Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

View Stats:
gmuir77 Sep 12, 2019 @ 8:26am
Preferred Resurrection Fleet Builds
The big difference is your Galactica fleet since the point count changes for the Jupiter II. So, what's your preferred build? I find myself light on hulls due to the point count.
1x Jupiter II
2x Artemis
2x Minotaur
1x Celestra

This leaves me two hulls down. Not sure what I should rather have in here.
< >
Showing 1-15 of 23 comments
Dux_Britanniarum Sep 12, 2019 @ 9:09am 
I'm pasting this from a spreadsheet so I'm not sure the formatting will hold but, I'll paste my 12 BSG's below.


BSG-75 Ship Class Cost Vipers Raptors Ordnance
1 Galactica Jupiter 2 2700 2 2 1
2 Artemis 1550 2 0 1
3 Atlas 1050 2 1 0
4 Atlas 1050 2 1 0
5 Minotaur 900 0 0 0
6 Adamant 750 1 0 1
7 Celestra 0 0 0 2
Total 8000 9 4 5

BSG-02 Ship Class Cost Vipers Raptors Ordnance
1 Athena Jupiter 2 2700 2 2 1
2 Artemis 1550 2 0 1
3 Heracles 1250 0 0 0
4 Atlas 1050 2 1 0
5 Janus 950 0 0 3
6 Manticore 500 0 0 1
7 Celestra 0 0 0 2
Total 8000 6 3 8

BSG-03 Ship Class Cost Vipers Raptors Ordnance
1 Atlantia Jupiter 2 2700 2 2 1
2 Heracles 1250 0 0 0
3 Atlas 1050 2 1 0
4 Atlas 1050 2 1 0
5 Atlas 1050 2 1 0
6 Minotaur 900 0 0 0

7 Celstra 0 0 0 2
Total 8000 8 5 3

BSG-04 Ship Class Cost Vipers Raptors Ordnance
1 Archeron Jupiter 1 2150 2 1 1
2 Minerva 1850 2 0 2
3 Artemis 1550 2 0 1
4 Artemis 1550 2 0 1
5 Minotaur 900 0 0 0
6
7 Celstra 0 0 0 2
Total 8000 8 1 7

BSG-05 Ship Class Cost Vipers Raptors Ordnance
1 Prometheus Jupiter 2 2700 2 2 1
2 Hades Jupiter 1 2150 2 1 1
3 Atlas 1050 2 1 0
4 Atlas 1050 2 1 0
5 Atlas 1050 2 1 0
6 0 0 0
7 Celstra 0 0 0 2
Total 8000 10 6 4

BSG-06 Ship Class Cost Vipers Raptors Ordnance
1 Columbia Jupiter 2 2700 2 2 1
2 Minerva 1850 2 0 2
3 Artemis 1550 2 0 1
4 Heracles 1250 0 0 0
5 Bezerk 650 1 0 0
6
7 Celestra 0 0 0 2
Total 8000 7 2 6

BSG-07 Ship Class Cost Vipers Raptors Ordnance
1 Demeter Jupiter 2 2700 2 2 1
2 Minerva 1850 2 0 1
3 Minerva 1850 2 0 1
4 Janus 950 0 0 3
5 Bezerk 650 1 0 0
6
7 Celestra 0 0 0 2
Total 8000 7 2 8

BSG-08 Ship Class Cost Vipers Raptors Ordnance
1 Pacifica Jupiter 2 2700 2 2 1
2 Minerva 1850 2 0 2
3 Heracles 1250 0 0 0
4 Atlas 1050 2 1 0
5 Bezerk 650 1 0 0
6 Manticore 500 0 0 1
7 Celestra 0 0 0 2
Total 8000 7 3 6

BSG-09 Ship Class Cost Vipers Raptors Ordnance
1 Cerberus Jupiter 2 2700 2 2 1
2 Atlas 1050 2 1 0
3 Janus 950 0 0 3
4 Janus 950 0 0 3
5 Janus 950 0 0 3
6 Minotaur 900 0 0 0
7 Manticore 500 0 0 1
8 Celesta 0 0 0 2
Total 8000 4 3 13

