Capturing Antaran Ships (single player)

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strictlygunners
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Capturing Antaran Ships (single player)

Postby strictlygunners » Tue Jun 13, 2006 11:42 pm

hello. I'm new to forums but have been playing game off and on for a bit.

I have 1.3 patch installed and no mods.

I just had a question regarding capturing antaran ships.

The guides i've read post a ship build with battle pods, tractors beams, neutron blaster/death ray, and troop pods.

1. how to get troop pods without sacrificing battle pods and having to be creative?

2. with the above build Ive been playing around and I had a fleet of 10-12 titans equipped with this build against 2 antaran battleships.

I notice once the tractor beam holds them in place the beam weapons fire and ill be lucky if one marine dies once all 12 of my titans are done firing.

The startegy does not work because I end up destroying the ship before the marines die.

I have beat the game few times but this is the only thing that bugs me, because I can't figure out how to successfully capture their ships. I have also tried troop transports and they are completely useless against antarans.

Could someone with experience in this please write a brief message with strategy on how to do this successfully early, mid, late game?

I would really appreciate it.

Thanks!

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llylwyyn
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Assualt Shuttles.

Postby llylwyyn » Wed Jun 14, 2006 12:48 pm

(background: I would have ~6 "missle-boat" destroyers left over from raiding a monster planet or very-nearby enemy colony. I'm certain having a DD fleet before turn 100 makes antarans attack you a lot sooner)

After I finally get a battleship or two (~t100 to t120), I re-equip my early missle boat DD as such:

bpods
no shields
2-3 assault shuttles
combat speed of 17+

If you get attacked by antarans early (before ~t150), they only send raiders after you, these only have 5 marines on them. You don't need neutron blasters, just send all your DD right up alongside their ship and fire your shuttles. I suspect that they get some sort of penalty for being boarded multiple times in one round, since obviously the ground attack of my troops is pathetic in comparison, but I've had good success with 6 DDs capturing a couple antaran raiders. Scrap the captured ships for the Xeno armor and refit your ships for victory :twisted:
"Beer is the solution to and cause of all my problems. Now if you'll excuse me, I have a solution that needs probleming..."

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siron
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Re: Capturing Antaran Ships (single player)

Postby siron » Wed Jun 14, 2006 12:57 pm

strictlygunners wrote:The guides i've read post a ship build with battle pods, tractors beams, neutron blaster/death ray, and troop pods.

1. how to get troop pods without sacrificing battle pods and having to be creative?

2. with the above build Ive been playing around and I had a fleet of 10-12 titans equipped with this build against 2 antaran battleships.


1. Via AI or arti.

2. The guide you mentioned was based on 1.2 or earlier versions. Since 1.3 the damper field negates the killing marines feature of neutron blasters. Therefore this exploit doesnt work any longer.

strictlygunners
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Re: Assualt Shuttles.

Postby strictlygunners » Wed Jun 14, 2006 1:26 pm

llylwyyn wrote:(background: I would have ~6 "missle-boat" destroyers left over from raiding a monster planet or very-nearby enemy colony. I'm certain having a DD fleet before turn 100 makes antarans attack you a lot sooner)

After I finally get a battleship or two (~t100 to t120), I re-equip my early missle boat DD as such:

bpods
no shields
2-3 assault shuttles
combat speed of 17+

If you get attacked by antarans early (before ~t150), they only send raiders after you, these only have 5 marines on them. You don't need neutron blasters, just send all your DD right up alongside their ship and fire your shuttles. I suspect that they get some sort of penalty for being boarded multiple times in one round, since obviously the ground attack of my troops is pathetic in comparison, but I've had good success with 6 DDs capturing a couple antaran raiders. Scrap the captured ships for the Xeno armor and refit your ships for victory :twisted:


Stupid question.. what is DD?

Secondly with 2-3 assault shuttles (carrying 4 marines each is 8-12 marines per ship). Usually when I launch these shuttles all 12 are killed and none of theirs are killed.

