At the end of last stream you ask about the berzerk so here is a in depth breakdown as why people normally suggest have at least one in early fleets. In deadlock almost all colonial ships give +0.2 Squadron Evade(visible in subsystem under hanger, posture doesn’t effect this) basically dice roll to dodge incoming damage that would otherwise hit. The berzerk base has a +0.5 Squadron Evade (highest in game) over double the chance dodge incoming damage. each time a berzerk levelled up gets a extra +0.05 (each ship has 3 veteran levels) so a fully levelled will have a extra +0.15 for a total of 0.65 meaning it dodge’s over 3 times the amount of incoming damage. So berzerk vipers are real good being the tip of a spear and taking fire so other vipers can mop up the fighter. (Good in late game especially when cylons almost always have you out numbered. just don’t think berzerk vipers are immortal like I did once if it get focused and alone it last a few rounds longer but not forever) (The only other way to upgrade evasion rating is with hanger officers but maxed out is only +0.12. Honest only good if your running a very heavy carrier fleet.) The berzerk also has a bonus range and accuracy of %5 for the turrets (at neutral posture) which increased his base max from 5000m (stranded for Adamant and most non battlestar colonial ship) to 5500m so it can be kept in the back line. The Adamants have 4 light turrets per side that dose 0.5 damage per shot, the berzerk has 5 medium turret per side does 1 damage per shot. The berzerk is normally favoured for multiplayer over campaign but the bigger turrets are good early game for striping armour of bigger ship with adamant to shield until you get some bigger guns. The stats are from Complete Ship Statistics By Sir Wagglepuss III on steam. He has 3 deadlock guide (campaign, multiplayer and ships statistics) and is held in high regard as one of the best deadlocks players in both campaign and multiplayer and was even added to the game as a random generated ship name Waggle by the devs. personally I wouldn’t look at the guide till your much later in the campaign as it more fun finding thing out yourself but you asked why so I used the guide to give me some hard stats and not just my opinions.
I went from losing to winning the campaign when I discovered the glory that is Berzerkers. They make up 80% of my fleets now. I should probably diversify to Rangers and Minotaurs, but Berzerkers are just so good. The only catch is that they are rather fragile, so you have to be careful about positioning and missile defense.
@@r3dp9 I tried one full berzerk fleet I just turned and boosted away and let the vipers wipe them out it took longer then any other battle I think you idea of a ranger would round out the fleet i personally swap 2 berzerk for 2 adamant for missiles (normally AP) and kept the adamant vipers in defence around the rear.
Not gonna like, if someone says they're winning with a fleet composition of _80%_ Berzerkers, that sounds like problematic balancing to me, less encouragement for a more diverse fleet composition.
There's a reason why it's my backbone Ship right now. I'm not even that interested in the Fighter capabilities, but it can slap real hard and has been sniping the Cylons for quite a while now. It also helps that it is rarely the center of attention for the Cylons, as they are more busy firing at Adamants.
I love how the music calms down during strat phase and turns up during the combat. Three Houses does the same things and it really feels amazing to hear.
Hey Shack, picked this up and playing it myself love the game, quick tip, pay close attention to your subsystems, your fire control and armory are very important, losing these cause your ships to be unable to fire, fire control is especially important and as it gets damaged your ship will fire less and less greatly diminishing your DPS
Armory only help when your bored by heavy raiders and flack effects but Engineering subsystem is your damage reduction and repair rates much more important in my opinion as if you lose that you take damage a lot quicker and harder to repair the other subsystem
@@andrewd5894 Totally fair, I had assumed Armory was important too as they always end up damaged together, it seemed the ship would fire again once I got Fire Control back but if the armory is damaged my ship would take a long time to fire weapons between the main guns reloading maybe but repairing both brought my systems back to functioning normally
Captain Shack, a quick recommendation that *_Dadelous starbase_* has the *_HIGHEST dradis range_* of any unit in the fleet. I would highly recommend getting a commander with the *_40% increase to dradis range_* and place them on the Dadelous starbase. When you unlock missle boats, you can use guided missle launchers and knock out many any ships in a single salvo before they even come into range. - Admiral Tyken out (Colonial R&D)
BTW Shack When launching missiles will you fire a different amount of missiles depending on whether you've set the ship to attack or defend. Defend will only fire a few missiles and attack will fire a full salvo.
Loving the idea of the rum hunter being crewed by rum loving mercs or pirates who have taken up the banner of fighting for humanity in this war. Maybe She was a merchant navy ship or privateer or something at some point, or perhaps named after one. So the ship being aggressively scouting more often makes sense for it.
Yay, shack is learning quickly, so I can omit most of my advice. 1) FOCUS FIRE. It doesn't just prioritize targets, it also gives an accuracy and fire rate boost. There are very, very few situations in which every ship shouldn't be focus firing. 2) 30:00 Jumps are free if FTL is not on cooldown. If FTL is still spooling, jump cost is proportional to the FTL cooldowns remaining in the fleet. Manticores have an FTL cooldown of 2, so waiting one turn halves their jump cost, and waiting 2 turns makes the jump free. Frigates have an FTL cooldown of 3, battlestars are 4, you get the idea. 3) It's a game of focus fire and rocket tag, not defense. The damage reduction of defensive posture is only +5% on the ONE ship that gets attacked, where +10% range AND fire rate on ALL ships could have destroyed or crippled the first enemy that got in range - within the same round that it entered range. Offense > Defense. Try a 5x doomstack of berzerkers, and just wait for the enemy to waltz into your broadsides one at a time. 4) You worry too much about keeping your corvettes alive. They are very tanky for their size and cost, they shouldn't die as long as your wolfpack is engaging enemy ships one at a time. You waste a lot of DPS by making them flee all the time. 5) The best counter to hacking, is to ignore the hack and FOCUS FIRE the ship that's doing the hacking. All fleeing does is turn a slightly disabled ship into a ship that is completely out of the fight. 6) 22:52 The torps didn't fire because the "fire control" subsystem was destroyed. You can see it on the right lower panel on the ship infocard. You have to repair it before you can use FOCUS FIRE or munitions again. Similarly, you can't use fighters without a fighter bay, can't move without navigation, have no damage reduction without tech bay, etc. 7) 24:00 It's usually better to have ALL fighters target the same ship. That way the target dies faster, the fighters only take damage from the PD of one ship, and usually reduces travel time if you pick targets well. 8) Lastly... you still have the wrong mindset at 31:05. The goal isn't to fight Cylons. That's a waste of time and resources. The whole point of the Galactica franchise is that you DON'T want to fight the Cylons head on. Every objective mission is a net win, every Cylon battle is a net loss. (With the exception of officer/ship EXP.)
