Cadet PRS Expansion Defence
|
Defending Your Expansion Complex
Introduction
The Expansion Complex has the ultimate small ship available for defense. It is vital that you have a good probe net when you go Exp to give you warning of enemy bomb runs. Also quite a few probes on each aleph of your Exp sector.
Defending vs. Supremecy
Sup has the most variety in choice when it comes to ending a game.
TP2 Scouts
These guys are tricky, a good TP2 Scout Pilot will be low sig and avoid the scan ranges of enemy eyes. There are a few sure ways to catch them though.
- Catch them at the alephs. Probe your alephs and have at least one int one each.
- Probe each rock around your around your exp, drop a probe on the opposite side of the rock facing your exp.
- Have an Int loadout saved which only has fuel in cargo for chasing TP2 scouts.
- If a TP2 does drop, aim to kill the TP2, you may need to kill the scout first if they are nanning it.
Fighter Bombers
These often come after a successful TP2 drop and soon your sector will be flooded with ten or more FB's loaded with AB 2/3.
- This is where the interceptor makes its name, you need to intercept thos FB's before they get in firing range.
- Free for all - dont nit pick over who to shoot, shoot anyone and everyone.
- While you are intercepting look for the FB's with high kill bonus, take them down first.
Hvy Bombers/XRM
These are often considered the unstoppable end gamers. A team with the resources to spare will come at you from all directions.
- Once again you will need to do your best intercepting. Get to them before they get in range.
- Target those with high KB first.
Defending vs. Tactical
Tac has bombers that cant be seen until they load missiles, so pretty much you wont see them until they are in firing range. Also there will be SF's firing missiles at you.
Stealth Bombers
With a good probe net and some random flying scout you may spot a SB while it is en route, with a bad probe net or just against good SB pilots you will spot a SB as it destroys a base.
- Catch them at the alephs. Probe your alephs and have at least one int one each.
- You want to be outside your base waiting to intercept.
- Dont be too keen to save an outpost and get stranded.
Stealth Bomber NG
Not really used because certain game conditions are needed.
- Kill them.
Defending vs. Expansion
Exp has HTT's and Hvy Ints.
Heavy Troop Transport
These are almost as sneaky as SB's and will often be escorted by at least one int when on long range missions. Anything closer, expect the whole team supporting their HTT.
- Catch them at the alephs. Probe your alephs and have at least one int one each.
- Form up and spike the HTT, then concentrate on shooting nans.
- Ram the HTT away from your green door when it is close.
- Prox in front of green doors.
Defending vs. Shipyard
The shipyard/drydock has a variety of ways to end the game also. It is like a bigger badder version of sup/exp/tac combined.
Frigates
These cannot rip so once it is eyed it is just a case of knowing where it is going and waiting on the other sie of the aleph.
Cruisers
These can rip so it will require you to be ready to launch and boost to aleph then boost back to base if the cruiser rips or changes direction, change base launch and boost to aleph.
Assault Ship
These guys are fast, should have at least on turret gunner and they can cloak. Follow them low sig in a scout. Destroy them at alephs.
- When fighting caps have one emp cannon loaded, only one.