Playing Stormers in VGAP4
2nd January 2002. | Suggestions
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Latest additions (January 2002) in red, to
help folk who've read this before. There are a lot of changes since the
last version a year ago. Many of the assumptions we made when the race
pack came out were wrong: how Stormers should fight, which ships were best,
etc. And there have been some major changes to Stormer-related rules.
Acknowledgements: I would
like to thank Jelmer Renema, David Ouimet, Weis Guy, Tim Wisseman, Jon
Nunn, Dave Feshy, Mark Heinrich, Michael Henderson et alia for their help,
comments, clarifications when putting together this document.
See also: Tim Wisseman's guide
to the Stormers, at http://www.vgaplanets.com/v4guide/stormers.htm
Overview
The Stormers are based on the Fascists (Klingons)
of Version 3. They have bonuses on ship and ground assault attacks, but
poor ship defense; they are potentially very powerful in the hands of an
experienced, aggressive player; but they have poor defense (light ships,
no Base Shields, Raid Shelters or Undercities). They are strong at the
start, then weak in mid-game, until they get their top hull and superweapon
technology. They have cloaking ships.
The key thing to keep in mind about Stormer ships
is to visualise them as made of tin foil and sticky tape. They are cheap,
light, maneuverable, and can dance round the lumbering enemy (ie have huge
attack bonuses), but you have to consider them as expendable because they
ain't going to last long! Except maybe the Vickie.
The ships come in two varieties: lightly armed
cloakers which have specialist uses (minesweeper, terror raids etc); and
two combat hulls (Vickies and Ill Wind). There are some other hulls, but
they're largely useless.
Points to note
- Their ships are good at hitting things, but tend
to blow up when hit themselves, due to poor shields and armour.
- They get hit a lot because they've no evasive
bonuses. You rely on Standoff Range a lot, combined with long range weapons.
- Instead of armour their ships have lots of point
defense slots and PD tech is vital to this race.
- However fitting really good PD weapons to the
cheaper hulls is a waste of money. Intercepts can more than double the
cost of these ships, so it is generally best to use the expensive PD's
on the expensive ships and just count on masses of losses for cheap ships,
should they get into fleet actions. (What the hell - the crew should have
known better than to wear red shirts.)
- Tim designed them as a race which uses swarms
of cheap ships in battles: these are lighter ships than most races', so
Stormers expect lots of losses, but don't care because there's plenty more
ships, troops and high guard left. The flaw in this scheme is that the
ships are expensive, so you need to build an excellent economy to afford
a Swarm. The key to success seems to be locating
an amorph world to "Pop" early on,
(in late game when Spice prices are high amorphs are more valuable kept
alive) and in late game, capturing lots of Prisoners for your Labour Camps.
Note how needing to capture prisoners is an incentive to play aggressively.
This funds your economy fairly well, which is just as well because your
farmable climate range is narrow (most planets are too hot or cold and
you cannot terraform), and you Gather contraband from planets at an average,
ie slow rate.
- In one-on-one slugfests the medium ships can
often blow enemies away before being hit themselves, by using Photon Torps
at long range. Thus Stormers are powerful in mid game when their cloakers
can choose their optimum solo targets. But in the late game's massed fleets,
small ships are of questionable value.
- The Stormer nightmare is fighting really well
armoured (Lizard), or perhaps really well shielded (Evil Empire), enemy
ships because if the enemy can survive long enough to close, the heroic
Stormer ships will be scrap metal after just a few hits from a blaster
cannon or whatever.
- The fighters are good at shooting but have almost
no armour, so used to be relatively easily shot down by sandcasters...
if you could get in range... which is why Stormers love the Exotic Tech
"Fighters Immune to Sandcasters" in late game. However since
(following Host changes to make fighters more powerful) sandcasters now
only hit about 50% of the fighters in a Wing per shot, even Stormer fighters
are likely to last some time now. The fighters have extremely good range
themselves. The fighters are also extremely good at killing other fighters.
Stormer fighters have good "punch" and are very effective.
- Their cloakers'
scanners are very weak.
- They begin combat with their power banks highly
charged, most of the time their weapons are ready to fire.
- They are an extra happy race. [Happy -> resistant
to Spying.]
- They have a high growth rate (for a Tim race)
and a high training rate, so they are potentially very good at ground combat
against all standard races except Lizards.
- Use the starting Deth Spec to catch enemy colonisation
pods (to generate revenue from prisoners), as well as picking off lone
enemy ships. You could also use it to capture someone else's nice starting
ship, which could really set them back. (Fill it with troops for capturing
purposes.) You seem powerful at the beginning, but if you start a war too
early, you soon find your economy is not up to producing your expensive
hulls quickly enough.
- Unlike all other races except Feds, Stormer
ships can transfer guests and crew onto other vessels even if they are
undamaged. This is incredibly powerful. Apart from stealing ships with
lurking cloakers, you can turn major battles around by pre-setting transfer
targets in the enemy fleet. Capturing several enemy ships before a shot
is fired quickly turns odds in your favour when the shooting starts. Incidently,
this is where the training rates really count, because unlike ground combat,
High Guard actually fight and die in hand-to-hand combat taking over ships.
The Stormer HG have a huge combat strength and by mid game you have thousands
running around, whilst other races only have hundreds. You can afford to
transfer hundreds at a time onto enemy flagships to capture them!
- Unlike VGAP3, these Klingons can no longer Pillage.
"When you overrun an enemy base in ground combat and capture everything
on that base you have in effect pillaged it." says Tim. Instead, they
have a decent ground combat ratio. This may not look too brilliant at first
until you realise:
- They have a very high conversion ratio of colonists
-> troops -> High Guard. Their colonists / troops / ground vehicles
are at least 6 times more powerful in ground combat than the equivalent
Fed units, and you'll see that Feds, Peeps, University Alliance, and even
Borg have good reason to fear ground assault from cloakers. Only a few
races can beat them in ground combat, and
their training rates are generally worse. Also, your growth rate is better
than theirs - you can afford losses.
- Their cloaking ships can carry huge numbers of
troops (and some can carry assault vehicles in pods too).
- The only Tim race to have Glory Devices. But,
no base shields, raid shelters, or undercities - again, the race is more
into Offense than Defense.
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Rules which
every Stormer needs to know
With the initial release of the
race, Beta playtests showed Stormer hulls were no match for most equivalent
(similar tech level) enemy hulls. The basic problem was that Stormer ships
were all attack and no defense. (Ie very low armour, PD weapon count, no
evasive bonus and particularly low Shields) - so they would blow up after
a just a few shots from an enemy. Rather than increase their defenses,
Tim introduced some changes to Host to compensate: "My answer to
the problem of the Stormers' weaknesses is MORE TEETH, not more shields.":
+100 Attack Bonus will defeat
PD weapons [generic bonus for any hull with an attack bonus]
- Ships with an attack bonus rating of more than 100 % have better odds
against PD weapon systems. Every point above 100 will be subtracted from
the PD weapon's odds. Example: If you are using a PD weapon to take out
an incoming torpedo from a ship with an attack rating of +300%, your PD
weapons have a -200% chance to hit the torp." - Previously, your
chance to actually hit an enemy could be no greater than 100%. From this,
was subtracted their evasive bonus (typically 30% for a Fed ship); if anything
got through, their PD weapons had a chance to knock it out too, typically
40% per incoming shot. This change means that: ships with a high
attack bonus (eg Deth Specula: +300%, and a number of other Stormer hulls)
have a higher than 100% chance to hit. So for a weapon with e.g. a 50%
chance to hit, the chance of a Deth Spec hitting changes from (max of 100%
minus evasive bonus, say 30%, minus PD odds, ie typically 40%, = 30%
chance to hit) to: (350% - 30% - 40% = a guaranteed hit, it automatically
bypasses PD weapons).
+300 Points of extra shield
arcing for all large weapons [racial bonus for Stormers only] -
because the thing which was preventing Stormer ships having any effect
on enemies was their inability to penetrate typical enemy shields before
the Stormer ship was destroyed (Stormer ships tend to have either very
few Large Weapons, or too little Ord to run the best ones).
+3 Weapon Blast for all large
weapons [racial bonus for Stormers only] - like the extra
shield arcing, this is a racial ability. Even if enemies Spy or steal a
Deth Spec from you, they don't get this effect. 'Blast' is what destroys
hulls.
Labor Camps and Mines
- because Stormers lacked any special racial buildings, and many Beta testers
felt Klingons should be a "cruel" race. What these are good at
is seriously sabotaging enemy Happiness, and thus income / resistance
to Spying. Fill as many of these as you can with prisoners, for a bigger
effect. They make oodles of cash, too.
Further advantageous introductions
as Host.exe evolved:
- Power banks now dump excess accumulated
energy into weapons at ticks 25?,
310 and 4000. In effect this gives ships with large power banks - i.e.
Stormers - an extra, free volley if they have slightly more power generated
than needed. The boosts at ticks 310 and 4000 also dump energy into the
Vickie's Superweapon.
