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Homeworld Cataclysm Advanced Multiplayer Handbook
Version:1.5a

Table of contents:  
  • 1) Somtaaw Module Information
    • Hangar Module
    • Armor Module
    • Weapons Module
    • Engineering Module
    • Advanced Engineering
    • Support Module
    • Siege Cannon
  • 2) Somtaaw Unit Information
    • Recon
    • Acolyte
    • Mimic
    • ACV
    • MCV
    • Sentinal
    • Multibeam Frigate
    • Hive Frigate
    • Ramming Frigate
    • Worker
    • Processor
    • Destroyer
    • Carrier
    • Dreadnaught
  • 3) Somtaaw Strategies and Build Orders
    • Missolyte Rush
    • Fighter Rush / Swarm (Close Quarters)
    • Hybrid Fighter Rush (Close Quarters)
    • Advanced Fighter Rush Hangar
    • Fighter / Frigate Rush
    • Armor Fighter Rush
  • 4) Advanced Techniques
    • Manually docking your workers
    • Dead Workers
    • Suicide Crystal Rammer
    • Frigate Scuttles
    • Processor Scuttles
    • Evasive Recons
    • Leech Wall
    • Missile Tactics
    • Upgrading
    • Hyper Siege
    • Crystal Blast Radius
    • Hyper Ramming
    • Hammer Ramming
    • RU Factory
    • Multi-beam Formations
    • Salvage Key MIMICING
    • Crystal Swarming
    • CS Spin
    • Crystal Cloaking
    • Hyper Processor
    • CS Standing Pole
  • 5) The Art of Dogfighting
    • Formation Switching (aka FS)
    • Guarding
    • Blossom (momo's fave)
    • Kami
    • Missolyte Formations
    • Command Ship Swarming
    • Micro Formations
    • Frigate Swarming
    • ACV swarmer canceling
    • Leech Spies
    • Multi-Targeting Missiles
    • Non-Formation Swarms
    • Frigate Buzzing
    • Retreat
  • 6) Map RU Strats
    • Close Quarters

       

  • 7) Somtaww Statistics Index
    • General Unit Information
    • Research Information
    • Unit Cost Index
    • Unit Build Time Index
    • Unit Health Index
    • Unit Defense Index
    • Unit Support Cost Index
    • Unit Firepower Index
    • Missolyte Damage -Somtaww
    • Missolyte Damage - Beast
    • Kami Damage Index
    • Mimic / MCV Damage - Somtaww
    • Mimic / MCV Damage - Beast
  • 8) Beast Unit Information
    • Beast CS
    • Heavy Cruiser
    • Carrier
    • Ion Array Frigate
    • Defense Field Frigate
    • Heavy Corvette
    • Multi-gun Corvette
    • Missile Corvette
    • Cruise Missile
    • Attack Bomber
    • Cloaked Fighters
    • Intereptors
    • Worker
    • Processor
  • 9) Beast Infected Unit Information
    • Acolyte
    • ACV
    • Sentinal
    • Hive Frigate
    • Multibeam
    • Rammer
  • 10) Beast Ship Statistical Graphs
    • General Unit Information
    • Research Information
    • EPA Research Information
    • Unit Cost Index
    • Unit Build Time Index
    • Unit Health Index
    • Unit Defense Index
    • Unit Support Cost Index
    • Unit Firepower Index
    • Kami Damage Index
    • Cruise Missile Damage - Somtaww
    • Cruise Missile Damage - Beast
  • 11) Beast Strategies and Build Orders
    • Beast Fighter Rush (Close Quarters)
    • Beast Fighter Rush (Close Quarters) - 2
    • Beast Command Ship Rush
    • Beast 8 minute Swarm Rush

This is a manual that I put together to help those guru's who are new to cataclysm get up to speed on all of the advanced tactics that are being used (and even a few unknown tactics). All of the information provided in this manual will help you increase your level of play if used correctly. This information can be used for reference even after you have mastered all the techniques that are outlined in the HWC:AMH. You must have a basic understanding of the game operation if you expect any of this to make sense. This is a manual for those who wish to ADVANCE their multiplayer skills, it is not for those who are just learning to play. I have spent a lot of time testing these strategies online with some of the best players out there. I tried to include as much information about the various strategies as I could. The unit statistics are also included in this manual also with graphical representations of their values. If by chance you find an error in my calculations, please feel free to contact me with the correct information.

There are a list of bugs that have been found contained within this document. Using game bugs to win is not very honorable and is often considered cheating. I have included them, NOT so they can be used, but as a way to detect those who do use them. These questionable tactics have been marked in red (CHEATING). If you feel that you need to cheat, play the computer and stay away from internet multiplayer. Most of the veterans out there are aware of these bugs, and know exactly when someone is using them. Aside from a keen game eye, RECORD your games for later study. This can come in handy if you suspect that you have been cheated. I have played over 1000+ multiplayer internet games and out of all of them, I think I was cheated once or twice. It is a rare event that someone will stoop that low to win a match…so be careful not to accuse someone unless you have proof (game recording, 'caught red-handed' screenshot). Most of these bugs are small and relatively harmless. However, using them is frowned upon and will quickly label you as a poor player and a cheater.

