Playing Borg in VGAP4
January 2003. | Suggestions welcome | More VGAP4 tips | Back to main Race page
See also: Tim
Wisseman's Borg Guide , which concisely describes their special
abilities
and limitations, and gives you a good feel for their style; and Jon
Nunn's Borg Guide , which has a useful summary of What To Do
Turn-By-Turn; a different description of each ship and its uses; and
further
notes on dealing with alien races. Jon keeps his guide up to date with
Host changes.
Borg are an easy race to play with little micromanagement as they do not use Contraband, Spying, Happiness, or Pods. They are a good beginner's race, although setting up Chunnels can be a little tricky. They grow by Assimilating enemy colonists and natives. The galaxy rapidly converts into a sea of Borg if they are not stopped. They have more cash than most races in the early game, and though their Cubes aren't the biggest ships in the game, they are very economical to build and can usually swamp enemies. Also, their Cubes bristle with useful Devices, and can operate independently once they have left the Hive (they can extract fuel from planets directly, generate new crew by Assimilation, repair themselves, etc). The other wonderful thing about Borg is their ability to Chunnel, ie, move entire fleets vast distances in one turn.
In many games, experienced players used to unite against the Borg Threat before everyone is overpowered one by one, because almost no one is powerful enough to take on a good Borg player alone. (Though as new races have been released, opinions have diverged on Who Is Most Dangerous, so everyone-against-the-Borg alliances are rare these days.)
Borg need to be played aggressively. Every time I've seen Borg players wait until their techs were all maxed out and they were ready to move, their victims had time to disperse, build up techs, form defensive alliances, and eventually overpower the Borg. Borg are far more powerful than most rivals in the early game. In the late game, enemies are using contraband to generate more cash than the Borg, and most of your advantage is lost.
So, whereas I used to advocate in this guide that your best strategy was hiding quietly until you were ready to strike on turn 30, building maybe 4 Castles, I have learnt by watching and talking to good Borg players that I was completely wrong. This is partly because as VGAP4 has evolved over the last 2 years, [this guide was last updated in September 2000!], a lot of rules have been refined... new races / threats have appeared... some of these can find you very quickly so you can't hide for long now... other players have discovered strategies to accelerate their own races' development (such as using contraband in new ways) so they are more dangerous very quickly. So strike fast! See the strategy section below.
Therefore the Borg strategy should not be to expand as fast as possible, because that wastes fuel etc. Instead, successful Borg players set up a small, easily defensible core and attempt to get tech levels up as quickly as possible, by building as many Palaces as possible (the Borg equivalent to a Government Centre). Whilst building up, send out some B200 probes to scout, pester the enemy and divert their resources into guarding instead of hunting down your home and stomping you whilst you're weak.
Around turn 12 or earlier you
will
reach hull tech 10, and can drop minefields to protect your ships.
Suddenly
you can burst out with Cubes and you are unstoppable. The Cubes zoom up
to enemy worlds, Assimilate an entire homeworld population in maybe 2
turns
and drop it back on the surface as a Borg base; use the Cubes' Laser
Drills
and built-in alchemy devices to refill their vast fuel tanks; and barge
off to the next planet. Minefields are swept aside by the Cubes'
Minefield
Destabilisers. It's not that Cubes are the hardest ships in the game...
in a one-on-one battle, they can be destroyed (just!) by enemy ships
armed
with Superweapons. But the Borg can churn out loads of Cubes, and keep
them fuelled and full of Ord on the move, which means they can advance
incredibly quickly once they reach a critical mass. And of course
Assimilation
means they are never short of colonists to hold territory they have
conquered.
Borg do well in games with low amounts of contraband as this
hampers
other races. Borg also do well in games with low starting populations
(less
than 1 million) because other players cannot catch up with the Borg
population.
Lots of natives and large maps also favour Borg.
|
Borg Advantages |
Weaknesses |
|
|
|
Concentrate on planets with natives, so you can grow your population rapidly by Assimilation. Even if the colony is killed by the enemy, you have denied the enemy those natives. Ghipsoids and Humanoids are particularly valuable to you.