BSG-10 Ship Class Cost Vipers Raptors Ordnance
1 Triton Jupiter 1 2150 2 1 1
2 Minerva 1850 2 0 2
3 Artemis 1550 2 0 1
4 Atlas 1050 2 1 0
5 Minotaur 900 0 0 0
6 Manticore 500 0 0 1
7 Celesta 0 0 0 2
Total 8000 8 2 7

BSG-11 Ship Class Cost Vipers Raptors Ordnance
1 Solaria Jupiter 2 2700 2 2 1
2 Artemis 1550 2 0 1
3 Artemis 1550 2 0 1
4 Artemis 1550 2 0 1
5 Bezerk 650 1 0 0
6
7 Celestra 0 0 0 2
Total 8000 9 2 6

BSG-12 Ship Class Cost Vipers Raptors Ordnance
1 Artemis 1550 2 0 1
2 Artemis 1550 2 0 1
3 Artemis 1550 2 0 1
4 Artemis 1550 2 0 1
5 Atlas 1050 2 1 1
6 Adamant 750 1 0 1
7 Celestra 0 0 0 2
Total 8000 11 1 8

I've had alot of fun creating them, and they're all different with different strengths and weaknesses. .

BSG-75 is my 'all rounder'.
BSG-05 is able to sit behind loads of flak and heavy armour, and swamp the cylon's with vipers.
BSG-09 is able to fire 13 nukes very quickly, but is super low on vipers.
BSG-02 gets its arse kicked every time.
Last edited by Dux_Britanniarum; Sep 12, 2019 @ 9:19am
gmuir77 Sep 12, 2019 @ 4:02pm 
Interesting! I'll have to play around. I remember hitting the bigger fleets in the original campaign and I'd use the Jupiter with the flak field to absorb all the missile fire and I'd have sufficient guns to deal with the revenants as they dribbled in. The Cylons never managed to put up a lot of fighters. The AI is tweaked now and I have tons of raiders coming in. Just did a round where my fleet got smashed but I gave almost as good as I got. The enemy had three basestars and two cerbs and a mix of arachs and revanants. They get a couple of those gunships up to the line and they'll tear apart and otherwise sound flak defense. Played around with having my fighters stationed right off my flak field but they got torn to pieces by the incoming raiders -- I think because they focused more on defending against missiles.
Dux_Britanniarum Sep 14, 2019 @ 12:05am 
Raider swams are a pain, and can take down BSG's. I used to run fleets with more vipers to tackle them, but in the new campaign - I have some vipers, and taipans. The extra raptor launch bay on a mk-2 jupiter also means i also have an assault raptor.

I let the raiders charge through my flak wall, then engage them with vipers.Quite often I'll mark up some raider squadron's with assault raptors to help with that.

As vipers are engaging raiders, I sent taipans and assault raptors to take out the front armour of anything close enough to hurt me.

Sabaithal Sep 14, 2019 @ 7:30am 
Good lord, they increased the point count even further? I guess it already wasn't expensive enough and difficult enough to pair any ships with jupiters for their liking...
Carnwulf Sep 15, 2019 @ 2:05pm 
It is indeed sometimes disheartening to face of 9 Cylon ships with 4-6 ships of your own. Plus the new huge cylon raider numbers make felding anything but vipers difficult. I find it hard to squeeze taipans in when i am already short on fighters compared to the cylons.
Sabaithal Sep 15, 2019 @ 2:06pm 
Originally posted by Carnwulf:
It is indeed sometimes disheartening to face of 9 Cylon ships with 4-6 ships of your own. Plus the new huge cylon raider numbers make felding anything but vipers difficult. I find it hard to squeeze taipans in when i am already short on fighters compared to the cylons.
Flak. Flak everywhere. I do it by default anyway.
gmuir77 Sep 16, 2019 @ 6:17am 
Originally posted by Sabaithal:
Originally posted by Carnwulf:
It is indeed sometimes disheartening to face of 9 Cylon ships with 4-6 ships of your own. Plus the new huge cylon raider numbers make felding anything but vipers difficult. I find it hard to squeeze taipans in when i am already short on fighters compared to the cylons.
Flak. Flak everywhere. I do it by default anyway.