Credits: Manual Written by: momoguru and 1_alpha_SLS

Special Thanx To: Ratamaguru : Mustangguru : staticguru : Cogsguru : Raidarguru : Crooklynguru : SpaciousGuru : Odyguru : MrRogersguru : Z-Chicken : SobanChicken : FunmanFSI : Mr. Book FSI : SkibbFL : BobaPSA** : StriderFSI : dangaguru : zoomFSI : JonPaktu : nemesischicken : phage FSI : QuanPSA** : Tekno : And everyone whom with I have played a game :)


1) Somtaaw Module Information

2) Somtaaw Ships


3) Somtaaw Strategies and Build Orders


4) Advanced Techniques


5) The Art of Dogfighting

When up against an experience fighter rusher, the dogfight can make or break your game. There are various techniques that have been used time and time again. Knowing how to effectively dogfight can really increase your advantage during the early game. Let us cover a few a few of the techniques.


6) Map RU Strategies


7) Somtaaw Ship Statistical Graphs

Ship Name

Cost

Build Time

Armor

Health

Support

Speed

Maneuver

Coverage

Self Repair

Component Class

Hangar Module

1000

90

-

-

+30

-

-

-

-

Armor Module

1250

125

-

-

-

-

-

-

-

Weapons Module

1500

150

-

-

-

-

-

-

-

Engineering Module

1000

70

-

-

-

-

-

-

-

Adv Engineering Module

1350

135

-

-

-

-

-

-

-

Support Module

300

30

-

-

+10

-

-

-

-

Siege Cannon

10000

240

-

-

-

-

-

-

-

Non-Combat Class

Worker

500

45

1500

3300

4

425

c

-

35

Processor

1100

110

45000

25000

13

250

d

b

160

Figher Class

Recon

40

15

25

80

2

1050

a

f

-

Acolyte

75

12

70

220

2

850

a

f

-

Mimic

70

15

20

40

3

750

a

f

-

Corvette Class

ACV

150

20

140

700

4

600

b

f

-

MCV

140

25

40

80

6

550

b

-

-

Frigate Class

Multibeam

700

60

4700

11000

12

370

c

a

80

Ramming

650

60

4000

10000

10

400

c

-

80

Hive

575

60

3800

10000

20

390

c

f

80

Capital Class

Carrier

3400

280

65000

42000

+40

300

f

c

200

Destroyer

3000

170

16000

40000

38

325

d

d

200

Dreadnought

6800

300

85000

90000

80

280

f

a

350

Microship Class

Leech

40

10

30

50

2

1250

a

-

-

Sentinal

70

20

350

500

3

250

b

f

-

These are the general statistics for the Somtaaw race. By studying these, you can better understand the build orders that have become effective in multiplayer 1on1 games. Note that I have listed the armor and the health for each ship. The armor is the level of protection that the ship has, and the health is the amount of damage it can sustain before exploding.
The Coverage and Maneuverability of the ships is represented as grades from (a,b,c,d,and f ) A being the best and F being poor performance.

It is very important that you become familiar with all of the statistics that are outlined in this manual. The more you know about these ships, the better off you will be in combat. Knowledge is power… That is the only true advantage that can be gained.


Research Name

Sec.

Graphic Index

Fighter Drive

45

|||||||||

Advanced Fighter Drive

150

||||||||||||||||||||||||||||||

Frigate Drive

150

||||||||||||||||||||||||||||||

Advanced Frigate Drive

350

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Destroyer Drive

200

||||||||||||||||||||||||||||||||||||||||

Advanced Destroyer Drive

400

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Missile Launcher

225

|||||||||||||||||||||||||||||||||||||||||||||

Linking Technology

300

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Micro Ship Construction

250

||||||||||||||||||||||||||||||||||||||||||||||||||

Advanced Ion Cannon

225

|||||||||||||||||||||||||||||||||||||||||||||

Afterburner

200

||||||||||||||||||||||||||||||||||||||||

Leech

100

||||||||||||||||||||

Mimic ( Holo Emmitters )

