Long range compatible missile tubes and an uncommon aft-facing turret configuration makes this a versatile fighter.''
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The Adamant class blueprint becomes available after Mission 3.
The Adamant class blueprint becomes available after Mission 3.


'''Multiplayer:''' Adamants are often relegated to a support role on multiplayer matches. Players prefer the Berzerk class' notable hangar bonuses if bringing a squadron is necessary.
'''Multiplayer:''' Adamants are often relegated to a support role on multiplayer matches. If you have a few points left over and are unsure what to bring, bring an Adamant. It's an excellent jack of all trades ship that can tank a few shots as part of a gun fleet, shoot missiles as a missile boat, and operate as a light carrier with its average fighter bay. An excellent multirole ship to fill out your fleet's weaknesses, no matter what they are.


'''Official Description:''' ''Designed by Sinon Quade a decade before the start of the Cylon War, the Adamant carrier and cruiser combo has become the cornerstone of many Colonial Fleet groups. What it lacks in speed, it makes up with its constant presence and firepower on the battlefield.''
'''Official Description:''' ''Designed by Sinon Quade a decade before the start of the Cylon War, the Adamant carrier and cruiser combo has become the cornerstone of many Colonial Fleet groups. What it lacks in speed, it makes up with its constant presence and firepower on the battlefield.''
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It is reasonably durable, while also being able to keep pace with your battlestars. It is also notable for being one of the few Colonial ships with ventral guns, giving it a fighting chance against ships below it. Being above its target, however, does limit the ship's broadside. At great distances, the Minotaur can get its dorsal, ventral, and port or starboard guns all firing at a single target.
It is reasonably durable, while also being able to keep pace with your battlestars. It is also notable for being one of the few Colonial ships with ventral guns, giving it a fighting chance against ships below it. Being above its target, however, does limit the ship's broadside. At great distances, the Minotaur can get its dorsal, ventral, and port or starboard guns all firing at a single target.


The primary weakness of the Minotaur is that guns are ''all'' it brings. With no Vipers and no point defence ability, lone Minotaurs will find themselves chipped away by long range missile barrages, enemy fighters, and most notably, Cylon Heavy Raiders. Use Minotaurs to support battlestars, carriers, and missile ships to have their weaknesses covered.
The primary weakness of the Minotaur is that guns are ''all'' it brings. With no Vipers and no point defence ability, lone Minotaurs will find themselves chipped away by long range missile barrages and enemy fighters. Use Minotaurs to support battlestars, carriers, as a deterrent to opponents that dare to close the distance.


The Minotaur Class becomes available after Mission 7.
The Minotaur Class becomes available after Mission 7.
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'''Campaign:''' By the time this ship is unlocked, players will have access to the Artemis class Battlestar, which one or two Minotaurs can support with their additional gunfire. They make poor centerpieces for fleets, given their aforementioned weaknesses.
'''Campaign:''' By the time this ship is unlocked, players will have access to the Artemis class Battlestar, which one or two Minotaurs can support with their additional gunfire. They make poor centerpieces for fleets, given their aforementioned weaknesses.


'''Multiplayer:''' Human players will exploit the Minotaur's weaknesses to a greater extent than the AI, making bringing a Minotaur a questionable proposition. As with the single player campaign, Minotaurs work best supporting the rest of the fleet.
'''Multiplayer:''' An excellent medium speed gun-oriented ship, the Minotaur's primary weakness in multiplayer is its relatively short range compared to missiles and strike craft. Its guns do have a longer range than usual, compensating for its main weakness. Have it behave like a Berzerk without the fighter bay; while it can eat a few shots, it cannot withstand concentrated fire, and falls quickly to heavy guns because of its large size. Its medium guns can contribute to both capital ship damage and to fighter brawls.


