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Combat Strategies

Combat Strategies

Master combat tactics to win battles and minimize losses.


Pre-Battle

Always Scout First

Never attack blind:

  1. Send Espionage Probes
  2. Check fleet, defenses, resources
  3. Calculate attack requirements
  4. Verify profitability

Espionage Technology

Higher espionage tech = more intel:

  • Level 2+: See fleet totals
  • Level 4+: See ship types
  • Level 8+: See exact counts

Fleet Composition

Balanced Fleets

Include multiple ship types:

Damage: Battleships, Destroyers Anti-Defense: Bombers Anti-Fleet: Battlecruisers Fodder: Light Fighters, Heavy Fighters Loot: Large Cargos Debris: Recyclers

Rapidfire Counters

Enemy Has You Need
Light Fighters Cruisers
Cruisers Battlecruisers
Battlecruisers Destroyers
Heavy Defenses Bombers
Everything Deathstar

Attack Types

Raid

Quick resource grab:

  • Scout first
  • Send enough to win
  • Include cargo for loot
  • Time for return

Farm

Repeated attacks on inactive:

  • Mark profitable targets
  • Regular harvesting
  • Minimal force needed

War

Alliance-level combat:

  • Coordinate attacks
  • Multiple waves
  • Moon destruction possible

Combat Mechanics

Damage Calculation

Final Damage = Base Attack * (1 + 0.1 * Weapons Tech)

Shield Absorption

Shields absorb damage up to their value, then hull takes remaining.

Rapidfire

Ships with rapidfire get multiple attacks per round against targets.


Timing Attacks

Activity Windows

  • Scout target activity patterns
  • Attack during offline periods
  • Time arrival for maximum surprise

Flight Time

Flight Time = Distance / (Speed * Speed %)

Use speed percentage to time arrivals precisely.

Recall Option

Deploy missions can be recalled:

  • Flexibility in timing
  • Abort if situation changes
  • Adjust for target activity

Minimizing Losses

Fodder Layers

Cheap ships absorb hits:

  • Light Fighters as shield
  • Protect valuable ships
  • Replace cheaply

Overkill Strategy

Send overwhelming force:

  • Faster victory
  • Fewer rounds
  • Less damage taken

Know When to Retreat

Don't attack if:

  • Losses exceed gains
  • Target has reinforcements
  • Uncertain intel

Debris Recovery

Always Send Recyclers

After every battle:

  • 30% of destroyed ships become debris
  • Both your losses and enemy's
  • Metal and Crystal only (no Deuterium)

Recycler Timing

Send Time = Attack Arrival + Battle Duration

Defense Breaking

Against Turtles

Heavy defense requires:

  1. Bombers - Rapidfire vs all defenses
  2. Multiple waves - If first wave fails
  3. IPMs - Soften before attack

Defense Priority Targets

Destroy in order of threat:

  1. Plasma Turrets (highest damage)
  2. Gauss Cannons (high damage)
  3. Shield Domes (protection)
  4. Everything else (fodder)

Moon Operations

Phalanx Awareness

Enemy moons can scan your fleets:

  • Use your moons for launches
  • Moon-to-moon is invisible
  • Vary fleetsave patterns

Moon Destruction

Deathstars can destroy moons:

  • High risk operation
  • Chance of losing Deathstar
  • Strategic value can be worth it

Alliance Warfare

Coordination

  • Shared intelligence
  • Timed attacks
  • Mutual defense

ACS (Alliance Combat System)

Multiple players can:

  • Join attacks together
  • Defend allies
  • Coordinate timing

Tips

  1. Intel is everything - Never attack blind
  2. Calculate first - Know outcome before sending
  3. Recyclers always - Never waste debris
  4. Timing matters - Attack when target is offline
  5. Cut losses - Abort bad attacks early