- Cloaking ships get to fire first
(only if in range). They can use the power bank energy at tick 25
to help this. Normally,
no ship is allowed to fire before tick 50 in a battle, but cloakers are
an exception. Of course, they need to be in range by then, so this only
works if they have a similar attack vector to their target.
- Stormer ships (any ship a Stormer
owns) have special shields that are highly resistant to photon torpedoes.
A hit from a photon torpedo only drains 5 shield points from a stormer
ship (normal drain is 90). All other weapons cause a normal shield drain.
This makes Photon Torps the weapon of choice for Stormer ships with high
attack bonuses - because of its huge range. Set Standoff Range to 900,
and the only weapon anyone can use to shoot back is a Photon Torp too.
Clarifications on the >
100% Attack Bonus thing:
- Incidentally, the +100% attack
bonus also helps Small Weapons to overcome evasive bonuses, and point defenses.
It does not help your own Point Defense shoot down incoming fire better
(proved by Mark Heinrich in some slever simulations).
- Jelmer Renema points out another
good point: the PD will still fire and waste ammo even if it cannot hit.
- Note that a Fed Vendetta (with
a +90% attack bonus) has no modifier helping it get through enemy PD because
its bonus is < 100%. (Thanks to David Ouimet for clarifying that.) He
goes on to explain: "For races like the Stormers with huge bonuses,
that always get through PD; or have a large number of weapon mounts [more
than 10, thus some shots are guaranteed to penetrate enemy PD] then it's
usually better to go with the cheaper weapons. the PPC is one of the best
weapons for the price [along with the Photon Torp]. Upgrading for these
races makes little sense. For hulls with attack bonuses < 100%, very
high tech weapons can make sense because of their generally lower odds
of interception by PD, and faster rate of fire. Attack Bonus does not help
PD but it does help get through enemy PD, hit high evasion ships, and help
take down fighters."
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Using special racial abilities
How to make lots of money
- Send a cloaker into enemy space - ideally a Deth
Spec. No other cloakers have pod bays.
- When you see an enemy Life or Assault pod nearby,
look at its Data Pad to check it has several thousand people in it. If
so, set the cloaker to Intercept it and also to Capture
it. (These commands are accessed through the ship's Nav screen.)
You will have to turn off Attack Enemies or
the ship will blow the pod away!
- After capturing it, dock the pod and flee home.
The colonists etc on board have been turned into prisoners. The original
owner cannot self-destruct the pod or transfer them into your ship to capture
it.
- Once near home, drop the prisoner-pod onto a
nearby base which must not be your homeworld.
Build some Labour Camps: you will need 1 per 100 prisoners. They only cost
2mc and 1 supply each. Each turn thereafter, each camp will produce 10mc
and 1 supply. To put it another way - if you capture a pod with just 5000
colonists on board, you will get an income of (5000 / 100 = 50 camps x
10 mc each) = 500mc / turn. That's like having 5 free cities!
- Bonus: each labour camp will reduce the
enemy race's Happiness by 1% per turn. This will make their race easier
to Spy on and reduce their income.
- You could build labour mines too, but unless
you're short of colonists to man them (I think you need 70 per mine),
there seems no point in building them. They reduce enemy happiness too,
but do not produce cash or supplies.
- The downsides of Labour camps / mines are, that
about half the time, the prisoners riot and destroy things on that planet.
Normally this is supplies and structures, but it can include cash and personnel
(I think). This can include structures you cannot rebuild, like terraformers,
which is why you must not keep prisoners on your homeworld. Reinforcing
the planet with troops and High Guard seems to reduce the riot level to
around 1 turn in 4. Dump any cash the camps make into a government centre
as soon as you have it, and pod excesses off-planet. Also, the enemy will
receive messages in his base logs like this: "colonists are unhappy
that prisoners are being held at 3023,5032!" so he will know where
the prison camps are. Make sure they are well protected by minefields,
etc - you may as well use it as a trap.
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Digression: Ground Combat
See also - notes on ground combat in
the Evil Empire Guide
This section is under review as I learn more about ground
assaults. Some basic points to note:
- When you land troops etc on a planet
which already has an enemy base there, the first thing they do is set up
a base of their own. Ground combat is actually Base versus Base combat
and can be simulated in Diplomat by creating
2 Bases and setting them to KillKillKill. Unless you have already seen
the enemy Base, your own base might not attack immediately! It has to find
the enemy base. This sometimes gives the enemy time to spot your base and
switch to KillKillKill mode too.
- Ground Combat is resolved in phases.
Each is split into sub-phases. See groundcombat.txt
for all the details. They go something like
(and I know I've got the order slightly wrong):
- Defending AA guns shoot attacking
fighters
- Fighters dogfight fighters (18
sub phases as each type takes turns shooting at each other type)
- Mechs fight mechs (18 sub phases)
- Mechs duel lasercannon
- Fighters and mechs shoot at enemy
personnel, mechs, fighters and these shoot back (umpteen sub phases)
- Lasercannon shoot at people
- Finally, colonists / crew / troops
shoot at each other - if there are any left!
- If there are no personnel left
in one base, it is captured (looted) by the other. Note that if both
bases lose all personnel, they both disappear.
- If both bases are in KillKillKill
mode, the attacking base is chosen randomly. The aggressor
has a big advantage if there are mechs / fighters involved. However if
it's early on in the game, and no one can afford those yet, the defender
is at an advantage because his defending personnel get first shot as the
aggressor's troops approach. Therefore, you may find you need considerably
more personnel to take a base than you thought you did, because half got
wiped out in the first wave... and the phased nature of ground assaults
means that if the defender has any mechs etc waiting for you, you'll
have fewer troops to fight with in the last stages.
- Use "KillKillKill" mode
to capture prisoners. (KKK mode is the only mode that has any chance
of capturing prisoners at all.) However, you need to swamp the enemy with
a vast overkill of ground assault troops or there will simply be a massacre.
Basically: once the shooting phase of ground assaults is over, there is
a final conflict involving the personnel of each base in a vicious hand-to-hand
combat involving teeth, claws, tentacles, cutlasses, bat'leths, girdles,
lawyers' writs and whatnot. Each side has a "combat power" consisting
of:
- (No. of colonists * Colonist combat
power) + (No. of crew * Crew combat power) + (No. of troops * Troop combat
power) + (No. of high guard * Hi guard combat power)
- If one side's combat power is more
than 3 times the other's, the weaker side's personnel surrender and are
taken as prisoners. If there's no 3:1 advantage on either side, the weaker
side is completely exterminated (and the winner takes some casualties).
Include a few High Guard in your
assault force. Having High Guard reduces your personnel losses by up
to 50% due to their brilliant leadership. For Stormers, there's no point
having more than about 5 HG in an assault force because this maximises
the bonus effect at 50%. HG do not affect Fighter or Mech losses, just
personnel losses. Although High Guard do take part in ship-to-ship boarding
actions, and can be killed that way, they do not actually fight
in ground combat. Incidentally, High Guard are never lost in ground
assaults (except in the final bloodbath -
good point raised by Jelmer - so maybe including a lot of HG is worthwhile,
as it ensures maximum chance of capturing prisoners?).
Even if the rest of the force is wiped out, Cap'n Kirk always makes a miraculous
escape and shows up on a nearby colony or ship a couple of turns later,
leaving the peasants to hold off the enemy while he "gets help".
They show up at a random base a few turns later (check the base logs).
If you have too many troops etc
present then there's a good chance they'll shoot everyone in the early
phases, so there's no one left to surrender at the end! So ground combat
tends to be a one-sided wipe-out 9/10 times.
If you have too many mechs in your
force, they tend to kill defenders too efficiently, so if your purpose
is to capture prisoners use masses of troops, maybe masses of colonists,
and no mechs.
Other ground assault notes:
- The power of colonist to destroy enemy
ground units, fighter craft and laser cannons is low. It
takes 10000 colonists to destroy a ground unit or fighter. This
helps Stormers a lot as they have very good ground mech units. Unless you're
trying to capture prisoners, when it gets in the way!
- Any time you form a new base on a planet
by beaming down race members from your ship the new base will have the
attack mode KILL KILL KILL if and only if you beam down includes troops,
otherwise the base will have a PEACEFUL setting
- Any time you form a new base on a planet
by beaming down race members from your ship the new base will have the
attack mode KILL KILL KILL
- Any time a new base is formed with an assault
pod the base will have the attack mode KILL KILL KILL
- Any time a new base is formed with a life
pod the new base will have the attack mode PEACEFUL
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Using special ship devices
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Digression: Glory devices
The Glory Device no longer works in the
same way as Version 3's. Generally, it is no longer a device you use for
weakening a fleet before you attack. Instead, it is used to mop
up a fleet after an attack because it detonates after movement.