'''Official Description:''' ''The Minotaur warship is a testament to the pragmatic nature of the Aerilan people; you build a ship, give it plenty of armour, and fit every other spare inch with guns. It is a cost-effective fixture for fleet groups looking to bulk up their firepower.''
'''Official Description:''' ''The Minotaur warship is a testament to the pragmatic nature of the Aerilan people; you build a ship, give it plenty of armour, and fit every other spare inch with guns. It is a cost-effective fixture for fleet groups looking to bulk up their firepower.''
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|vet3=+65% Squadron Repair<br />+6% Damage Reduction
|vet3=+65% Squadron Repair<br />+6% Damage Reduction
}}
}}
The Atlas class is a dedicated carrier with a better than average Squad Evasion stat. While its Squad Evade stat isn't as high as the Berzerk's, it brings along more craft and is exceptional at absorbing hits than the Berzerk. The Atlas' support squadron slot can only be filled with Raptors, Assault Raptors, or Sweepers.
The Atlas class is a dedicated carrier with a better than average Squad Evasion stat. Its Squad Evade stat is the second best in the fleet, beaten only by the Berzerk. Its Squad Repair rate is top of the line, allowing damaged squadrons to return to the fray faster. The Atlas' support squadron slot can only be filled with Raptors, Assault Raptors, or Sweepers.


While it is far from helpless, the Atlas' weapons are not as strong as a Battlestar's, and relegates it to a support role.
While it is far from helpless, the Atlas' weapons are not as strong as a Battlestar's, limiting its damage output without its squadrons.


The Atlas becomes available after Mission 9.
The Atlas becomes available after Mission 9.
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'''Campaign:''' Using Atlases in the campaign is not too different from using the Minotaur: it is a question of taste. Bringing along multiple squadrons with only one capital ship is helpful, but some players prefer the firepower, mobility, and squadron survivability of Berzerks. Atlases generally make poor choices for command ships, though having a CAG officer in one can prove helpful.
'''Campaign:''' Using Atlases in the campaign is not too different from using the Minotaur: it is a question of taste. Bringing along multiple squadrons with only one capital ship is helpful, but some players prefer the firepower, mobility, and squadron survivability of Berzerks. Atlases generally make poor choices for command ships, though having a CAG officer in one can prove helpful.


'''Multiplayer:''' Most players will either have the Atlas perform on the front lines and have it absorb damage, or in the rear with its squadrons. Having multiple Viper squadrons is a must in multiplayer. The third slot depends on playstyle.
'''Multiplayer:''' Most players will either have the Atlas perform on the front lines and have it absorb damage, or in the rear with its squadrons. Carrier-oriented fleets will have at least one, and its slow speed compliments the Jupiter class well. Whether its fighters are tying up enemy fighters or behaving on their own accord, the Atlas is an excellent carrier with a superior repair rate for its squadrons, letting them get back into the fight quickly. The support slot is most commonly filled with an Assault Raptor squadron, but both Sweepers and default Raptors can be effective as well.


'''Official Description:''' ''The Atlas is an iconic remnant of Virgon's imperialist history. Slow and densely armoured, the Atlas carrier now provides powerful fighter support for modern Colonial fleet groups.''
'''Official Description:''' ''The Atlas is an iconic remnant of Virgon's imperialist history. Slow and densely armoured, the Atlas carrier now provides powerful fighter support for modern Colonial fleet groups.''
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'''Campaign:''' Unlocked alongside the Artemis, the Ranger is best used as a support ship. Keep it above targets and use guided missiles against smaller, faster targets like Nemeses and Cerastes, or unload constant streams of torpedoes against enemy Basestars.
'''Campaign:''' Unlocked alongside the Artemis, the Ranger is best used as a support ship. Keep it above targets and use guided missiles against smaller, faster targets like Nemeses and Cerastes, or unload constant streams of torpedoes against enemy Basestars.


'''Multiplayer:''' Its effectiveness on targets below it can make it a wild card against human players, some of whom will deal with Colonial fleets by constantly diving. Rangers can punish diving targets with missiles and gunfire.
'''Multiplayer:''' The Ranger is a very fragile ship that requires finesse to use. A support ship through and through, and one of the two cornerstones of Colonial missile fleets (the other being the Janus). The Ranger does have a few medium guns on its belly that can fire to the side, so despite its fragility it can be used to assist your Vipers in fighter brawls. Keep an eye on your Ranger's ammunition stores; rapid firing missiles can quickly run dry.