I am using 1.3 patch (as I imagine 1.4 is mostly for online play and I am nowhere near good enough for that yet)

How many ??DD's?? do I need to take out 5 antaran marines? Later in the game it would seem nearly impossible to take out any antaran battleship even with 20+ titans (I have tried).


to siron's reply.

1. ai or anti??? battle pods and troop pods are construction and only one pick can be made unless creative and I can't see sacrificing 50% room for double marines.

2. so neutron blaster and death ray are completely useless again antarans?

strictlygunners
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Postby strictlygunners » Wed Jun 14, 2006 11:35 pm

I figured something out. When I attempt to board stats are as follows:

my attacking bonus is: 10
their defending bonus is: 100

what skill(s) in the game raise my attacking bonus (for boarding purposes).

I tried different computer but no go. If i use the all research cheat I get up to 110 bonus but it doesnt help me because I don't know which particular area i need to research without the cheat.

thanks

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siron
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Postby siron » Thu Jun 15, 2006 5:57 pm

Taken from the mooniac guide:

Code: Select all

3.2.11 Ground Defense and Troop Combat Rating:


Race Specials:   Effects:                                             Picks:
 -10             -10 troop combat rating penalty                        -2
 +10             +10 troop combat rating bonus                           2
 +20             +20 troop combat rating bonus                           4
 Low-G World     -10 troop combat rating penalty                        -5
 High-G World    +1 hit point for ground troops                          6
 Subterranean    +10 ground troop combat rating bonus when defending     6
 Warlord         Ground troop build speed x2, max. troops on planet x2   4

Technologies:                                              Tech:   RP: Total
a) Armor
 Titanium Armor  +5 troop combat rating                    3.1.*    50    50
 Tritanium Arm.  +10 troop combat, replaces Titanium       3.2.b   250   300
 Zortrium Arm.   +15 troop combat, replaces Tritanium      3.5.c  2000  4100
 Neutronium Arm  +20 troop combat, replaces Zortrium       3.6.b  4500  8600
 Adamantium Arm  +25 troop combat, replaces Neutronium     3.7.b 10000 18600
 Xentronium Arm  +30 troop combat, replaces Adamantium     9.2.7 Orion Orion
b) Rifles
 Laser Rifle     +5 troop combat rating                    7.1.*    50    50
 Fusion Rifle    +10 troop combat. Replaces Laser Rifle.   7.2.b   150   200
 Phasor Rifle    +20 troop combat. Replaces Fusion Rifle.  7.7.b  2000  6000
 Plasma Rifle    +30 troop combat. Replaces Phasor Rifle.  7.8.b  3500  9500
c) Other
 Anti-Grav Hrn.  +10 troop combat rating                   8.2.a   650   900
 Personal Shld   +20 troop combat rating                   8.4.b  1500  3300
 Powered Armor   +10 troop combat to Infntry, +1 hit point 1.6.c   650  1580
 Battleoids      +10 troop combat to Armored, 3 hit points 1.8.c  1150  3630
 Security Stat.  +20 troop combat for Marines defending    5.3.c   400   600
                  their ship against enemy boarders

Buildings:                                          PP BC  Tech:   RP: Total
 Marine Barrcks  4 Infantry +1/5turns up to 1/2max  60  1  1.1.*    50    50
 Armor Barracks  2 Armored +1/10turns up to 1/4max 150  2  1.5.b   400   930
                                           or (Battleoids) 1.8.c  1150  3630
Leader Abilities:
 G Commando      per level +2 (+3) to the troop combat of Marines and ground
                  troops in system. (Is this cumulative?)
 S Security      per level +2 (+3) to the troop combat of the fleet's
                  Marines when defending their ship against enemy boarders.
Other:
 Experience      when boarding or defending against boarders, ship crews get
                  a +0/5/10/15/20 bonus according to their experience level.

strictlygunners
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Postby strictlygunners » Thu Jun 15, 2006 7:11 pm

siron wrote:Taken from the mooniac guide:

