STAR CONTROL TACTICS -------------------- SHIP TIPS: The Hierarchy and Alliance fleets are not equal, though in the hands of an experienced player, they have equivalent overall strength. In general, Hier- archy ships are strong, slow, relatively simple to use, and deadly at close range. On the other hand, Alliance vessels tend to be weaker in terms of crew and raw firepower, but are more nimble and possess weapons/special abili- ty combinations whose offense/defense capabilities are more flexible than their Hierarchy counterparts. With either fleet, the key to winning is to know the strengths of your ships and the weaknesses of your opponent's. THE HIERARCHY FLEET: The Ur-Quan Dreadnought is the strongest and most expensive ship in the game. Don't ram it into a planet, or close with a ship that has powerful short-range weapons. In the Full Game, you may want to keep the Dreadnought near or on a colony, so that it can quickly restore any crew lost in battle. Each fighter launched represents a departing crew member, so don't send off all but the last few of your crew if the ship is crippled. Doing so risks defeat through a single, lucky enemy shot. Also, fighters expire if you don't let them return to your ship. Thus, avoid high-speed chases or your fighters could be left far behind. Finally, for experienced opponents, fighters are usually only a diversionary nuisance from long range. Use fighters at short range, in concert with your main weapon, for best results. Against most ships, the MYCON PODSHIP is a dead duck if it sits still. Once it gets moving (a good Gravity Whip works), its commander can kick back,fire a plasma torpedo now and then, and regenerate any damage that comes his way. The most serious flaw to this tactic is the presence of the planet. To give your- self time to respond to an onrushing celestial body, avoid diagonal whip tra- jectories. One of the most serious threats to the Mycon is its own weapon, the expand- ing plasma cloud. Fast ships, like the Arilou, Shofixti, or Syreen will try to lure the plasma weapon back upon the Mycon, especially if it is cooperating by staying in one spot. Alternately, if the Mycon is moving at or beyond its normal maximum velocity (due to a high-speed collision or a skillful Gravity Whip), it can overrun its own weapon immediately after launch, suffering grievous casualties. Solution: shoot backwards. In the Full Game, Mycons are especially useful for cleaning-up lone, vulnerable ships, because Mycons regenerate full crew between turns. The SPATHI DISCRIMINATOR is most dangerous when running from the enemy, from which position it can launch BUTT (Backward Utilized Tracking Torpedo)missiles directly into its enemy's path. Thus, it behooves the Spathi commander to en- tice his opponent into chasing him. Taunts and jeers being one of the Spathi commander's most important tools,the design of a Spathi ship rewards an exper- ienced commander (that is to say, one who knows which way is the front). The otherwise ineffective "main weapon" can become quite deadly with practice. If you need to kill only a few more crew for victory, as when fighting an undam- aged Arilou, don't shoot your wad in a single facing. Instead, rotate as you fire to increase your chance of a lucky hit. The ANDROSYNTH GUARDIAN does the most damage when hitting an enemy in Blazer form, especially if it gets a lucky "critical" strike,inflicting several rapid successive blows. To achieve maximum damage, strike the enemy from the direc- tion of least relative velocity (usually from behind), so as to minimize the scattering effect. The more fuel you have when you transform, the longer you stay in Blazer form, but if you are very close to your enemy, transform when- ever possible. Such sporadic, lurching advances are disconcerting to the enemy (hopefully screwing up his aim)and let you travel faster than your normal max- imum velocity. The Androsynth's molecular acid bubbles are useful both as a defensive shield (the Androsynth ship cannot be hurt by its own bubbles), and as an offensive weapon, provided they are deployed en masse in the path of a nearby enemy ves- sel. The VUX INTRUDER has the advantage of always appearing nearby an enemy vessel when combat begins. The VUX commander must be ready to fire instantly, and make course adjustments to keep his laser on target. If the enemy escapes and possesses any long or intermediate range weapons,the VUX must immediately seek out the planet and engage in a Gravity Whip. Once at a comfortable cruising speed, the VUX can recharge its huge batteries, and launch the occasional lim- pet. If the enemy launches a seeking weapon, don't forget to shoot at it as it approaches. When the VUX nears its target, it should slow by rotating to face the enemy and thrusting. Never engage your enemy unless you have lots of fuel! To make effective use of your limpets, deploy them in a curtain, then turn and thrust ahead of where your enemy must flee to avoid them. Once a few lim- pets have affixed themselves to enemy ship, pour 'em on! When the enemy is really gunked-up, and you are fully recharged, go for the kill. Remember, though the Yehat's shield is proof against your laser, your limpets pass through its defenses unaffected. There is nothing more rewarding than zapping an