Tips and Tricks Continued: -Subsystems Brief - -Every ship in Deadlock has Five to Seven Subsystems responsible for different areas of the ship depending on the ship's class: - - -CIC: Combat Information Center. Your main subsystem on the ship. If this goes down the ship is destroyed. - - -Navigation: Controls how far and how fast a ship can maneuver. If this system goes down then the ship cannot be ordered to move and will drift forward, uncontrolled. - - -Fire Control: Controls Turrets and Munitions. If this system goes down then the ship cannot fire. (Incidentally that is what happened to the Manticore around 22:36 and is why it did not fire Torpedoes). - - -Engineering: Controls Damage Reduction and Subsystem repair. If this goes down then a ship will take full damage and will be slower to repair its other subsystems should they be taken offline. - - -Tech Bay: Controls DRADIS Range and Firewall regen. If this system goes down the ship will not be able to identify targets or rebuild it's firewall against Hacking attempts. - - -Armory: Supplies the ship's Marine detachment and a Battlestar's Flak ability. If this goes down then the ships' marines will be less effective against boarders and a Battlestar will lose it's anti-missile Flak defense. - - -Hanger: Controls the ship's Squadron repair ability. When a squadron is Recalled, they will be repaired in the Hanger of whatever damage they have suffered. The Weaker this subsystem, the weaker the repair. If this system is offline, the fighters can't be Recalled at all. - -There are three ways that a Subsystem can be taken offline: - - -Direct damage to the side of the ship which houses the Subsystem is the simplest way to take down this system. Each ship is unique to where their particular Subsystem is housed. - - -Boarding a ship and overcoming its Marine or Centurion detachment will being to take down the target's Subsystems one after the other until the CIC is the only part left at 1 point. This tactic used to be used to destroy a ship outright, but is now relegated to a Debuff as long as the Boarders are present. - - -Hacking is a Cylon exclusive ability. Several of their ships have a hacking ability that lets them target a specific Subsystem and take it down once they have breached the target's Firewall. You know of one of these kinds of ships already: the Nemesis. While a single Nemesis is only dangerous due to it's missiles, two or more concentrated on a single ship can cripple their target through Hacking along. - -Subsystem Repair: - - -To repair a Subsystem simply check the box next to it to take it offline. While down for repairs, its associated abilities are also down so timing is important in fixing the ship. - - -The Colonial Raptor is useful with regards to subsystem management. It can be used to Board an Enemy ship to cripple it from the inside OR it can be used to Reinforce an already Boarded Friendly ship OR to Boost the Firewalls of a ship that is being Hacked.
The Ranger is the best missile boat the Colonials have. It reloads it's munitions in one turn (it says two but it's counting the turn you initially fire) allowing for constant torpedo salvos and I think it's salvos are bigger. Also you should do the Broken Alliance missions (I think the game will force you to). The Celestra can repair and rearm ships in combat and costs no fleet points outside Deadalus fleet, and eventually you'll get the Janus heavy cruiser which has three missile tubes. You're gonna need more than three Adamants though.
I've gone 2x adamant 2-5x berzerker for most of the early game. Works pretty well. Adamants are decent all rounders but they lack the oomph of specialized ships.
Adamants have an absolutely insane damage reduction in full defensive posture and with an elite crew, i had one be the whipping boy of a 4 cylon ships, a pair of Revenants, a talon and an Arachne - 43% damage reduction for two whole turns, and i think they also seem to have some kind of evasion bonus against larger caliber guns because i took an Artimis into battle against similar odds and it got whomped on before it could come around to give a broadside.
To be honest I really wish battlefleet gothic had a turn based system like this. Lets you get way more involved in fleet tactics without having to be an expert on micro or rely on the time slow. Plus this game really handles squadrons well from what ive seen sofar. Keep up the good work cap!
I love the simultaneous turn planning and playing phases. It’s a big reason why I really enjoy a mech game called Phantom Brigade. Same deal basically with how you play, plan out 5 seconds of play, then watch it happen, then go again.
*Officers mess on board the Daidalos* Lieutenant York "Sorry I'm late to the card game. I had to escort the Captain to the CIC." Lt Duval "That's the 3rd time this week!" Lt Mothbard "Does the C.O. even sleep? He is always drinking his Caprica Special Blend Coffee." Lt York "We shouldn't doubt the Captain." *A loud sound of a glass bottle hitting a table followed by sounds of all the officers at the card table standing up." Lt Duval "G-G-Good Evening X.O. !!!" Commander Texfire "Did you greenhorns even stop to think that the C.O. is under a lot of pressure? The fate of the colonies rest on his shoulders!" All of the Lieutenants "Yes SIR!" CMD Texfire "You will be lucky to pilot a Raptor if I hear anymore mutinous talk!" *Takes their bottle of whiskey* "I will be commandeering this for your insubordination." All of the Lieutenants "Understood SIR!" CMD Texfire "Good and let's keep it that way." *Walks out of the officers mess.* Lt York "Deal me out of the game. I have some more paperwork to do." *A few minutes later at the Captain Shacks office.* CMD Texfire *Walks in with an empty bottle* "Shack, you do know what the 'CIC' stands for, right?" Captain Shack "Changing Inconstant Convention?" CMD Texfire *Hard Facepalm* "We are sooo Fracked!"
You're doing great :) Focus Fire buffs accuracy and damage against the selected target and gives a large debuff for other targets, but turrets that can't shoot the selected target do still fire at targets of opportunity.
Ignore the Homeworldy moaners. This game is awesome precisely because you can and have to thibk, plan rethink replan adapt etc. Those other folks can go play a twitch shooter if they have that much nervous energy/lack of strategic thinking. The cherry here is that you also get a RT playback on every mission. Genius.
Super happy to see you playing this game Shack. This is a really underrated game in my opinion. I love the combat system and how they designed the battles. Glad your enjoying it!
Never heard of this game before, it looks like a mix of battlefleet gothic with but with the style of endless space's cinematic battles. A must buy from what I saw.
Way too many Manticores from my experience with the game, you don't have enough Vipers to cover them versus missiles which means the Toasters will constantly target them.
Captain when your ships are getting hacked they target subsystems so if your fire control is at zero your ship will not fire till you repair it which you can do in the battle
I know it would be absolute psychotic but man I wish you could roll the ships. The idea of rotating a Manticore to fire its nose cannon as you charge underneath then rolling and climbing to hit with the chasers... gits mah fleet Admiral juices flowing. Even so I love what this game is running. Feels very chunky.
