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Combat Strategies

Combat Strategies

Choose attacks by expected outcome and risk, not by fleet size alone. Research, rapidfire, shields, cargo and return timing all matter.

Prepare the target

Get a recent espionage report for the exact station slot. Report depth depends on probe count and effective espionage; there are no universal raw-level 2/4/8 visibility unlocks. A missing report section is not proof that it contains nothing.

Check for active defenders and possible ACS reinforcements. Simulate the fleet mix where supported, allowing for the simulator's limited research inputs and random outcomes. Do not treat one favorable run as certainty.

Match the fleet to the opposition

Opposition Useful matchup to investigate
Light Fighters Cruisers have rapidfire 20
Cruisers Battlecruisers have rapidfire 25
Battleships Battlecruisers have rapidfire 125
Battlecruisers Destroyers have rapidfire 5
Weapon defenses Bombers have target-specific rapidfire; domes are excluded

These are advantages, not guaranteed counters. Cheap screens can also feed an enemy's rapidfire. Deathstars are slow and expensive, not a universal answer.

Price the whole operation

Include flight fuel, probable losses, cargo-limited loot and realistically collectible debris. The standard ship debris defaults are 70% metal, 40% crystal and 10% deuterium, subject to galaxy settings and decay. Do not count a full fresh debris field as guaranteed profit.

Send Harvest separately with Recyclers or Reapers unless you are relying on an eligible automatic fresh-combat salvage effect. Calculate the salvage launch time from its travel preview so arrival follows the battle; another player can collect first.

IPMs can permanently remove defenses after ABM interception, but cost ammunition and fuel. Check range and the selected priority target. Ordinary fleet attacks use their own defense rebuild rules.

Timing and retreat

New fleets launch at full speed. Use the actual preview, slowest ship and destination to plan arrival and return; do not use a simple distance-divided-by-speed formula. Check ACS timing restrictions before attempting a coordinated arrival.

Use recall only while the mission allows it, and inspect the resulting return time. You cannot relaunch ships that have not returned. Be ready at arrival: a successful raid is still a loss if its survivors are caught unattended.

Active 3.0 galaxies use anchored stations. Moon creation/destruction and old moon-to-moon invisibility plans are not available station tactics.