If there are between 20 and 20,000 Borg on a planet with Natives or enemy Colonists, Borg approximately double their population every turn by Assimilation. At hull tech 6 you get the Quietus, which can Assimilate 100,000 enemies a turn with its Assimilation Beam (not natives).
Assimilation facts
| The boring maths bit: Above 20,000 colonists assimilation slows down to "only" 20%. (To be precise: 1 to 20000 cyborg colonists can assimilate one native each. The number that they can assimilate each decreases at a constant rate from 1 to 0.2 as the Cyborg population inceases from 20000 to 100000.) But even at 20% assimilation a turn, they double every 4 turns. | Note: Tim's Borg guide was written when the race pack was released and is now out of date. He claims Assimilation rate is 5% / turn, it is now 100% to 20% (see left for details). |
|
Assimilation and cash Do the Borg get cash for assimilating natives? Yes, Ratio is 1:20. Example: 35539 Natives Assimilated: gives you 1776 megacredits "taken from the natives" Further example: 1 million natives at 1/20th mc each = 50,000mc Do you get cash for assimilating enemies? No, you get no money by assimilating, unless you use the Assimilator Mech unit . The Assimilator Unit harvests 0.1mc per enemy colonist. The Assimilator Unit does not get you any extra cash when assimilating natives. |
| Miscellaneous
Assimilation facts No mc are generated by the instant assimilation of Ghipsoids by the King, but you get +1 Engine Tech level if there were more than 100,000 of them. Similarly, assimilating Humanoids with the King doesn't yield cash, but if there are >100,000 you get +1 engine tech. You need at least 21 Borg to start Assimilation.
Ships
with Assimilator
beams can only Assimilate natives in bases. Hovering over a
planet
with 1 million natives doesn't automatically hoover up 100,000 natives
/ turn as free colonists. |
Assimilation and Ground
Combat Colonists, Crew and Troops all Assimilate. Only the Borg's High Guard (the King) does not Assimilate (except Ghips!). Is the assimilator unit any good now GA is more important? Assimilator Unit is very important, without it you will get no money if you assimilate enemies. Of course you should not set Killx3 or the like or your mini-assimilators will be destroyed by enemy troops in ground attack sequence. Instead use the 'roaming defence' setting, this will not involve your mini-assimilators into fight. After ground attack is done, and your drones are in most cases victorious because 20% of your colonists are automatically re-programmed as troops before you attack or defend in ground attack sequence, your remainig colonists with the help of your mini assimilators will assimilate the enemy and make lots of money. Ratio 1:10. 700884 enemy colonists assimilated --> 70088 megacredits taken from the enemy colonists. If you assimilate all enemy units, you get their whole base. |
You'll find
the
Borg homeworld is not short of cash! Because there are no pods to ship
them off with, the population justs breeds and grows, quickly exceeding
a million. Probably aided by Assimilation of Natives over the first few
turns. That's 10 cities or 1000mc / turn. And there's a population
growth
rate boost if the Borg King is there. Meanwhile you cannot spend it on
Tech, like normal races, because you earn a fixed 1000mc / turn /
Castle.
This rapidly allows you to ship out 5,000mc / turn to startup colonies
to build new Castles.
If your high guard (King) is at the base the megacredits on the base will increase by 8%. For example if you have 1,000,000 megacredits sitting at the base they will be increased by 80,000 to 1,080,000. But nearby, cloaked Privateers can steal any excess at a Base above 10,000mc with their Money Tap device.
