Ground Warfare and Tank Tactics


As an attacker your mission could be anything from destroying an enemy economy, to completely wiping out the colony. When you are targeting their economy, you are trying to hurt their empire on a whole, not just taking this particular planet from them. A large colony in economic strife could cost an empire millions of credits a cycle, but here we will be targeting a smaller planet for complete destruction.

Tanks are one of your most useful ground warfare combat units. Their heavy armor and design make them able to ignore critical strikes, this means fighters cannot destroy their components. While small, they can still pack a great punch. The first step is to clear a landing spot for your drop ships containing your Tanks. Nothing is worse than losing a hundred Tanks and never getting to fire back even once. One good way to do this is to send down a group of Small Fighters to scout out a landing spot. Once found, you can orbital bombard this if you like. Another alternative is to send down a strike force to open up an area. This tactic is good for diverse planets containing numerous civilizations.

Once you have made a safe landing zone, bring in the drop ships. If the enemy has no Fighters, then proceed to make landfall with the ships capable of doing so. Unload your Tanks and begin rolling up on the colony. Remember, when on offence they should poise the firepower to destroy enemy colonies while maintaining enough armor to survive when they meet heavy resistance from buildings. If your Tanks are not able to survive the attack, fall back and cripple the buildings with orbital bombardments or Fighters with ‘target subcomponent radar’ selected.

As a defender much of your defense is going to be static, coming from the buildings. The two main units you should focus on using are Fighters and Tanks. Paired up, they will limit the impact of the offense. Other than heavily armored buildings with big guns, you also have the advantage of being able to replenish your numbers fast if you have a good infrastructure built up. Where the attacker has to plan what he will bring, the defender has the advantage of building on the spot. If they show up Fighter-heavy, build more Tanks. The main thing you have to worry about is orbital bombardment. If left unchallenged, it can level areas of your colony.

A good Tank should hold lots of armor and plenty of guns with a long range. Speed and maneuverability, while nice, are not as important as the large turrets – build them to be able to fire at any target in range without turning. If possible it is recommended to put a shield on your Tanks to help protect them from orbital bombardment and small caliber weapons fire, especially from Fighters.

If you are attacking a carrier, be prepared to deal with whatever may be launched. Hopefully you can bring it down before it can launch all hands. When taking on a jammer, keep in mind your weapons will most likely be much less accurate, but the more fire, the more chance to hit. In both of these cases, AoE damage could be helpful. With a carrier, you may destroy any units launched just because of splash damage, and while you may be missing a jammer directly, the splash could make up the difference. However, remember that your units are basically firing in a circle. If you can keep the target at the center of that circle, out of range of any friendly AoE, you should be in good shape.

Dealing with a WMD requires special attention. The attributes it exhibits determines your method of attack. However, everything discussed below assumes your ships are faster and more maneuverable than the target. Upon encountering a WMD, with a weapon that fires once in long intervals without AoE, your formation should be comprised of about fifty percent Fighters. Target weapons and hope that if the main weapon fires, it hits a Fighter instead of a battleship.

Once the weapon has fired and is reloading, bring the rest of the formation back and re-initiate the attack. A counter to this strategy would be to order the WMD to hold fire, so beware as reload time and damage radius may be difficult to judge.


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