Choke Point strategy for 1 star map where two empires are divided by one gravity well.

 

In particular, the pirate base's gravity well, most commonly, on the Random Small map. I don't know why, but that seems to be the usually divider between two opponents. Anyhow, here is how I make use of it:

 

This is the general layout of the particular random configuration of this random map, though that last two times I played on it a pirate base also separated me from my opponent, but here it is:

 

 

At the former pirate base, I have assemble my entire fleet, including 16 level ten capital ships, composed in this way:

 

 

And the structures at the pirate base are these, though many variations seem to be equally good:

 

 

Also, I've found that having the fleet stationed adjacent to the starbase set to Local Area for range works best for keeping the fleet near the starbase and allowing them to sally forth and attack with more force than by holding position.

 

Also, the upgrades for the Argonev which seem to work fairly well for me, at the choke point assisting the fleet, are hence: 2 Weapons Systems, 3 Structural Integrity, 2 Docking Booms, and Auxiliary Government.

 

 

I'm sure there are many other ways to set up choke points for slowing down, detering, or destroying an enemy fleet. So if you'd like please share what your strategies are when using phase lane choke points.

 

And remember, have fun blowing stuff up.

 

8,016 views 11 replies
Reply #1 Top

BTW, since there is only one gravity well of conflict, I often leave a set up like this run overnight as a screensaver. Have the enemy set to Unfair Aggressor, and they'll send heavier fleets allowing for more awesome space battles to watch.

Reply #2 Top

Yeah, it looks like the game WAS left on over night.  How long was the game played to get those numbers?

Reply #3 Top

No wonder you have him cornered in....he was orignally cornered in by the pirates (and had less planets to colonize made by that unfortunate chokepoint and that's one of the things they need to fix about random maps.

-Phal

Reply #4 Top

Quoting Softwatchmaker, reply 2
Yeah, it looks like the game WAS left on over night.  How long was the game played to get those numbers?
End of Softwatchmaker's quote

 

In total, about 36 hours as of now. As of then, I think it was about 28 hours.

 

I had started the game after the September 30th update, but had put it down for a while after finding out the "conquer and colonize with the Akkan" method was causing the crystal mines to be useless. Put it down for a while, then started it up again using protevs to colonize.

 

I searched out the map and had initially just blockaded and fortified the Star and the volcanic planet. After I deveoloped the infrastructure in my planets in my half of the solor system, I built the rest of my fleet and took out the pirates, etc.

Reply #5 Top

That set-up is pretty rare. Orange was boxed off from the rest of the map by the starbase. This isn't normal. Normally, there are at least TWO ways to get to your opponent on a 1v1 random small map, but random 1v1 is by far the most random of the map generators (i have seen some reeeeally wierd set-ups on this mode)

Good lord though man. The longest I think I've ever had a 1v1 take was 5 hrs, and that's because my opponent and I were in some seriously heated throws. However, I realize my style of play isn't for everyone and that some people (most who play single player only) enjoy the bigger longer games. 

Best chokepoint strategy early on is get a starbase along with phase jump inhibitors. At a pirate base specifically you can build at best 1 frigate factory ( with an expensive economy upgrade ), so my advice for TEC is:

1. Starbase

2. PJI's

3. Couple of Repair bays

4. Buy the frig factory upgrade for the starbase if you can

5. Keep a fleet there.

I've probably missed a good point or two, but the main thing is to hold a checkpoint some sort of fleet will have to stay, because unfortunately in this game there is no such thing as a "chokepoint", but rather a gauntlet you can set up to make traveling past your defences a pain.

Best defense has always and will always be a massive fleet. Starbases managed to level the game out so someone with a considerably smaller economy has a prayer to hold out against more skilled opponents, but still, I will always love the fleets.

Reply #6 Top

Defenses aren't as good as fleets, but they don't count against your fleet limit, which in his case looks close to maxed out. Even if their not though, by using your defenses to allow your fleet to be entirely on the offensive, you can use less fleet supply which allows you to have a stronger economy.