However the ships with glory devices
on have other uses: the Nefarious, which is
like a big Thorn, has the best scanners in
your fleet, and is a decent anti-fighter ship, and they can be used to
"pop" amorphs, so they are worth building anyway. The
Sabre's usefulness is more questionable, but it's better for mass popping
to kill heavy ships. The Sabre is like a big Deth Spec.
- The Glory Device explodes after
all movement and combat
- It does damage to all ships and
fighters within 10LY full damage
- At range 1 (or less) it does full
damage; this decreases linearly to 1/10 damage at range 10LY
- A blast at range 0 will give a
ship with a hull mass of 100kt 100% damage. A ship with a mass of 200kt
would take 50% damage. Example: a Biocide takes about 7% hull damage at
point blank range.
- The owner's ships take 1/4 the
damage. Allies' ships take full damage.
- The blast ignores shields and armor
and hits the ship hull directly.
- Ground bases are not damaged
- Docked wings and pods are also
safe, but any floating free within 10LY will be destroyed. This
is why they don't blow up before combat. If you could use Glory Devices
to eliminate all enemy fighters before a battle, it would cripple some
fighter-based races. I wondered if blowing
up at the end of combat, a glory device would catch the fighter wings undocked
- offering a stratgey of using a cheap sacrificial ship to initiate combat,
and draw out enemy fighters, which would then be destroyed by the glory
device. But this does not happen. They redock before the glory device blows
up, and are safe.
- There is no trigger code like in
V3. If you turn on the Glory Device the ship will explode.
- The ship with glory device activated
will not be attacked during combat, so it will survive to
blow up. Actually there seems to be a bug
here. "Pop" ships are immune to attack from ships, but are unfortunately
still attacked by fighter wings (in Host 94, November 2001)
- The Nefarious and Saber can pop
or fight, but if they pop, they cannot fight.
- These devices convert amorphs
to supplies and food and Lerchin Spice. 1 million amorphs would produce
100,000 supplies and 100,000 food and 1 million spice units, if
the amorphs are in the base. They produce far fewer spice if you have not
yet gathered the amorphs into the base - about 20 times less.
The Supplies and Food are not particularly useful unless you really need
the supplies for alchemy in a mineral-poor game. Note that amorphs are
actually worth a lot even without popping, as they produce a continuous
trickle of Lerchin Spices for you. Nevertheless, this is100 turns' worth
of spice in one turn. Note: it is probably easier to pod the amorphs in
Native Pods (400,000 amorphs per pod) to your homeworld and "pop"
them there, than carry the "popped" spoils home.
- Question: Are Stormers affected
by the 5000-Spice-collection-per-turn cap if they Pop the amorphs, as opposed
to gathering normally? Answer: NO WAY! They have no limit. - Tim
- There is an unexpected problem
with suddenly generating, say, 100,000 spice! It is this: you can't sell
more than 10,000 spice units per planet per turn. And you can't pump more
than 10,000mc per turn into a government centre. Be aware of this and plan
accordingly. You may want to immediately pod several tens of thousands
of Spice off-planet to nearby worlds with government centres. Or simply
so these nearby worlds can immediately sell the spice and ship it on to
a nearby shipyard.
- Question: is the limit 10,000mc
of contraband in total, or could I sell 10,000 spice and, say, 8,000 Blood
Wine at the same planet on the same turn? Answer: Yes, you can sell 10,000
of one and 8,000 of another in the same turn.
- Note that if you explode
the glory device whilst the amorphs are on the planet, not in the
Base, the resulting Spice will have to be gathered normally (slowly) from
the planet. So be prepared for lots of colonists to get eaten, so you can
round up the Worms into your Base before you pop them.
- Unlike VGAP3, the glory device
can not
be set to trigger if a cloaked ship is present.
- If you detonate one above a planet
it no longer ALSO wipes out 40% of the OTHER non-amorph natives,
colonists etc as per VGAP3.
- Question: do Glory Devices
have less effect on hulls like e.g. an LCC, which has a 40% damage modifier?
Do they have more effect on fragile crystalline hulls? Answer: It
is the same for all ships. Damage modifiers
are irrelevant: 4 glory devices will destroy a 380kT hull. -
Tim
- Planets in the area of the blast
gain 150 HD Stress units, when the stress gets above 1000 units the planet
is in danger of exploding. [don't use these above Crystal planets!]
- Glory Devices clear all minefields
within 50LY of where they blow up. This includes Webs and cloaked minefields.
(This means minefields whose centre is within 50LY.) This catapults
cheap "pop" ships into a position of vast importance. A stripped
down throwaway Nefarious costs around 250mc. By turn 40, most games have
bogged down with hundreds of overlapped minefields blocking access to enemy
core worlds. Using normal minesweepers to clear these is difficult as experienced
players often cloak half their minefields, then explode them as your ships
pass through an area you thought you'd cleared. With pop ships, you can
blast through these and progress at a rate of about 50LY / turn. Stormers
are a Crystal's worst nightmare.
- Using GD's to exterminate entire enemy fleets:
Michael Henderson pointed out that there's a limit to Multiple Glory Device
explosions at the same X,Y spot. GD also damage and blow up your own ships.
The first GD denotating will likely damage your other ships in the same
X,Y with GD on. However as others on the List pointed out, the blast only
does 25% damage to your own ships. So using a Nefarious for example, you
could blow up 4 safely. Sabres could handle 7 due to higher mass and a
damage modifier. A Raffa (not a Stormer hull) could handle 12. Thereby
taking out enemy ships with masses up to 400kts, 700kts, or 1200kts respectively.
Anything more than that and you start blowing up your own GD ships. You
wouldn't want the rest of your fleet there of course. Peeps GD "Martyr"
hulls normally cannot be combined thanks to their low mass.
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Recommended colonisation strategy
Use the Data Grid to find decent
planets which can generate an income. Farmable, contraband, or natives.
The Cold Pain has a good scanner range for
finding these. Concentrate on these planets.
You'll need to ship in 100- 200mc and 20 - 200 supplies to each to get
their infrastructure going. Stormers can only farm about 40% of planets.
Take up to 100
food to each colony in case it is unfarmable.
(Stormers have no terraformer structures. And no climate control ships.)
Don't bother with building up every planet on your fringes, you can't guard
them all. You only need a single colonist to gather natives (best to ship
them back to your core in pods), but you'll need up to 400,000 people to
gather contraband at a usable rate. Guard the cash-generating worlds you
invest money in and ignore the rest unless you're really desperate for
minerals.
Meanwhile, send your Deth Spec
off to put the enemy on the defensive and steal colonist pods for your
labour camps.
Of course, you need to temper your
colonisation strategy according to your circumstances. In one game, we
gained a victory point for every enemy base we knocked out, so the Borg
had a big incentive to attack. In other games they may prefer to conserve
their resources. In which case send 1 colonist down along with 1 food to
very planet you can. It slows other people grabbing the resources and using
them.
Because Stormers' training centres
are so efficient, and their breeding rate not the highest, do not build
training centres on your homeworld. Otherwise all your breeders (colonists)
get converted to non tax paying, non breeding crew and troops too
quickly. Instead, send a pod of say 100,000 colonists and most of your
spare crew to a nearby easily-defensible planet where you can build several
training centres and maybe a city, and use this planet to raise troops
without getting too many crew (who pay no taxes and don't breed). A
planet with contraband is a good place for training centres because it
funds the centres.
Try to trade with e.g. Feds for
climate control ships to boost your economy. Or
just steal the ships with cloakers!
Bear in mind that: the Glory Device
will solve your cash problems if you find an amorph planet; but due to
the randomness of each universe, you cannot count on finding Amorphs near
you in every game, although the latest Host increased the occurrence of
all natives slightly. So Stormers could be quite hard, or weak, depending
on location of these planets. The contrast is startling.
Strategy suggestions
Tim designed the Stormers as a very
offensive race who would attack with swarms of cheap ships, losing many
but overcoming the enemy by sheer force of numbers. To my mind, he's been
only partly successful. Stormers are very effective against races which
have light armour / shields on their ships and poor personnel combat stats,
like low tech Peeps and Fed ships. In these cases, the ship which hits
first tends to kill the other one, and the Stormers use standoff range
/ photon torps to ensure they hit first. The Stormer ships are actually
appallingly expensive, particularly when you fit several engines on them,
so building swarms of them is not really an option in the early game, and
you want to concentrate on big ships in the late game. However this is
offset by the fact that most of the lower tech Stormer ships can cloak,
and one cloaker is worth several normal ships, because the enemy can't
tell where they are. You can choose the battle ground, gang up several
cloakers on one enemy, or sneakily capture enemy ships by crew-transfer
from invisible ships. In the early game, the Stormers are fearsome.
But by late game, everyone's using
exotic techs to boost shields; and building their well armoured top ships.
Now the enemy can take considerably more hits than the light Stormer ships,
and as long as they can close to within range, one volley of Blaster Cannon
(or whatever) finishes off even Vickies. Also you are in more fleet battles.