175

|||||||||||||||||||||||||||||||||||

Quantum Explosive Charge

100

||||||||||||||||||||

Siege Cannon

600

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Crystal Harvest Ability

225

|||||||||||||||||||||||||||||||||||||||||||||

Support Systems

100

||||||||||||||||||||

Salvaging Ability

225

|||||||||||||||||||||||||||||||||||||||||||||

Energy Cannon

425

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Repulse Weapon

250

||||||||||||||||||||||||||||||||||||||||||||||||||

Repair Systems

225

|||||||||||||||||||||||||||||||||||||||||||||

Repair Bots

225

|||||||||||||||||||||||||||||||||||||||||||||

Advanced Sensors

250

||||||||||||||||||||||||||||||||||||||||||||||||||

EMP Weapon

350

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Infection Vaccine

200

||||||||||||||||||||||||||||||||||||||||

Armor Level 2

210

||||||||||||||||||||||||||||||||||||||||||

Armor Level 3

500

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Force Field 1

200

||||||||||||||||||||||||||||||||||||||||

Force Field 2

350

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Force Field 3

500

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Ship Name

Cost in RU

Graphic Index

Recon

40

Leech

40

Mimic

70

Sentinal

70

Acolyte

75

|

MCV

140

|

ACV

150

|

Support Module

300

|||

Worker

500

|||||

Hive

575

||||||

Ramming

650

||||||

Multibeam

700

|||||||

Engineering Module

1000

||||||||||

Hangar Module

1000

||||||||||

Processor

1100

|||||||||||

Armor Module

1250

||||||||||||

Adv Engineering Module

1350

|||||||||||||

Weapons Module

1500

|||||||||||||||

Destroyer

3000

||||||||||||||||||||||||||||||||

Carrier

3400

||||||||||||||||||||||||||||||||||||

Dreadnought

6800

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Siege Cannon

10000

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

By reviewing these statistics, you can easily see that it is more effective to produce large amounts of small ships rather than small amounts of large ships. For the most part, multiplayer games tend to be fast (like speedball is to paintball). By producing massive fleets of small strike craft, you can always maintain a larger firepower ratio then the person who does not. However, if you allow your enemy enough time to build the larger capital ships, you may find it more difficult to micromanage your strike-craft effectively.

Building a dread can take up a lot of RU and SU. However there is no difference in the firepower of a dread with full health and a dread that is burning in the red. On the other hand, you can build more acolytes and ACVs with less RU and SU, but with more accumulated firepower. The only difference is, The wall of strike-craft loses the firepower advantage as they are picked off. But if you can maintain a constant build once the SU become available from the destroyed craft, you can almost always emerge victorious.

The fact the missiles and EMP are the strongest and most useful technologies in the game, this makes the swarm a much more efficient way to spend your RU.


Ship Name

Build Sec

Build Min

Graphic Index

Leech

10

0:10

|||

Acolyte

12

0:12

||||

Mimic

15

0:15

||||

Recon

15

0:15

||||

Sentinel

20

0:20

||||||

ACV

20

0:20

||||||

MCV

25

0:25

|||||||

Support Module

30

0:30

|||||||||

Worker

45

0:45

|||||||||||||

Multi-beam

60

1:00

||||||||||||||||||

Ramming

60

1:00

||||||||||||||||||

Hive

60

1:00

||||||||||||||||||

Engineering Module

70

1:10

|||||||||||||||||||||

Hangar Module

90

1:30

|||||||||||||||||||||||||||

Processor

110

1:50

|||||||||||||||||||||||||||||||||

Armor Module

125

2:05

|||||||||||||||||||||||||||||||||||||

Adv Engineering Module

135

1:15

||||||||||||||||||||||||||||||||||||||||

Weapons Module

150

2:30

|||||||||||||||||||||||||||||||||||||||||||||

Destroyer

170

2:50

|||||||||||||||||||||||||||||||||||||||||||||||||||

Siege Cannon

240

6:00

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Carrier

280

6:40

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Dreadnought

300

7:00

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Ship Name

Armor

Graphic Index

Recon

25

 

Mimic

20

 

Leech

30

 

MCV

40

 

Acolyte

70

 

ACV

140

 

Sentinel

350

|

Worker

1500

||

Ramming

4000

||||

Hive

3800

||||

Multi-beam

4700

|||||

Destroyer

16000

||||||||||||||||

Processor

45000

|||||||||||||||||||||||||||||||||||||||||||||

Carrier

65000

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Dreadnought

85000

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Ship Name

Health

Graphic Index

Recon

80

 

Mimic

40

 

Leech

50

 

MCV

80

 

Acolyte

220

 

ACV

700

|

Sentinel

500

|

Worker

3300

|||

Hive

10000

||||||||||

Multi-beam

10000

||||||||||

Ramming

11000

|||||||||||

Processor

25000

|||||||||||||||||||||||||

Destroyer

40000

||||||||||||||||||||||||||||||||||||||||

Carrier

42000

||||||||||||||||||||||||||||||||||||||||||

Dreadnought

90000

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Ship Name

Cost in SU

Graphic Index

Carrier

+40

||||||||||||||||||||||||||||||||||||||||

Hangar Module

+30

||||||||||||||||||||||||||||||

Adv Engineering Module

-

 

Support Module

+10

||||||||||

Armor Module

-

 

Engineering Module

-

 

Weapons Module

-

 

Siege Cannon

-

 

Recon

2

||

Leech

2

||

Acolyte

2

||

Mimic

3

|||

Sentinel

3

|||

ACV

4

||||

Worker

4

||||

MCV

6

||||||

Ramming

10

||||||||||

Multi-beam

12

||||||||||||

Processor

13

|||||||||||||

Hive

20

||||||||||||||||||||

Destroyer

38

||||||||||||||||||||||||||||||||||||||

Dreadnought

80

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Ship Name

Fire Power

Graphic Index

Recon

40

 