The Tylium cost for jumping is only due to recharge cooldowns, you can essentially spend the resources to speed up the recharge. It takes i forgot exactly but something like 2 or 3 turns to fully recharge at which point it will cost nothing.
Something that often gets overlooked unless you check out the Guides is the Vertical Limitations of some ships Turrets. In-game if you Select a ship and hit Spacebar then click the Turret option, mouse over any of the Turret Facing buttons or clicking on them Highlight the Turrets and give a good clue to any vertical limitations...... or if you want the Short version. Manticores Front turrets Shoot Down and forward while the Rear Shoot back and Up. Adamants Side weapons Shoot to the Side and UP with a little Down arc but not much. If Possible i would recommend giving it a quick mention for those new players you are bringing into the Fold with this good Series. Good Hunting!
The old Star Trek: Birth of the Federation game did combat in this style. You gave orders at the same time and then watched a cinematic of them carrying out the orders.
CIC = Combat Information Center, ties all the information in a situation together for analysis and refinement to hand off to appropriate stake holders and to guide the battle space. CNC/C&C/C2 = Command and Control Center, where decisions are made and disseminated, and where combat operations are ordered and fought from. You're standing in a combination space. To one extent, it is providing all the information, and you're filtering and prioritizing at a higher level. The flip side is that each readout is a summary - suggesting it's passed through your CIC - and is being presented for Command and Control operations.
Hay Commander Shack, the Colonial Marines wanted me to inform you that any ship with a Hanger can not only field Viper fighters but Raptor utility craft as well (some ships have a dedicated Utility craft slot but all hangers can field Raptors or Vipers). Currently we have Electronic Warfare Raptors, While docked in a hanger or docked externally with another vessel it will boost the firewall of Colonial ships. (best to do this BEFORE the ship starts getting hacked, apparently the game cant quite calculate the firewall properly if you boost the firewall after a hack starts) but i hear the people in RnD are working on a new Raptor. Anyway, each Squadron of Raptors consists of 2 craft fully loaded with 100 marines ready to Board enemy craft. They also carry Rockets for anti capital ship work. They also wanted me to tell you the Cylons can do this too with their Heavy Raiders Squadrons, so best to shoot them down first, if not just set the ship they are about to board into Defense mode.
@@JediKt Well they found a way. (VIDEO GAME LOGIC) And honestly it doesn't look big enough to have that many anyway. Maybe.....10 give or take at most. But yeah 100 marines per squadron which is made of 2 raptors.
It has only just occurred to me that bsg engineers are A hardcore bunch, building ships during combat. While there would be a bit of automation there would be need for in person sections or inspections, all while never knowing if you may catch a bullet or piece of shrapnel from the nearby battle.
Good work at the Scorpa shipyard Commander. The mk2 vipers are certainly better being faster and slightly more damage, just bear in mind they have less HP then the normal vipers. I also did the math the damage difference is only 0.2 when comparing the 2. So i guess think of the Mk1s as your Fighters and mk2s as your Interceptors. Edit: yeah keep an eye on your subsystems, Hacking is the main way they will end up damaged, but the Damage control teams can repair them mid battle. Best to have the ship in Defense mode too and always make sure the Engineering bay is repaired first if its damaged since it boosts repair rate. You can also tell ships to retreat in the Space bar tactical menu.
Daidalos Battlegroup, Blue Squadron Flight Lieutenant (callsign Hotdog) We jumped into system near the Scorpia fleet yards. Most of their defense fleet was picked apart in the initial attack. It looked like the Cylons were jumping in system to finish the job and destroy the Scorpia shipyards. The battlegroup charged and destroyed the cylon fleet threatening Scorpia’s shipyards keeping them safe for now After this fight, we took a delivery of fancy new Viper II’s that were to be distributed across the battlegroup, courtesy of Scorpia shipyards. On the way back from Helios Gamma, we got jumped by cylons and these new vipers proved their mettle. We always had trouble keeping up with cylon’s advanced missiles, but when virtually the entire enemy missile fleet unloaded their missiles against the Rumhunter we managed to intercept every single toaster missile fired, a great performance for the new platform. I’ll ask the requesitions officer to make sure the new Anvil battlegroup gets these for their ships. I’m glad that we can finally take the fight to the cylons
Heya. I'm anew subscriber to your channel. Loving your playing through. Thank you. Just two points I would like to make. On the very first turn of a battle, just hit ctrl-a then launch ships. This is just a short cut instead of clicking on each ship individually. Next point is everyone needs to stop ragging on the turn based aspect. "Real time strategy" games have killed the strategy game market to make click fest games. BSG-D is a refreshing change in the market. Keep up the fun series and have an awesome day.
Hey shack! Would you mind showing us the cinematic rewind in these videos? Its probably my favorite thing from this game and I would love to watch those.
@@r3dp9 They don't take long, once you take out all the planning between combat. The replays are like the highlight of this game, it's the best feature. They should be shown.
CIC stands for "Combat Information Center" and is in real live near the center of a ship and often the most protected part. It gathers any battle related information and controls all weapons systems of the ship. be that turrets, rocket and torpedo batteries or the fighter and bomber squadrons. In the offchance that the bridge of the ship is hit, the CIC can take over the control over the whole ship if needed. In BSG they seem to make no difference between CIC and Bridge. At least in both versions Old and New series, the Galactica is commandeered from the CIC and there seems to be no bridge at all. I dont know if that is true for all military vessels in BSG, because we only see the galactica and the pegasus interior and no other classes at all.
You get a bonus dependig on what planet the shipayard is at. One good strategy is to move the shipyard to Helios Beta, you have two colonies there with nice bonuses and it hardly gets attacked. Most Cylons will apear in Helios Alpha, so you need to keep at least one Fleet there to prevent the Colonies from leaving the Quorum.
Fantastic play on this series -- you made it absolutely compelling and fun hehhe. Also the MkII was a pretty great spur for the Cylons to hyper-develop their hacking skills even further!
It hurts my soul a little not watching you switch out those new adamants for the manticores in the fleet. Personally it is my most disliked ship in the game just due to its lack of fire power and armor. Having one or two per fleet early on is okay but Four is just too many XD. Also just something to keep in mind you only six planets to stay with you not to lose so you don't need to be jumping around all the time you can secure the two sectors near Ragnar where you leave the shipyard and expand from there now that you have the ability to unlock the Artemis. But I love that you're doing this series keep up the good work Commander!