'''Official Description:''' ''Originally a Picon specialist design, the Ranger class cruiser has more recently become morepopular throughout the Twelve Colonies. Its combination of long range dominance and skirmish-range turret configuration makes it a highly effective all-rounder in any strike group.''
'''Official Description:''' ''Originally a Picon specialist design, the Ranger class cruiser has more recently become morepopular throughout the Twelve Colonies. Its combination of long range dominance and skirmish-range turret configuration makes it a highly effective all-rounder in any strike group.''
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'''Campaign:'''  The strong survivability of this battlestar makes it the ideal command ship to stick an officer in. Ensure it remains protected, especially against Cylon torpedo spam. Flak can help against torpedoes and, to a lesser extent, Raiders.  
'''Campaign:'''  The strong survivability of this battlestar makes it the ideal command ship to stick an officer in. Ensure it remains protected, especially against Cylon torpedo spam. Flak can help against torpedoes and, to a lesser extent, Raiders.  


'''Multiplayer:''' The Artemis fulfills a similar role in multiplayer as it does in single player. Remember that its effectiveness against targets above or below is limited, so do not carelessly dive with the Artemis and leave its dorsal or ventral armour vulnerable to torpedo salvoes.
'''Multiplayer:''' The Artemis fulfills a similar role in multiplayer as it does in single player. It remains a well balanced ship with armour second only to the Jupiter.  Remember that its effectiveness against targets above or below is limited, so do not carelessly dive with the Artemis and leave its dorsal or ventral armour vulnerable to torpedo salvoes. Similar to the Adamant class, the Artemis can either close the distance against missile or carrier oriented opponents, or flee from fights it cannot win and attempt to whittle down the enemy fleet with attrition.


'''Official Description:''' ''The Artemis Class Battlestar is the most commonly deployed command ship by Colonial Fleet. Moderate speed, high armour ratings, and aggressive turret battery placements make this battlestar a dominating force on the battlefield.''
'''Official Description:''' ''The Artemis Class Battlestar is the most commonly deployed command ship by Colonial Fleet. Moderate speed, high armour ratings, and aggressive turret battery placements make this battlestar a dominating force on the battlefield.''
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'''Campaign:''' At over 2,000 points, the Jupiter class is not advised for junior officers with a small fleet point limit. Taking a Jupiter into combat leaves little room for anything else. With higher ranked officers, however, the Jupiter can replace or support the Artemis against larger ships. Other players will continue to rely on the Artemis itself.
'''Campaign:''' At over 2,000 points, the Jupiter class is not advised for junior officers with a small fleet point limit. Taking a Jupiter into combat leaves little room for anything else. With higher ranked officers, however, the Jupiter can replace or support the Artemis against larger ships. Other players will continue to rely on the Artemis itself.


'''Multiplayer:''' The slow-moving Battlestars are often targets for things like EMP mines and utility craft like Assault Raptors, Raptors, Heavy Raiders, and Wardrivers. Bringing along a Jupiter for 4,000 point games is ill-advised. Jupiters pair well with other larger, slower ships like the Atlas and the Janus.
'''Multiplayer:''' The slow-moving Battlestars are often targets for things like EMP mines and utility craft like Assault Raptors, Raptors, Heavy Raiders, and Wardrivers. Similar to the Artemis, the Jupiter will perform its best either up close against missile-oriented fleets, or from a distance against gun fleets. Unlike the Artemis, the Jupiter has a few defences on its belly, so a target below the Jupiter is not a problem. The Jupiter still prefers having targets above it, however.


'''Official Description:'''
'''Official Description:''' ''WIP''
{{BSG unit 2
{{BSG unit 2
|hull=165
|hull=165
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'''Campaign:''' Early game fleets will usually consist of the Adamant class supported by this vessel. The Berzerk does more damage but cannot take the beating the Adamant can. These two ships will compliment each other well until you unlock the Artemis class Battlestar. After unlocking the Artemis, the Berzerk remains notable for its highly effective hangar system. 50 points of Squad Evasion can stack with both a CAG officer and veterancy bonuses (if enabled) to get in excess of 77 Squad Evasion. Equip this Berzerk with Mark 2 Vipers and they will be nearly impossible to kill.
'''Campaign:''' Early game fleets will usually consist of the Adamant class supported by this vessel. The Berzerk does more damage but cannot take the beating the Adamant can. These two ships will compliment each other well until you unlock the Artemis class Battlestar. After unlocking the Artemis, the Berzerk remains notable for its highly effective hangar system. 50 points of Squad Evasion can stack with both a CAG officer and veterancy bonuses (if enabled) to get in excess of 77 Squad Evasion. Equip this Berzerk with Mark 2 Vipers and they will be nearly impossible to kill.