Code: Select all

3.2.11 Ground Defense and Troop Combat Rating:


Race Specials:   Effects:                                             Picks:
 -10             -10 troop combat rating penalty                        -2
 +10             +10 troop combat rating bonus                           2
 +20             +20 troop combat rating bonus                           4
 Low-G World     -10 troop combat rating penalty                        -5
 High-G World    +1 hit point for ground troops                          6
 Subterranean    +10 ground troop combat rating bonus when defending     6
 Warlord         Ground troop build speed x2, max. troops on planet x2   4

Technologies:                                              Tech:   RP: Total
a) Armor
 Titanium Armor  +5 troop combat rating                    3.1.*    50    50
 Tritanium Arm.  +10 troop combat, replaces Titanium       3.2.b   250   300
 Zortrium Arm.   +15 troop combat, replaces Tritanium      3.5.c  2000  4100
 Neutronium Arm  +20 troop combat, replaces Zortrium       3.6.b  4500  8600
 Adamantium Arm  +25 troop combat, replaces Neutronium     3.7.b 10000 18600
 Xentronium Arm  +30 troop combat, replaces Adamantium     9.2.7 Orion Orion
b) Rifles
 Laser Rifle     +5 troop combat rating                    7.1.*    50    50
 Fusion Rifle    +10 troop combat. Replaces Laser Rifle.   7.2.b   150   200
 Phasor Rifle    +20 troop combat. Replaces Fusion Rifle.  7.7.b  2000  6000
 Plasma Rifle    +30 troop combat. Replaces Phasor Rifle.  7.8.b  3500  9500
c) Other
 Anti-Grav Hrn.  +10 troop combat rating                   8.2.a   650   900
 Personal Shld   +20 troop combat rating                   8.4.b  1500  3300
 Powered Armor   +10 troop combat to Infntry, +1 hit point 1.6.c   650  1580
 Battleoids      +10 troop combat to Armored, 3 hit points 1.8.c  1150  3630
 Security Stat.  +20 troop combat for Marines defending    5.3.c   400   600
                  their ship against enemy boarders

Buildings:                                          PP BC  Tech:   RP: Total
 Marine Barrcks  4 Infantry +1/5turns up to 1/2max  60  1  1.1.*    50    50
 Armor Barracks  2 Armored +1/10turns up to 1/4max 150  2  1.5.b   400   930
                                           or (Battleoids) 1.8.c  1150  3630
Leader Abilities:
 G Commando      per level +2 (+3) to the troop combat of Marines and ground
                  troops in system. (Is this cumulative?)
 S Security      per level +2 (+3) to the troop combat of the fleet's
                  Marines when defending their ship against enemy boarders.
Other:
 Experience      when boarding or defending against boarders, ship crews get
                  a +0/5/10/15/20 bonus according to their experience level.


Oh my...

That is EXACTLY what I needed to know. Thanks SOOO MUCH :)


This mooniac guide.. do you have a link for it by any chance?

Im gonna have soo much fun stealing antaran teks at low levels now :)

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llylwyyn
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Postby llylwyyn » Fri Jun 16, 2006 9:46 am

strictlygunners wrote:I figured something out. When I attempt to board stats are as follows:

my attacking bonus is: 10
their defending bonus is: 100

what skill(s) in the game raise my attacking bonus (for boarding purposes).

I tried different computer but no go. If i use the all research cheat I get up to 110 bonus but it doesnt help me because I don't know which particular area i need to research without the cheat.

thanks


Yipes! I think that the lowest combat bonus I had when I captured an antaran ship was ~40... and that's with a total of about 60-80 marines attacking a single antaran raider (defended by 5 marines). Sorry, I never even used the term "DD" before reading this forum... DD = destroyer.
"Beer is the solution to and cause of all my problems. Now if you'll excuse me, I have a solution that needs probleming..."

Shane
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Postby Shane » Mon Nov 06, 2006 10:04 pm

I have a cheap way of capturing antaran ships when your small or almost broke and it works against the computer too. at this point its kinda chance but the anataran ships usually ignore the assault shuttles.

I build a cruiser with battle pods, heavy armor, and 5 assault shuttles.

Thats it its cheap and you can build them 'en masse but the computer sometimes will catch on and will start targeting your cruisers over everyting else.

