Cadet PRS Expansion Defence

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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.