You can fire missiles and Torpedoes when boosted but you don't fire as many because you have transferred power to the engines. When being hacked, drop out of attack mode to normal or defense to add firewall protection. resistance
It is the start of another standard day on the Daidalos, but for Jark Danson, it is anything but standard. Today is the day he takes over as Captain of his own, newly commissioned ship. Waking up before his alarm was able to alert him, he hurriedly got himself steamed and pressed into his uniform. The sharp click of his boots on the polished floor as he strode down to the galley for a cup of Caf. Out the windows he saw her, the Enchanted Soil, his ship. She shone in the starlight next to Sumer, her sister ship under Captain Auto. Enchanted Soil, named as a reminder that where ever they travel, and what ever the cost, mankind needed the stability only a planet could provide to serve as a 'home'. And that was worth fighting for as far as Jark was concerned, home. That was his foremost thought as he boarded the shuttle to finally take command. Joined with his officers, some he had known through Academy, some he had served with on the Daidalos, and some assigned by command. This was his family now, his brothers and sisters in battle. Reading over his first briefing, his first orders were simple enough. Rendezvous with the rest of Anvil Battlegroup over Cocalis and await further contact from Lt Colonel James Hubbard. It didn't say how long to expect to wait, but surely enough time to acquaint himself with the command deck. Perhaps even run some drills with the crew of Sumer to make sure all hands were steady incase an engagement would come early.
The best way to deal woth Revenant class gunships is to swarm them with fighters and assault raptors, or kill them at long range missles or torpedoes. They are dangerous at medium to short range. They are armor killers, and can take on multiple ships at once. The only ships capable to deal with them solo are the Minotaur gunship or Battlestars (except for the Minerva class)
I find a good fleet before one could get a battlestar is 4 Adamants and 3 berserks. The berserks have medium turrets and hit pretty hard. Sadly, their armor is like that of a manticore, so the adamants have to take point. I launch fighters and have them strike and reveal the unknown blips, then pull the fleet up and have them focus fire each enemy down.
Always keep up-and-coming fleets with daedalus, so they don't get jumped. On fleet setup; best to do stacks up and down with the manti's just like the adamants. Triangular or diamond pattern-ish. Lets them have the best overall group coverage for guns, and least likely to hit each other when launching missiles. Your ships will totally do this, if not managed / formed up correctly :D
4:50 That how I feel watching Star Trek and SonoBuoy outer cases. They have been using them since Star Trek: The Motion Picture. I must have carried thousands of these in my 20 years in the Navy.
The Colonials want almost ALL their ships (bar Manticores and both missile cruisers, but particularly the Janus) to be BELOW the opposition, as most Colonial ships have far more elevation than depression on their primary armament. Also, if you're willing to skimp a little on the Manticore wolfpacks, a good early-game fleet is a single Mantie as your scout/fire brigade, three Adamants in the triple-stack and two Berzerks with their longer-range bigger guns but thinner armour in a double-stack behind the Adamants firing through the 'firing slits' in the Adamant wall (or two Adamants and three Berzerks, for a far greater damage output but somewhat less durable fleet - I prefer the 3/2, but general thinking seems to be in favour of 2/3). If a threat approaches on the Berzerk side, the Adamants and Berzerks can slip 'between' each other's walls Keep Vipers on the Berzerks for their Evasion bonus which makes them much more effective, and you can use some Raptors or Assault Raptors on the Adamants. In battle, set the Vipers to Defend the middle Adamant in the wall, and they'll defend all three (or top Adamant if 2/3, since you should be below the toasters). Once you get access to Artemis Battlestars, you can start moving the Adamants to back-line positions and replace them at a 2:1 ratio with Artemis'. An Artemis is 50 fleetcap more than two Adamants, but any time you're short of being able to do a 2:1 you can replace a third Adamant with a Berzerk and use the Artemis to tank while the Berzerks spank. Later on, Atlas' can replace Berzerks in front-line fleets while Jupiters replace Artemis' at 2:1 (although it can be worth keeping some Artemis' in the fleet) and you fill to taste with cruisers and so on. To fill the scouting gap made by not having Manties, send a Squadron (Vipers, Raptors, Talons, whatever) to the enemy, but keep them FAR ABOVE OR BELOW the ship they're scouting, as that will keep them mostly safe from Cylon fire while still letting them ID the opposition. You wanna get a fleet in each system first, as fire brigades for Cylon incursions, then lock down Helios Alpha with fleets asap, that's always the frontline. Then the Beta, then as you have ships and officers spare, the Gamma and Delta become your backline, where ships are retired to to free up fleetcap for newer, more capable designs. Also where the Daedalus and its fleet hangs out, over a Colonial system giving you their bonus. Rotate your officers between Alpha garrison fleets and other systems, so you don't have Fleet Admirals in Alpha and Lieutenants everywhere else. Alternatively, if you want to keep faster ships for manuevres rather than slow bricks, Rangers, Minotaurs, Minervas, and Berzerks for carriers can be an effective fast fleet, or if you want to pursue 'hammer and anvil' tactics with a flanker or two, Minervas can be a flanking force all on their own.
Cap, i fully agree with the whole keeping the production capabilities near the front line thing, but the daedalus should really be in its own seperate "fleet" from your combat ships for one reason. once you get the celestra it takes the same support slot as the daedalus, which each fleet only has one. so if you want the mid battle repair capabilities of the celestra in a fleet with the shipyard it costs you a capital ship slot
in my current playthrough i haven't used the Mk.II's much yet.. i'm usually so strapped for tylium that i worry about the per-battle expense for them, and since i've mostly been able to avoid needing to put fighters on defense, it hasn't be a big issue for me. will defiantely be switching though once i start getting further in the story though
It is the CIC (Command Information Center). And you were a crew chief I knew you were shady when I first found your channel. And I never knew why and now I know.
Idea for a Second fleet! You want ever a Strike fleet with a Berzerk serving as the Flagship, at least four Adamants which is you main line of Battle, with two Manticores supporting this fleet as Scouts/Torpedo ships.
Shack to your infomation, in the blueprints section the numbers in the blueprints correspond to the main story/campaign. e.g in chapter five you will get a battlestar and Viper mk2, this is noted in the blueprints in the battlestar og squadron section by the V (roman numeral for five).
I wish we had game like this, with gameplay and features like here, but with plot structure like in one of Wing Commander games, where you could lost battle but still advance through campaign and eventually could win or lose war.
Every time Shack says: "Give them the Good News." I always imagine "Of our Lord and Savior *HIGH EXPLOSIVES!* PS Happy Easter! PPS Their is actually a patron saint of artillary!
