The above tactic does not work for the Daidalos Fleet Group as the Daidalos is stationary and must be protected. In Fact later on you will need to up your squadron count from 7 to 9 or 10 (Artemis gives you one extra Squadron per ship and you can have 3 with an 8k fleet). You can get away with using Artemis substitutes as your boost allows enough speed to escape Cylons in almost all cases. Until late in missions you really do not need anything else as they give you Squadron and Missile Salvo each. This allows you to "Fortify" Colonies and hence keep your income to build more ships.įrigates are the most bang for your buck ship bar none. your Fighter squadrons can pretty much do it all by them selves. I use guided missiles to speed up cleanup up Cylon ships but. While your ships are prevented from being scanned you pretty much are immune from harm except Torpedo volleys. When protecting colonies without the Daidalos spawn your ships the furthest from enemy and immediately turn away and cruise away while you send your squadrons to take out the Cyon squadrons. but it works:īuild up frigates (Adaments) early to maximise Fighter squadrons vs Cylons fleets. It is quite a boring way of playing so I don't recommend it. this gets more difficult as difficulty levels increase until one discovers the easy way out. I fought every battle with the goal of never losing a ship. I've played through campaign at level Lieutenant, Commander, and am now at Chapter 13 on Admiral.įirst time through I purchased all blueprints and used every ship, munition, and squadron with the exception of Nukes and using the PCM missile.
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