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.Picture of Cube

Overview

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

  • Assimilator Beams (at Hull tech 6+). Each assimilator ship in orbit can take up to 250,000 enemy colonists a turn from an enemy base! (Not natives.) (Quietus is limited to 100,000 due to guest capacity.)
  • Enemy Base shields are no defense against Assimilator Beams
  • Another way of assimilating is by simply setting up a base on an enemy world. Each turn, your colonists / crew / troops will turn a large number of enemy into Borg Drones. Can also turn humanoid, bovinoid, reptilian, avian, insectoid, anphibian, and ghipsoldal natives into colonists in this manner.
  • Credits are produced by assimilation 
  • An entire planetary popultion of Ghipsoids can be assimilated instantly by the  King. This generates no cash, but Cyborg get +1 engine tech if their king assimilates a population of 100,000 Ghipsoidals (or more).
  • An entire planetary population of humanoids can be assimilated instantly by the King. If there are more than 100,000 assimilated, this raises hull tech by 1.
  • The Cyborg King (their single High Guard) causes an 800% increase in colonist growth rate on the planet he is on.
  • The Cyborg King increases the spare cash on a planet by 8%
  • Happiness is irrelevant.  One consequence: Your colonists do not care about prisoners, mines, smelters, tax rates (use Enslavement for most mc!) etc.
  • Chunnel (at Hull tech 7+) - including Firestorm's Ground Chunnel (transporting a Base from one planet to another. Like parachuting in an entire mining operation complete with Base Shield and resupply capability for a fleet.)
  • Hyperdrive probes
  • Speed 190 ships
  • Hacker droids allow the Borg to clone captured enemy ships
  • Moderately good ground assault factors
  • It is impossible to steal a cyborg hull plan through spying. In fact, the only kind of Spy attack possible against Borg, is the Bird Mens' special power where they can find out an enemy Universal Friendly Code.
  • Your colonists are automatically turned into crew as needed
  • Any colonists that you send over to an enemy ship in a boarding action automatically turn into combat troops
  • Lost crew on a ship are automatically replaced with colonists on board
  • Duranium on a ship is automatically turned into armor to replace missing ship armor (1kT Duranium --> 10 armour ) = free armour and easy repairs!
  • Members of the race do not work in enemy labor camps or labor mines. Because you're no use as slaves, slave-taking races have les incentive to attack you.
  • If your High Guard leader (King) is lost he is instantly replaced 
  • If a King is on a base with 5000 mc or more a Palace s built, even if there are insufficient supplies.
  • Can not sell contraband, or even gather it. This means other players' economies will overtake yours unless you take over other empires' assets in a vigorous and ruthless manner.
  • Very open to attack by boarding from cloaked ships using lots of High Guard. Try to get anti-cloaking or anti-boarding technology and use mines a lot.
  • Cannot Spy on other players
  • Expensive fighters (but decent ones)
  • Can not build a government center, which limits how much cash you can squeeze into your central account (until you capture some government centres by ground combat!)
  • Can not build a pod pad (but can use ones captured through Ground Combat)
  • Only Cubes (Tech 9+) can lay mines
  • Low birth rate, but sexual reproduction is inefficient compared to Assimilation!
  • Very low income, offset by vast population
  • No decent medium level ships (compared to other races, but the ability to use fleets could offset this)
  • No Super Weapons (don't need them!)
  • Slow advance in Tech at start of game (1000mc / turn until they get more Castles) - but outstrips everyone else by turn 6.
  • Cannot Refit / upgrade ships: they need to recycle them at a Base. (Allies could Refit them for you, or give you Refit pods, but in general, it is a bad idea to build a ship with poor weapons as you cannot upgrade later.)
  • If a Humanoid or Ghipsoldal see any ship of Cyborg design, belonging to any race, there is a 50% chance they will send a distress call (as a message within the game) to all empires requesting help. This makes it hard to hide.
  • A great number of mineral mines on a planet (more than 100) can cause colonists to become confused to the point that no income is generated 
  • Ships exiting a warp chunnel enter combat with 50% normal shield power, and cannot move for the remainder of the turn, except hyperjumping.
  • Cannot assimilate Crystals, Amorphs, Siliconoids, or Chupanoids.
  • Assimilation (and other efficient colonisation techniques)

    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).