Standoff range becomes meaningless in a big melee as the brave Stormers
cannot cower beyond enemy range any more.
So in late game, you rely almost
exclusively on 2 ships. The Ill Wind has a special power which allows it
to fire large weapons very rapidly. Use it with Blaster Cannon to take
on anything up to tech 9 hulls. It doesn't even need particularly good
point defense because the enemy is usually an expanding cloud of chaff
within seconds. However if they DO land a hit on it, it's probably
dead. The tech 10 Vickie is your other serious fighting ship. Expensive...
but the essence of VGAP4 battles is that one ship with 20 mounts is better
than 3 or 4 with 10 each. It's simply because the enemy can only mount
a maximum of 10 point defense weapons. The Vickie fires a volley of 20
at once, so 10 will almost certainly get through. (Note that volleys are
most effective if they're all the same weapon type, so they fire simultaneously,
thus enemy PD has no chance to recharge.)
Example. Following a good number of simulations...
Looks like the really low tech Stormer ships aren't much good in late game
UNLESS I spend loads on Exotic Tech. I've been playing against the worst possible
enemy, Lizards. Their ships can take plenty of hits and keep going.
A 100,000mc Lizard fleet versus a 100,000mc Stormer fleet has the following
results...
Stormers = 4 nice Vickies: Stormers win (usually)
Stormers = impressive array of 2-3 dozen little things or a mix of some
big, lots of little ships = Stormer wipeout.
But if I have Exotics like "increased rate of point defense fire" and "large
weapons do +5 armour damage" and suchlike, the balance arguably swings
the other way. The small ships survive long enough to do significant damage
to the enemy. I still lose a lot though, and of course this is an excessive
expenditure on Exotic Tech above and beyond the 100k budget.
So, try to get hull tech up to at
least 6 as soon as possible. Otherwise, you're just throwing cash into
a hole called Expensive Low Tech Hulls Which Can't Fight.
There's an interesting twist at
the end of the game. Simulations show that Stormer ships are no better
with, say, Gatling Phasors than Pulsed Phasor Cannon, which themselves
are only slightly better than Photon Torps. And the World Crusher superweapon
only gets off one shot in a fight, yet is so expensive (1,000kT moly for
a start) that it is better to build two Vickies with Photon Torpedoes or
PPC's and no superweapon in place of one expensive one. In this regard,
it is indeed a case of "swarms of cheap Stormer ships hurling themselves
at the expensive enemy ships", although I doubt there are many games
where a "basic" Vicky at 25,000mc can be churned out in vast
numbers 8)
Use standoff range. Your
ships have great offense, but very poor defense. Standoff Range allows
you to lurk at extreme range for a weapon, and if you choose very long
range weapons, the enemy may not be able to get you. Best done on the ships
with a decent attack bonus (and Stormers have the best attack bonuses in
the game, with the Deth Spec, Sabre, and Vickie, and whose modifiers let
them ignore the usual -40% accuracy modifier at extreme range). See the
section on ships and reccommended equipment,
below. Note. To be honest, Standoff
Range doesn't work very well. As Jelmer Renema puts it, "it's not
a good idea to use it as it does almost nothing and just makes combat confusing
and tends to reduce effectiveness." Ie whilst Tim figures it's what
Stormers should use, actual players have grave doubts.
(Jelmer writes: ) Bad point:
in combat their fast ships become a disadvantage: they move around so fast
everyone gets to fire at them. And, their assault vehicles / fighters are
easily shot up in ground combat.
Photon torps' can be immensely
powerful, ideally if used en masse, because they are 90% (95%?) likely
to be intercepted by PD fire. So you need to swamp enemy PD systems with
large simulataneous salvoes. You get a bonus to penetrate enemy PD systems
if your own hull's attack bonus is high - so PTT's mounted on some of your
hulls like Deth Speculas and Vickies will almost certainly hit. But they're
still not much use for other races who lack the offensive bonuses. Also,
since Stormer ships are highly resistant to photon torpedoes, it is particularly
good for Stormers to lurk at extreme standoff range.
"Fishing": Having
cloakers with big guest capacities is another way to fight. Lurk near enemy
worlds... you may not have any specialised Terraforming ships but no problem!
Just mosey on over to the nearest Fed empire and take one! (They won't
have Loki decloakers until they reach Hull Tech 8, maybe turn 30...)
Jon Nunn: Note that there
is a +25 sensor image boost to ships with active transport settings.
David Ouimet: Fishing still
works, just rember that +25 sensor boost is not that large if your SPEED
is set to 0 (This determines your sensor image, it is NOT based on how
fast you actually move. A ship with a speed set to 190 will have the same
image as if it moved 0 ly or 190 ly that turn) and your image is greatly
reduced over a planet.
On the same theme, Jesus Bartoleme
points out that a Deth Specula, with 300 troops is able to kill almost
9000 fed crew!(combat ratio plus boarding laser), or 1800 fed troops, now
check how many fed ships can resist that, not many.
You have lots of High Guard, compared
to most races. Put at least
one on each ship, making the ships almost immune to Spying. (It also improves
their weapon accuracy.) Put at least one at each valuable Base: 40% of
the time a high guard ranger can stop an enemy spy attack on a base that
would have otherwise caused damage. Ideally,
put 5 or more at each base, for maximum ground combat boost effect.
All Stormer fighters have 0% evasive
factor. They survive by blowing up targets at long range; if and when they
come within range of the enemy weapons they die.
Stormer fighters are excellent
at killing enemy fighters. Use just a few (say 10) of the cheap ones set
to "anti fighter" to take on much larger enemy Wings.
Stormer fighters only have 1 armour
point. This means they are fairly easy meat for Sandcasters unless you
can afford the Exotic Tech "Immune To Sandcasters". Try to use
lots of little wings rather than one big one if fighting Sandcasters. Another
reason to use little Wings is, a Klingon fighter wing going against anything
of another race seems to be an all or nothing affair; it either wins with
no losses or is completely destroyed.
General tip: try to break up enemy
fleets and take them on in smaller units. Perhaps by towing ships to your
fleet with cloakers (there's no combat during the first 50 movement phases).
Stormer ships and Wings are better in one-on-one engagements, where they
can use standoff, than in fleets.
Ships with high attack bonuses are better at ramming.
High attack bonus ships can avoid ramming ships.
In enemy territory, you're likely
to not see juicy tagets (enemy bases with Government Centres, or freighters)
because the cloakers' passive (Planetary) sensors are completely useless!
(They have to be, or you'd be seen!) You will have to risk turning on your
sensors from time to time, or you're likely to hit mines.
Theoretically, you should design
your ships with excess power generation capacity, to take advantage of
the free volleys at ticks 25,310 and 4000. However, I don't see any difference
in the outcome of simulations between ships with Just Enough power and
Way Too Much.
I did not appreciate the importance
of Stormer hulls' high attack bonuses until the following was pointed out
to me. A normal ship with zero bonus fighting an enemy with say 30% evasive
bonus will not hit 70% of the time, because:
- he's probably not at point blank
range; (accuracy is reduced 40% at extreme weapon range);
- weapons have their own accuracy,
sometimes just 10% of all shots will hit
- so if you hit every time and your
enemy only hits one-in-twenty times, you can tackle much larger ships and
win.
- Jesus Bartolome did some simulations
and reported: "the Victorious is a wonderful ship. Huge attack bonus,
(a very easy tactic to kill other battle ships, is just set a high stand
off distance, and take adventage of your greater hitting odds, if anyone
doesn't agree I invite them to make the simulations between the Victorious
and a Super Nova, and the Victorious is much cheaper)."
Note that Tim Wisseman's Stormer
guide explains how the Boarding Laser does Hull damage in addition
to killing enemy crew. Following Mark Heinrich proving he could blow away
a Cube with 4 Deth Specs this way, Tim reduced the power of the boarding
laser. the damage done with a boarding laser to a target ship is now as
follows. (BTW, I built a little calculator for this function into Diplomat's
Tools / Boarding Calculator screen):
- (100 / ( hull_mass + 1 ) ) * 30
+ Rnd * 4
- A 100kt ship will take 30% to 35%
from a boarding laser attack
- A 2500kt ship (cube-o-death) will
take 1% to 6% damage per boarding laser attack
- There will be no damage cap, the
boarding laser will be allowed to destroy ships.
Tax rates: My
own strategy for Stormers is: All tax rates
seem to give the same population growth (6.6% per turn). Liberal and Complex
give you slightly more cash but you take a big hit on Happiness. Use Conservative
or Ultra Conservative for max happiness. Max happiness is best strategy
because it gives you more money in the long run which helps taxes, breeding
rates, makes your empire resistant to spying; and happy natives attract
more natives. Once happiness is very high - ie 300 - switch to Complex
Tax rate for a turn or 2 to temporarily boost your income, but use Ultra
Conservative as the basic tax rate.
Jelmer has a different tax strategy.
I suspect he plays in games with much more cash or population. He uses
Liberal or even Enslavement, which gives more revenue, and builds Government
Centres and Public Spaceports to raise happiness.
