Using Fighters

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The Fighter class is the smallest set of units in the game. The different classes of Fighters give a wide selection of size, appearance, and strategy to the player. A result of their tiny size is a lack of armor and structural integrity. Do not expect a single stationary Fighter to last against a Corvette, much less a Destroyer, for very long. Many weapons mounted on the likes of a Destroyer are easily capable of disintegrating a Fighter with one or two hits. However, the maximum maneuverability is much higher with a Fighter than any other class of ship, giving them a lower chance of being hit by such weapons when in flight. This means they can be very useful in diverting the more deadly weapons of a larger ship away from your more vulnerable capital ships.

Their small size makes them easy to load into a carrier ship. While Command Points limit the amount of ships active in an environment, carriers full of Fighters allow you be ready to join the fight at a moment’s notice. In addition, their small size makes production costs low compared to those of larger ships. Therefore, producing hundreds or thousands of these is not a problem for most empires. Fighters are also the only units capable of targeting components, this allows them to disable enemy ships in a variety of ways (see table below). Remember that you must be on the side of the target in which the component is located in order to disable it.

Target Effect
Engines Stops target from moving, units in a planets atmosphere will be destroyed.
Hangars The hangar and all units inside it are destroyed.
Radars Weapons will be unable to fire, and their radar range will be reduced to 1.
Shields Shield HP is reduced to 0 and becomes unable to recharge.
Weapons Weapons in that arc are destroyed and unable to fire.

Finally, the most important reason to use Fighters is their special ability of targeting specific components on an enemy ship. This allows them to score critical hits against components even through armor and shields. If you think about what happens to a ship in an atmosphere without engines, or a ship floating alone in space without a radar, this becomes a very valuable weapon against a fleet that may outnumber or out-tech yours. In the behavioral window, you can set them to target engines. When attacking a fleet, radar or weapons may be your objective. When raiding a cargo convoy, the cargo bay may be a prime target. If you spot a carrier ship, target the hangar to disable the doors and prevent reinforcements. This will only destroy the doors and not the ships inside, but without those ships to join the fight, that carrier is probably an easy target.

While the damage per second, or total armor, may not be as high as those found on Corvettes, Destroyers, or battleships, when used correctly Fighters can be just as dangerous.

Fighter Type Description
Light Class The “Light” class is best suited for scouting or fodder roles. At a range of 40-90 hull size, these little units are not suited for combat. If used for combat a great deal of Command Points are occupied to inflict a relatively low amount of damage.
Medium Class The “Medium” class Fighter ranges from 70-140 hull size and can be used for swarm and dogfight tactics. These units have enough space to be decent in combat and can still be loaded quite easily into a carrier.
Heavy Class The “Heavy” Fighter class. They are the biggest variety, with a range of 135-300 hull size. On the negative side, they are the hardest to research effectively and designing an engine for this size ship can be tricky, or take a large amount of time. If you are looking for a quick replacement to the beginning Fighter, this is probably not it, but if you are looking to make the Fighter that will turn the tide of a fight, your research begins here! This cast has the only Fighter hull with an all arc - a tactical plus. It is also the cast most capable of surviving the direct weapons fire of bigger ships.

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