  • How fast can you assimilate a planet of say 1 million natives? -
    • Borg double in numbers by parasitic Assimilation of local natives until there are 20,000 present when they slow down to an Assimilation Rate of "only" 20%. John Gardner worked out the following for me:
    • If you ignore Borg growth rate (which is low anyway), and assume that population *only* grows by assimilation, and given that assimilation is 1 native per borg up to 20,000 borg, and then the rate decreases to a minimum of .2 per borg for 100,000 borg or more, then assimilating 1,000,000 natives with a starting population of 50 takes 24 turns. With a starting population of 200, it takes 22 turns, and with a starting population of 2000, it takes 19 turns.
    • At low hull techs, a whole fleet of Iron Slaves is required to really settle / exploit a planet effectively.
    • However a Quietus can carry 100,000 of your initial Borg to a new planet, a few orders of magnitude greater than the 200 which fit in an Iron Slave, and once on the planet these 100,000 can assimilate 1 million natives in about 13 turns. Or assimilate 100,000 Natives (enough for a Castle) in 4 turns. (The Quietus' Assimilator beam doesn't work on Natives.)
    • Alternatively, if you set up an Assault Factory you can build Assimilators, these Assimilate 1000 natives or enemies per turn. Unfortunately these require Planetary Tech 12 to build, so this is not a valid strategy until well into the game. (Or, if you capture a pod launcher, you could carry these in assault pods. Or you could use a Firestorm to chunnel one in.)

    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.

    • Can the High King assimilate Humanoids in an Enemy base? (eg If I drop him onto a planet with a Stormer base that has 100,000 humanoids, he forms a new Borg base; does he then assimilate the humanoids in the Stormer Base?) - No, but you do capture the base and all natives if you successfully assimilate all the enemy colonists / troops / crew using assimilators and ships.

    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.
    This also means you may prefer to set Quietus cruisers to not attack ground bases (in the ship Attack screen), just attack ships; otherwise you're killing potential colonists on planets you are trying to assimilate.

    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.

    Strategy suggestions


    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.

    Earlier versions of this Guide said 4 palaces are enough to max out your techs till turn 30. Bad hint. It implies to beginners stop building palaces if you have 4. You must build, as quickly as posibble, 10-15 palaces, if you want to start the invasion with cubes in turn 12-15.

    [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.]

  • Borg players start with a Castle on their homeworld, but need to get Planetary tech up to level 3 before they can build more. Castles are the Borg equivalents of Government Centres, but they always transfer a fixed 1000mc / turn to the central account, so the more the better. You can only have one per planet.
  • The Ship Mission screen has a Recycle (at base) switch. This was added because the Cyborg will need it, due to their lack of ship outfitting pods.
  • Q. Does "shields are irrelevant" mean Borg weapons ignore Base shields and punch straight through? A. They assimilate right through them. They can not fire through them but they can use ones captured through ground combat.
  • Note that Ground Base Chunnelling does not need a pair of Firestorms. A Firestorm and a Firecloud will do. 
  • Since you can ground chunnel your homeworld, you can just skip to new mining grounds like a plague of locusts if fuel runs short in one area. Being able to relocate your entire empire is more or less unique to the Borg. Until everyone else captures the Firestorm plans.
  • Fire Storms: Keep one at home as an anchor point for ground chunnel. 
  • Don't waste money on hyperdrive tech for the B200's, you have plenty of decent (380ly) hyper-engines to start with. Build it up when you've nothing better to spend your money on. 
  • Borg ships generate Armour once built - just load on Duranium and it happens - best of all, it only costs 1/10 of the same amount from your Engine plant (ie 1kT of Duranium --> 100, not 10 units of Armour). Armour is irrelevant when you 'build a ship' at your Military spaceport.
  • When assimilating Humanoid / Ghipsoid Planets, you may want to wait a while to get the benefit of automatic Hull Tech increase when the costs are higher, e.g., For Tech 6 hulls it costs 5500MC, so waiting until you have Hull Tech 5 is more economic than assimilating if you only have Hull Tech 1, the free upgrade only saving you 1500MC.
  •  

      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

    Using special ship devices

    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.