What's your preferred tactic to keep from killing yer d00dz?

I've been liking to keep my vipers close for defense but they can get hammered if I suddenly have to throw up flak. I've been playing with the new defend area command. That can keep them close enough to intercept incoming missiles but not so close that they get hit with the flak when I turn it on.

Only issue is it's now harder to deploy any kind of munition with the flak up. Any ship covered by flak is unable to deploy through the flak.

Gonna have to work on my tactics, use some of the munitions I don't normally deploy. Do you use debris mines?
Sabaithal Sep 16, 2019 @ 6:26am 
Originally posted by gmuir77:
Originally posted by Sabaithal:
Flak. Flak everywhere. I do it by default anyway.

What's your preferred tactic to keep from killing yer d00dz?

I've been liking to keep my vipers close for defense but they can get hammered if I suddenly have to throw up flak. I've been playing with the new defend area command. That can keep them close enough to intercept incoming missiles but not so close that they get hit with the flak when I turn it on.

Only issue is it's now harder to deploy any kind of munition with the flak up. Any ship covered by flak is unable to deploy through the flak.

Gonna have to work on my tactics, use some of the munitions I don't normally deploy. Do you use debris mines?
2 main strategies, for my 2 main fleet formations.

First, I'll have either 2 jupiters, or 1 jupiter and 2 artemis. Accompanies by 2 minotaurs, and either an adamant or an atlas (depending on whether or not I use a second jupiter or 2 artemis). The fleet will be facing broadside the enemy fleet pretty much the whole battle, with the battlestars up front spamming a continuous flak wall from turn 2 onward (unless the enemy has no munitions or fighters).

While the flak wall is deployed, a second line will be placed behind the battlestars, usually the minotaurs. I will instruct all strike craft to defend them. That way they will not wander into the flak fields, but will respond to raiders getting past them. Raiders will of course fly right into the flak fields en masse, halving their numbers. After that the combination of vipers and minotaur turret fire usually makes quick work of whatever is left. Of course the forward flak keeps missiles off you. I'll usually have 2 sweepers working rotation around the second line near the front, deploying chaff constantly, just in case.

The second fleet is composed of 1 jupiter, 1 minerva, and 4 minotaurs. Maybe a celestra in the back. This fleet is much more aggressive. The fleet will charge directly at the enemy, with the battlestars placed in the middle and minotaurs on either side of them. The strategy is to close in as quickly as possible.

Fighters defend the battlestars, and I'll have a sweeper deploying chaff whilst defending the forward jupiter, so that the chaff eventually covers the back of the fleet as it travels. The vipers and minotaurs ensure that enemy raiders will still get torn apart, even if they have superior numbers. If things get too bad I can deploy the flak fields strategically, since fighters have a tendancy to focus their battle around the battlestars.

As for missiles, well if the sweepers get taken out the jupiter relies on its ability to tank damage. But if things get too bad I will break formation, swinging the jupiter on its side and deploying a flak wall to defend itself while the minotaurs charge into the enemy formation and rip them apart.
gmuir77 Sep 16, 2019 @ 10:46am 
That sounds very aggressive. Will have to give it a shot.
Klems Sep 17, 2019 @ 8:31pm 
Knowing the Cylons basically bum rush you with all their smaller vessels and forces you into a gun battle early on, here is my setup. It got me all the way through the Resurrection campaign without changing.