Technologies: note that until
your hull tech is very high, your ships have very poor shields. So don't
bother investing in the higher shield techs to start with. Even the Vicky
will only ever need tech 9 shields.
In addition to the normal frantic
rush to improve Engine and Hull tech, Stormers need to get
their Large Weapon Tech up to Photon Torps ASAP. This is because
their ships need weapons with long range, low ordnance usage, high Shield
Drain etc in mid-game. (Other races generally don't need to worry about
how much Ord etc their ships can carry, and lacking good Offensive Bonuses,
aren't interested in combat at extreme range to minimise chances of being
hit themselves.) Note: there is no
point in Stormers increasing Large Weapon Tech beyond Pulsed Phasor Cannon.
There's a big gap above here where you can't fit several types, due to
mass; and simulations show no advantage in fitting the final type, gatling
phasors, to ships instead of PPC's.
Planet Tech - the other expensive
one - isn't as urgent as usual because you'll never be able to afford fighters
anyway, so why struggle to Tech 4.
Because Stormers lack decent shields
or armour on their best fighting ships, it is imperative that you get Point
Defense tech maxed out as soon as possible. Mounting Intercepts on
your ships is often the only way to stop them being blown up by ship weapons
(though they are useless versus fighter Wings). Intercepts are expensive
- but they work. Perhaps Auto Blasters or Quad Lasers will do if money
is short.
Jelmer Renema provided his own Stormer
Tech strategy, in order of priority:
- Engine tech to Tylium Thrusters
- Hull Tech to 6 (Deth Specs)
- Planet Tech to 4 (Deth Specs)
- Weapons to Photon Torpedoes
- Point Defense to Auto Blaster
- Shields to 350
This allows you to build cheap Deth
Specs that do a bit of damage.
Exotic Techs: I suspect there
are a number of these which would make a big difference to Stormers, but
I haven't had the opportunity to test my theories yet:
- +10% evasive bonus. Your
ships lack good shields and armour. Believe me, you want this. It's relatively
cheap and affordable by turn 20. Don't waste money on it before you get
into serious fights. Eventually, you'll want the +20% etc bonuses too,
but they're really expensive.
- +20% population growth rate.
At 8,000mc / turn maintenance this is perhaps not very affordable, but
in the mid game it is extremely useful, because you'll need lots of people
for all those ground assaults... and income depends largely on your colonist
population base. Remember that this is a 20% boost to your breeding rate,
which is about 6.6%, not a free 20% of your total population per turn.
- +100 shield power, or higher.
The basic one is pretty cheap, and because Stormer shields are so awful,
you're practically doubling your shield power. Maybe your ships will now
last long enough to do some serious damage.
- Fighters immune to sandcasters.
The only reason Stormer fighters are awful is, they have no armour and
thus are immediately blown away by sandcasters. If you patch this weakness,
they are excellent (if expensive). This is a very expensive Exotic Tech;
but then, you won't be able to afford fighters until the late game anyway.
- Small weapon boosts. (+2
armour, shield damage etc.) In theory, your ships have loads of small weapons,
so these look like good value for money. However, my experiences with them
make me suspicious of their usefulness. I suspect that if you're relying
on small weapons, you're near enough to the enemy to be blown away easily.
Perhaps Sabers (30 small weapons) with ALL small weapon Exotics, using
long range small weapons (Tachyon Guns) might be another story; I'll have
to try that!
You start with 3 large freighters
and a well armed Deth Spec. Load the Deth Spec with troops (for boarding)
and a few colonists and send it off to raid. Carry the fight to others
ASAP, put them on the defensive. If your game uses the standard Echo Cluster
map, bear in mind that it's a 2000 x 2000 square centred round co-ordinate
2000,2000, and Master.exe's default setting puts players in a ring round
the centre. From this, you should be able to guess the direction of your
nearest neighbor.
Dave "Feshy" comments:
Stealing ship plans [with the Spy mission] also works pretty well too...
Got ahold of a luxury cruiser in one game -- might help solve some of those
stormer cash flow problems. That, and the thought of a "Klingon Luxury
Cruiser" is just too good.
In the first few turns, everyone
will be on just a few bases. Using the Spy mission to Sabotage an enemy
base, you have a good chance of hitting his homeworld and knocking out
a vital structure (shipyard, base shield etc) he won't be able to replace
for ages. Select a victim and try to sabotage their bases for the first
3 turns or so.
Miscellaneous notes
- Ignore the accuracy rating of the
weapons mounted on the Deth Spec, Vickie, Ill Wind and Saber, most likely
they are all automatic hits.
- Take the battle to your opponent,
leave him guessing where your going to strike next.
>> Why are they called The
Stormers? Is this a reference to a movie I haven't seen?
I wanted to retire the ugly name
"Fascist" and their old race symbol. After noting that their
ship names refer to Wind and Cold I decided to call them Stormers. It is
also a slight reference to elite troops known as "Storm Troopers"
(Not the Star Wars flavor of Storm Trooper, mind you that can be taken
out by a 40 pound teddy bear with a small bow, what is the point of that
white armor anyway. . . :) )
The race symbol is the symbol
used by weathermen to denote anvil shaped Cumulonimbus clouds (Thunderheads)
and lightning storms.
They are sort of a Klingon /
Teuton fusion. - Tim
Notes on Stormer ships
Re: Stormer +3 Blast bonus and
+300 shield arc: consider these when choosing weapons. I won't go into
specifics because weapon choice tends to depend on who you're fighting,
(for example don't use non-ord weapons on Crystals) and my previous advice
on weapon choices here has been too specific at times.
On ships with massive attack bonuses,
the Turbo Laser will kick ass on any Wing that gets in range. Attack bonuses
help PD weapons too.
David Ouimet suggested the Poton
Torp and Merc Rockets along with Mass Drivers may become the Stormers primary
weapons for the Sabre, Vici and Death Specula class ships. I've never actually
tried Mercs or Mass Drivers on Stormer ships myself.
Jon Nunn points out that:
- against any ship with < 300
shields, their shields might as well not exist.
- The large weapons with natural
shield arcs are now more useful against ironclads and other vessels with
less than about 900 shield power.
- It's generally agreed that Disruptor
Cannon are a good Stormer weapon.
- What's doing light blast damage
per shot benefits the most from the +3 Blast Bonus. Ion Cannons might actually
be useful against Iron Clads with this bonus. (I can confirm that. An
Ion Cannon or two on a Vickie can make a big difference in a long battle
between big ships. I think it wears down the enemy systems and makes them
fire more slowly.)
People are always coming up with
interesting new weapon combinations. Feel free to send
me ideas 8)
Note that on the Stormer hulls
with high attack bonuses - Deth Specula,Victorious and Sabre - you can
mix weapons without the usual penalty. (Ie: most races need to fire co-ordinated
salvoes to maximise chances of penetrating Point Defense fire - ie equip
ships with the same weapon in each slot - to saturate PD fire.) - PH
Remember that if you have >24%
damage to ship systems (ie, Hull Damage) your ship won't cloak. In VGAP4,
Cloakers do not have a reduced chance of hitting mines: this depends only
on a ship's speed. See the main guide
for further information on using cloakers.
- Painmaker: I never build
these. Not cost-effective. By the way, with
an Attack Bonus of "only" 80%, they do not get the advantage
of enemy PD weapons haing lower chances to hit incoming fire. (They'd need
A.B. > 100% for that.)
- Small
Transport: I never build these. Jelmer
Renema came up with an amusing use for them though. If you use all the
Exotic Techs to add Attack Bonuses, and throw 120 (!) of these set to "Ram"
against even the largest enemy ship, they will destroy it - and
the graphics are superb as the masses of Transports hurl themselves at
the Gorbie or whatever. Unfortunately, most huge ships will be accompanied
by smaller ones, so I'm not sure this will work in practice.
- Little Pest: 150% Attack
Bonus. Jon Nunn wrote: "Avoid using the still easy to hit Streak Missile.
Other than that, it's early game (i.e, no Interceptors on enemy craft);
all weapons should get thru most of the time." However, I can't say
I've ever found this hull useful myself. Another low tech hull so expensive
to build, you may as well wait for a decent mid tech one.
- Cold Pain: Attack bonus
"only" 70%, so no Point Defense effect. The first heavier warship:
with five lighter heavy mounts and six small weapons backed up by a cloaking
device, I'm told the ship can be effective in early combat, and
its large guest capacity is good for dropping ground assault troops on
enemy planets from cloak; but I found it too
expensive to build until late game at which point it dies as soon as a
larger ship turns its battery upon the Coldpain. Its long scanner range
also allows it to work well as a patrol ship and scout. Like the Painmaker
its dual engines can make it expensive to build. Jelmer:
it's too noisy, fuel consuming and weak - wait for the Deth Spec instead.