@@bamaboy5746 early game mostly a composition of Adaments and berserks Mid game I trade away some of the Adaments for an Artemis class Battlestar and later on another for a ranger or minotaur in the late game my fleet consists of one Jupiter class Battlestar one Minerva class Battlestar one Atlas carrier and then it's more of a crapshoot between several Adaments or a single Artemis
I know your probably taking patron name suggestions, but if you have a ship with heavy dps and armor you should name it Wrath. Really enjoy the series.
You can put your ago builder on the the giant white ball planet far to the left and they wont attack it .. So you can more fire power in your main fleet
Not sure if you already have the modern ships pack shack, but you can get the Mercury class and Valkyrie class battlestar's from that pack [It's also only $5.69]
question dude... with those flank firing ships... why arnt you stacking the large ship with the two remaining flank firing ships... for another death stack... having the large ship in the centre of the two wouldnt be bad either... as long as they cover each other... the difference in speed between the two unit types could probably be eased by putting the larger ship into a slightly more defensive stance the the small ones to over come the difference leaving its fire for more defensive while moving until stationary when u could switch stance...
At the end of last stream you ask about the berzerk so here is a in depth breakdown as why people normally suggest have at least one in early fleets.
In deadlock almost all colonial ships give +0.2 Squadron Evade(visible in subsystem under hanger, posture doesn’t effect this) basically dice roll to dodge incoming damage that would otherwise hit. The berzerk base has a +0.5 Squadron Evade (highest in game) over double the chance dodge incoming damage. each time a berzerk levelled up gets a extra +0.05 (each ship has 3 veteran levels) so a fully levelled will have a extra +0.15 for a total of 0.65 meaning it dodge’s over 3 times the amount of incoming damage. So berzerk vipers are real good being the tip of a spear and taking fire so other vipers can mop up the fighter. (Good in late game especially when cylons almost always have you out numbered. just don’t think berzerk vipers are immortal like I did once if it get focused and alone it last a few rounds longer but not forever) (The only other way to upgrade evasion rating is with hanger officers but maxed out is only +0.12. Honest only good if your running a very heavy carrier fleet.)
The berzerk also has a bonus range and accuracy of %5 for the turrets (at neutral posture) which increased his base max from 5000m (stranded for Adamant and most non battlestar colonial ship) to 5500m so it can be kept in the back line. The Adamants have 4 light turrets per side that dose 0.5 damage per shot, the berzerk has 5 medium turret per side does 1 damage per shot. The berzerk is normally favoured for multiplayer over campaign but the bigger turrets are good early game for striping armour of bigger ship with adamant to shield until you get some bigger guns.
The stats are from Complete Ship Statistics By Sir Wagglepuss III on steam. He has 3 deadlock guide (campaign, multiplayer and ships statistics) and is held in high regard as one of the best deadlocks players in both campaign and multiplayer and was even added to the game as a random generated ship name Waggle by the devs. personally I wouldn’t look at the guide till your much later in the campaign as it more fun finding thing out yourself but you asked why so I used the guide to give me some hard stats and not just my opinions.
This should be pinned.
I went from losing to winning the campaign when I discovered the glory that is Berzerkers. They make up 80% of my fleets now. I should probably diversify to Rangers and Minotaurs, but Berzerkers are just so good. The only catch is that they are rather fragile, so you have to be careful about positioning and missile defense.
@@r3dp9 I tried one full berzerk fleet I just turned and boosted away and let the vipers wipe them out it took longer then any other battle I think you idea of a ranger would round out the fleet i personally swap 2 berzerk for 2 adamant for missiles (normally AP) and kept the adamant vipers in defence around the rear.
Not gonna like, if someone says they're winning with a fleet composition of _80%_ Berzerkers, that sounds like problematic balancing to me, less encouragement for a more diverse fleet composition.
There's a reason why it's my backbone Ship right now. I'm not even that interested in the Fighter capabilities, but it can slap real hard and has been sniping the Cylons for quite a while now. It also helps that it is rarely the center of attention for the Cylons, as they are more busy firing at Adamants.
I love how the music calms down during strat phase and turns up during the combat. Three Houses does the same things and it really feels amazing to hear.
I quite like how Battlestar Galactica used IRL military logistics resources for the show. It really fleshes out how things work in the world
Hey Shack, picked this up and playing it myself love the game, quick tip, pay close attention to your subsystems, your fire control and armory are very important, losing these cause your ships to be unable to fire, fire control is especially important and as it gets damaged your ship will fire less and less greatly diminishing your DPS
Armory only help when your bored by heavy raiders and flack effects but Engineering subsystem is your damage reduction and repair rates much more important in my opinion as if you lose that you take damage a lot quicker and harder to repair the other subsystem
@@andrewd5894 Totally fair, I had assumed Armory was important too as they always end up damaged together, it seemed the ship would fire again once I got Fire Control back but if the armory is damaged my ship would take a long time to fire weapons between the main guns reloading maybe but repairing both brought my systems back to functioning normally
CIC actually stands for Combat Information Center shack.
Captain Shack, a quick recommendation that *_Dadelous starbase_* has the *_HIGHEST dradis range_* of any unit in the fleet. I would highly recommend getting a commander with the *_40% increase to dradis range_* and place them on the Dadelous starbase. When you unlock missle boats, you can use guided missle launchers and knock out many any ships in a single salvo before they even come into range.
- Admiral Tyken out (Colonial R&D)
BTW Shack When launching missiles will you fire a different amount of missiles depending on whether you've set the ship to attack or defend.
Defend will only fire a few missiles and attack will fire a full salvo.
Loving the idea of the rum hunter being crewed by rum loving mercs or pirates who have taken up the banner of fighting for humanity in this war. Maybe She was a merchant navy ship or privateer or something at some point, or perhaps named after one. So the ship being aggressively scouting more often makes sense for it.
Yay, shack is learning quickly, so I can omit most of my advice.
1) FOCUS FIRE. It doesn't just prioritize targets, it also gives an accuracy and fire rate boost. There are very, very few situations in which every ship shouldn't be focus firing.
2) 30:00 Jumps are free if FTL is not on cooldown. If FTL is still spooling, jump cost is proportional to the FTL cooldowns remaining in the fleet. Manticores have an FTL cooldown of 2, so waiting one turn halves their jump cost, and waiting 2 turns makes the jump free. Frigates have an FTL cooldown of 3, battlestars are 4, you get the idea.