'''Multiplayer:''' Squadrons are very important in multiplayer, and experienced players often have their fighters focus down Raptors, Assault Raptors, Wardrivers, and Heavy raiders. The higher than average Squad Evade can either help these support squadrons with higher survivability, or let you be more aggressive with your Vipers.
'''Multiplayer:''' One of the centerpieces of carrier-oriented fleets, the Berzerk is a fast escort carrier with sharp teeth. Its fragility means it will often be focused down by gun fleets, so it should generally use its speed to stay safe, or use its medium guns to help win fighter duels. Thanks to its cheap fleet point cost, it can be used to help round out any fleet.


'''Official Description:''' ''The Berzerk class carrier is a fast and effective force multiplier. The carrier is not designed to survive prolonged engagements by itself. However, when supporting a battlestar or strike group, it can provide powerful complementary firepower and squadron support.
'''Official Description:''' ''The Berzerk class carrier is a fast and effective force multiplier. The carrier is not designed to survive prolonged engagements by itself. However, when supporting a battlestar or strike group, it can provide powerful complementary firepower and squadron support.
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'''Multiplayer:''' Unlike most Colonial vessels, the Janus is highly effective against targets below it. The Janus is also notable for its total lack of broadside or dorsal guns, making it helpless against targets above it. With only heavy guns and only 135 Marines on board, the Janus is also extremely vulnerable to Heavy Raiders.
'''Multiplayer:''' Unlike most Colonial vessels, the Janus is highly effective against targets below it. The Janus is also notable for its total lack of broadside or dorsal guns, making it helpless against targets above it. With only heavy guns and only 135 Marines on board, the Janus is also extremely vulnerable to Heavy Raiders.


'''Official Description:'''  
'''Official Description:''' ''WIP''
{{BSG unit 2
{{BSG unit 2
|hull=95
|hull=95
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Celestras also have two munitions slots that can be swapped with other ships using resupply raptors. The supply raptors will take the munitions slot on the Celestra and swap it with the munitions slot on another vessel. When the resupply Raptors return to the Celestra, it will take the capital ship's original munitions slot and apply it to the Celestra. It is a straight swap and it cannot be used to "top off" used munitions. Ensure the Celestra is carrying the correct munitions before the battle begins; it carries two slots of guided missiles by default.
Celestras also have two munitions slots that can be swapped with other ships using resupply raptors. The supply raptors will take the munitions slot on the Celestra and swap it with the munitions slot on another vessel. When the resupply Raptors return to the Celestra, it will take the capital ship's original munitions slot and apply it to the Celestra. It is a straight swap and it cannot be used to "top off" used munitions. Ensure the Celestra is carrying the correct munitions before the battle begins; it carries two slots of guided missiles by default.


'''Campaign:''' During the campaign, the addition of a Celestra class vessel does not consume any fleet points, making the Celestra an easy addition to any fleet. The AI will often focus the Celestra down, especially with missiles, so ensure the Celestra remains behind your battlestar fleet where missile attacks will be intercepted.
'''Campaign:''' During the campaign, the addition of a Celestra class vessel does not consume any fleet points, making the Celestra an easy addition to any fleet. The AI will often focus the Celestra down, especially with missiles, so ensure the Celestra remains behind your battlestar fleet where missile attacks will be intercepted. When protecting a Celestra, remember that the Minerva has a smaller flak bubble than the Jupiter and the Artemis.


'''Multiplayer:''' Although the armour is useful, multiplayer fleets do not have a support slot. Consuming 550 fleet points for a ship that does not contribute to damage is not always a good idea. 20 extra armour on any given facing on any ship, however, can be very helpful against opponents who focus their firepower.
'''Multiplayer:''' Multiplayer fleets do not have a support slot. Consuming 550 fleet points for a ship that does not contribute to damage is not a good idea. Using the Celestra in multiplayer usually involves improving all your ships' armour. A Manticore for 50 points less than a Celestra will scout enemies and provide a mobile missile platform.