- Ill Wind: Attack
Bonus "only" 60%, but this hull has a special power, the
"Mark VII Negative Improbability Targeting Computer" (Hits the otherwise impossible to hit hulls with very high evasive bonuses);
Armored large weapons mounts (Large weapons are immune to weapons damage); and a Large
weapon super chargers (Large weapons charge ~5 times faster than normal)! The power generation doesn't
matter - just make sure it's sufficient for a normal ship with these weapons.
The ideal large weapons for this ship then become 10 Blaster Cannon or
possibly 10 Pulsed Phasor Cannon, if you feel rich. I usually back these
up with 15 pulsed lasers to make a cheap but effective shock trooper. In
one-on-one combat they can take out almost any equivalent ship; in big
fleet battles, many will die in the crossfire due to poor defenses, but
they will wear down the enemy forces very quickly.
- There is no point mounting gatling
phasors on these beasts because even with the hull's special ability, they
don't seem any more effective than Pulsed Phasor Cannon in my simulations
- perhaps they just cannot fire any faster than twice a second.
- The Ill Wind is hamstrung by only
having room for 600 Ord although it can mount 10 large and 15 small
weapons, and can take up to a 150 size Large weapon; you would normally
expect ~6,000 ord to feed this lot; so you need to be very
careful when choosing its weapons. No Photon torpedoes, for example, or
it may not survive even one fight. Luckily there are many weapons which
use no Ord at all... of course don't use those against Crystals!
- I have heard that Ill Winds with
Disruptor Cannon are very effective, but I haven't checked this myself.
- Before the hull gained its special
powers, a common complement used be two or three sand casters backed up
by six or seven disrupters or other energy weapons [the SC's will stop
using Ord once enemy shields are gone].
- With its high crew and guest capacity
its a very effective ship for capturing others during fights. Simply be
sure to set the Transfer target before moving in on your prey.
- It also has a good scan range (400),
so makes a good set of "eyes" for your fleet - Mark Heinrich.
- (Question:) Ill Wind cruiser fires
large weapons very quickly now. Does this only apply to ord-based large
weapons? Do Ill Winds need bigger generators as a result? (Answer:) No,
the Ill Wind has special power generators in each of its large weapon's
mounts. It requires less generator power, not more. All large weapons
on the Ill Wind get the bonus.
- I used to think this ship was
not suitable for fighting Lizards (in one on one fights) until I discovered
the "Strike Through" combat option was needed. Then I stopped
using it because once our game progressed to fleet actions, even Strike
Through couldn't keep it out of harm's way in the melees. Now it has this
new rapid-fire power, and I've begun using the hull again, it may be worth
trying Strike Through again.
- Weis Guy: If what you are
saying is that most ships aren't very useful when you have reached a certain
level, you probably have a point; some races follow the tech evolutionary
scale in battleships, or just have a huge assortment of ships that the
ones atop the tech levels are the only ones you need to use.
To address a specific ship, the Ill Wind in my opinion is a great low tech
ship.
Even before the charge bonus that was added, it only took 4 or 5 Ill Winds
with Blaster Cannons to decimate a capital ship. (May have included a few
armored transports to draw fire) Assuming the 20 - 30 turn range, capital
ships with Microsandcasters or Quads and either PPC or PTT armed. Once
you get past turn 30, I would definately change my position and make the
assumption that ships are loaded no less than PPCs and Interceptors and
require I meet them with the Victoriou.
Ill Winds even in the late game are great support ships! What I've tried
and does work more often than not is using Ill WInds to target the enemy
fleets support ships and use one or two Ill with BCs, and another 2 with
Disruptors/Force Beams. Let the BCs rip through the sheilds, and then let
the disruptors arc through the remaining sheilds and armor. Most medium
support ships dont have more than a few 100 armor. You can't forget that
the Stormers have 300 shield and armor arc! Thats a very important and
special stat for stormer ships.
- I'm sure you've tried it already,
but large disruptors on an Ill Wind are an awesome sight to see. Since
the charge rate is amplified by 5, the disruptor fires every darn second!
Very, very cool. Nobody wants to get a ship caught with less than 900 sheild
and 400 armor vs a stormer. If not they are asking for trouble. Muhahahaha!
-Chancellor W. (Robert Weisenbaum)
- Jelmer Renema points out: since
the Ill Wind fires unnaturally rapidly, it gets maximum advantage from
the +3 Blast power of Stormers.
- Thorn: 240% attack bonus.
Until enemy builds Interceptors, every weapon a Thorn fires will get thru
all point defenses and auto hit. Unfortunately - having no large weapons
reduces its usefulness. A useful ship in a cloaking task area for it's
minesweeping and
barbitic mine dropper devices. Remember,
though that minesweeping will increase its sensor image and stop it cloaking.
It's also the only cloaker the Klingons have
with towing capacity. David Ouimet points out: the Thorn is the
only Stormer cloaker which is still cloaked with sensors on, due to having
a Warp Signature of 40 instead of 50 like the others; though even the Thorn
can only use its short range sensors. It is weakened as a cloaking
lurker by having a cloak cost of 5 and only a 300 tank. You should have
at least one of these supporting any attack. Later in the game, it is better
used as a support ship than a front line fighter, because if the defensive
systems are swamped the ship is as prone as any other Stormer ship to explode.
- Valiant: (Carrier design
with limited ordnance) 1000 [type 2] fighters... it's
a carrier. Like most carriers, it's pretty weak. In fact it's very weak.
Since Vickies can carry a couple of Wings, it's questionable whether you'll
ever want to build one of these.
- Deth Specula: This is the
most dangerous of the cloakers, as it can go at speed 190 and cloaks very
well. It doesn't need much fuel (it is light and has a low Cloaking fuel
burn). Remember to turn the Boarding Laser
On, it costs nothing to run.
- With a 300% Attack Bonus, you
can ignore the enemy's Point Defense odds: every time a Deth Specula fires,
the target gets hit. Even when firing Photon Torpedoes [Point Defense Odds
= 95% ie only 1 in 20 normally get through], and the enemy is armed with
Interceptors [90% accuracy], the enemy cannot defend itself unless it has
a significant Evasive Modifier. Only things that matter are the damage
factors per shot, time per shot, and range of the weapons. - Jon Nunn
- Do note this ship is FAST and
DOES have a pod bay, so it is a VERY effective transport as well when used
in systems with Pod Launchers! - David Ouimet.
- Personally, I found that this ship
was very ineffective until I hit on the following solution. Its problem
is that with no evasive bonus, shields or armour to speak of, it blows
up very easily, ie before it kills its target. Therefore for maximum killing
power in mid game, equip it as follows:
- 2 Photon Torps, and set standoff
range to 900;
- Small Weapons: 10 Pulsed Lasers
(don't use ord, reasonable stats and range)
- Key weapon: four Intercepts
for Point Defense. Because these are the only way you can stop it being
hit. These make a huge difference when fighting tough ships like a Lizard
Class Carrier. Unfortunately they're very expensive, but do you want the
ship to survive or not? - Following the Point
Defence changes of
Feb 2001, Quad lasers or Auto Blasters might
be best now. Debateable. I still think it would be best to use Intercepts
if you can afford it.
- And for a fighting Deth Spec, use
a Tylium Thruster engine. Yes, it's a fuel hog and it can only go max speed
105. But again, it is vital in order to soak up the damage which will
leak through.
- And of course, load on a High Guard;
use max armour / shield (Corber 350 / 40 armour); and transfer a crew member
onto the enemy ship (to make use of the Boarding Laser) if possible.
- However, in the late game
don't bother using it in fights, it will die in swarms before it can make
an impact on the enemy. Just fit Disruptors (for cloaked boarding capture
attempts) and Transwarps and Auto Blaster point defences and use it as
a fast transport, plus occasional hijacker.
- Weis Guy, another experienced Stormer,
agrees with me: "the more you can keep those sacred boarding wonders
we call Deth Specs doing boarding actions instead of being used in battle,
the better, and the the more worried the enemy is because of the simple
fact that he never sees any!"
Jelmer Renema: I disagree
with (ever) using Intercepts on Deth Specs.
They are not needed if the purpose is nipping an unguarded ship. In a big
fleet battle they are knocked out in the first big volley regardless. With
free engines (not a bad assumption for birds) a microsand version of the
Deth Spec prices out at about 1400 MC. Four
intercepts are 3880 MC. Granted this does not factor in minerals used for
construction, but for my money I'll go for volume. Which would you rather
face (presuming no fighters...pure ship to ship combat), 5 DS with intercepts
or 18 DS with microsand. You have a lot more options with 3.6X as many
ships cruising around too.
- Nefarious: (attack bonus
"only" 60%)
- If intended purely for Glory
Device use:
no weapons, generators, shield or PD because it won't be participating
in combat.
- Personally, I think Nefariouses
are actually quite effective multipurpose ships. They can also drop
mines. Also usable as a floating scanning
platform. With its 550 scanner range its the most effective detection
ship in the Stormer fleet.