ever-so-invulnerable Yehat ship which is floating dead in space covered in green slime. In the Full Game, always attack with a VUX first, if possible.If the VUX arrives in mid-battle, his opponent will probably have considerable velocity, and will move out of laser range almost immediately. The secret to using the ILWRATH AVENGER is to learn where it is when it is invisible. Since the screen always centers on the midpoint between the two ships, the Ilwrath is always diagonally opposite its opponent. This means when your enemy gets near the center of the screen, you must be there too, so open fire! It is an unknown fact that when you uncloak by firing your hell- blast, your ship is automatically oriented to point at your opponent's ship! Thus, if your enemy has maneuvered around behind you, you can turn around instantly by cloaking and immediately firing your hellblast (and this is the recommended way to toast Arilou Skiffs). When fighting Earthlings, simply close (you are marginallly faster) and breathe fire continuously to inter- cept incoming nukes. The UMGAH DRONE can defeat any ship in the Alliance Fleet given just a few seconds at close range - the trick being to get those few seconds. A favor- ite Umgah tactic is to zip backwards right up next to its enemy. If the anti-matter cone is up through the maneuver, there is a chance of it grazing the enemy as you zip past for a few bonus points of damage (especially im- portant against the Arilou). For precision retro-movement, thrust at the same time as you zip backwards. The result is a jerky, half-speed maneuver which many commanders find more useful than the normal mode. The Umgah's anti-matter cone also makes an effective shield against most Alliance mis- siles. Notable exceptions are the Chenjesu's whole photon crystal and the Earthling's nuclear missile which pass through the conical field unharmed. The only reason not to keep the cone up all the time is its negative impact on fuel, which you need for retro-propulsion. Unlike all other vessels which regain fuel continuously in small increments, the Umgah receives all its power in ong big whack, after a considerable delay. Each time the Um- gah uses its anti-matter cone, this delay is reset to maximum, so if you keep the cone up, you will never regain fuel. THE TACTICAL ANALYZER: So, an Androsynth Guardian has just made monatomic hydroden gas out of your Earthling Cruiser (bummer). All is not lost! To determine what ship you should pick to toast the pesky Androsynth with, just consult your handy-dandy Star Control(TM) Tactical Combat Analyzer (a.k.a. the "Greg- o-Matic"). Find the Androsynth Guardian in the Hierarchy Ship list, then look along the line of boxes which indicate how it fares against Alliance ships. Find where the Androsynth's row intersects with the Earthling's column, and observe the provided data. Ah-ha! You didn't have a prayer against those clones with odds like 80/20 against! Looking at these statistics leads you to the conclusion that the Syreen Penetrator is your best bet, with a whopping 80/20 advantage. The percentages listed assume that both combatants are experienced with their ships, make use of their respective special abilities, and use the tactics suggested in the next chapter (yes, the Alliance Fleet ship breakdowns and specialized tactics await in next issue's installment). The computer oppo- nent is especially good at shooting long distances with great accuracy, and at maneuvering fast ships. Consequently, when fighting a computer-controlled Ur-Quan, Androsynth, Spathi, or Arilou, adjust the numbers in favor of the computer, especially if it is set to the "Awesome" skill level. THE ALLIANCE FLEET: The CHENJESU BROODHOME is dominant against just about any ship, except the Ur-Quan. The main weapon on the Chenjesu, the photon crystal shard, is versatile in both offense and defense. As long as you have the fire con- trol pressed, the shard will continue on its way. While it's better to hit an enemy with the whole crystal, missing by a tad will still do some dam- age. Crystals do not harm the Chenjesu, they can be exploded at point blank range to create a kind of Ack-ack, which is useful for cleaning off incoming Ur-Quan fighters or inflicting some damage on ships which have maneuvered behind the Chenjesu. Sometimes it helps to rotate as you deto- nate the crystals, because this disperses them over a wider area. Whenever you aren't pressed, launch the DOGIs. These autonomous little pests can really annoy your enemy, especially if he is a heavy energy user like the Ur-Quan, Mycon, or VUX. If you are fighting a VUX and he appears right next to you, your only hope is to have a DOGI bump him off-line and steal his fuel to give you time to escape. Even if you are fighting a Spathi-class ship, which is generally unaffected by DOGIs, it is a good idea to get those DOGIs out there if there is any possibility of addition- al ships appearing in the battle along with the Spathi. If you do keep "them" DOGIs movin', your little buddies will be all over the next ship in a second, the moment she appears. Like the Ur-Quan, the Chenjesu is an expensive ship, so protect your investment with colonies, and give planets a wide berth whenever engaging a home fleet in battle. The YEHAT TERMINATOR is a strong, versatile ship