Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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Do cheesy tactics work?
I was wondering the other day... since we only need our fighters to get close enough to identify enemy ships, and guided missiles always find their targets, and the Cylons rarely use any countermeasures...

would it be feasible to use a combination of battlestars and missile cruisers to simply run away from the enemy instead of engaging them, use the fighters to identify the targets and then use missile barrages to take out the enemy capital ships one by one from a safe distance?

Has anybody tested this and found it viable?
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Showing 1-6 of 6 comments
I do it often when out numbered or out fleet pointed. Even with the Adamants you can do this. It is harder once the enemy fields the Cerberus anti-fighter ships. They can make more difficult. After those they will start fielding massive squadrons and so if you don't have enough fighters you will get overwhelmed.
YES, that is a good tactic, particularly when you jump in far above the Cylon Fleet at the very beginning and need to RUN as you descend to their level. Get your fighters out there to attack and identify targets along with PCM to stop incoming missiles and missile barrages. When you have descended far enough to be level - or below - the Cylons, then you can turn, activate you battlestar flak and fight. It's not really a "Cheesy tactic," it may be a tactic that will keep you from getting blown away.
Last edited by USS Midway veteran; Jan 4 @ 6:30pm
Also have a Fleet of that kind. Worked well for the start,
but once the Cylons field Comet-PCMs and Wardrivers,
your Missiles will turn against you.
However, a single Ranger is always nice as Torpedo-Bomber
and Minelayer.
Last edited by TheRealMuehle; Jan 5 @ 11:32am
Originally posted by TheRealMuehle:
Also have a Fleet of that kind. Worked well for the start,
but once the Cylons field Comet-PCMs and Wardrivers,
your Missiles will turn against you.
However, a single Ranger is always nice as Torpedo-Bomber
and Minelayer.

The best way to eliminate Comet PCMs and Wardrivers is with Vipers, of course. However, good use of torpedoes will also do the job because they have no effect on torpedoes, which should be used primarily on Cylon Basestars.
This works very well, but munitions based fleets are only go so far in higher difficulties.
Once you turn on the option where you need to repair and refill your munitions after the battle, you will spend a lot of tylium on them.
Several problems with that:
- Cylons have better DRADIS range (up to 10k for their basic ships) meaning you have to be FAR away for them to not identify you. Good luck with that, considering their ships can be faster than yours (And they WILL pursue you).
- Late-game they spam higher numbers of squadrons that you likely won't be able to eliminate before they reach your capitol ships. Colonials can't field a large number of ships that both have lots of LR ordinance, and squadrons to deal with raiders.
- If you they do get an ID on your ships they can unleash far larger long-range salvos.
- Also comets or warpdrivers will turn your own munitions against you, and they will use them.
- On higher difficulties Cylons outnumber you. You will likely run out of munitions before killing them all. Colonial ships thrive on being close range, not long range fighters.

It CAN work but a lot can go wrong, enough to where I wouldn't consider it a cheese strategy.
Last edited by Sabaithal; Jan 11 @ 5:48pm
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