Borg homeworld needs as many factories as you can build as fast as you can. Due to ord usage of weapons, mine laying and cities. Except the first 1000 supplies which are spent for KPs (King's Palaces) you must qickly invest all supplies to build up 1000-2000 factories because then you can build 1.5 KPs every turn. And later you can alchemy the supplies for the mineral hungry cubes.
| Gabor Toro
writes: A Borg must be fast. He must not wait until the other players make lots of money from, for example, contraband. Therefore the right strategy is to max out hull tech by turn 10-12. About this time the stronger middle ships of the others will arrive after you have destroyed their starting ships with swarms of probes (10 probes = 60 Pulsed Lasers hammering on the opponent's ship). So a Borg player must do everything to take most advantage of his main advantages in the beginning: probes, palaces, humanoids assimilating, 6 FTL-5, 20 FTL-2 free engines. Due to the original
version of this
guide, the accepted wisdom is that a Borg must hide himself and shall
max
out his techs till turn 20-30 where he can stop hiding and breaks out
with
his cube fleet. Bull shit! Max out your important techs till turn 10-15
build four cubes and begin to burn down your opponents. The best
strategy
is to have 50-100 ships in turn 5-10 mostly of them probes and
freighters
and a couple of Quietus and some FCCs. [All these remarks
should be true
if there are enough natives to assimilate ~90,000 natives on
average
per turn, and if you start with 1,000,000 colonists, standard startings
ships and 15000mc-20000mc. If not some or all points must be changed.] |
Using special racial abilities
The key racial abilities are based on clever use of the Borg King converting Ghipsoids and Humanoids.
The reason people hop their
king
around is to bring him to all the worlds to assimililate all the native
instantly and get the huge cash bonus. My advice is to simply hop the
main
king base around to all the good native planets around.
Having tons of king's palaces is also a big key to winning as the borg,
They fuel your tech advances and later ET purchases. I try to at least
build one KP per turn for the early stages of the game. More as I can
afford
it.
I think right now (Host 116) there is a bug with ground combat that
makes
the borg always surrender. I have seen a borg home base with 50 million
colonists, 18 million troops, 5 odd million crew and the HG along with
starting AA guns and assorted mechs and fighters surrender to a CoM
base
with only 7 million lifeforms. And then had the same thing happen to me
in other games. Very annoying. And it kills the basic borg strategy of
dumping their homeworld on enemy bases to assimilate them and get the
10%
MC from the enemy colonists (provided the borg have the
mini-assimilators
though). - adb
People are forgeting a big benifit of the Borg King. Spare Cash on the planet the King is on increases 8% per turn, compounded every turn. Per the rule of 72, a one time contribution on this world doubles every 9 turns. Placed on the planet with the most Borg, with triple income, with judicious saving and chunneling spare cash for colonies in, the Borg can build cubes off the interest alone in late game. This is quite an impressive bond rate if we are treating each turn as one year due to no inflation in Planets 4. - Jon Nunn
Hyperdrive (B200) tips:
Remember that the Range of a hyperjump engine is a maximum range. If a waypoint is nearer than this, the ship will land exactly at the waypoint. This is quite different to VGAP3, where the destination had to be within +/-10LY or so of the hyperjump range.
Note: Borg often ally with Scavengers, or otherwise attempt to obtain plans to the Scavengers' Forgotten Class Junk. This is a very cheap ship which, although it cannot chunnel itself, can be used as a chunnel target if you own it. This is a safe ship to send into enemy territory as it doesn't really matter if it gets killed or even captured.
Warp Chunneler: Moves
the ship and all ships at the same point to another warp chunnel ship
no
matter how far away the other ship is. A warp chunnel jump uses 100
kt of fuel. To use the warp chunnel device set your waypoint 1
to the target ship and turn on the chunnel device. Warp chunnel jumps
take
place before normal movement. Ships which chunnel cannot move
for
the remainder of a turn after chunnelling, and their shields are at
half-strength
for the rest of the turn. [But
hyperjumping should be possible.]
You can prevent ships at the start point chunnelling by using command code "NCH" (No CHunnel)
Crystal X-Field blocks all
Cyborg
starting chunnels at a range of 100 LY (and non-Cyborgs at a range of
200
LY).
Ground Base Chunnel: Moves the base under the ship to another planet. This device will NOT move the ship. Moving a base takes 100 kt of fuel and two chunnel ships. To use the device park the first Ground Base Chunnel ship (Firestorm) over the base you wish to move. Set the ship's speed to zero and its waypoint to the target planet. The target planet needs to have a Firestorm or Firecloud ship in orbit to recieve the base. If there is already a base on the target planet the moved base will merge with the existing base forming a larger base. The event takes place after all normal movement, so the ships must end movement over the base and target planet for this to work.
