Galactic Battlegrounds l Clone
Campaigns l General Strategies
Strategy: Clone Campaigns.
Trooper Wars l War
Centre Upgrading l Changes to Air
l Strategy Home
Changes to Air.
Fighters toned down.
This was done in several ways and the changes appear at different time zones.
First off, the T3 rush with a follow up of fighters to raid the enemy got two
serious shots against it. While this may sound upsetting to folks, what was
really done was balance the ability to strike mech raid with fighter raiding.
Prior to the expansion, fighter raids were really the only way to go for a couple
of reasons:
When you hit T3, the resource that is most precious is carbon. It allows you
to (a) drop a new command center (b) build military structures (c) build farms,
which you will need to produce food. Fighters cost only nova/food, which is
relatively easy to come by. Strike mechs on the other hand require a great deal
carbon (100C) so it is hard to get any decent force together quickly.
Fighters do significantly more damage to villagers than strike mechs do. In
the old version of the game, fighters did a whopping 15 points of damage vs
a worker with basic training, whereas strikes did a meager 3pts of dmg to a
worker with basic training. In the expansion, figthers now do 9pts and strikes
to 5pts, which balances the units out a LOT more.
While the damage ratios of the two units are not equal, they are now about equal
in terms of their ability to be used as early T3 raiding units as fighters are
a bit easier to counter than strikes are. So while fighters are slightly more
effective as raiding units because they can be massed easier, traverse distance
quicker, and do more damage to workers, anti-air troops do a better job of killing
fighters than grenade troopers do of knocking down strike mechs. This is even
more true now that AA troopers move faster.
Fighters took a second knock down in their ability to be an effective massed
fighting force by increasing the strength of their counters. As mentioned previously,
AA troopers move faster which is a large boon to stopping the hit and run early
strikes, but not as powerful in topping a massed group of fighters. The AA Mobile
on the other hand was a fairly effective counter to air based armies in BattleGrounds.
In Clone Campaigns, they are even more effective for three reasons:
Decreased Build Time Mobile AA now build in :30 rather than :36
Lower Cost - Mobile AA now cost 100C/50N rather than 150C/50N
Able to absorb more damage - fighters now do 4pts of damage to Mobile AA, whereas
in BG, they did Xpts. Although this is a small change, it really adds up when
you are facing 20+ fighters with a slow fire rate. While all of them are relatively
small, they add up significantly when combined. They still however pale compared
to the defensive power of the AA turret. Even with a slightly increased cost
(150ore/20C rather than
.), this is still the unit of choice to stop large
hordes of fighters.
The cost issue is really marginal as you can generally use the market to purchase
whatever ore you need at the stage of the game when massed air is on the field.
This is why I have by in large been opposed to balancing late game by altering
unit costs.
Fortresses also got a boost against air units, but more on fortresses later.
(top)
Bombers Enchanced.
Bombers generally played a role in late game, but were by and large ignored
in the early game which is a shame. They are extremely effective in tactical
runs against powercores which can cripple an opponent early; preventing them
from massing units quickly. The real problem with bombers was not the bomber,
but rather with the extreme effectiveness of the fighter. Due to the immense
power of the fighter as an early raiding unit, top players kept their airbases
busy cranking out fighters. By the time they would build bombers, they were
often ready to build a transport and drop a pummel on the enemy instead. With
the recent changes to the power of the fighter though, a window may open for
bomber production in airbases. This will certainly be aided by the decreased
build time for the bomber which was reduced from :40 to :35 in Clone Campaigns.
I personally wonder if we will be seeing T3 armies of strike mechs and bombers
in Clone Campaigns. At first glance, they appear to be a strong combination
of units. Time will tell though.
Aerial Techs.
A number of players (myself included) were always a bit puzzled by Flight School.
Much like so many parents who send their children off to Universities, we figured
it did something, we just weren't quite sure what once our shiny fighters came
out with that diploma. Likewise, we often spent the resources to send them to
Advanced Flight School with similar puzzlement on exactly what they were getting
out of it. Lucas has now made it a bit clearer for us, by increasing the line
of sight by +1 for each "degree" that our fighters earn at Flight
School. To make it even more pleasant, the cost of "tuition" just
dropped by X%. Now
if only Universities were that clear
.
The Wookies were one of the more powerful civs in Battlegrounds and as such
one of the more popular picks for players. One of the key components to the
Wookie strength was their powerful Air Force, which when combined with a powerful
infantry line and very powerful artillery line was a bit too much. To balance
this, the Wookies have lost Efficient Manufacturing - a key technology given
the large cost of building an Air Force.
The Empire had a strange oddity with their air units where they had a decreased
build time. That has now been rectified as Empire Air units now build at the
same rate as other civs. They cost 5% less, but that amounts to about 3F/3N
and is in my opinion fairly negligible. You would have to mass 20 fighters before
you really see much, and quite honestly the Empire should be massing mechs not
fighters.
(top)
*** Thanks to blue myriddn @ Mr Fixit Online ***