I turned a few games around using these ships to capture enemy vessels and using them against my enemy.

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TerminatorII
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Postby TerminatorII » Wed Dec 13, 2006 4:51 pm

When I want to take out antarens I usually do it with assault shuttles and a leader that gives me ground attack bonus. That usually gives me around 60-70 attack bonus vs. them at mid game. by end game I can board the enemy battleships frome one of my titans and take it from the antarans. (assuming I have high armor personal shields etc.)

DJ
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Postby DJ » Sun Dec 17, 2006 5:26 am

Do not remember where - but I hear ... Antaran ship always explode if you capture it.
Perhabs in 1.4 ver thats dont right, but in 1.3 I am never successfully capture Antaran ship

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Cabman
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Postby Cabman » Sun Dec 17, 2006 7:49 am

The antaran's ships are equipped with quantum detonator. That means 50% chance of selfdestruct when captured by opponent.

Shane
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Postby Shane » Wed Dec 20, 2006 9:00 pm

A 50-50 chance is alright but I've found out that if you baord an antaran ship with every troop you have almost everytime they explode but if I use just the right amount of troops I can capture them easier.

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hyperios
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Postby hyperios » Wed Jan 31, 2007 2:22 am

citizens, citizens, please. capturing antaren ships early-mid game is intirely impossible. first, early game you neither have the skilled enough marines, or you are too low on resources to build or refit a ship in time, or you simply do not have the proper technology to capture any antaran ships. mid game, you can give it a try, but assualt shuttles aren't as guarenteeing as anything else. late game is when the gold comes rushing in. the key to tackleing an antaren ship late game is simple.

tractor beams x5
death ray (spread evenly among different racks, 1 is sufficient)
*achilles targeting unit* (all structure, all marines)
hard shields (just in case they explode)
inertial nullifier (for when they pass you by, which always happens)
range master unit (perfect shot every time)
space scanner (+10 against monsters, antarans, etc.)
subspace teleporter (wana trudge the way there?)
time warp facilitator (two ships for the price of one)
troop pods (muchas tropas. muy bueno)

i have another, but i cannot think of it now. give it a try dude.
the trick to the design is the achilles targeting unit. 1 death ray (which i understand is hard to come by unless you take orion) will annihilate all the marines in a frigate, but will leave it healthy and good enough to be captured without a problem, dispite the quantam detonator. 3/4 times youl get a frigate that way. but the larger the ships get, the easier it is, and the more fun it is to scrap. dont worry about that kind of stuff at the beginning of the game. you have more important things to worry about than capturing sciences from antarans.

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Tifi
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Postby Tifi » Sun Mar 04, 2007 11:42 am

Ways of *cough* 'aquiring' the ships of your Antaran visitors...

1. Disabling
Can be used right from the start (with varying degrees of success.)

You can just hammer their ships util the engines cut out, then dash in and board with as many troops as you can muster, as long as you have a +ve combat modifier and a leader you should be able to snag a frigate or two.
Surprisingly, auto-fire lasers work quite nicely in this regard as the dampers don't have any damage reduction like shields. :wink:

2. Shuttles
Needs construction level 900

Cram as many shuttles onto your chosen ships as you can and send them off after thier targets.
It helps to either escort these ships with frigates or interceptors to provide an adequate level of distraction - the Anties seem to like shooting small stuff before anything else.
Just pull your shuttle ships right upto the Antaran vessel (either directly up/down or left/right - NOT diagonal) and let them rip.
The small distance means they board instantly.

3. Tractor Beams
Needs physics level 1150

Fit some of these handy green-beams of slowness yo your ship and go forth and snag those intruding ships one-at-a-time.
Then board it with everything you have until its yours or gone.
If you disable Antaran ships and they're still theirs at the end of the turn, the odds are pretty good that they'll blow up thier own ship to stop you from getting it.

4. Transporters
Needs energy level 2750

This method is both the easiest means of capturing Antarans, and the most heavilty penalised.
The damper fields around Antaran ships will kill about HALF of any marines trying to transport over, so if you're at this stage its even more important to have a nice surplus of troops on the battlefield.


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