One nice trick with Ground
Chunnel
is to chunnel captured bases to your own major ones. (In general this
is
less risky than chunnelling a major base into a combat zone.) In this
way
you can add valuable structures to your repertoire. If you can
add
a Government Centre to your homeworld, you can divert up to
10,000mc
/ turn of excess cash into your central account. (This is particularly
useful since Borg always end up with lots of excess free cash, and
other
races target your Palaces so you might end up, towards the end of the
game,
with only half a dozen well defended Palaces, which isn't enough to
fund
many Exotic Techs.) Another nice structure to add to a shipyard is a Pod
Launcher. Using this you can, among other things, use Outfit pods
to
upgrade your ships - which Borg normally can't do. Note that some
structures
("racial specials") can't be acquired in this way. Nor
can you get more than one Kings' Palace on a base by merging 2 bases.
When merging bases in this way, beware:
Hacker Droids: To get these to work you have to tow the ship you want to hack. No matter if the nav screen tells you the ship under tow is too massive. The droid works, but only with ships your race cannot build already. A bird player who captured a Cube found to his delight that he could extract the Cube's plans by telling it to tow itself.
Be careful if you use the DTMS-N converter device. This device activates before armour creation and uses metal in the order of Duranium, Tritanium, Molybdenum. So if you are carrying (say) 100kt of Duranium for armour and 600 kt of Tritanium for fuel and have (say) room for 400 kt of fuel, the device will consume all your Duranium and 300 kt of your Tritanium leaving you with nothing to create armour with.
Borg Hulls and recommended equipment
Remember: don't bother armouring your ships. Eg 3000 armour on a Cube = 3000mc. Instead, just build the ships, then beam up Duranium (just 30kT for a Cube) and they'll armour themselves for free! [A special racial ability of the Borg's.]
Cubes - general note on
armament:
Don't overlook Photon Torpedoes on the occasional Cube for fleet
battles.
Excellent range, allowing you to get some early shots in on the enemy
fleet
as you close, and a salvo of 18 of these (include one Sandcaster and
one Blaster Cannon on these ships) will overwhelm most medium
ships
almost immediately. Also, they are much cheaper than PPC's or Gatling
Phasors
so are good when facing swarms of enemies when you are likely to lose
many
ships.
Q. Base Shields are Forbidden technology for Borg. However, the Home Base (the Hive) always gets a Base Shield.
The two acknowledged Borg
Experts
are Jon Nunn and THRAWN.
How do you boost Tech levels if they can't build a Gov centre (or is this how the Kings Palace works?)
How do you get crew and Highguard (or is this how the Kings Palace works?)
"Why state what their pod speed is, if they can't build pods, and if they can't build pods, how the hell do they get fighters onto the Biocide? With no contraband to sell how can they even afford to build fighters?"
On
the subject of Borg not being able to Refit hulls: "The Borg way
will be to recycle the outdated ship and use the minerals to build a
new
one. 'Recycling' destroys the hull which the Cyborg wants to keep, and
retains the outdated components which the Cyborg wants to replace.
That's
like throwing out the baby and keeping the bathwater. So, what's the
point?"
- "When you first start the game you have no decent hulls but some
decent engines/weapons. Recycling is a good way of recovering those
parts
and putting them on a decent hull."
Cyborg can have only one high guard unit. (The Cyborg king). The
Cyborg
king at a base will give the base a 300% increase in income. The Cyborg
king at a base will give the base a 400% increase in population growth.
When colonists are beamed up onto a Cyborg ship they will be
automatically
converted to crew, if the ship is not already fully crewed.
Cyborg maintain a 10% crew population on every ground base
Cyborg converted to troops / crew (ie by ground combat or crew
beamed
down by ships) change back into colonists at the rate of 5% per cycle.
If the Borg are boarded, colonists are not converted at
all.
They are ONLY converted to troops when they do the boarding.