'''Official Description:''' ''The Celestra class support was originally a self-sustaining civilian research ship that was coopted by Colonial Fleet. This support uses remote drones to apply adaptive armour plating. A resupply depot has been retrofitted into the hangar, allowing Raptor crews to make supply runs mid-mission to fleet cruisers and battlestars.''
'''Official Description:''' ''The Celestra class support was originally a self-sustaining civilian research ship that was coopted by Colonial Fleet. This support uses remote drones to apply adaptive armour plating. A resupply depot has been retrofitted into the hangar, allowing Raptor crews to make supply runs mid-mission to fleet cruisers and battlestars.''
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===Minerva Class===
===Minerva Class===
{{BSG unit 1
{{BSG unit 1
|image=[[Category:BSG-MinervaClass.png|250px|Minerva Class Battlestar]]
|image=[[File:BSG-MinervaClass.png|250px|Minerva Class Battlestar]]
|fleetpts=1850
|fleetpts=1850
|buildcost=900(1800 rushed)
|buildcost=900(1800 rushed)
|ftlcooldown=XXXX turns
|ftlcooldown=4 turns
|buildtime=4 turns
|buildtime=4 turns
|sizeclass=4
|sizeclass=4
|dradis=4 km
|dradis=4 km
|firewall=XXXX/sec
|firewall=6/sec
|hangarslots=
|hangarslots=2
|squadevasion=
|squadevasion=15
|squadrepair=
|squadrepair=100
|marines=
|marines=150
|speed=XXXX m/s
|speed=115 m/s
|turnrate=
|turnrate=60
|vet1=
|vet1=+3% Damage Reduction
|vet2=
|vet2=+6% Damage Reduction<br />+10% Max Speed
|vet3=
|vet3=+9% Damage Reduction<br />+20% Max Speed
}}
}}
The Minerva is to the Artemis as the Berzerk is to the Adamant: a glass cannon with lots of guns. The Minerva should remain in a supporting role due to its fragility, supporting the sturdier Artemis class. It has slightly longer ranged guns than other Colonial vessels, allowing it to keep its distance while shelling targets, and alongside two missile slots, cements its position as a backline fighter.


The biggest problem with the Minerva, aside from its fragility, is its relatively small flak field, making it ill equipped at protecting other ships in the fleet, and its less than impressive hangar stat. Keep its fighter wing close, and don't be too aggressive with them.
'''Campaign:''' An Artemis supported by a Minerva will be able to cut through most Cylon fleets, including the intimidating Basestars. Ensure the Minerva is kept behind the lines with enough side clearance to launch missiles cleanly.
'''Multiplayer:''' A difficult ship to use in multiplayer due to its fragility. As with in the campaign, use the Minerva as a second-line Battlestar, supporting your front line in spite of its official description touting its heavy long range guns. With 11 point defence guns per side, it can contribute meaningfully to fighter brawls, but ensure its own fighter group remains secure due to the lower defence.
{{BSG unit 2
{{BSG unit 2
|hull=
|hull=
|leftarm=
|leftarm=60
|leftsub=
|leftsub=Hangar
|rightarm=
|rightarm=60
|rightsub=
|rightsub=Hangar
|frontarm=
|frontarm=60
|frontsub=
|frontsub=Arm.
|reararm=
|reararm=45
|rearsub=
|rearsub=Nav.
|dorsalarm=
|dorsalarm=45
|dorsalsub=
|dorsalsub=Engr.
|ventralarm=
|ventralarm=60
|ventralsub=
|ventralsub=Fire Ctrl
|damagered=
|damagered=22
|munitions=
|munitions=2
|salvo=
|salvo=100
|reload=
|reload=3
|gun1=
|gun1=Point Defence Turret x11
|gun1note=
|gun1note=Left side, arcs up/down
|gun2=Point Defence Turret x11
|gun2note=Right side, arcs up/down
|gun3=Battlestar Artillery x2
|gun3note=Forward, arcs up/down
|gun4=Battlestar Artillery x8
|gun4note=Top, arcs up
|gun5=Heavy Turret x5
|gun5note=Bottom, arcs down
|gun6=Medium Turret x4
|gun6note=Rear, arcs up/down
}}
}}
{{-}}
{{-}}
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