Acolyte

85

 

ACV

170

|

Sentinel

570

|||

Hive

1400

|||||||

Processor

2500

|||||||||||||

Ramming

2500

|||||||||||||

Multi-beam

3900

||||||||||||||||||||

Carrier

4200

||||||||||||||||||||||

Destroyer

8500

|||||||||||||||||||||||||||||||||||||||||||

Dreadnought

24000

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Mimic

0

* Kami Index

Leech

0

* Special Unit Index

MCV

0

* Kami Index

Worker

0

* Non Combat Index

 


Target Ship

Health

Mis

Damage

Graphic Index

Recon

80

1

840

|

Mimic

40

1

840

|

Leech

50

1

840

|

MCV

80

1

840

|

Acolyte

220

1

840

|

ACV

700

1

840

|

Sentinel

500

1

840

|

Worker

3300

4

3360

||||

Hive

10000

12

10080

||||||||||||

Multi-beam

10000

12

10080

||||||||||||

Ramming

11000

14

11760

||||||||||||||

Processor

25000

30

25200

||||||||||||||||||||||||||||||

Destroyer

40000

48

40320

||||||||||||||||||||||||||||||||||||||||||||||||

Carrier

42000

50

42000

||||||||||||||||||||||||||||||||||||||||||||||||||

Dreadnought

90000

109

90720

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

CS

130000

155

130200

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Target Ship

Health

Mis

Damage

Graphic Index

Recon

100

1

840

|

Interceptor

225

1

840

|

Acolyte

270

1

840

|

Cloaked F.

420

1

840

|

Attack Bomber

360

1

840

|

Cruise Missile

200

1

840

|

Sentinel

600

1

840

|

Multi-Gun

1500

2

1680

||

Heavy Corvette

2500

3

2520

|||

Worker

3800

5

4200

|||||

Defense Field

5000

6

5040

||||||

Ion Array

11000

14

11760

||||||||||||||

Hive

11500

14

11760

||||||||||||||

Multi-beam

11500

14

11760

||||||||||||||

Ramming

13000

16

13440

||||||||||||||||

Processor

27000

33

27720

|||||||||||||||||||||||||||||||||

Carrier

40000

48

40320

||||||||||||||||||||||||||||||||||||||||||||

Heavy Cruiser

85000

102

85680

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

CS

140000

176

140280

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Target Ship Name

Kami

Graphic Index

Worker

-

 

Hive

-

 

Multi-beam

-

 

Ramming

-

 

Processor

-

 

Destroyer

-

 

Carrier

-

 

Dreadnought

-

 

Command Ship

-

 

Leech

-

 

Sentinel

-

 

Recon

170

|||

Acolyte

470

||||||||||

ACV

1100

|||||||||||||||||||||||

Mimic

1000 / 2000

||||||||||||||||||||||||||||||||||||||||

MCV

2500 / 5000

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Target Ship

Health

Mimics

Damage

MCV

Damage

Graphic Index

Recon

80

1

2000

1

5000

|

Mimic

40

1

2000

1

5000

|

Leech

50

1

2000

1

5000

|

MCV

80

1

2000

1

5000

|

Acolyte

220

1

2000

1

5000

|

ACV

700

1

2000

1

5000

|

Sentinel

500

1

2000

1

5000

|

Worker

3300

2

4000

1

5000

||

Hive

10000

5

10000

2

1000

|||||

Multi-beam

10000

5

10000

2

10000

|||||

Ramming

11000

6

12000

3

15000

||||||

Processor

25000

13

26000

5

25000

|||||||||||||

Destroyer

40000

20

40000

8

40000

||||||||||||||||||||

Carrier

42000

21

42000

9

45000

|||||||||||||||||||||

Dreadnought

90000

45

90000

18

90000

|||||||||||||||||||||||||||||||||||||||||||||

CS

130000

65

130000

26

130000

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Target Ship

Health

Mimics

Damage

MCV

Damage

Graphic Index

Recon

100

1

2000

1

5000

|

Interceptor

225

1

2000

1

5000

|

Acolyte

270

1

2000

1

5000

|

Cloaked Fighter

420

1

2000

1

5000

|

Attack Bomber

360

1

2000

1

5000

|

Cruise Missile

200

1

2000

1

5000

|

Sentinel

600

1

2000

1

5000

|

Multi-Gun

1500

1

2000

1

5000

|

Heavy Corvette

2500

2

4000

1

5000

||

Worker

3800

2

4000

1

5000

||

Defense Field

5000

3

6000

1

5000

|||

Ion Array

11000

6

12000

3

15000

||||||

Hive

11500

6

12000

3

15000

||||||

Multi-beam

11500

6

12000

3

15000

||||||

Ramming

13000

7

14000

3

15000

|||||||

Processor

27000

14

28000

6

30000

||||||||||||||

Carrier

40000

20

40000

8

40000

||||||||||||||||||||

Heavy Cruiser

85000

43

86000

17

85000

|||||||||||||||||||||||||||||||||||||||||||

Command Ship

140000

70

140000

28

140000

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 



8) Beast Unit Information

9) Beast Infected Unit Information

 


10) Beast Ship Statistical Graphs

Ship Name

Cost

Build Time

Armor

Health

Support

Speed

Maneuver

Coverage

Self Repair

Component Class

Support Module

500

50

-

-

+15

-

-

-

 

Non-Combat Class

Worker

650

55

1800

3800

4

365

c

-

40

Processor

1100

110

45100

27000

13

240

d

b

180

Fighter Class

Recon

50

18

30

100

2

1000

a

f

10

Interceptor

65

15

85

225

2

810

a

f

15

*Acolyte

90

13

80

270

2

800

a

f

15

Cloaked Fighter

95

22

80

420

2

750

a

f

15

Attack Bomber

120

25

90

360

3

640

a

f

20

Sentinel

80

22

400

600

3

225

a

f

20

Corvette Class

Multi-Gun

275

35

730

1500

5

570

b

b

55

Heavy Corvette

350

40

1700

2500

5

500

c

c

60

ACV

180

22

160

700

4

580

b

f

30

Cruise Missile

250

18

68

200

4

650

b

-

30

Missile Corvette

320

25

1400

1500

4

570

c

b

50

Frigate Class

Multi-beam

800

70

4200

11500

12

330

c

a

85

Ramming

750

70

5100

13000

10

375

c

-

90

Hive

625

70

4000

11500

20

345

c

f

50

Defense Field

900

90

4650

5000

10

310

c

f

50

Ion Array Frigate

700

60

5100

11000

15

230

c

f

110

Capital Class

Carrier

3500

300

65000

40000

+96

290

f

b

240

Heavy Cruiser

6500

300

77000

85000

70

245

f

c

360


 These are the general statistics for the Beast race. By studying these, you can better understand the build orders that have become effective in multi-player 1on1 games. Note that I have listed the armor and the health for each ship. The armor is the level of protection that the ship has, and the health is the amount of damage it can sustain before exploding.
The Coverage and Maneuverability of the ships is represented as grades from (a, b, c, d, and f )
A being the best and F being poor performance.

Beast can be a difficult race to play when up against a somtaaw veteran. Depending on the map type and distance between you and him, some strats will work better than others. However, one thing remains a constant no matter what map you play. The beast is very weak during the first 10-15 minutes of the game. If you can learn to capitalize on the weakness of the beast (Its RU op), you may be able to offset the balance back to a level where winning is a possibility. If you can manage to establish a crystal OP, the RU you can pull in very quickly can last you through the game. Advanced sensors is a must when harvesting crystals, but with a proper swarm to fend off his attacks on them, you will have 50000+ RU before the 20 minute mark. At this point, even if he does manage to pop a few crystals, your funds will be sufficient enough to finish him.

Due to the somtaaw fighter rush strategies (that have been quite popular), The beast is forced to defend his workers early game. However, If the beast can manage up a swarm by building a smaller number of workers and harvesting crystals. This gives the beast the advantage with a larger swarm and stronger craft. It is possible to get 80+ fighters and your first crystal @ 9:20. This requires perfect execution of epa switches and CS positioning. There are a lot of small things involved in a strategy like this, but when executed correctly, it can be devastating.


 

Research Name

Sec.

Graphic Index

Heavy Corvete Upgrate

60

||||||||||||||||||||||||||

Armor 2

90

||||||||||||||||||||||||||||||||||||||

Cloaking

90

||||||||||||||||||||||||||||||||||||||

Micro Ship Construction

90

||||||||||||||||||||||||||||||||||||||

Support Systems

90

||||||||||||||||||||||||||||||||||||||

Fighter Drive

100

||||||||||||||||||||||||||||||||||||||||

Advanced Fighter Drive

110

||||||||||||||||||||||||||||||||||||||||||

Defense Field

110

||||||||||||||||||||||||||||||||||||||||||

Energy Cannon

110

||||||||||||||||||||||||||||||||||||||||||

Bio-Warhead

120

||||||||||||||||||||||||||||||||||||||||||||||||||

Corvette Drive

120

||||||||||||||||||||||||||||||||||||||||||||||||||

Force Field 1

120

||||||||||||||||||||||||||||||||||||||||||||||||||

Frigate Drive

120

||||||||||||||||||||||||||||||||||||||||||||||||||

Advanced Frigate Drive

130

||||||||||||||||||||||||||||||||||||||||||||||||||||||

Afterburner

135

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Linking Technology

135

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Armor 3

150

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Force Field 2

150

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Advanced Sensors

160

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Repair Systems

160

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Fast Tracking Turrets

175

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Advanced Ion Cannon

185

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Plasma Bomber

190

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

EMP

200

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Force Field 3

200

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Missile Launcher

200

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Salvaging Ability

220

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Heavy Guns

220

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Destroyer Drive

300

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Crystal Harvest Ability

320

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Beast Infect Weapon

350

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||



 

Research Name

Sec.

Graphic Index

Heavy Corvete Upgrate

30

|||||||||||||||

Micro Ship Construction

45

|||||||||||||||||||||||||

Cloaking

50

|||||||||||||||||||||||||||||||

Support Systems

50

|||||||||||||||||||||||||||||||

Fighter Drive

50

|||||||||||||||||||||||||||||||

Energy Cannon

55

|||||||||||||||||||||||||||||||||||

Advanced Fighter Drive

55

|||||||||||||||||||||||||||||||||||

Afterburner

60

|||||||||||||||||||||||||||||||||||||||

Defense Field

62

||||||||||||||||||||||||||||||||||||||||||||

Corvette Drive

62

||||||||||||||||||||||||||||||||||||||||||||

Bio-Warhead

62

||||||||||||||||||||||||||||||||||||||||||||

Frigate Drive

62

||||||||||||||||||||||||||||||||||||||||||||

Advanced Frigate Drive

67

|||||||||||||||||||||||||||||||||||||||||||||||||

Linking Technology

67

|||||||||||||||||||||||||||||||||||||||||||||||||

Advanced Sensors

75

|||||||||||||||||||||||||||||||||||||||||||||||||||||||

Repair Systems

77

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Advanced Ion Cannon

87

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Fast Tracking Turrets

87

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Plasma Bomber

100

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Missile Launcher

100

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Salvaging Ability

112

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Heavy Guns

112

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Destroyer Drive

150

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Crystal Harvest Ability

162

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Beast Infect Weapon

175

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Learning how to effectively use the EPA abilities of beast, can make or break your game. Whether or not you use it for research or production, its is very important that it is not wasted. If you are building your initial RU op, then EPA can be a great way to get those workers out. But make sure that when your Ru’s get around the 600-500 range, that you turn it off. The EPA can really help you rush a technology or pump out a defensive fleet in a hurry. Just make sure you are getting the most out of it, and not draining your health for a small batch of fighters.



Ship Name

Cost in RU

Graphic Index

Recon

50

|

Interceptor

65

|

Sentinel

80

||

*Acolyte

90

||

Cloaked Fighter

95

||

Attack Bomber

120

|||

ACV

180

||||

Multi-Gun

275

|||||

Cruise Missile

250

|||||

Missile Corvette

320

||||||

Heavy Corvette

350

|||||||

Support Module

500

||||||||||

Hive

625

||||||||||||

Worker

650

|||||||||||||

Ion Array Frigate

700

||||||||||||||

Ramming

750

|||||||||||||||

Multi-beam

800

||||||||||||||||

Defense Field

900

||||||||||||||||||

Carrier

3500

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Heavy Cruiser

6500

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Ship Name

Build sec

Build min

Graphic Index

*Acolyte

13

0:13

|||

Interceptor

15

0:15

|||

Recon

18

0:18

|||||

Cruise Missile

18

0:18

|||||

Cloaked Fighter

22

0:22

||||||||

Sentinel

22

0:22

||||||||

ACV

22

0:22

||||||||

Missile Corvette

25

0:25

||||||||||

Attack Bomber

25

0:25

||||||||||

Multi-Gun

35

0:35

|||||||||||||||

Heavy Corvette

40

0:40

|||||||||||||||||

Support Module

50

0:50

||||||||||||||||||||

Worker

55

0:55

||||||||||||||||||||||

Ion Array Frigate

60

1:00

|||||||||||||||||||||||||

Ramming

70

1:10

||||||||||||||||||||||||||||||

Hive

70

1:10

||||||||||||||||||||||||||||||

Multi-beam

70

1:10

||||||||||||||||||||||||||||||

Defense Field

90

1:30

|||||||||||||||||||||||||||||||||||

Carrier

300

5:00

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Heavy Cruiser

300

5:00

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Ship Name

Armor

Graphic Index

Recon

30

 

Cruise Missile

68

 

Cloaked Fighter

80

 

*Acolyte

80

 

Interceptor

85

 

Attack Bomber

90

 

ACV

160

 

Sentinel

400

|

Multi-Gun

730

||

Missile Corvette

1400

|||

Heavy Corvette

1700

|||

Worker

1800

|||

Hive

4000

||||||||

Multi-beam

4200

||||||||

Defense Field

4650

|||||||||

Ramming

5100

||||||||||

Ion Array Frigate

5100

||||||||||

Processor

45100

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Carrier

65000

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Heavy Cruiser

70000

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


 

Ship Name

Health

Graphic Index

Recon

100

 

Cruise Missile

200

 

Interceptor

225

 

*Acolyte

270

 

Attack Bomber

360

 

Cloaked Fighter

420

 