Q: Do people use ground settings other than peaceful or killx3? Usually, you either don't want to fight, or you have a superior force and want the enemy gone. The only time you might want differently is if you are an inferior force, and want to wear down your opponent. And chances then are that he will be set to killx3.
A: I have used lower than Kill x3 settings in my bases playing the Borg as a defensive measure against enemies landing bases on my planets. That way I get the benefit of assimilating them and also doing them some damage when they are most vulnerable without getting my defenders (well, attackers locally) totally slaughtered. The difference between Kill x3 and Hit and Run for example is only that when the attack is not going to succeed (in overrunning their base) you're not losing that many troops. - Sidewinder
Unlike VGAP3, you may not be
the
only player running a Borg colony..
Host 55: New rule: Cyborg King can
take
over ONE enemy Cyborg ship that is within 10LY of the base he is at or
25LY of the ship he is in, if the enemy's King is more than 300 LY away.
As Jon Nunn puts it -
The one and only true collective is of course yours. All others are
False Borg Collectives. The only reason for allying is so that
neither
of you has to worry about instant assimilation with King of planets and
ships away from the other. You can capture each others' Kings Palaces.
Anti-Borg tactics... and anti-anti-Borg tactics
See also: the end of Jon Nunn's Borg Guide, he has some relevant comments there, under "dealing with other players"
|
Borg vulnerability to boarding |
|
| The Borg report (Jon Nunn) I'm not sure if the newest boarding rules were in effect during the last few turns of our game or not (approx Host 116). But unless the current rules have changed, Borg cubes are undefendable from ships capiable of going 190 LY+ in normal space with boarding lasers (Note that Fed / Stormers don't even need the boarding lasers) including other Borg cubes. (A major reason why Lance beat THRAWN in the Battle of the Egos.) Colonists are very weak both attacking and defending during boarding actions. Offensive boarding with colonist drones results in them converting over into troops. Colonist drones defending against a boarding action stay as colonists. It's only on planets that they get converted. Note that Borg troop drones onboard ships stay as troop drones, but it seems to require coperation of oppoents for the Borg to aquire sufficent troop drones. One Deth Spec still has insufficent passenger quarters by itself to capture a fully loaded cube, but if the Birds also have a fully loaded Fearless with troops (or HG), then the Deth Spec opens the hull with a Boarding Laser and kills many drones and the Fearless will succeed.. |
The Bird report (Mark Heinrich) The Deth Spec/Fearless combo was how I captured the first. I later found larger packs of Specs to be more effective. I was able to take a cube with 100,000 colonists and 9000 crew with 8 Deth Specs (including BL's). It only took about 4 or 5 if there where no guests. Way back I did some simulations to see how many it took, but the results don't seem that important to me now if you know what I mean. I was able to board 2 cubes at once with about 6 Deth Specs and a DW so it must be 5 required. I asked Jon why he didn't staff his cubes and he indicated he couldn't afford to depopulate his bases to do it (I guess that makes some sense). I think the better defense would have been to be far more eratic with movement. He had overwhelming outright force (until late) and it was his own power turned against him that was deadly. If rather than have a group of 4 cubes move predictably he zigged adn zagged with them ...suppose he ran away with the least populated one and advanced with the others they would easily blow up the intercepting Specs. |
|
Anti boarding tactics (Mark Heinrich,
writing
to Jon) |
|
Unresolved Borg questions from writing this guide
I've had a lot of help, feedback and tips for this page. I'd like to thank the following folk for sending in comments and tips: Jon "Borg" Nunn, Mark Cowper, Gray Stanton, Dave Powell, Greg Bahr, Gabor Toro, Manuel Volpi, John Gardner, Andrew de Boer, Axel, Admiral Quixote and that Tim Wisseman bloke. Gabor got some info from Ralph Gerwert (THRAWN), so some stuff here is from THRAWN indirectly.
The previous version of this guide was posted in September 2000 (!)
when the Borg were still new and unknown. This version contains two
years'
worth of Host tweaks and accumulated lore.