3) It's a game of focus fire and rocket tag, not defense. The damage reduction of defensive posture is only +5% on the ONE ship that gets attacked, where +10% range AND fire rate on ALL ships could have destroyed or crippled the first enemy that got in range - within the same round that it entered range. Offense > Defense. Try a 5x doomstack of berzerkers, and just wait for the enemy to waltz into your broadsides one at a time.
4) You worry too much about keeping your corvettes alive. They are very tanky for their size and cost, they shouldn't die as long as your wolfpack is engaging enemy ships one at a time. You waste a lot of DPS by making them flee all the time.
5) The best counter to hacking, is to ignore the hack and FOCUS FIRE the ship that's doing the hacking. All fleeing does is turn a slightly disabled ship into a ship that is completely out of the fight.
6) 22:52 The torps didn't fire because the "fire control" subsystem was destroyed. You can see it on the right lower panel on the ship infocard. You have to repair it before you can use FOCUS FIRE or munitions again. Similarly, you can't use fighters without a fighter bay, can't move without navigation, have no damage reduction without tech bay, etc.
7) 24:00 It's usually better to have ALL fighters target the same ship. That way the target dies faster, the fighters only take damage from the PD of one ship, and usually reduces travel time if you pick targets well.
8) Lastly... you still have the wrong mindset at 31:05. The goal isn't to fight Cylons. That's a waste of time and resources. The whole point of the Galactica franchise is that you DON'T want to fight the Cylons head on. Every objective mission is a net win, every Cylon battle is a net loss. (With the exception of officer/ship EXP.)
Tips and Tricks Continued:
-Subsystems Brief
- -Every ship in Deadlock has Five to Seven Subsystems responsible for different areas of the ship depending on the ship's class:
- - -CIC: Combat Information Center. Your main subsystem on the ship. If this goes down the ship is destroyed.
- - -Navigation: Controls how far and how fast a ship can maneuver. If this system goes down then the ship cannot be ordered to move and will drift forward, uncontrolled.
- - -Fire Control: Controls Turrets and Munitions. If this system goes down then the ship cannot fire. (Incidentally that is what happened to the Manticore around 22:36 and is why it did not fire Torpedoes).
- - -Engineering: Controls Damage Reduction and Subsystem repair. If this goes down then a ship will take full damage and will be slower to repair its other subsystems should they be taken offline.
- - -Tech Bay: Controls DRADIS Range and Firewall regen. If this system goes down the ship will not be able to identify targets or rebuild it's firewall against Hacking attempts.
- - -Armory: Supplies the ship's Marine detachment and a Battlestar's Flak ability. If this goes down then the ships' marines will be less effective against boarders and a Battlestar will lose it's anti-missile Flak defense.
- - -Hanger: Controls the ship's Squadron repair ability. When a squadron is Recalled, they will be repaired in the Hanger of whatever damage they have suffered. The Weaker this subsystem, the weaker the repair. If this system is offline, the fighters can't be Recalled at all.
- -There are three ways that a Subsystem can be taken offline:
- - -Direct damage to the side of the ship which houses the Subsystem is the simplest way to take down this system. Each ship is unique to where their particular Subsystem is housed.
- - -Boarding a ship and overcoming its Marine or Centurion detachment will being to take down the target's Subsystems one after the other until the CIC is the only part left at 1 point. This tactic used to be used to destroy a ship outright, but is now relegated to a Debuff as long as the Boarders are present.
- - -Hacking is a Cylon exclusive ability. Several of their ships have a hacking ability that lets them target a specific Subsystem and take it down once they have breached the target's Firewall. You know of one of these kinds of ships already: the Nemesis. While a single Nemesis is only dangerous due to it's missiles, two or more concentrated on a single ship can cripple their target through Hacking along.
- -Subsystem Repair:
- - -To repair a Subsystem simply check the box next to it to take it offline. While down for repairs, its associated abilities are also down so timing is important in fixing the ship.
- - -The Colonial Raptor is useful with regards to subsystem management. It can be used to Board an Enemy ship to cripple it from the inside OR it can be used to Reinforce an already Boarded Friendly ship OR to Boost the Firewalls of a ship that is being Hacked.
The Ranger is the best missile boat the Colonials have. It reloads it's munitions in one turn (it says two but it's counting the turn you initially fire) allowing for constant torpedo salvos and I think it's salvos are bigger. Also you should do the Broken Alliance missions (I think the game will force you to). The Celestra can repair and rearm ships in combat and costs no fleet points outside Deadalus fleet, and eventually you'll get the Janus heavy cruiser which has three missile tubes. You're gonna need more than three Adamants though.
I've gone 2x adamant 2-5x berzerker for most of the early game. Works pretty well. Adamants are decent all rounders but they lack the oomph of specialized ships.
Adamants have an absolutely insane damage reduction in full defensive posture and with an elite crew, i had one be the whipping boy of a 4 cylon ships, a pair of Revenants, a talon and an Arachne - 43% damage reduction for two whole turns, and i think they also seem to have some kind of evasion bonus against larger caliber guns because i took an Artimis into battle against similar odds and it got whomped on before it could come around to give a broadside.
I like both Homeworlds 3D RTS, and Deadlocks simultaneous turns.
To be honest I really wish battlefleet gothic had a turn based system like this. Lets you get way more involved in fleet tactics without having to be an expert on micro or rely on the time slow. Plus this game really handles squadrons well from what ive seen sofar. Keep up the good work cap!
Was thinking the same thing - Pausing the game isnt quite the same when something like this game clearly trumps it imo.
I love the simultaneous turn planning and playing phases. It’s a big reason why I really enjoy a mech game called Phantom Brigade. Same deal basically with how you play, plan out 5 seconds of play, then watch it happen, then go again.
*Officers mess on board the Daidalos*
Lieutenant York "Sorry I'm late to the card game. I had to escort the Captain to the CIC."
Lt Duval "That's the 3rd time this week!"
Lt Mothbard "Does the C.O. even sleep? He is always drinking his Caprica Special Blend Coffee."
Lt York "We shouldn't doubt the Captain."
*A loud sound of a glass bottle hitting a table followed by sounds of all the officers at the card table standing up."
Lt Duval "G-G-Good Evening X.O. !!!"
Commander Texfire "Did you greenhorns even stop to think that the C.O. is under a lot of pressure? The fate of the colonies rest on his shoulders!"
All of the Lieutenants "Yes SIR!"
CMD Texfire "You will be lucky to pilot a Raptor if I hear anymore mutinous talk!" *Takes their bottle of whiskey* "I will be commandeering this for your insubordination."
All of the Lieutenants "Understood SIR!"