which can deliver either moderate damage over a wide area at medium or heavy damage at close range. The distance you will want to maintain between you and your target depends on your enemy's kill zone - the area in which he can hit you effectively. If your range is superior, don't bother closing. Strike from afar. The only trick to using the Yehat effectively is not to grow over-confi- dent of its protective shield. Often, your barrage of ion-cannon missiles will be just as effective in stopping incoming threats and will, in turn, have the added bonus of occasionally striking the enemy ship as well. Your shield's weakness, particularly versus the Mycon, occurs during that period when it flickers off for an instant. If you are maintaining the shield continuously, this interval of vulnerability is predictable and a skillful opponent will time two weapon strikes. The first is designed to force you to bring up the shield and the second is timed to strike just when your shield flickers off. By all means, remember that your shield has no effect against VUX limpets! The MMRNMHRM X-FORM is a workhorse. Given its moderate price and its dual combat configuations, you can hardly ever go wrong buying one of these transforming starships. In general, remaining the Y-Wing form is safest, since you can damage the enemy from a safe distance, as well as dart off in a hurry should anything dangerous approach you. TIP: To make a quick turn, transform momentarily to X-wing configuration, rotate to the desired facing, then switch back to Y-Wing form. The X-Wing form is best at taking care of the Mycon, because the Pod-ship can regenerate crew faster than the Y-Wing can eliminate them with its missiles. The Ilwrath is also best dealt with in this form, because the Y- Wing's missiles will not track on the enemy vessel when it is cloaked. The ARILOU SKIFF is best played after drinking 4 or 5 cups of coffee. Your success with this ship relies almost entirely on fast reflexes and snappy threat evaluation. If you hyperspace away every time the enemy fires his weapon, you will never get close enough to unleash your laser weapon. If you get hit a few times with any weapon, you're vapor. If you get a good strike on the opponent's vessel, don't hang around pinging his ship. Retreat, recharge, and return for another attack run. If you find it difficult to control this ship with a joystick, switch to the keyboard. It's much easier. It is always a good idea to keep at least one Arilou around in a Full Game to "pop" Mycons, which should be relatively easy once you've mas- tered tactic H, the "Homing Weapon Ha-Ha". It is also possible to make an uncontested lightning strike against the enemy, provided he has forgotten about the Arilou's ability to move through enemy Forts, and has left a route to his Starbase (or other key installation) unguarded. The trick to using the SYREEN PENETRATOR is to get close enough to your enemy to use your Syreen Song repeatedly, while simultaneously blasting away with the Syreen's main weapon. The reason for the combination strike is to take care of the last one or two crew members who will not leave the enemy's ship. Remember that, in the Full Game, any crew left floating in space after a battle will be retrieved automatically by the victor. Never- theless, concentrate on destroying the enemy ship, not on retrieving his crew (unless it is absolutely safe). Don't succumb to "crew greed". The EARTHLING CRUISER is a high-tech expression of that famous ancient Human adage, "Run away from the bad guy, puck up a rock and throw it at his head, then repeat this until the bad guy falls down or goes away". In other words, stay away from the enemy ship, and fire your seeking nukes constantly! Use a Gravity Whip if necessary to keep your distance, but be careful not to collide with the planet. The only reason ever to get close to an enemy vessel is to make an honor- able, point-defense lasser "coup de grace", to eliminate the opponent's last crew member. SHOFIXTI SCOUTS are great for colonizing and mining in the early stages of a Full Game due to their low cost. They can also be effective against the most powerful enemy vessel, if they attack in a squadron of 2 or 3 scouts, and can get close enough to do near-maximum damage with their self- destruct explosion. Three good Shofixti kamikaze attacks will destroy an Ur-Quan Dreadnought, eliminating twice their worth in Starbucks. Shofixti ships can defeat slow or short-range enemy vessels, if you are very patient and are content to use the Shofixti's light weapon from long range and slowly "plink" your enemy to bits. SPECIALIZED TACTICS: The Tactical Analyzer lists the indicated percentages of success for com- bat between any two opposing ships in the game, as explained in part one of this article. What follows is an explanation of the different suggested tactical maneuvers to best insure that success. A = ATTACK! Engage in relentless pursuit of your enemy. Open fire as soon as you are in range, and maintain until the enemy is destroyed. B = SPATHI CHARGE Turn and flee. When your opponent chases you, turn (without thrusting) and fire backwards. Your effective range is increased, while the enemy's is diminished. When the enemy tires of this situation, taunt him until he is willing to recommence