> you wrote:
> I haven't simulated it, but I
> suspect 100,000 troop passengers on a Cube would usually be a
sufficient
> defence against such tricks. (Host 4.000.115: When a Cyborg loads
troops
> onto a ship they are no longer converted into colonists, they
remain
> troops.)
>
> Now, Where do you get 100.000 troops from - as Borg?
> You cannot make use of trainingcentres, since your trainingfactors
are 0.
> I agree, that now if you load troops into your ships as Borg, they
> remain troops, but where to get so many from?
Just chunnel your Borg homebase to an enemy base. The turn after 20% of
your
drones will be automatically
convertet into troops allowing you to ground assault the enemy base or
to
defend from an enemy ground assault.
Manuel
Some rubbish, probably completely outdated, removed fromt he Combat tips pages:
Borg ground assaults (a paraphrased discussion from the mailing list):
20% of Drones now turn into troops when a Borg base is ground assaulted (introduced in Host 108-ish)
- Someone asked recently: how can Borg use assault units when they have no pods? Maybe they are meant to use ground chunnel. Ie, a Firestorm can chunnel an entire ground base (with assault units) to another planet. I don't think it would work very well though, because you would have to have the Firestorm in orbit first for this to work.
- This ground base chunnel is probably the answer, remember that ground combat is not the one turn do or die affair that it was in V3. Ground combat can and does take many turns with the need for constant replenishment of forces on each side. But before you can even think of committing to a ground assault you must first clear the planet of all enemy ships to give your assault pods any chance of landing without getting shot down. So from this you can assume that the planetary assault tactics for the Borg would revolve around getting your Firestorms in orbit around the enemy planet unmolested so that you can chunnel your ground assault units to begin the assault. This compares closely with the standard tactic for most other races which would revolve around getting your troop ships with assault pods there after the area has been cleared of enemy ships and preferably complimented with a bombardment of the enemy base from space by your heavy assault vessels and fighter wings.
Some observations of my own on Borg strategies and counterstrategies:
After some simulations I can report that the type 2 fighter (the FB300) is far superior to the other two types in space combat. (Type 1 is obviously tailored towards ground strikes, I'm not sure what type 3 would be best for.) An Iron Slave with a full complement of 100 type 2 fighters can smash most medium warships, and although type 2 fighters cost 150mc each (type 1's are 100mc), they are definitely worth the extra loot. They are probably the equivalent of 2 to 3 type 1's against enemy ships. The type 3's didn't fare as well as type 2's in space combat, and cost the same.
Tip for players fighting Borg: The Borg strength at low tech levels is these iron Slave carriers. They are Hull Tech 4; it's not until they get to Tech 8 that they can build their first serious medium ship, the Firestorm, which with 4L + 8S + 6PD weapons is about equivalent to the Fed Vendetta, a Tech 5 ship. And apart from the Biocide, the Iron Slave is their only carrier. So expect swarms of them.
So, instead of outfitting your ships with a variety of general purpose weapons, use Sandcasters and Micro-Sandcasters as Large and Point Defense weapons; set the ship commands to "Sandcasters fire at Fighters"; and use your Small Weapons to take out these carriers which, without their fighters, are really just large freighters with a couple of weapons stuck on. Otherwise these bloated freighters will take out Diplomacy class cruisers (Tech 9, 6L + 12S + 5PD weapons)!
Obviously the Borg will counter with other ships such as Firestorms which will be relatively immune to these carrier-busters' weaponry. So, you'll need a mix of ships to fight them. And for every strategy there is a counterstrategy...
John Nunn on Borg combat:
Note about weapons: It's a much more meanful stat to know the expected max shield / armor damage from 60 seconds of firing of a weapon than one indivual shot. But also take amount of power and ordnance used in the same time into consideration: you don't want to run out of energy or ammo in the middle of combat because you had too many gatling phasors for your generators to keep them all charged. 100 MC for type 1 fighters is quite reasonable; I don't think of it as expensive. Even the type 2 and 3 are nice, but I'd only use type 3 against planets, given their lack of bonuses in space. (My later sims showed type 2 to be much the most effective vs ships, as mentioned elsewhere - PH.) Suggested mix: On fighter strikes against planets: 40 - 20 - 40 mix. Defending a planet against invasions: 70 - 30 - 0 mix. In space onboard the Iron Slave & Biocide: 60 - 40 - 0 mix.