CMD Texfire "Good and let's keep it that way." *Walks out of the officers mess.*
Lt York "Deal me out of the game. I have some more paperwork to do."
*A few minutes later at the Captain Shacks office.*
CMD Texfire *Walks in with an empty bottle* "Shack, you do know what the 'CIC' stands for, right?"
Captain Shack "Changing Inconstant Convention?"
CMD Texfire *Hard Facepalm* "We are sooo Fracked!"
You're doing great :)
Focus Fire buffs accuracy and damage against the selected target and gives a large debuff for other targets, but turrets that can't shoot the selected target do still fire at targets of opportunity.
Ignore the Homeworldy moaners. This game is awesome precisely because you can and have to thibk, plan rethink replan adapt etc. Those other folks can go play a twitch shooter if they have that much nervous energy/lack of strategic thinking. The cherry here is that you also get a RT playback on every mission. Genius.
Super happy to see you playing this game Shack. This is a really underrated game in my opinion. I love the combat system and how they designed the battles. Glad your enjoying it!
The firecontol and the armoury was damaged on one of you manticores so it did not fire
CIC - Combat Information Center.
Never heard of this game before, it looks like a mix of battlefleet gothic with but with the style of endless space's cinematic battles. A must buy from what I saw.
Way too many Manticores from my experience with the game, you don't have enough Vipers to cover them versus missiles which means the Toasters will constantly target them.
Fracking toasters
Gaius Frakking Baltar!
Captain when your ships are getting hacked they target subsystems so if your fire control is at zero your ship will not fire till you repair it which you can do in the battle
I know it would be absolute psychotic but man I wish you could roll the ships. The idea of rotating a Manticore to fire its nose cannon as you charge underneath then rolling and climbing to hit with the chasers... gits mah fleet Admiral juices flowing.
Even so I love what this game is running. Feels very chunky.
I wish In space engineers turrets at least galling turrets acted like in battlestar separately targeting multiple targets
The Tylium cost for jumping is only due to recharge cooldowns, you can essentially spend the resources to speed up the recharge. It takes i forgot exactly but something like 2 or 3 turns to fully recharge at which point it will cost nothing.
Something that often gets overlooked unless you check out the Guides is the Vertical Limitations of some ships Turrets.
In-game if you Select a ship and hit Spacebar then click the Turret option, mouse over any of the Turret Facing buttons or clicking on them Highlight the Turrets and give a good clue to any vertical limitations......
or if you want the Short version.
Manticores Front turrets Shoot Down and forward while the Rear Shoot back and Up.
Adamants Side weapons Shoot to the Side and UP with a little Down arc but not much.
If Possible i would recommend giving it a quick mention for those new players you are bringing into the Fold with this good Series.
Good Hunting!
The old Star Trek: Birth of the Federation game did combat in this style. You gave orders at the same time and then watched a cinematic of them carrying out the orders.
Shack there at the end.
"FIRE EVERYTHING!"
Shack the second manticore did not fire it's torps because it's fire control is down. you got to pay attention to that
CIC = Combat Information Center, ties all the information in a situation together for analysis and refinement to hand off to appropriate stake holders and to guide the battle space.
CNC/C&C/C2 = Command and Control Center, where decisions are made and disseminated, and where combat operations are ordered and fought from.
You're standing in a combination space. To one extent, it is providing all the information, and you're filtering and prioritizing at a higher level. The flip side is that each readout is a summary - suggesting it's passed through your CIC - and is being presented for Command and Control operations.
I really enjoy the Intro of all your videos, good fun.
Hay Commander Shack, the Colonial Marines wanted me to inform you that any ship with a Hanger can not only field Viper fighters but Raptor utility craft as well (some ships have a dedicated Utility craft slot but all hangers can field Raptors or Vipers). Currently we have Electronic Warfare Raptors, While docked in a hanger or docked externally with another vessel it will boost the firewall of Colonial ships. (best to do this BEFORE the ship starts getting hacked, apparently the game cant quite calculate the firewall properly if you boost the firewall after a hack starts) but i hear the people in RnD are working on a new Raptor.
Anyway, each Squadron of Raptors consists of 2 craft fully loaded with 100 marines ready to Board enemy craft. They also carry Rockets for anti capital ship work. They also wanted me to tell you the Cylons can do this too with their Heavy Raiders Squadrons, so best to shoot them down first, if not just set the ship they are about to board into Defense mode.
There is no way you can cram 50 Marines into a Raptor!
@@JediKt Well they found a way. (VIDEO GAME LOGIC) And honestly it doesn't look big enough to have that many anyway. Maybe.....10 give or take at most. But yeah 100 marines per squadron which is made of 2 raptors.
It has only just occurred to me that bsg engineers are A hardcore bunch, building ships during combat. While there would be a bit of automation there would be need for in person sections or inspections, all while never knowing if you may catch a bullet or piece of shrapnel from the nearby battle.
Good work at the Scorpa shipyard Commander. The mk2 vipers are certainly better being faster and slightly more damage, just bear in mind they have less HP then the normal vipers. I also did the math the damage difference is only 0.2 when comparing the 2. So i guess think of the Mk1s as your Fighters and mk2s as your Interceptors.
Edit: yeah keep an eye on your subsystems, Hacking is the main way they will end up damaged, but the Damage control teams can repair them mid battle. Best to have the ship in Defense mode too and always make sure the Engineering bay is repaired first if its damaged since it boosts repair rate. You can also tell ships to retreat in the Space bar tactical menu.
Daidalos Battlegroup, Blue Squadron
Flight Lieutenant (callsign Hotdog)
We jumped into system near the Scorpia fleet yards. Most of their defense fleet was picked apart in the initial attack. It looked like the Cylons were jumping in system to finish the job and destroy the Scorpia shipyards.
The battlegroup charged and destroyed the cylon fleet threatening Scorpia’s shipyards keeping them safe for now
After this fight, we took a delivery of fancy new Viper II’s that were to be distributed across the battlegroup, courtesy of Scorpia shipyards.
On the way back from Helios Gamma, we got jumped by cylons and these new vipers proved their mettle. We always had trouble keeping up with cylon’s advanced missiles, but when virtually the entire enemy missile fleet unloaded their missiles against the Rumhunter we managed to intercept every single toaster missile fired, a great performance for the new platform. I’ll ask the requesitions officer to make sure the new Anvil battlegroup gets these for their ships. I’m glad that we can finally take the fight to the cylons
I love the way turns work in this game it’s basically just pausing to issue orders
Heya. I'm anew subscriber to your channel. Loving your playing through. Thank you. Just two points I would like to make. On the very first turn of a battle, just hit ctrl-a then launch ships. This is just a short cut instead of clicking on each ship individually. Next point is everyone needs to stop ragging on the turn based aspect. "Real time strategy" games have killed the strategy game market to make click fest games. BSG-D is a refreshing change in the market. Keep up the fun series and have an awesome day.
