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Date Posted: 08:18:53 02/12/01 Mon
Author: Commandant Derran Jorde
Subject: General Battle Startegies
In reply to: Commandant Derran Jorde 's message, "Seminar Thread" on 07:29:17 01/29/01 Mon

Before you read this, please not that these are only general strategies, written to give you an idea of how to handle yourself in combat. Once you become active in more and more battles, you will gain your own unique perspective of combat and will begin to use your own techniques.

You will notice that I use the words "usually," "typically," and "most of the time" a lot. Thats because every battle is different and will call for a different set of tactics. No one document could possibly cover every situation that will arise.

-Jorde


General Battle Strategies of the New Republic - V 1.0

-Shields Down-
OK, the first and most important rule of combat is: Live to see another day. If your shields get dropped in a battle, turn tail and run. As a general rule, make for the nearest Fleet Base and begin repairs. Like all rules, however, there are exceptions to this. For example, if your opponent is badly damaged and you can destroy/disable him soon, you may want to stick around. A commanding officer may also order you to remain at the battle or even withdraw early. Of course, retreat is not an option if an Interdictor rears its ugly head...


-Ramming-
We've had a lot of problems with this in the past and its has surfaced again recently. I cannot emphasize the importance of being aware of your surroundings and who is where on the battlefield. Before you move, skim the boards and be certain that no one is anywhere in your line of travel, for if you even pass through the coordinates containing another vessel, you collide. Lets hope this never happens.


-Starfighers-
Starfighters are the Republic's most potent weapon (and a deadly foe, as well). Therefore, we must know how to effectively utilize them if we hope to be victorious. As a general rule, you should launch all of your interceptors (A-wings and V-wings) and begin to take out the deadliest of the enemy starfighters first with your concussion missiles. Shuttles and transports can also be used to engage Imperial squardons. This will be the typical order in which to engage enemy starfighters:

1) Gunboats (GUN)
2) TIE Bombers (T/B)
3) TIE Advanced (T/A)
4) TIE Interceptor (T/I)
5) TIE Fighter (T/F)

If you arrive in a system before any Imperial fleets, don't be afriad to launch all your fighters and get the first strike when the opposition arrives. If you arrive after the Imperials and they have already launched their fighters, then you may want to clear some of them out before you launch your own (or at least till you launch your bombers). This should help to minimize losses.


-Interdictor Cruisers-
Interdictor Cruisers (INT) are not a good thing to have show up at a battle. It usually means that an Imperial trap has been sprung and we will be outgunned very shortly. Therefore, if and when an Interdictor shows up, it immediately becomes our primary target. Once it is destroyed, then we will usually escape into the safety of hyperspace.

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Replies:

  • General Ship Descriptions -- Commandant Derran Jorde, 08:21:12 02/12/01 Mon
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