I'd also recommend keeping them in fighter wings of 100, there will be a lot more Iron Slaves than Biocides, and it's easy to load 20 fighter wings into a Biocide - but you cannot load 1 wing of 2000 fighters into an Iron Slave.
My analysis of Biocide carriers is thus: the key factors are, Fighter Bays 20, Fighter Bay Size 100, Passengers 1.5 million; and lots of Devices: Alchemy Forge, Bioscanner, Gravitonic Mine Dropper, Barbitic Mine Dropper, Mine Sweeper Array, Ore Processing, DTMS-N fuel converter, Laser Mining Drill, Global Warmer, Boarding Laser, Assimilation Beam, Long Range Mine Detector, Food -> Supply Converter. Vulnerability To Weapons Fire Parts / Hull 100 Control Systems 100 Engines 100 Hyperdrive 100 Lifesupport 100 Critical (Soft Spot) 1. Max speed 120. So, basically few weapons, a pure carrier but also a bit of a mothership for setting up new colonies. Note the wings can have 100 fighters in each pod, feds are limited to 20 per pod. So I guess they could have, um, one wing of 2000 fighters if it doesn't go over some limit. Like a huge swarm of flies filling the skies... I suppose you set some wings to defend the Biocide and others to attack. Sidewinder did some simulations and reports that one SuperNova armed with a Proto-Matter-Cannon will generally destroy a Biocide, but then the fighters from the Biocide wipe it out. Chris Olin pointed out that "the borg fighter have a travel range of 100 lys, and a speed of 50 lyrs per turn. So it is not absolutlely neccessary for the Bio to actually be in combat." Harri Viitala suggested the Borg player should send his fighters in in the first wave and set the Biocide to attack in the second wave, which sounds sensible, though I don't think anyone's simulated it yet. Someone else suggested, split the fighters into several wings and tell one to Close To Point Blank to take out the Supernova ASAP, whilst the Biocide hovers at max standoff range, out of range of most of the SuperNova's weapons.
The Annihilation seems to be much harder to kill. Its top speed is 190, too. So maybe Borg should use Annihilations to tow Bios around for a killer mini-fleet. In addition to most of the Bio's devices it has a Gravity Well Generator (anti-hyperprobe?), a Mobile Ord Factory, Mobile Repair Plant and Hacker Droids. It can carry 2.5 million colonists so is a true colony ship!
Your troops have the same combat skills as your colonists so troops are not needed. When you beam colonists up onto your ships and you are lacking crew the colonists will automatically be converted into crew. Plus 10% of all units at bases will be reprogrammed to be standby crew.
April 2004: Tim changed the Farming rules (you now need 1000 colonists per farm, a lot of Borg players squealed).
I think the Cyborg do need a little help, they might to need some of their assimulation powers restored.
Allow 1 cyborg to assimulate 1 colonist up to a limit of 500 for the base.
They can assimulate at the old 5% rate as well if their numbers are above 100000.
. . . remember the good old V3 days when a Cyborg probes where sorta scarey. . .
Tim
Following this, he released a new Cyborg race pack update.
The Cyborg needed help with the bad things that hit them under the new host. I have sent help in the way of a change to their assimulation ( one cyborg can take an enemy colonist, up to a limit of 500 for the base ) They also get a new ship pack with a 50000 guest sized Iron Slave and a 100 guest size Probe. - Tim
Changed: Assimulation powers increased. Cyborg colonists can assimulate 1 enemy colonist each up to a limit of 500. If the Cyborg have over 10000 colonists on a planet they can assimulate enemy colonists at the old 5% rate and grab more than 500 a turn.
Probe can now hold 100 guests
Explorier can now hold 500 guests
Iron Slave can now hold 50000 guests