Combat Strategies
Master combat tactics to win battles and minimize losses.
Pre-Battle
Always Scout First
Never attack blind:
- Send Espionage Probes
- Check fleet, defenses, resources
- Calculate attack requirements
- 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:
- Bombers - Rapidfire vs all defenses
- Multiple waves - If first wave fails
- IPMs - Soften before attack
Defense Priority Targets
Destroy in order of threat:
- Plasma Turrets (highest damage)
- Gauss Cannons (high damage)
- Shield Domes (protection)
- 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
- Intel is everything - Never attack blind
- Calculate first - Know outcome before sending
- Recyclers always - Never waste debris
- Timing matters - Attack when target is offline
- Cut losses - Abort bad attacks early