    Chunnelling:

    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.

    Fighters

    Miscellaneous notes

  • The best tax rate for Borg is Enslavement. Happiness is irrelevant. 
  • 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

    The False Borg

    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"

  • When fighting Borg, pod natives away from your Borg borders to safe planets. That way there's nothing for the Borg to assimilate if they arrive in force.
  • Borg are weak for the first few turns. Send your initial ship to their home area and wipe out their two starting Iron Slaves, which they can't remove for a while. Whilst these might be formidable IF they had a full complement of fighters, they only have short-range weapons and no fighters on the free startup ships.
  • They can't defend their initial colonies for a long time. They simply do not have the tech levels to produce planetary defenses until turn 20, and their probes are too weak to offer significant resistance. Even Raid Shelters are not available - these are a Forbidden Structure for Borg players. Attack their ground bases from space early in the game. (Don't try ground combat, they're hard, unless you are Lizard, EE, Stomer or a similarly GA-oriented race.) Remember that Blaster Cannon, Antimatter Guns and 500mm guns are best for destroying bases. Possible Borg counter-tactic: swarms of B200's set to Ram might make an effective counter defense for key colonies?
  • Set your early scout ships to the following settings, because they are definitely going to be harder than the Borg probes and colonies you encounter early on: (Ship Overview Screen:) Attack!, Long Range Scanners. (Ship Mission Screen:) Auto Intercept Enemy Ships ON, Range 40LY. (Ship Attack Screen:) Attack All Enemy Ships ON, Fire At ground Targets ON. This means the ship will veer off and kill any Borg probes it sees within 40 LY of its route, even if you don't see them yourself when you send it off.
  • Set scout ships to visit multiple planets in dense clusters in one move. If they have Fire At Ground Targets On, they could take out several enemy colonies in one turn as they zoom by!
  • Do not build Government Centres or Pod Launchers near your Borg border! If you want to transfer money from these planets into your Central Account, cart it off to a safer position.
  • Transfer away all colonists at a Base due to be captured by Borg; then use base command code "TNT" to destroy it. Borg counter-tactic: "TNT" will only work if the enemy has a ship in orbit. Try to reach rich enemy worlds, particularly population centres, as quickly as possible - you can mop up minor worlds later - and eliminate all enemy ships in orbit. If you get 3 ships in orbit yourself, you can blockade the world and even prevent pods escaping.
  • In a Ground War (Ground Assault) between the Cyborg and any other race besides the Lizards, Crystals or another Cyborg; 30% of the defeated Cyborg colonists will be reclaimed as colonists. The Birdmen can reclaim 50%.. Cyborg killed by Assault units or fighters will NOT be recovered.
  • EE versus Borg: The EE can see the Cubes' weapon loadout and equip their own ships optimally. This usually means, in late game, Large Turbo Laser Arrays. Equipped thus, a single Gorbie can take out 5 or more Annihilation Class Cubes. Borg counter-tactic: whereas Annis are the best all round combat ship, you need Fighters to take on fighter races. The EE is particularly vulnerable to fighters. By the time the EE can afford Gorbies, you'll be grouping your Cubes in fleets. Include a Biocide with plenty of fighters in your fleets. Include anti fighter weapons in your fleets like sandcasters (thus forcing him to buy the Sand Shield Exotic Tech), turbolasers and Micro-Missile Launchers. Jon Nunn equips some specialist anti-fighter Cubes with 5 TL's and 5 MML's.
  • Birds and Stormers and EE vs Borg: These races have ships with boarding lasers, plus plenty of hard High Guard to transfer onto Borg Cubes. Transferring 2000 HG onto a Cube (from, say, a few Deth Specs or Moscow) will capture it. These races' Ground Assault strategies are less useful versus Borg as Borg prisoners generate no cash, but a successful GA will create new colonists for you. Borg counter strategies: Firstly, keep your Gravity Well Generators switched on. This stuffs the EE. Secondly, keep generating Ord in the Cubes, and lay a minefield or two every turn. This prevent cloakers like Deth Specs sneaking up one turn later if you plan on being stationary for a while. If they get within 3LY they are within transfer / capturing range. Minefields won't work all the time versus Birds, as they may have cracked your Universal Friendly Code (and as it doesn't change for many turns, you should always assume they have it). So you want Loki Class Cruisers to decloak Bird ships (some Bird ships are only decloaked by Lokis). Lokis are available from your Fed or Lizard allies, or can be cloned with the Biocide's hacker Droids.  Stormer ships are highly resistant to photon torpedoes, a favorite Cyborg weapon.
  • Birds are awkward because they can mount Superlasers on their Darkwings. These will take out a Cube with one shot. If the Darkwing is set to "2nd Wave", it will fire on tick 500 or so, ie probably too quickly after appearing on tick 300, to be killed. Possible counterstrategy: use the Boarding Laser on your Cubes to capture the Darkwings, but they're probably cloaked. Try 20 Photon Torpedoes on some Cubes. These can kill a Darkwing with a couple of salvoes, even if it's set to a long standoff range. The Darkwing G battleship can fire its weapons right through Cyborg shields, and has a Nanovirus weapon that can transform 30% of the Cyborgs on a base under them into natives again. The Nanovirus will kill the King. Birdman ground troops can reclaim 50% of all defeated cyborg, they will become Bird colonists; ther races get 30%.
  • Feds. Bad news Feds, if you haven't stomped the Borg starting ships with your own starting ships, it's too late. Get decent allies ASAP.
  • Crystals. Crystals can't be Assimilated. But in my experience, Borg Cubes are so large, and can generate their own repair units, that you have a Big Problem. Borg are about the only race which can all but ignore your minefields by brute force. However, as of Host 115, the Crystal X-Field blocks all Cyborg starting chunnels at a range of 100 LY (and non-Cyborgs at a range of 200 LY). Also, the Crystal X-Field blocks all Cyborg ground chunnel jumps within 200 LY
  • Lizards. T Rex's are stomped by Cubes.
  • Privateers. Don't know. Haven't seen these two races in the same game yet.
  • Robots. Don't know. I hear the Cubes have problems with Gun Zeroes. I believe there is a cunning loophole you can use if you ally with Robots, breeding like rabbits, by parasitising each others' colonists.

