![]() ![]() Kinetics (except for Autocannon) have pretty good range although still a bit lower compared to Matter Disintegrator. The main weapons are Kinetics + Null Void Beam. CL only has 60 range while Disruptors at most have 50 range. Unbidden's Matter Disintegrator has insanely long range (120 for L). However, this build has the disadvantage of range. The main advantage is that by the End-Game phase (assuming default 2200) you should have a few levels of repeatable tech on Physics for Energy Weapons to make AE+D+CL combo more powerful. The main weapons are Strike Craft + Missiles (not Torpedoes) + Arc Emitters + Disruptors + Cloud Lightning. Focus only on one of them and don't mix both: If you are spiritualists prey your Gods, you need them with 19K fleet, but with a good strategy and a bit of luck nothing is already written.For offense, There's two builds to fight against Unbidden. Stay in the middle of the system, near the star, so you'll outrange any incoming fleet, and in the pauses between their reinforcement hit the portal. Olso, your only chance is to attack the portal immidiatly, don't let them call to many reinforcements, you won't cope. Don't bother with point defences or fighters, just range. So go for longest range weapons, if you have not the tachyon lances yet, use the best torps. So if what I know is correct probably you researched too many violet Techs.īTW, for the unbidden you need range, becouse they hit hard, but only on close quarters. On another match you can call the Unbidden after less than 100 years, or have the AI crisis even before. ![]() So every game is diofferent, If you avoid AI and don't research too many Violet Techs, and if you had a good dice roll at the start, maybe the Scourge comes after 250 years when you should defeat them single handed. Or if you research too many Violet technologies (about 15) then Unbidden come and you avoid the scourge. But if you research the Red Dangerous Tech you spawn a Robot Crisis before the Scourge and they don't come after. If I'm not mistaken, apart certain premade civs that have a storyline, this crisis is always the Scourge. If I'm not mistaken a crisis is rolled at the beginninng of the game to be 150 - 250 years after the start. How many years have passed from the beginning of the game? might even be beyond the fleet cap you get from your ~25 planets. So in short, if you can somehow build and maintain a fleet with something like 300 tachyon lances, you might win. the two fleets both had about 500k damage done in that battle alone. i checked the combat stats after the final battle in the portal system. all tachyon lances and crystal forged plating. My battleship fleets were both about 40k power each. had to sacrifice the small fleet to lure some of them away so my big fleets could destroy the portal in the fairly short timeframe before the next batch of fleets would respawn. I had 2 fleets of battleships and one small fleet of smaller ships. enough firepower to grind the endless waves of fleets they send at you with no (or lamost no) attrition on your side. their almost instant respawn is just too much to handle. It was a non-ironman game, so i experimented a bit. when they spawned, my fleet was only about 40k (had some losses in a recent war against a fallen empire). took me a while to build up enough force to crush them.
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