Reply #7 Top

Actually if hes supporting a fleet that big his economy is stronger. The creds are just being "invested" in the fleet. Im willing to bet at this point in the game his creds/metal/crystal is in the six digit figures and even if he lost his entire fleet he could easily rebuild it before his opponent could take down two of his GW's.

Reply #8 Top

Quoting Allegiance86, reply 7
Actually if hes supporting a fleet that big his economy is stronger. The creds are just being "invested" in the fleet. Im willing to bet at this point in the game his creds/metal/crystal is in the six digit figures and even if he lost his entire fleet he could easily rebuild it before his opponent could take down two of his GW's.
End of Allegiance86's quote

 

I've actually used this map configuration to test out different fleet compositions. When I want to clear the current group of frigates and crusiers, I'll have them leave fleet and just send them phase jumping through enemy territory. Then rebuild it to test different amounts of ship types. If I want to test out different configurations of capital ships, I make sure to have the maximum amount of frigates and cruisers before scuttling or otherwise having a capital ship destroyed. Last night this game had crashed though, due to a "run time error", but I can still reopen it from the saved games.

Reply #9 Top

what composition have you found to be particularly useful all around? I dont know why but two Medium to Big Fleet size usually works out best for me.

3 Kols, 2 Dunovs, 2 Marza, 1 Akkan, 27 Garda, 20 LRF's, 20 HC's, 20 Percheron, 20 Hoshikos, and 5-10 Scouts

Usually when I get into long drawn out games Ill build twin fleets only changing up the Marzas and Akkan, making it 2 Sova's and 1 Marza. Alone these Fleets usually hold up extremely well against larger fleets unless heavily hit by SC or extremely large numbers of HC. Other then that Ive found most variations of an enemy fleet cant hold out against my single med sized fleet.

Reply #10 Top

Quoting Allegiance86, reply 9
what composition have you found to be particularly useful all around? I dont know why but two Medium to Big Fleet size usually works out best for me.

3 Kols, 2 Dunovs, 2 Marza, 1 Akkan, 27 Garda, 20 LRF's, 20 HC's, 20 Percheron, 20 Hoshikos, and 5-10 Scouts

Usually when I get into long drawn out games Ill build twin fleets only changing up the Marzas and Akkan, making it 2 Sova's and 1 Marza. Alone these Fleets usually hold up extremely well against larger fleets unless heavily hit by SC or extremely large numbers of HC. Other then that Ive found most variations of an enemy fleet cant hold out against my single med sized fleet.
End of Allegiance86's quote

 

In this game I didn't have to divide my fleet, though even when I've played in regular sins I usual ship-swarm also.

 

Here are the last ones: 4 Akkan, 3 Dunov, 5 Marza, 4 Kol; maxed out on Percheron, and 1 Cielo to fill space. This didn't work so well, as initially I was doing a 4x4 of those ship and a level 10 Dunov got destroyed, so I replaced him with a Marza. The enemy increased his amount of fighter craft to compensate for mine, so even with the Akkans autocasting Armistice to protect the fleet, nothing really got done.

1 Akkan, 4 Sova, 4 Marza, 3 Dunov, 4 Kol; 50 Garda, 30 Hoshika, 10 Kodiak, 30 Percheron, 20 Arcova, 50 Cobalt, 20 Cielo, 10 Ogrov, 10 Krosov, 50 Javilis, and 1 starbase constructor ship. This is the fleet that I initially used to clear the pirate base, and it lasted about 4 hours before losing any ships.This works better on offense than standing still though, since if left sitting all the scout frigates do is absorb ordinance... rather than clear mine fields.

 

One that I had used prior to the September 30th update, for use in a five star random map, consisted of 4 Kol, 4 Marza, 2 Akkan, 3 Dunov, and 3 Sova. I don't remember the frigates or crusiers I used though.

Reply #11 Top

yeah my scouts are always catching hell. Simply cause of all the units they seem to like to branch off from my fleet and go it alone against stuff that it cant possibly stand against. even after being ordered elsewhere.