Playing Stormers in VGAP4

2nd January 2002. | Suggestions welcome | More VGAP4 tips | Back to main Race Page

  • Overview
  • Using special racial abilities
  • Ground Assaults
  • Using special ship devices
  • Recommended colonisation strategy
  • Strategy suggestions
  • 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

    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."

    Using special racial abilities

    How to make lots of money

    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

    Using special ship devices

    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.

    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:
  • 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):

  • 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:

    1. Engine tech to Tylium Thrusters
    2. Hull Tech to 6 (Deth Specs)
    3. Planet Tech to 4 (Deth Specs)
    4. Weapons to Photon Torpedoes
    5. Point Defense to Auto Blaster
    6. 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:

    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

    >> 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:

    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.

    Fighting specific races


    Anti-Stormer tactics (By Jon Nunn and me)

    1. 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.
    2. Use more arcing weapons (both types) than normal.
    3. In general, it's a very bad move for most races to design their offense against the Stormers around carriers and fighters.
    4. 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.
    5. 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.)
    6. On offensive, blast the base from the safety of orbit.
    7. Mines, mines, and more mines.
    8. Use Lokis or other ships with Tachyon Scanner devices to decloak Stormer ships
    9. Photon Torpedoes will not be as effective as you hope against Stormers, because their shields are especially resilient to hits from PTT's.
    10. 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).
    11. 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.
    12. 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 to players. Permission to repost it, or parts of it, onto other Web servers is specifically denied (because of the practice of their operators to claim rights to things posted on their servers).