- They make good anti-fighter ships.
They have enough Ord to use a Sandcaster effectively, and can mount 10
Turbo Laser anti-fighter point defenses. I always include some of these
in my fleets now to take out Wings. If you're
not worried about expense, a more effective anti-fighter combination might
be: 2 micromissile launchers, 8 turbolasers, a sandcaster and, either pulsed
lasers or, streak missiles combined with a standoff of 900. An evenmore
effective anti fighter ship might be the Thorn (10 PD's, a much larger
attack bonus - which helps PD hit fighters - but no large weapon mount,
ie no sandcaster.)
- Sabre: Note:
the notes on this ship are under review. I'm still trying to find a use
for it. 200% Attack Bonus. Prone to
blowing up on the first volley despite its
60% damage modifier. Requires
Intercept Point Defenses (very expensive) to be effective in a fight, but
then it is pretty good. While its heavy weapons
complement is not impressive its attack bonus of 200 insures that every
shot will count. Backed up with 30 small weapons and a defensive complement
fo 10 point defense systems the ship is defently a warship to be considered.
In addition a high tractor strength gives a fleet many options. Be warned
that when properly decked out the ship is very expensive requiring four
engines and it suffers from the low shield and armor level common to Stormer
ships. In desperate situations it can also be used for its glory
device. Following
the September 2000 rule mods: "The Saber: 200% Attack Bonus. Against
Stormers, an enemy is likely to have all Interceptors for Point Defenses.
[And by the time you can build Sabers, their Point Defense tech is likely
to be able to build Intercepts.] So pick naturally hard to hit weapons
for good odds getting thru them. [Every weapon has a different 'intercept
chance' statistic.] Natural inaccuracy of the weapon doesn't matter; if
the PD doesn't hit it, the weapon autohits: ie:
- SandCaster (automatic hit whatever
the Point Defense is)
- Force Beam (automatic hit)
- Fusion Cannon (98% chance of getting
thru)
- Blaster Cannon (90% chance of getting
thru)
- Ion Cannon (90% chance of getting
thru)
- Gatling Phasor (80% chance of getting
thru)
- Disruptor Cannon (75% chance of
getting thru)
- Pulsed Phasor Cannon (75% chance
of getting thru)"
- Further notes on Sabre -
PH, December 2000: I originally thought this ship was of little use, because
it seemed to blow up whenever I simulated an attack against a similar-tech
ship. Not enough armour or shield to survive, I thought, and not enough
Large Weapons (4) - especially after the 30 Small Weapons' effectiveness
was diminished in Host Beta 62 (Tim found Small Weapons had been too powerful
all along). However, I now realise it is actually an effective fighting
ship if you give it good Point Defense, which is a substitute for
armour and shields. Curiously I found Micro-Sandcasters worked best
with this ship (though against a fighter race it might be a different story...
and following the Host changes to Point Defence due Feb 2001, Quad Lasers
or Auto Blasters might be a better PD weapon choice, yet still affordable).
In addition, use Photon Torpedoes, set Standoff to 900, and
make the 30 Small weapons Pulsed Lasers. (Not Streak Missiles,
which you might think the obvious choice for a large standoff range. Pulsed
Lasers just seem to work better.) This combo seems a very hard ship. Of
course you should have a High Guard on board. Notice anything about
this ship and the reccommended weapons? It's really cheap compared
to enemy equivalent-tech ships.So you only win 60-70% of the battles. So
what? You can build 3 times as many as the enemy!
- Sabre notes from Weis Guy:
I haven't really tested this much yet, but try mounting Plasma Bolt Cannons
on the Saber (I'm pretty sure this one carries 150KT mounts.) The Blast
Power of this weapon is monstrous. Group two or so into one attack vector
and let them sail about the battlefield peppering the enemy. What I have
seen is that as long as the enemy doesn't target them right off the bat
for their weapons, and they don't get wasted in the first few rounds of
fire, that they'll make a decent impact on their whole fleet: The ships
smack the enemy ship with high blast as they pass by, and if your main
attack ships are in range before the enemy recovers, they get more hits
in. Don't forget the Plasma Bolt really has some great destructive capability.
It's certainly not warranted to buy many Sabers, but ships that cause a
diversion, to me, are valuable and save your other ships from the greater
chances of being wasted in head to head combat. I probably wouldn't use
this pair where you are facing huge fleets of Cubes or anything, but if
you are facing a fleet of one Big Enemy battleship and a hodge podge of
medium size ships, the suggestion might help.
- Victorious: this ship can
take on about any other single warship found in space. With a strong complement
of weapons including the option of mounting a Nemesis Torpedo or World
Crusher missile this is a ship to be feared. Tied to a 180% attack bonus,
even Photon Torpedoes can be used effectively against less advanced combat
races. Care should be used in selecting the Super Weapon and Heavy Weapons
to be used. Against other Stormers, photons would prove ineffective, but
against a race like the borg they can prove devastating.
- Suggested equipment:1 Sandcaster.
1 Ion Cannon. 18 Photon Torpedoes or Pulsed Phasor Cannon. 200 type 3 fighters.
Sometimes a World Crusher, though this makes the ship really expensive,
in minerals as well as cash; occasionally a Nemesis Torpedo to keep the
enemy off-balance. If using a Nemesis, DON"T load any Vickie in the
fleet with any fighters. Also, don't use any ship other than a Vickie in
the fleet and load them with plenty of repair pods.
- Superweapons only fire once per
battle, so I now only fit superweapons to a handful of my Vickies, and
use the spare cash / minerals to build more Vickies. An extra weapon platform
carrying 20 large weapons which always hit, and fire multiple times, into
a battle is generally more useful.
- Simulations show that despite its
50% damage modifier (ie, most shots only do half normal damage to a Vickie)
and no soft spot, its Achilles' Heel is the lack of armour / shield
/ evasive bonus. The only way a Vickie can survive a fight with another
top tech ship is by fitting 8-10 Intercepts to it. Suddenly it becomes
very hard, albeit 9,000mc more expensive!
- The Victorious can mount a World
Crusher OR Nemesis Torpedo. The addition of the Nemesis Torpedo to the
Stormer arsenal effectively adds a proper Glory Device to their fleets.
Consider: advantages - it will destroy all enemy fighters in a battle,
so it is brilliant against a fighter race. Stormers tend not to use fighters
so no problem for them. It is lower tech than the WC, so is much more easily
acquired. Disadvantage: ironically, the Nemesis will also seriously
damage the Stormer ships, because most of them are quite small hulls!
Fighting specific races
- Children of the Apocalypse: The Stormers are immune
to the COTA Doom device, which teleports a single enemy ship into a COTA
fleet. Hurrah! However the COTA have another device which nullifies enemy
ships' attack bonuses. That could be disastrous for Stormers.
- Crystals: clear a path through masses of Webs
using cheap Nefarious hulls with nothing but engines. Don't "pop"
these directly over a Crystal planet, though, as they actually appreciate
the increased HD Stress. Beware their Diamond Flame, which can chew up
any Stormer ship except a Vickie. Use your World Crushers to fire through
Webs to eliminate their population. Try to capture some of their own ships
to lay grav mines, to protect your worlds from their Crystal Lights. Crystal
ships are easy to capture, they have poor personnel combat stats and Stormers
can transfer to other ships even without a boarding laser. The
Ill Wind, Sabre and Victorious are the only ships with decent Repair Unit
capacities: 2,000 / 4,000 / 40,000 respectively, but I'm not convinced
the Saber is any use. Your ships have low Ord capacity, but you need weapons
which use Ord to fight Crystals effectively. Your ships have low
capacities for Repair Units, which is normally OK as they're small and
don't need many... but the Crystal "X Field" requires large quantities
of repair units to survive. So, load all your fleet's Repair Units into
one Vickie, and use the "fleet ord sharing" ability (Fleet screen)
to share these - that way the X Fields only rob one ship of 500
Repair units a turn. Build lots of Thorn minesweepers. And finally, their
Web mines make your cloakers more visible.
- Lizards: tricky. Lokis decloak your own ships.
They can build ships which beat up your own, for less money. An Ill Wind
with Blaster Cannon can generally take out a Lizard Class Cruiser. Use
Exotic Tech to increase your weapons' armour drain. Once the big fleet
battles begin, you'll find you need lots of Vickies. Remember
your race's +300 shield arc bonus? Note that none of the heavily armoured
Lizard ships have >300 armour except the T-Rex (310 points), so for
all intents and purposes, you can ignore their shields and simply choose
anti-armour weapons when fighting them, until they begin buying Exotic
Tech to boost their shields.
- Peoples' Army: Their ships
are easy to kill (even the top ones, versus Vickies); and they are easy
to capture by boarding due to low crew counts and awful personnel combat
stats. Any Stormer should be able to thrash the Peeps in one-on-one fights.
Try to take out their high population worlds since they depend on their
massive growth rate to generate cash for swarms of rubbishy ships.
