Posted by: Peter Rhodan
« on: October 18, 2011, 08:54:23 PM »I have taken out lots of Precursor systems with low-tech ships. The key was my 6kT Corvettes with 360 AMM's as a loadout. The original design had 4 Missile Fire Controls & 8 Size 1 Launchers - only with about 3mK range. I ran them in divisions of 6 - I also had a similar design carrying a mix of long range (85mk) 5-6 damage size 9 missiles and short range (16mk initially) heavy hitting size 9 missiles that did 12 damage.
A force of 12 of each is more than enough for most Precursor forces... forget shields and armour - waste of time at low tech as you cannot harden your ships enough to survive if you cannot stop their missiles.
basic tactic with low tech is you wait to they start firing then turn directly away lengthening the time their missiles have to travel to reach you. I normally allocate 2 Launchers per Fire control which means I am launching 48 AMMs per reload from 6 ships. I also normally stagger the firing cycle based on my reload rate - so if 15 seconds with 6 ships I would open up on the two closest salvos with 2 ships - 5 seconds late the next 2 ships would open fire and then 5 seconds later the final 2 - this gives you a staggered pattern which cuts down the missile overlap and wasting missiles.
Once a new salvo appears I start wth the original 2 ships and reassign in the same sequence.
I try and keep one ship out to use as a final defence against any enemy salvo survivors.
this system is pretty effective - I have lost a total of 3 ships in combat versus Precursors and 2 of them were due to getting to close to a missile base without enough AMMs left....
I alos generally refit ships rather than building new ones and scrapping old ones as I like have 100% trained crews....
My empire contains over 200 systems and I have explored over 300 - I currently have 9 operational Archaeological digs still going on former Precursor worlds and maybe 6-8 ones that have been dug out amongst my 50 odd colonies...
A force of 12 of each is more than enough for most Precursor forces... forget shields and armour - waste of time at low tech as you cannot harden your ships enough to survive if you cannot stop their missiles.
basic tactic with low tech is you wait to they start firing then turn directly away lengthening the time their missiles have to travel to reach you. I normally allocate 2 Launchers per Fire control which means I am launching 48 AMMs per reload from 6 ships. I also normally stagger the firing cycle based on my reload rate - so if 15 seconds with 6 ships I would open up on the two closest salvos with 2 ships - 5 seconds late the next 2 ships would open fire and then 5 seconds later the final 2 - this gives you a staggered pattern which cuts down the missile overlap and wasting missiles.
Once a new salvo appears I start wth the original 2 ships and reassign in the same sequence.
I try and keep one ship out to use as a final defence against any enemy salvo survivors.
this system is pretty effective - I have lost a total of 3 ships in combat versus Precursors and 2 of them were due to getting to close to a missile base without enough AMMs left....
I alos generally refit ships rather than building new ones and scrapping old ones as I like have 100% trained crews....
My empire contains over 200 systems and I have explored over 300 - I currently have 9 operational Archaeological digs still going on former Precursor worlds and maybe 6-8 ones that have been dug out amongst my 50 odd colonies...