the chase. C = C.U.R.R.R. (C)lose with enemy, (U)nload weaponry until fuel is depleted, (R)etreat out of enemy's attack range, (R)echarge your fuel supply, and finally (R)epeat this maneuver. D = DUCK HUNT Sit still and take pot shots at the enemy's ship as he approaches to attack. If he gets behind you, thrust away, then turn, slow to a stop, and continue shooting. E = PACK O' HOUNDS Launch D.O.G.I.s immediately and continuously. In sufficient numbers (a maximum of 4) their interference with your enemy will give you a strong tactical advantage. F = FIGHTER REMOVAL Put the planet between you and an oncoming wave of fighters, forcing them to collide with the planet. G = LEYLAND GRAVITY WHIP To exceed temporarily your ship's normal maxi- mum velocity, pass near the planet while thrusting in a single direction. To decrease speed, turn and thrust in a different direction. Warning! This maneuver can cause a ship to travel faster than its launched weapons and may result in a ship being damaged by its own attack! To avoid this effect, turn to facce backwards (without thrusting) and launch weapons to the rear. When traveling at high speeds, beware striking the planet. If you get caught in the planet's gravity, don't thrust directly away from the planet. To escape, thrust in an outward spiral around the planet, until you leave its gravity field. H = HOMING WEAPON "HA-HA" Using your superior mobility, you can lure an enemy's homing weapon back upon him. Execution: as you approach your enemy, he may fire a homing weapon. Instead of fleeing away from the enemy, maneuver around his homing weapon, toward the enemy vessel. Move to the far side of the enemy ship and maintain this position until the homing weapon strikes the enemy ship, then laugh like this: "Ha-ha!" I = BOB AND WEAVE Use your ship's superior maneuverability to keep the enemy from getting a good bearing on your vessel. Change course often. Note: the computer player is less affected by this tactic than a human opponent. J = JUST OUT OF RANGE Your weapons have a longer range than your enemy's. Try to stay in your kill zone, without entering your enemy's by continuously circling his ship at a fixed radius. K = KAMIKAZE! You can do more damage by self-destructing than with your light missile weapon. The closer you get to your enemy, the more damage you will do. On your final attack run, fire your main weapon as you come in, the WHABOOM right in his face. If you are playing against another per- son, some kime of scream ("Ai-Yeeee!" will do) or other expression is recommended. L = LAUNCH FIGHTERS! Launch fighters from medium and long range. For best results, launch a wave, then turn l80 degrees and accelerate to catch the enemy (who is probably fleeing) from behind. M = MAINTAIN MAXIMUM RANGE Keep your ship out of danger by staying as far away from your enemy as possible. Use your long-range weapon to inflict damage on your opponent. If your opponent is faster than you, consider using the Leyland Gravity Whip (tactic G). N = BLAZE! Your blazer form is very effective in this particular situ- ation, so use it continuously, unless your opponent is moving so fast you can't catch him. Should your opponent have the speed advantage on you, simple stop and save up fuel. Then, hope he slams into the planet. O - DROP WEAPONS IN ONCOMING ENEMY'S PATH Maneuver in front of your enemy's line of travel and deposit homing weapons. P = POINT-DEFENSE! Your point defense laser can be of great use in this fight. Remember, it is not effective against powerful missiles, though can be used to destroy fighters or any enemy ship with only 1 or 2 crew remain- ing. Q = CRYSTAL ACK-ACK To avoid being overwhelmed by multiple incoming threats, explode many crystals at point-blank range while turning. Con- tinue until threat is eliminated. R = DODGE WITH RETROS Use your unique retro-propulsion system to dodge incoming guided weapons. Jump perpendicular to the path of the missile, activating your special power at the last moment before the missile hits, and only for a short duration. S = SING SYREEN SONG Your ability to lure enemy crew from his ship is your most effective weapon in this battle. Remember, you don't always need to pick up your enemy's affected crew; his loss is often bad enough. T = BUBBLE CLOUD Travel in a tight circle, launching bubbles continuous- ly. Stay inside the resultant cloud until the enemy charges in after you, or until the situation changes and you can make effective use of tactic N or O. U = USE BOTH FORMS The enemy is susceptible to both Mmrnmhrm ship forms. If the enemy nears, blast him with the twin lasers of the X-Wing, otherwise whittle him down with the long-range missiles of the Y-Wing. V = LIMPET OPPORTUNITY Your opponent is especially open to limpet attack. Even if you lose your VUX, remember that any limpets which hit remain attached to the enemy ship, so your subsequent attackers in this battle will have an advantage. W = INTERCEPT WEAPON Use your weapon to intercept the enemy's incoming missile. It is easiest to hit an incoming threat in the moment just before it strikes your ship. X = X-WING Your X-Wing form is the most effective in this match-up. Use the Y-Wing form only to escape otherwise unavoidable dangers. Y = Y-WING Remain in your Y-Wing form whenever possible.