  • Scavengers vs Borg - a tip from Drew Sullivan: As a rule of thumb (varies with exotic combat tech) it takes about 10 Inamoratae for each Cube (with average weapons - mostly PPCs, say) to win. 10 Cubes would have likely been all destroyed had their been about 110, instead of 80, Inamoratae. The combat goes suddenly from one side taking losses to the other side taking massive losses with only a relatively small % change in the number of ships.

  • Borg vulnerability to boarding
    In my opinion, Borg Cubes (and many other ships) are far too vulnerable to being boarded by cloakers with lots of High Guard. In a recent game I watched the Birds capture Cube after Cube. I asked the participants how they did it / how they defended the Cubes:

    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)
    Jon, in my previous reply to Paul I emphasised some tactics that would have worked against me.  Without boarding you had far superior forces without boarding factored in.  A bit more erratic motion would have caused me a great deal of grief.  Laying some traps for Specs and reversing course after laying mines would have been effective.  Suppose you layed a big minefield and reversed instead of advancing.  I made use of intercepts from fleets of Specs.  Minefields would have taken out whole swarms.  In some cases if you had a fleet with guests something like:

    A) 9000/0
    B) 9000/300000 (assimilation)
    C) 9000/150000

    Reverse course "A" and advance with B and C.  In some instances I counted on "A" to be captured and fight on my side, in a fight where I commited a DW along with the Specs.  Now "A" would be safe, and B & C would prevail.  If they don't fight (high speed flyby) B&C may assimilate major base etc.

    Unresolved Borg questions from writing this guide

    Known Borg Bugs (As of January 2003)

    Credits

    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.


    Assorted bits of feedback I have never got round to properly editing in:

    > 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