- Evil Empire: I haven't fought
them, but I note that Stormers have pop ships, Nemesis torpedoes and fighters
which are extraordinarily good at killing other fighters. You will probably
want lots of sandcasters and Turbo Lasers in your fleets to remove EE fighters
and their powerful shields. Note that superweapons will remove even the
largest shield in one hit.
- Tim Wisseman commented: "As
a Borg I would naturally eat the Feds for lunch, but I would be
scared to death of Stormers or Birds sneaking around, with all my planets
wide open to sneak attack. Most of my low tech ships are weak." Consider:
Firestorms and Fireclouds only have about 190 crew, so they are really
easy to steal by transferring troops from a cloaker...
Anti-Stormer tactics
(By Jon Nunn and me)
- Close To Point Blank. Stormers
attempt to minimise your chance to hit by keeping at max standoff range
for their weapons. Their attack bonuses mean that they can ignore the accuracy
penalties, but you cannot. Get as near as possible and pour as much fire
into them as quickly as possible, because their hulls are generally badly
armoured and shielded and cannot take many hits.
- Use more arcing weapons (both types)
than normal.
- In general, it's a very bad move
for most races to design their offense against the Stormers around carriers
and fighters.
- Don't have too many ships in the
same spot at the end of movement. Try to be unpredictable about where you're
going to stop.
- You need lots of planetary defenses
to counter the Stormers very high ground combat rates. (Watch out for them
establishing a base on your planet as well.)
- On offensive, blast the base from
the safety of orbit.
- Mines, mines, and more mines.
- Use Lokis or other ships with Tachyon
Scanner devices to decloak Stormer ships
- Photon Torpedoes will not be as
effective as you hope against Stormers, because their shields are especially
resilient to hits from PTT's.
- Stormers have many Small Weapons
on their ships so when fighting their smaller ships, choose PD weapons
with this in mind. (On the large ships, it's the large weapons you shoud
be worried about.) Flake Cannon, 35mm and Auto Blaster might now be VERY
effective versus Stormers, though the first two have drawbacks (like, they
use lots of Ord).
- Since Stormers like to use Streak
Missiles as a Small Weapon (so they can use long standoff ranges), fitting
the occasional 35mm might discourage them as Streaks will rarely get through
this PD weapon.
- Quad Lasers and Auto Blasters now
have bonuses firing against Ord-based weapons. Stormers favour Photon Torps,
which are ord-based. Still not as good as fitting Intercepts, but a fraction
of the price! Holo decoys are especially good versus the favourite Stormer
weapon, Photon Torpedoes.
Notes on the Nemesis
Torpedo and World Crusher Missile
All SuperWeapons will destroy the
entire shield of an enemy ship, and do some armour damage on top of that
(and Blast [Hull] damage if they get through the armour). This makes them
very useful against other races' top ships e.g. Cubes with 3000 points
of shields. World Crushers do 1000 points damage to the armour and hull.
Not so useful versus Lizard hulls (5500 points of armour and hulls with
50% damage modifiers) but still helpful.
The World Crusher is mountable only
on a Victorious class ship. It needs a KILL target (NAV
screen) in long range mode: they can fire at a Base up to 100LY
away. You must also switch the Superweapon ON in the ship's ATTACK screen.
The Victorious doesn't need to be any particular speed to fire in Long
Range Mode (I originally thought it had to be stationary).
World Crusher's do not require any
special setting for ship to ship firing in battles, except you must switch
the World Crusher ON in the ATTACK screen. Question: how does the
World Crusher know which enemy ship to fire at? Answer: use a Kill target
(NAV screen) or the Target Dangerous attack setting.
All superweapons will destroy a
base shield if fired at point blank range. The World Crusher is unique
in that it can also fire from 100 LY away. In this mode, it cannot fire
through a Base Shield unless you have the extremely expensive Exotic Tech
Transphased World Crushers. Another thing to watch for in Long Range
mode is that although you'll destroy the population and structures, the
rest of the base's contents (contraband, minerals, some Natives) will survive
and can be regathered.
Superweapons such as the WC fire
on tick 310 of combat, and destroy the entire shield and 1000 armour.
Considering a Cube or SuperNova has 3000 of each, Superweapons are a bit
pathetic really, especially considering how one WC missile costs about
as much as the rest of the ship put togeether! So Tim has more or less
agreed that he will alter them to completely eliminate all shields, plus
1000 armour, in a new Host yet to be released. This would probably put
a Victorious on a par with other races' top tech ships.
Q: What exactly are the effects
of a Nemesis on nearby ships which are NOT the target? (Docs state that
it will destroy "small" ships nearby. And all Wings. How big
/ armoured / shielded etc does a ship need to be to survive?)
A: All ships under 100kt
are destroyed. All wings destroyed. All pods destroyed.
All ships larger than 100kt with
more than 50 shield points will lose 50 shield points. A 500kt ship with
no shields at point blank range of the center of the explosion would take
43% hull damage.
A 500kt ship with no shields at
point blank range of the center of the explosion would take 43% hull damage.
A 500kt ship with no shields at
1300 combat vcr units range of the center of the explosion would take no
hull damage. (The combat map has a radius of 1000 units, it is 2000 units
across the combat screen)
Q to Tim: How does one
set a World Crusher
to zap a target 100LY away? Is there a special screen I'll see when I have
a World Crusher? Does it only target bases or will it get ships at that
remote point too? Ie if I set it to kill a planet 88LY away, will ships
at that planet be damaged when it arrives and explodes? Answer from
Tim: Set waypoint 1 to the target planet and turn on the weapon. It
will hit any bases on the target planet, but not any ships. When it is
used in its long range mode it ignores the base shield and does full damage
to the base.
Remember that Superweapons take
310 seconds to charge. So, if facing a huge ship such as a Cube, set the
SuperWeapon-bearer (and any other ships) to attack in the second wave.
This means they enter combat at Tick 310, the SW-ship immediately
fires the SW at its Intercept (Kill???) target(?), and the target ship's
shields are immediately eliminated, plus 1000 of its armour.
Note that the World Crusher and
Nemesis have range 1000, so can be used in conjunction with Photon Torpedoes
and a standoff range of 900.
In order to keep all information
readily to hand in one place, here's what Tim says on these two superweapons:
Nemesis Torpedo: A powerful
anti-fighter weapon. All fighters and pods in a battle are vaporized when
the weapon is fired. All ships with a hull mass of under 100 KT are destroyed
instantly in the blast. Ships with a hull mass of more than 100 KT and
more than 50 shield points will be drained of 50 shield points and take
no damage. Ships with a hull mass of over 100 KT and no shields remaining
will take damage ranging from 1% to 130%, depending on how far they are
from the center of the blast and their hull mass. This weapon will destory
your own ships and fighters just as well as enemy units.
World Crusher Missile: Has
a range of 100LY. Uses 300 ord when fired. Can be fired as long as you
have ordnance to arm it. To use it turn it on and target an enemy base
or planet within 100 LY of your ship (set the PLANET as the KILL target
in the NAV screen). The missile has a 33% chance of hitting each base
on the target planet. When a base is hit it is completely destroyed.
The surface of the planet will be covered with the remains of the base.
A shield will protect the base from being harmed unless the Stormer has
the Exotic Tech labelled "Transphased World Crusher", which allows
the WC to destroy even a shielded base at long range.
The world crusher firing takes place after
movement and combat. The world crusher missile targeting system produces
120 units of sensor image noise when used. Note that if a Superweapon is
fired at point blank range, even a Base Shield will not protect
the base. The Transphased World Crusher tech is only required if you are
trying to destroy shielded bases at long range.
Afterword (1)
By now, you'll have realised that
I am a brilliant Stormer player and I crush all in my path. Indeed, I recently
received this glowing testimonial from my co-players which you may wish
to think on as you follow my infallible advice:
Paul,
After the debacle at your homeworld,
the lads got together and booked you on a training course. Here's the front
cover:

Afterword (2) - comments by Mark Heinrich
I need to get further into a decent
game, but my impression is that the Birds and Stormers core strategy is
to board ships, overrun bases, spy (Birds), and stir the pot of colonist
discontent. Diplomacy will be important so they do not become the gnats
to be swatted like the Privateers in V3. Pick one brute force race to ally
with and overlap turf. In head to head attrition combat they will not do
well unless they are able to steal the heart out of an enemy fleet (by
boarding the heavies) before cleaning up the support ships.
A current problem with intercept
logic short circuits the Deth Spec's best strategy. If you have 4 set to
intercept/board, they will do so quite well. However, there is a bug where
all subsequent Nav commands disappear after the intercept target disappears
(you blew it up in first 50 or so movement ticks). These leaves these light
ships at a standstill in the middle of the enemy fleet, which may or may
not be your intention. If for some reason you blow away your enemy fleet
leader and are not detected by the surviving ships (strange), who knows
what will happen?
This document is copyright (c) Paul
Honigmann 2002. Permission is given to copy it for personal use and distribution
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