Basic Strategies [INLINE] Here are listed the basic rules of thumb for the game. This information is geared towards the novice player, but vets may find something of use as well. Except where noted, these tactical notes are of my own devising and so the only claim I make to their usefulness is that they work for me. *smile* * Take down the shields, then hit them with everything. This is the cardinal rule. Penetrating damage (the 10% of missile and cannon damage that makes it through shields automatically) is almost totally ineffective against all but the lightest of targets. Concentrate your energy weapons on a single side of a single target until that shield facing is gone, then open up with cannon and missiles. Remember, the target can't regenerate or reinforce shields until after your turn, so once that shield is down try and kill that target before they get a chance to. * Speed is Life. (borrowing a page from SFB) A fast Herc can close on the enemy, unload its weapons at optimal range, and dash out of danger during its own turn, leaving the target with nothing to shoot at when it gets the chance. Note that the game is biased towards a move-then-fire approach (you can move or fire under reactor power, but can only fire under battery power) If you design Hercs that can avoid this approach, you have an automatic advantage over the competition. * A cheap 'Derm in an expensive Herc is no match for a good 'Derm in a cheap Herc. All the firepower in the system won't help you much if the pilot can't hit the broad side of a dropship. Buy quality 'Derms with a long lifespan. Hercs don't improve with experience, 'Derms do. Use that last bit of cash left over from Herc improvements to train you BioDerms. Make an effort to match the weapons load to the pilot. If you have a pilot which consistently misses with a weapon, check to make sure the weapon is in the category you though it was (and not Advanced Tech). * Use Shield Reinforcement. The shield energy facing away from the enemy isn't going to help once the facing shield drops and damage starts pouring in. Once your turn in finished, go to all your Hercs and check the reinforcement. Moving shield power around doesn't take any energy and it will save your pilots time and time again. If your Hercs take "response fire" from enemy units fired upon, take the time to bolster damaged shields before firing again. Don't take damage you don't have to. Be very careful, though, when in close proximity with the enemy. They will attempt to flank you and strike at your weakest shield. * There's safety in numbers. You have scout Hercs available to you. Use them. Don't spread your forces out in an attempt to engage the enemy by chance. Keep you attack Hercs back, use the scouts to locate the targets, then move your forces as a unit. Isolated Hercs are an easy kill. * Use fast units as spotters. Most weapons have an effective range well beyond the firing Herc's sensor range. To make full use of your weapons, send light fast units ahead of your well-armed heavies to locate the enemy. Then target these enemies with long-range fire. If you pull your spotters back before the end of your turn, they'll be safe from enemy fire. In this way you can combine the stopping power of your heavy Hercs with the speed of your light Hercs. Also, a spotter Herc is the perfect assignment for 'Derms with good piloting but poor weapons skills (like Boto). * Eliminate all Cybrids on mining missions. Don't settle for the ore you can carry. Mine what you can, then terminate all opposition. Even though Unitech takes a cut, the increased profitability of the mission offsets the risk. * Watch for enemy activity. Press Ctrl-P go to the "Preferences" menu. On the "Terrain" options window, check the option marked "show enemy movement." Now you can easily track enemy movements and spot firing units even if they are outside your sensor range. _________________________________________________________________ Main Menu This page was last updated on September 8, 1996