1x Galactica
1x Jupiter II
2x Minotaur (1x positioned above each Jupiter to take advantage of the flak shield)
1x Bezerk (fragile so positioned behind the front line)
1x Celestra

I launch everything on turn 1, move all the Vipers and Raptors to the tail of the formation and then activate flak.
Send out 1x Raptor squadron to scout the rear of the Cylon formation (usually can get a missile salvo in before they die).
Focus fire on anything that gets within gun range and it is dead in about 1.5 turns.
This usually leaves just the Basestars left so I begin maneuvering towards them at an angle where flak is still effective until I can get in gun range or my Vipers and Assault Raptors can finish them off.

I'm not saying this is the right way to play, but it seems to work for the smaller vessel rushes and missile barrages. I always get killed whenever my Vipers are purely defending and I try to use offensive missile barrages.
gmuir77 Sep 18, 2019 @ 7:20am 
I hear you. When I first started playing I tried to be missile-heavy with my fleets but I realized that this just isn't how Colonials were meant to play. Don't get me wrong, it's so satisfying to identify the basestar at the back of the formation based on motion and blindfire 7 torps at once and see them race out for an impact. It's so satisfying to not even have the blip identified and then see it break up into recognizable basestar chunks.

Thing is, missiles are not the Colonial forte. Guns are. Flak walls are. So use them.

What does the Berzerk add for you? The guns are weak compared to the other ships. Is that one extra viper slot worth it? Or is it just that you don't have the points for anything else?

I took out the 9700 fleet I was having trouble with using my BSG-75 fleet. Lost a Minotaur due to sloppy handling.

1x Galactica
2x Artemis
2x Minotaur
1x Celestra

I blind-fired torps until I had to put my walls up and then just tanked the incoming raiders. Missiles soon followed. The revenants were a little spaced out so I was able to defeat them in detail. When a minotaur isn't focus-fired, he can go +10 attack all day long.

I toyed around with bringing nukes but the targets I would want to nuke are the mid-sized ships. The Revenant is, to my mind, the most dangerous ship the Cylons have because it melts armor with no recourse. The other basestars can do a ton of damage but there's means to mitigate missiles.

The raiders seem to be getting a lot more cheeky. I didn't see exactly what they did but I had one Artie not engaged by anything else and it lost half the side armor and I think it was all raiders.
Klems Sep 19, 2019 @ 2:34pm 
Originally posted by gmuir77:

What does the Berzerk add for you? The guns are weak compared to the other ships. Is that one extra viper slot worth it? Or is it just that you don't have the points for anything else?

I didn't have points for anything else. It was either that or a Manticore and I find more use with a Viper squadron than an extra missile platform.

Yep, I agree the Raiders have been more aggressive, luckily they'll target my squadrons first even if they are very far away from capital ships.
Sabaithal Sep 19, 2019 @ 2:36pm 
Don't underestimate berzerks. A column of five of those things early-game is a fleet killer. They're just pure offense ships so you have to invest and behave in such a manner.
gmuir77 Sep 19, 2019 @ 4:03pm 
Originally posted by Sabaithal:
Don't underestimate berzerks. A column of five of those things early-game is a fleet killer. They're just pure offense ships so you have to invest and behave in such a manner.

I have used them but not enjoyed them. Paired with adamants using their vipers for missile defense and the berserk vipers for offense. Flying in stacks for better defense.
gmuir77 May 19, 2020 @ 7:31am 
I wonder if there's been any shakeup to this wisdom with Ghost Fleet. First play through of the whole game I tended to like having missile-heavy fleets because the Cylons are bad at defense and it was so satisfying to blind-fire torps from across the whole map and watch basestars blow up.

I've been going more viper-heavy now and keep running up against those hull limits. Very annoying. But I just can't see downgrading one of my heavier ships to something a little lighter to make room for a berk or an adamant. Those ships are just too light to pull their own weight.

What I do keep finding is I'm not too scared of the basestars because they're still relying on missiles and I can tank those with the flak. What's still a challenge are those arachnaes and revenants. They come in on the wrong angle and they'll just start chewing things up. And it seems like the AI is trying to flank more, not just use the nems to do it.
< >
Showing 1-15 of 23 comments
Per page: 1530 50

Date Posted: Sep 12, 2019 @ 8:26am
Posts: 23