Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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Officer Promotions
I'm playing through the campaign and one of my officers is about to be promoted to rank 9. With officers capped at rank 10, should I go for max fleet points, or is the campaign easier to complete keeping my fleets at 6000?
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If I could I'd stay far away.

You have two problems, the first being that the transport has to stay alive long enough to trigger the nuke, which means at a minimum you have to protect it and distract the Cylons, so you need to be quite close to it.

The second is that you have to deal with being attacked on both sides, which with eight thousand points you could make two columns of ships, each dealing with their respective sides.
Ursprünglich geschrieben von condottiere:
Reached five hundred; Minervas are available.

Haven't figured out yet where to plug in the Janus.

At the moment, stuck at the nuclear kamikaze run; it's too crowded. I think if I can get the civilian transport there more or less in tact, while hanging back with the task group. Or reconfigure it to two Artemis and one Andamant.

I'm not sure where you are. It's been a while since I played Deadlock/Broken Alliance. Can you describe the mission - briefly? I just can't remember it by reference to the Mission number. It seems as though you are saying you have to protect a civilian transport on a nuke mission. I just can't remember that.
Prince Stefan decides to do a false flag attack, by nuking a facility and pretending it was the Cylons, which would allow the Colonial Fleet to use them, as well.

I'm thinking maybe switch out one of the Artemisii for a Minerva, which would give me one more missile slot; unfortunately, all I have are rookies.
You have to wonder why the Colonials didn't give the Celestras a flak screen.
Ursprünglich geschrieben von condottiere:
Prince Stefan decides to do a false flag attack, by nuking a facility and pretending it was the Cylons, which would allow the Colonial Fleet to use them, as well.

I'm thinking maybe switch out one of the Artemisii for a Minerva, which would give me one more missile slot; unfortunately, all I have are rookies.


Ursprünglich geschrieben von condottiere:
Prince Stefan decides to do a false flag attack, by nuking a facility and pretending it was the Cylons, which would allow the Colonial Fleet to use them, as well.

I'm thinking maybe switch out one of the Artemisii for a Minerva, which would give me one more missile slot; unfortunately, all I have are rookies.


I remember this one now. You are going to need as many battlestars, torpedoes and Vipers as possible.

You will need to send at least one battlestar high to the right toward the station and clear the area where the Colonial transport needs to go. (I always head it back in a wide circle and then bring it in.) If you send the transport straight in it will be destroyed by either the oncoming Arachne, missiles, two Nemesis or Raiders.

All of your other ships will need to go as low as possible straight ahead and then veering right to take on all the incoming Cylons, which will include a Revenant down very low. Doing this one without a strong fleet is going to be difficult. Don't be tempted to chase the Cylons to your left. Go as low as possible and wait for them to come to you.
Zuletzt bearbeitet von USS Midway veteran; 20. Okt. 2023 um 9:04
I'm trying out every feasible tactic, including charging left of the facility, leaving the Revenant and Arachne to the left between that facility, until it blows, then supposedly circling around to get them.

It may turn out to be a question of luck, rather than skill.
Finally got past the kamikaze nuclear run.

To be fair, I heavily coordinated it.

First, I switched out the elite Celestra for a newly minted one, just in case, though it surprisingly survived (behind the flak wall).

I had six Vipers chase after the guys on the left, while I swerved the three Artemisii to the left, and targetted the Cylon Raider, and afterwards the Arachne and Revenant.

That bought me enough space and time to deal with Cylons on the left.

You have to be prepared to lose the Celestra, and you need to bring it along to help with plugging holes in the Artemis armour.
Ursprünglich geschrieben von condottiere:
Finally got past the kamikaze nuclear run.

To be fair, I heavily coordinated it.

First, I switched out the elite Celestra for a newly minted one, just in case, though it surprisingly survived (behind the flak wall).

I had six Vipers chase after the guys on the left, while I swerved the three Artemisii to the left, and targetted the Cylon Raider, and afterwards the Arachne and Revenant.

That bought me enough space and time to deal with Cylons on the left.

You have to be prepared to lose the Celestra, and you need to bring it along to help with plugging holes in the Artemis armour.

This one is one of the hardest to deal with, particularly with a fleet with less than 8,000 points. I've tried to beat it differently, but usually found it just as difficult. I moved - and parked - the Colonial Transport over behind Daidalos until I cleared the area of all Cylons. That was the only alternative plan I found that worked, but it took longer.
After a certain point, the Daidalos becomes dead weight - you can't run with it, and you can't defend it.

As I recall, you're supposed to dump it in Ragnarok, but I parked it in Scorpio.

I currently have two Artemisii and two Rangers, with a Celestra, trying to do the nuclear transports, but it's not going well.

The two Rangers work better in the chase, and in this case, you have to protect two freighters.
Ursprünglich geschrieben von condottiere:
After a certain point, the Daidalos becomes dead weight - you can't run with it, and you can't defend it.

As I recall, you're supposed to dump it in Ragnarok, but I parked it in Scorpio.

I currently have two Artemisii and two Rangers, with a Celestra, trying to do the nuclear transports, but it's not going well.

The two Rangers work better in the chase, and in this case, you have to protect two freighters.

Parking Daidalos in Scorpio was always a good move for me. You get the benefit of extra support and it is only one jump away from safety. By trying to keep your fleets small, that is a good move.

The Transports mission is one of the harder ones; too many Revenants and Arachnes. I found that the best way to get those transports to a safe place was to turn them back to the right and run them behind the large asteroids as fast as you can. With a 5,000 fleet, I would recommend two Janus Cruisers instead of two Rangers. You will likely need their heavy armor and those heavy guns to help the battlestars to fight off those Revenants and Arachnes. Good Luck.
twosnark 15. Nov. 2023 um 14:17 
Daidalos is definately a liability starting mid-game. For starters; it prevents you from opening the distance in the early stages of the Battle. This forces you to face the raiders and the Cylon gun line nearly simultaneously . . . which is suboptimal.

Having the Celestra in the support slot is very much more valuable.

So with that in mind. . .I change tactics when Daidalos is present: With "free" replenishment, I load up on Torps and Nukes - - - which I normally don't have for fleets in S&S. By *late* game; I sometimes have a second fleet on the same planet as the Daidalos fleet: So the *other* fleet takes the attack; not the Daidalos fleet.

Despite the disadvantages - - -I generally park Daidalos on Tauron - - > in the thick of the alpha system. I like the 40% discount on fleet replenishment. :)
Donno if this was a fluke, but it seems it was easier than the nuke kamikaze run.

I moved the task group half way, then accelerated on the first turn to the right.

This seems to have given me enough time and space to take out the Cylons around two by two, while the four Vipers kept their Raiders busy.

Everyone made it, somewhat in tact.

You have to prioritize the Revenants, since the flak screens will stop the torpedoes; most of them.
Rescue Miners at Ophion - Send the Vipers to attack the Cylons while they attack the rebels.

Identify the carriers, so you can torpedo them.
Clothos at Gemenon - Sinon did the runner.


Did a dry run; send the Vipers to identify the Cylons.

Go slow while building up armour, then preposition Vipers to strike at Cylons.

Armour Clothos's basestar.
Sinon's been netted - this one you do have the luxury of running like hell, and using the Vipers to wipe out the Raiders, or keep them busy.

When the Warp Drivers catch up, turn, and duke it out with the rest of the fleet.
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