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| [[File:Rebels_Race_Icon_Nu.png|thumb|left|Rebel race icon from [http://vgaplanets.nu VGA Planets Nu]]] | | #REDIRECT [[The Rebel Confederation]] |
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| = The Rebels =
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| == Race Characteristics ==
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| Playing the Rebels you have almost no bitter pills to swallow (like the Feds low mining rate) and they have a whole bunch
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| of useful abilities.
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| The main race characteristics that distinguish the Rebels from other races are:
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| * Build fighters in space:
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| With 3 kt Tri, 2 kt Mol and 5 kt Supply units for one fighter any rebel ship will convert this to a new fighter.
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| You don't need 100 megacredits like other races which makes building fighters cheap.
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| You share this ability with the [[Colonies]] and the [[Robots]].
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| * 90.000 clans on ice planets:
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| Rebels are the only race that really can exploit ice planets. Your colonists won't grow on ice planets but they don't die either.
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| * Rebel Ground Attack:
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| Maybe the Rebels' most powerful feature. This will cause great havoc on enemy planets. It is even useful against own planets sometimes.
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| * Immune to attacks by planets:
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| Rebel ships cannot be attacked by planets.
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| * The Rush:
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| The Rush is one of the most feared ships in the universe. Only very few ships (like the [[Gorbie Class Carrier]]) can cope with it.
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| Compared to other strong ships it is relatively cheap.
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| * Last not least:
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| One of the most useful ships in the universe is the Rebels [[Falcon Class Escort]] which allows you to transport small amounts of
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| cargo or MCs really fast over long distances.
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| One drawback can be that rebel ships have few beam weapons. Especially if you need to sweep a lot of mines or if you're fighting
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| the [[Crystals]] you will need lots of beam weapons. As a Rebel you need more ships to effectively sweep enemy mines.
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| == Ships ==
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| Only the most useful ships will be mentioned here.
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| * [[Falcon Class Escort]]:
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| The Falcon is one of just 3 ships that can [[Hyperjump]] and the one with the biggest cargo room. This allows it to travel between 340 and 360 ly in just one turn. Since the Falcon has fuel for 3 jumps in a row it is extremely useful as a transporter for small amounts of cargo or [[Megacredits]].
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| The Falcon allows the Rebels to expand extremely fast in the early game phase and lets you find out who your neighbours are very early.
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| * [[Cygnus Class Destroyer]]:
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| This is a small and cheap torpedo ship. It has not much use but in conjunction with a Patriot it is a strong weapon.
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| * [[Patriot Class Light Carrier]]:
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| Don't laugh at this very tiny ship. The patriot is extremely cheap and with its 6 fighterbays it can definitely be a threat for your enemies.
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| Combine this with a cheap torpedo ship (e.g. the Cygnus) that takes down the shields of your enemy first.
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| * [[Gemini Class Transport]]:
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| This is the ship you build fighters on! You can build 40 free fighters (costing just minerals and supplies) in one turn.
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| Build some of these to fill your bases with fighters and to arm your Rushs.
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| * [[Iron Lady Class Frigate]]:
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| This ship is partially useful. It has small cargo and it has only two tubes and is very easily captured. However it is your capital ship with the highest
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| amount of beam weapons, so put Heavy Phasers on it and use it for sweeping mines.
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| * [[Rush Class Heavy Carrier]]:
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| Fear the Rush! With 10 fighterbays nobody can ignore this ship. Since it is relatively cheap (just 6 engines) you can build several of these.
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| == Strategies ==
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| === Expand fast ===
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| Be quick! In the starting phase build many Falcons and colonise distant planets before your neighbours even realise you're there.
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| Build many starbases so you can fill more slots and build more ships (at least Falcons with low-tech engines) than others. These Falcons
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| will let you settle more planets in less time.
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| Exploring more planets also rises the probability to find the good planets faster giving you an advantage in the long term.
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| === Be offensive ===
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| It is risky, but you might want to set your Falcons missions to "Rebel Ground Attack". Since the distance of homeworld is sometimes around 350 ly
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| there is a chance to "accidentally" hit your neighbours homeworld. If you RGA him right in the first turns he will not be prepared for that attack
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| and it will give you a major advantage over him.
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| However he will be angry at you ...
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| === Ally with cloaking races ===
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| Get cloakers! They're extremely useful for you just to check for enemy planets without capital ships in the orbit. Find these planets and hyperjump there
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| with a Falcon and RGA.
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| === Self-RGA ===
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| Even though Rebel Ground Attack is mainly a weapon against your enemies you can use it against yourself. It has two interesting effects that you can profit from:
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| * it makes your natives happy
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| * it destroys factories and mines (which make natives unhappy)
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| So if you find a good cash cow you might overtax the natives (letting their happiness drop down) and build many factories and mines (which you would
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| normally not do in order to not annoy the natives). Then get a few [[Large Deep Space Freighter | LDSFs ]], beam up most of your clans and
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| RGA your own planet. After the planet is cleared, let down the colonists again and send your LDSFs to the next planet and repeat the whole thing.
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