Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Small vs. Medium missile boats

Usually I am not too impressed with the effectiveness of missile boats, but I just finished a game as the Sakkra on impossible where one missile boat design proved very useful.  My main enemy, the Silicoids, had these huge dreadnoughts with auto-repair and some fairly deadly range-2 beam weapons and graviton beams and good attack level and initiative.  I had just researched Omega-V bombs and had the bombers to take out the Silicoids' bases, but I could never achieve space superiority over their planets in order to actually scout them (and I wanted to invade, not just amass enough Omega-Vs to glass their colonies on the combat screen).  These auto-repair behemoths were in the way, and even a couple of beam-laden huges of my own couldn't dislodge them (alas!  I lacked auto-repair at this point!)

So, I went to design a missile boat, thinking that if I could target this behemoth from afar in a couple of volleys, I could nullify its auto repair and weapons.  I was assuming I'd have to use a medium hull design, but to my surprise I was able to fit a 2-rack of merculite missiles on a small, plus BCII and some decent engines.  I think my tech levels were about 22 for computers, 25 for construction, 25 for propulsion, and 28 for weapons. 

This merc-boat did the trick!  I was able to pump out about 60 of these per turn from several rich planets each, and in no time I had over a thousand of these bad boys.  That's a lotta missiles!  And the enemy ships only had class IV shields, so I was easily able to destroy their huges in one volley from afar. 

This example got me thinking:  missiles on a small are really effective, as long as those missiles can pierce enemy shields.  I got on the MoO1 ship design calculator to see what other designs might be feasible.  

And I found that, in the semi-early game, it might even be feasible to make Hyper-V 2-rack small missile boats. It would need tech levels of 10 for construction (needs Duralloy + lower tier tech), at least 5 for propulsion (range 5, or range 4 + nuclear engines would work), and 16 for weapons (needs neutron blaster or merculite missiles researched, plus lower-tier techs to get there).  You're looking at about 14000 RP to get there, 

Note that, at these tech levels, one cannot even fit neutron blasters onto a small design.  Your choice is between Hyper-Vs, ion cannons, or neutron pellet guns (or lasers).  As long as the enemy has Class IV shields or worse, Hyper-V's will match or outdo the other choices in damage per volley.  And with Hyper-Vs, you can get the initiative on hitting the enemy, as long as the enemy doesn't have 3 movement speed or better.  

The drawback, of course, is that you only get 2 shots with the Hyper-Vs.  But a lot of battles are decided in the first several volleys.  It might even work to have a large beam cruiser to tag along for mop-up work after the Hyper-V missile boats have taken out the problem ships or gotten a 2-first strike initiative against an enemy swarm while it couldn't do anything to you.  Also keep in mind that you could split your missile boat production up between multiple Hyper-V designs, if needed for targeting multiple enemy problem ships.  

Finally, consider this:  at 13 BC per ship, building 3 of these Hyper-V missile boats would be SO much cheaper than building a Hyper-V missile base.  True, you don't get the staying-power of a missile base, or the extra attack level.  But raw missile racks is what you want to need to get into the battle, this would be by far the cheapest way.    

By the way, if you are willing to build mediums for about 6 times the price per ship, you have the alternative at these tech levels of building a 2-rack merculite missile boat with 2 missile racks each.  So, for the same cost, that's 10x2 raw damage per volley with +2 attack level with the medium, vs. 6x1x6 damage per volley with +0 attack level with the small Hyper-Vs.  Leaving the attack level difference aside, it is not until the enemy has class IV shields that the damage output of the medium merc boat and the small Hyper-V boats equalize.  Up to that point, the Hyper-Vs do just as well or better.  Class V shields is the first point where the merc boats do better. 

Although, depending on what sort of ships you are facing (such as smalls of any sort, or larges with decent speed), the lack of attack level might be a crippling factor in these designs...unless you are the Mrrshans. wink
Reply

Activity in the MoO forum! jive Good to see. nod

Most of the time I do not use missile boats, because of their inability to sustain damage output over multiple rounds. But if you need burst damage, like facing auto-repair huges as you describe, then they can be a cheap way of getting the damage output required.

I am less convinced on using missile boats as a substitute for defense bases. Defense bases get upgrades, and they keep firing round after round. But I can see the point about cheapness -- if you just need something on defense and do not have many BC available for bases, some missile boats will give you one or two bursts of damage for a modest price. I am not sure how missile boats measure up for shooting down enemy transports compared to bases; anyone have an idea how that works?
Reply

I don't know how transport-killing works in full detail, but apparently the game sims a battle, in which the the transports each have 15 x (armor multiplier) hp and maneuverability class of something like (max available warp speed) - 1. I think that means that beamers need high maneuverability to get many hits in as the 'sports "charge" the planet, and 2-rack missile boats would just deploy their double volley and kill what they kill. So against titanium transports, Hyper-V would kill one 'sport per three hits, and mercs kill one for every two hits. Battle computer level definitely matters.

On missile boats in general, 2-rack boats are (situationally) excellent weapons, and as with any other ship, the best design is the one that best accomplishes what you need. Sometimes battle computers or shield-busting is critical and you want a medium or even large design, but when you can put effective missiles on a small, yes, those can be amazing little toys!
Reply

Thanks for the info, RefSteel! Interesting that the game calculates a pseudo-battle. Hmmm, enemy speed would be a huge factor in determining how many shots a defense base would get; would help to explain results sometimes when the enemy has good engines. I will have to keep this in mind.
Reply

Rather late but..
From the manual with something missing from Ref's post
Quote:  Attacking Colony Transports: Each colony transport has a base of 15
hits modified by the best available armour, has no shields, and moves
at a speed of less than your best known warp speed. For example, if
you have developed Sub-Light engines which move starships at warp 3
(three parsecs per turn), your transports would move at warp 2. Combat
speed is one-half their warp speed. When a transport attempts to land
on an enemy planet, the transports are attacked by all enemy ships in
orbit and any ground missile bases. Combat involving transports is
automatically resolved with the transport attempting to reach the
planet before being destroyed.

For fun about a month ago I went back and replayed Imperium 14, and it seemed to confirm the combat speed formula.  (note you need all the way to warp 5 engines to get warp 4 on transports and thus combat speed 2; when I went from Fusion to Impulse it did cut losses on invasions by about half). 
Manual is silent on what maneuverability (for defense rolls) is, though if it were consistent with where normal ships get combat speed increases, seems like it would be 'transport warp speed' - 2?

I suppose in very lategame scenarios, transports could reach planet in 2 turns where bases would get the same #shots as 2-rack ships.  (But do you even defend against invasions that late?  Seems like AI in later game generally only bombs planets...)
Reply



Forum Jump: