Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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TastySanchez Oct 24, 2018 @ 2:46am
Anabasis Strategies
Ok Anabasis is hard, bloody hard. Adama hard. Rolling a hard 6 hard.


Has anyone beaten it? I've barely made it to round 10 but only with a civilian ship left. Sooo close!

Playing how you normally would doesnt work - you need to be creative. I've found splitting the fleet works ok near the end. One side gets a pounding but it gives you 2-3 turns to jump the other half away.

By the time i get to round 8 or 9 I only have 1 jupiter holding of an entire cylon fleet for 16ish turns and its impossible to last.

Using fighters is hard - the cylons punish you for every turn you dont use flak so there is not many opportunities to launch or land. I'm thinking a ranger with PCM's + Atlas could be an interesting combo - the PCM's can provide cover for the 1-2 turns while the fighters land.

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Showing 1-15 of 28 comments
Templeton Oct 24, 2018 @ 9:24am 
It's tricky for sure. I can't get further than jump #9.

I've been using three battlestars and 2 adamants. I've still got a lot to learn about this game as I think I don't get much utility from fighters, but I'm glad to see people are starting strategy conversations on this.

I really want to get to jump #10 and beat this operation.
Sir Wagglepuss III Oct 24, 2018 @ 11:09am 
It's MUCH more challenging than the campaign, but it is beatable.

After going through the main campaign 4 times since it's initial release, I'm enjoying this breath of fresh air. I'd have been saddened if the new game mode was easy.

If you really want something to wrap your head around... Not only is it beatable, but it's beatable whilst doing the Galactica challenge (Only using a single Jupiter).

Keep at it!
TheMadTypist Oct 24, 2018 @ 8:27pm 
If you're looking for fighter-friendly missile defense, Sweepers' chaff can do well. You need to recall/relaunch them when they run out of ammo and the initial burst is small and you need to micro their movement to get a proper screen BUT they're suited to the new support slot on Jupiter and Atlas carriers and having multiple working in concert can protect a good portion of your fleet.

I also read once that friendly missiles can go through chaff without getting shot down, but I've never tried that myself.
Last edited by TheMadTypist; Oct 24, 2018 @ 8:36pm
Racer D Oct 25, 2018 @ 10:35am 
Originally posted by projournalist:
Don't listen to Wagglepuss...the game is boring and ridiculous. Do what I did and find something better to play.

And what would that be?
Shermos Oct 26, 2018 @ 6:03am 
I tried MadTypist's Sweeper strategy and found it worked out until about Jump 6, where Cylon Raiders get too numerous to counter with Vipers. Tried using debris mines, which helps, but I haven't quite got the nack of using them effectively yet.

I once had two basetars jump in right on top of my fleet. It was epic watching my Jupiter and Minerva go to town on them, but my fleet didn't make it much past the next jump.
TastySanchez Oct 26, 2018 @ 2:04pm 
Originally posted by Shermos:
I once had two basetars jump in right on top of my fleet. It was epic watching my Jupiter and Minerva go to town on them, but my fleet didn't make it much past the next jump.

Haha that happened to me too - fortunately I had decided to bring 2 nukes on that run through so it was the perfect time unleash hell with them.

I know once I crack anabasis it will be so incredibly satisfying. Thanks for the vote of confidence Sir Wagglepuss III

Has anyone had much luck with EMP's? I've made some devastating hits with them but it's difficult to avoid frendly fire from your own fleet. It would be perfect on your final battlestar I guess where that isnt an issue and doesnt interfere with flak.
Last edited by TastySanchez; Oct 26, 2018 @ 2:05pm
sebasnx1 Oct 26, 2018 @ 2:58pm 
As it turns out, the missiles on the assault raptors restock for free. Especcially early on this means I could easily take out Nemeses and the light carrier thingie which I forgot the name of before they came into firing range with four of them.
Birdog357 Oct 27, 2018 @ 5:22am 
Originally posted by projournalist:
Don't listen to Wagglepuss...the game is boring and ridiculous. Do what I did and find something better to play.
If that's how you feel, why are you here then?
Shermos Oct 27, 2018 @ 6:32am 
In desperation, I tried doing kamakaze attacks with my civilian ships after Jump 9.... It didn't work as well as I was hoping. Frak
Hang on a minute, did you just tell him he asked a dumb question, then asked him to ask the same "dumb question" again?

What?
TastySanchez Oct 27, 2018 @ 7:03pm 
Projournalist is just here to troll. He'll bored and go away once the thread stops feeding him.


Now, back on topic - I'm here tp focus on fleet compositions and tactics to beat Anabasis. I've done some rounds with sweepers but have found viper mk2's much better anti missile ships. I've had more luck using a assault raptor squad for the support slot.
Palpat Oct 28, 2018 @ 12:14am 
3 assault raptors can one-shot a nemesis if they are lucky and fire at the right time. They have two salvos, so that could be 2 ships down. They are great.

For the rest... I think one should save salvage for the last couple of jumps, these are the hard ones. Long FTL spooling, lots of Cylons, swarms of raiders. I feel threatened from jump 7-8. And usually die at 8-9.
(That is with a 8000 fleet of Jupiters)
Shermos Oct 28, 2018 @ 1:31am 
I did it. I fraking did it!

I used 3 Jupiters and an Adamant. I've found sandwiching civy ships between Jupiters, one on top of the other works. The Flak fields overlap and stop basically everything. Just have to micro the angle of the formation when the toasters fire off a volley. If there are enemies on both port and starboard, one Jupiter can direct its flak to the other side and protect the others.

Went with as many mkII Vipers as I could afford, and had two sweepers. The sweepers proved to be pretty useless. I agree Vipers are better for intercepting missiles. I've found ordinary Raptors do the trick because of their firewall boost ability. One Jupiter had PCM's, another and my adamant had those anti-fighter chaff mines, and the third Jupiter had a nuke which I accidentally detonated in an asteroid cloud on the final round. My plan to give a Cerberus a parting radiological gift right before jumping to Caprica didn't work out... Having a nuke is optional imo. I thought it might help if a basestar or two jumped in on top of me

You can't protect all the civilian ships, and I found it's useless to try after jump 6 or 7. Early on, it pays to send Vipers out to escort a new arrival in while the fleet heads away from the Cylons (use engine boost on the Jupiters until you are forced to fight). I otherwise saved my planes until near the end. Once the new arrival merges, recall your vipers. Use natural cover like asteroid clouds whenever possible. Later, when a new ship joins, what I found worked is getting your fleet to jump in near the back of the staging area and sending a new civilian arrival in the opposite direction. The Cylons almost always chase the civy which buys time for the drives to spool. Any Cylons who jump in close to your fleet can be picked off with artillery fire.

It may become necessary later on to use a civ you picked up early on as a sacrificial lamb in the same way I mentioned above. I call this the Cain maneuver. My adamant ending up getting pretty beat up near the end, so I sacrificed him too. I did manage to save one civilian ship.
along with the Celestra

The biggest problem are those Cerastes corvettes and the gun ship the Cylons have. Always target these ships first upon contact. Raptors can delay Nemesis corvettes hacking into your ships until the gun boats are taken care of.


Only problem is I didn't get a high score. Next time I'll try leaving the adament and the nuke.
Last edited by Shermos; Oct 28, 2018 @ 1:52am
KingFurykiller Oct 28, 2018 @ 6:57am 
Originally posted by Templeton:
It's tricky for sure. I can't get further than jump #9.

I've been using three battlestars and 2 adamants.

.

This seems to be the best combo based on what I've read and watched thus far. A little more flexible than 4 Mineveras (which you can get for the same cost) because you can spread your fleet out more.

Debris mines are great for giving sudden cover. Viper MkIIs are a must. Torpedos are actually nice for the times where you can't get a lock but you KNOW a ship is there. Using the terrain cover can buy you precious seconds.

Beyond all that, I haven't gotten past jump 8, and I barely got there.
Cenovita Oct 28, 2018 @ 5:05pm 
Maybe its me but since the last update, my battlestar hit nothing but air, specially the big guns.
In the campaing I was able to obliterate any ship with 2 battelstar focusing on a single target and now they just miss everything, no matter if you go full attack or not.

The fighters, are now good to stop missiles but useless against cylon fighters.

Maybe I dont know much about the game, but I have to agree with one response above, it is so frustrating that is becoming boring.

And I hate the fact that flak kills your birds, in the series which I am a big fun, the pilots were not stupid enough to get in the "dead zone" of the flak since the launch pretty much down and land from either the rear or the front of the ships.

Anyway, just venting some frustration...

EDIT: Cylon range is at least DOUBLE than yours...
Last edited by Cenovita; Oct 28, 2018 @ 5:09pm
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