Turns out it takes the Cylons a while to get a colony to leave the alliance, and even then I can just move right back. The first main change I made to my playstyle was to resist my urge to jump my fleets every turn for 200 tylium and wait patiently until the cost goes down to below 100 at least. So I abandoned the previous run, but have since come back and been steadily plowing through it. Then anything that survives the initial missile salvo gets to eat Viper swarm and direct fire from the big guns. I'll probably keep those light corvette things around so they can spot for my Rangers, though. On the plus side, I've unlocked the Artemis just now, so I can ditch the lighter carriers (the Berzerks and Adamants) over the long term and bring in some serious firepower. Then the Nemesi scattered, so I was able to just chase them down individually (no aft guns), but ouch. Each of them was loaded up with dumb-fire torpedoes, so one unlucky Adamant ate about, I don't know, 80 or so. Ship losses come from a variety of sources, including one time when I ran into a Cylon fleet of about six Nemesis ships. So maybe the solution is to send them out in larger groups, but at that point I might as well be creating a whole new fleet. Every time I lose a ship in one of the two distant fleets, that's like nine turns for the replacements to get there (two or three hops, with two or three turns to recharge for each hop) And the Cylons keep bushwhacking my reinforcements. My shipyard is slowly making its way across the galaxy, hitting various missions. Sucks that the supply chain has an ungodly length, though. I've started having a fleet hang out in each sector. Hope this info from a strat guide on Steam helps. As noted above, focus on those colonies that give +1 Tylium to unfortified colonies (which will be most of them at first) and those that increase Cylon jump time (slows their movements down) which makes your job easier. You'll never stabilize any colony if you are constantly chasing Cylon fleets. A vicitory will raise the condition of all colonies a bit but you want to focus on stablizing a quadrant, then as you create more fleets, send them to other quadrants as noted above. Only leave if a Cylon fleet is over another colony in the same quadrant. Once you have it "stable", them move to the next colony and get it stable. The fastest and best way to "fortify" a colony, which means have a fleet over it. The best way to increase income is to get your colonies to a "stable" condition. It's useful to send ships that fall out of favour, such as Manticores and Adamants, to protect backline colonies in Helios Beta, Gamma, and Delta. Of course, if you feel like playing the long game you can build fleets for every Quorum member. To deal with the issue of Officer experience, you can rotate your Officers between fleets to get experience.Īs the campaign goes on, ship production goes on, you'll want a third fleet placed in Alpha and then a second for Beta, Gamma and Delta with Fleetgroup Daidalos itself eventually heading over to Alpha once you feel it's strong enough. This means that the fleets in Helios Alpha are liable to get the bulk of your exp as the campaign goes on. Cylons will never go to Ragnar.Īs for your fleets, you'll want at least one fleet in Helios Alpha, Beta, Gamma and Delta so Cylon fleets can be responded to in short order.įurthermore, you'll want a second fleet placed in Helios Alpha, as this is where Cylon reinforcements will primarily jump in. Being on those two sectors means you can also duck out to Ragnar if you feel the situation is not secure enough. So you know your ships, your fleets, your enemy.įleetgroup Daidalos is best served hovering around Helios Gamma or Helios Delta, where it can park itself over one of the Quorum members to gain the bonuses such as increased resources, longer Cylon FTL cooldowns, cheaper ships, etc.
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