Sentinel

600

|

ACV

700

|

Multi-Gun

1500

||

Missile Corvette

1500

||

Heavy Corvette

2500

||||

Worker

3800

|||||

Defense Field

5000

||||||||

Ion Array Frigate

11000

|||||||||||||||||

Hive

11500

|||||||||||||||||

Multi-beam

11500

|||||||||||||||||

Ramming

13000

||||||||||||||||||||||

Processor

27000

||||||||||||||||||||||||||||||||||||||||

Carrier

40000

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Heavy Cruiser

85000

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Ship Name

Cost in SU

Graphic Index

Carrier

+96

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Support Module

+15

|||||||||||||||

Recon

2

||

Interceptor

2

||

Cloak Fighter

2

||

Acolyte

2

||

Attack Bomber

3

|||

Sentinel

3

|||

ACV

4

||||

Missile Corvette

4

||||

Worker

4

||||

Multi-gun Corvette

5

|||||

Heavy Corvette

5

|||||

Ramming

10

||||||||||

Multi-beam

12

||||||||||||

Processor

13

|||||||||||||

Ion Array Frigate

15

|||||||||||||||

Hive

20

||||||||||||||||||||

Cruiser

70

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Ship Name

Fire Power

Graphic Index

Recon

40

 

Interceptor

65

 

Cloaked Fighter

75

 

Acolyte

85

 

Attack Bomber

86

 

ACV

170

|

Heavy Corvette

200

|

Missile Corvette

320

||

Multi-Gun corvette

380

||

Sentinel

570

||||

Hive

1400

||||||||

Processor

2500

||||||||||||

Ramming

2500

||||||||||||

Ion Array Frigate

3500

|||||||||||||||||

Multi-beam

3900

||||||||||||||||||||

Carrier

4000

||||||||||||||||||||

Heavy Cruiser

20000

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Defense Field Frigate

0

* Non Combat Index

Worker

0

* Non Combat Index

 


 

Target Ship Name

Kami

Graphic Index

Worker

-

 

Hive

-

 

Multi-beam

-

 

Ramming

-

 

Processor

?

 

Destroyer

-

 

Carrier

-

 

Dreadnought

-

 

Command Ship

-

 

Leech

-

 

Sentinel

-

 

Recon

170

|||

Acolyte

470

|||||||||

ACV

1100

||||||||||||||||||||

Mimic

1000 / 2000

||||||||||||||||||||||||||||||||||||||||

MCV

2500 / 5000

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Target Ship

Health

Cruise

Damage

Graphic Index

Recon

100

1

2500

|

Interceptor

225

1

2500

|

Acolyte

270

1

2500

|

Cloaked Fighter

420

1

2500

|

Attack Bomber

360

1

2500

|

Cruise Missile

200

1

2500

|

Sentinel

600

1

2500

|

Multi-Gun

1500

1

2500

|

Heavy Corvette

2500

1

2500

|

Worker

3800

2

5000

||

Defense Field

5000

2

5000

||

Ion Array

11000

5

12500

|||||

Hive

11500

5

12500

|||||

Multi-beam

11500

5

12500

|||||

Ramming

13000

6

15000

||||||

Processor

27000

11

27500

|||||||||||

Carrier

40000

16

40000

||||||||||||||||

Heavy Cruiser

85000

43

85000

|||||||||||||||||||||||||||||||||||||||||||

Command Ship

140000

70

140000

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


Target Ship

Health

Cruise

Damage

Graphic Index

Mimic

40

1

2500

||

Leech

50

1

2500

||

Recon

80

1

2500

||

MCV

80

1

2500

||

Acolyte

220

1

2500

||

Sentinel

500

1

2500

||

ACV

700

1

2500

||

Worker

3300

2

5000

||||

Hive

10000

4

10000

||||||||

Multi-beam

10000

4

10000

||||||||

Ramming

11000

5

12500

||||||||||

Processor

25000

10

25000

||||||||||||||||||||

Destroyer

40000

16

40000

||||||||||||||||||||||||||||||||

Carrier

42000

17

42500

||||||||||||||||||||||||||||||||||

Dreadnought

90000

36

90000

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Command Ship

100000

40

100000

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 


11) Beast Strategies and Build Orders

· Beast Fighter Rush (Close Quarters)

START:

3 workers
10 recons

EPA- research
---Fighter drive
5 Interceptors

--- Support Systems
 
EPA- Build (Switch the EPA to build until the first support module is complete)
1 Support Mod

EPA- research
3 Support mods
2 Recons x 3
3 Interceptors x 3
1 Workers x 3

CS move to patch 2
EPA- research

---Crystal Processing
---Salvage
 
2 Support mods
2 Recons x2
3 Interceptors x2

---Plasma Bomb
 ---Cloaked Fighter
EPA- research
---Destroyer

After you send out your recons and get everything going (research, builds, epa) then mover your CS to the rocks, but move them ABOVE the rock a little. This way, your workers harvest right under the CS. You will be able to EPA research until about half way through crystal processing. once fighter drive is done, build 5 inties. (your recons will be @ 5 as well) once you get support modules, build 4. This is where it gets tricky.... you must keep building 2-3 recons and 2-3 inties after each support module is done. This will keep your fighters going. Once crystal processing is done, upgrade the CS and move it to the crystal... while you research salvaging. This is around 8 minutes or so. You should have about 7 workers and 45 or so strike craft. Keep building workers without a pause until you get 7. Then build your processor as the CS is moving, your workers from the first patch will be forced to follow the CS. As they dock to drop off a full load, select them and bandbox harvest the rocks next to the crystal. Once you get salvaging, you should have a few workers right there ready to be upgraded. Grab the crystal and which ever other small crystal that is closest.

Start moving your CS to the enemy, and leave your proc behind with your other few workers that are harvesting. You will get the first crystal around 9-10 minutes. Your fighters can protect you from incoming missolytes and mimics. But you should be attacking him/her first... so normally you won’t have problems with the crystal being popped on you before the 10 minute mark. Once you get bombers, start pumping them out and moving them to future worker positions. Or you could harass a crystal with the bombers.

This is basically the equivalent of the somtaaw fighter rush for beast. But beast ships are stronger and if you are successful in the first worker raid.... you will most likely take the game. If you are up against a seasoned vet, then be careful to keep the pressure on him, or he will rebuild with ease and counter attack you with mad missolytes. If you can take out 8 of his 11 or 12 workers, you will most likely win unless you so something goofy.

If your worker attack is not successful. You can switch to plan B. Hyperspace 2 workers and a processor to the crystal nearest your enemy. Once they arrive, Move the processor toward the enemy CS or RU op and have the workers salvage the crystal. You should still have a few strike craft around to protect the workers as they drag the crystal towards the processor (which is moving towards the enemy). Once you get within 12 or less KM, cancel the move order of the processor and let the workers drop off the crystal. This is the most critical moment. If you can manage to get the crystal processing, you are guaranteed to deliver some damage. Since there can be no such thing as a halfway processed crystal…. If you scuttle a processor that is processing a crystal, It will explode the crystal as well. If the enemy destroys or infects the processor, the crystal will explode. So once the crystal is in the processor’s field, the damage is done.




Start:
5 recons                                                                                                                                                               
5 workers                                                                                                                                                              
1 processor
 Research:
Support, build 4 support modules at a time.
Fighter drive, build 3 interceptors and 2 recons as each module is built. 
Advanced sensors (only if the opponent is Somtaaw) use EPA for 4/5ths of this research 
Frigate drive use EPA for 4/5ths of this research
Defense field use EPA for 4/5ths of this research
Infection

This rush is more dependent on the beast CS not using EPA so much that it is at 75% health or lower. Once you determine an opponent is right next to you, you need to start moving your CS towards and above the other guy.  Build at least 10 workers total and a processor, once you can, start pumping out recons and interceptors in droves. Build the support modules 4 at a time so you have RUs for ships as well, as soon as you have the defense field frigate available build 2-3. This rush depends on the rail gun reduction capacity of the DFF and without it you can very well loose instead.  As you make your trek over to the opponent you should be researching infection for worker and processor stealing when you get there.

Most Somtaaw players will panic and try to kill you with their CS’s guns but the DFFs will protect you from the majority of fire, I’d suggest you tell the DFFs to dock so they keep entering the CS, out of harms way. Use your fighters to attack any mimics or acolytes the opponent might throw at you and infect workers or the processor to reduce his RU intake.  Try to position your beast CS above his and at an angle to reduce the chance of hitting the modules on the top. The idea is to damage the CS’s main hull and not the modules.  Do not stop building fighters and DFFs so you can replace losses due to mimics and the CS guns. Always infect the ships that will do most damage to the opponent and continue to research while fighting. I like to get cruise missiles while attacking the enemy so I have a bigger infection platform with which to reduce his/her RU base and add to my own.  Since you are rushing the opponent you will not need to have destroyer drive until after you have killed or maimed the other’s CS, you can start that research after infect or, as I do, after cruise missiles.  If done right you will have one dead opponent with in the 15-20 minute mark.



This rush dependents on maximizing the RUs spent on building fighters, when done right you can have 80 + fighters at the Somtaaw CS in 10 minutes (including travel time for cloaks) even on AFB. By researching fighter drive first and not spending 1200 Rus on a processor you maximize the number of fighters you will have available for worker killing. When Rus get low set EPA to research, or ((as I do) 1 Alpha) turn it off for a little recharging. Research what ever you like after cloak but advanced sensors is my suggestion. I prefer to get infection after sensors so I can take any stray enemy ships coming into my resourcing operation.

Most Somtaaw players will panic and try to dock the workers, or, if they have the Rus, hyperspace in place. Either way you get them to waste Rus, which is to your advantage. When going in to the attack ,manage your fighters like so. Set recons to a custom sphere to attack the fighters they have out and about protecting the workers. Set inties to small wings of 4-5 in wall/x formation neutral to attack the workers. Set the cloaks to a wall and sphere when attacking workers (wall for travel but sphere to kill workers). Make sure you leave 1-2 cloak fighters in the area cloaked as spies after the attack.  Once you kill all their workers move your fighters away from their CS to repair and regroup. You will need to preserve your forces until you can establish a better resourcing operation near your CS. Not to mention if you leave them attacking the CS you will slowly lose them all and not be able to kill any new workers and fighters they build with what little they have left.

 

 

 

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