CIC = Combat Information Centre. It's a real term.
I have to say this, the effort you put in your intros puts you above many other streamers in my opinion. Thank you for your hard work :)
Hey shack! Would you mind showing us the cinematic rewind in these videos? Its probably my favorite thing from this game and I would love to watch those.
Probably only for the more epic battles, but yeah, that would be cool.
I think some of the recaps are battle rewinds.
@@r3dp9 They don't take long, once you take out all the planning between combat. The replays are like the highlight of this game, it's the best feature. They should be shown.
CIC stands for "Combat Information Center" and is in real live near the center of a ship and often the most protected part. It gathers any battle related information and controls all weapons systems of the ship. be that turrets, rocket and torpedo batteries or the fighter and bomber squadrons. In the offchance that the bridge of the ship is hit, the CIC can take over the control over the whole ship if needed. In BSG they seem to make no difference between CIC and Bridge. At least in both versions Old and New series, the Galactica is commandeered from the CIC and there seems to be no bridge at all. I dont know if that is true for all military vessels in BSG, because we only see the galactica and the pegasus interior and no other classes at all.
You get a bonus dependig on what planet the shipayard is at. One good strategy is to move the shipyard to Helios Beta, you have two colonies there with nice bonuses and it hardly gets attacked. Most Cylons will apear in Helios Alpha, so you need to keep at least one Fleet there to prevent the Colonies from leaving the Quorum.
Fantastic play on this series -- you made it absolutely compelling and fun hehhe. Also the MkII was a pretty great spur for the Cylons to hyper-develop their hacking skills even further!
It hurts my soul a little not watching you switch out those new adamants for the manticores in the fleet. Personally it is my most disliked ship in the game just due to its lack of fire power and armor. Having one or two per fleet early on is okay but Four is just too many XD. Also just something to keep in mind you only six planets to stay with you not to lose so you don't need to be jumping around all the time you can secure the two sectors near Ragnar where you leave the shipyard and expand from there now that you have the ability to unlock the Artemis. But I love that you're doing this series keep up the good work Commander!
You can fire missiles and Torpedoes when boosted but you don't fire as many because you have transferred power to the engines. When being hacked, drop out of attack mode to normal or defense to add firewall protection. resistance
You always make videos so awesome to watch and brilliant introductions to entertain
Loving this series so far. Game looks solid!
Aww hell yeah, I was hoping we'd get an upload today!!
It is the start of another standard day on the Daidalos, but for Jark Danson, it is anything but standard. Today is the day he takes over as Captain of his own, newly commissioned ship. Waking up before his alarm was able to alert him, he hurriedly got himself steamed and pressed into his uniform. The sharp click of his boots on the polished floor as he strode down to the galley for a cup of Caf. Out the windows he saw her, the Enchanted Soil, his ship. She shone in the starlight next to Sumer, her sister ship under Captain Auto.
Enchanted Soil, named as a reminder that where ever they travel, and what ever the cost, mankind needed the stability only a planet could provide to serve as a 'home'. And that was worth fighting for as far as Jark was concerned, home. That was his foremost thought as he boarded the shuttle to finally take command. Joined with his officers, some he had known through Academy, some he had served with on the Daidalos, and some assigned by command. This was his family now, his brothers and sisters in battle.
Reading over his first briefing, his first orders were simple enough. Rendezvous with the rest of Anvil Battlegroup over Cocalis and await further contact from Lt Colonel James Hubbard. It didn't say how long to expect to wait, but surely enough time to acquaint himself with the command deck. Perhaps even run some drills with the crew of Sumer to make sure all hands were steady incase an engagement would come early.
Amacing campain keep opp the great work captian
The best way to deal woth Revenant class gunships is to swarm them with fighters and assault raptors, or kill them at long range missles or torpedoes. They are dangerous at medium to short range. They are armor killers, and can take on multiple ships at once. The only ships capable to deal with them solo are the Minotaur gunship or Battlestars (except for the Minerva class)
Like the longer format better than the 30 minute videos. But keep it up either way
I find a good fleet before one could get a battlestar is 4 Adamants and 3 berserks. The berserks have medium turrets and hit pretty hard. Sadly, their armor is like that of a manticore, so the adamants have to take point. I launch fighters and have them strike and reveal the unknown blips, then pull the fleet up and have them focus fire each enemy down.
23:24 you did order both corvettes to fire their torpedoes, however the one's fire control center was destroyed so it couldn't actually launch them.
Always keep up-and-coming fleets with daedalus, so they don't get jumped.
On fleet setup; best to do stacks up and down with the manti's just like the adamants. Triangular or diamond pattern-ish. Lets them have the best overall group coverage for guns, and least likely to hit each other when launching missiles. Your ships will totally do this, if not managed / formed up correctly :D
And again, always set Daedalus to full defense.
4:50 That how I feel watching Star Trek and SonoBuoy outer cases. They have been using them since Star Trek: The Motion Picture.
I must have carried thousands of these in my 20 years in the Navy.
Are those used for torpedo casings in Star Trek?
The Colonials want almost ALL their ships (bar Manticores and both missile cruisers, but particularly the Janus) to be BELOW the opposition, as most Colonial ships have far more elevation than depression on their primary armament. Also, if you're willing to skimp a little on the Manticore wolfpacks, a good early-game fleet is a single Mantie as your scout/fire brigade, three Adamants in the triple-stack and two Berzerks with their longer-range bigger guns but thinner armour in a double-stack behind the Adamants firing through the 'firing slits' in the Adamant wall (or two Adamants and three Berzerks, for a far greater damage output but somewhat less durable fleet - I prefer the 3/2, but general thinking seems to be in favour of 2/3). If a threat approaches on the Berzerk side, the Adamants and Berzerks can slip 'between' each other's walls Keep Vipers on the Berzerks for their Evasion bonus which makes them much more effective, and you can use some Raptors or Assault Raptors on the Adamants. In battle, set the Vipers to Defend the middle Adamant in the wall, and they'll defend all three (or top Adamant if 2/3, since you should be below the toasters).
Once you get access to Artemis Battlestars, you can start moving the Adamants to back-line positions and replace them at a 2:1 ratio with Artemis'. An Artemis is 50 fleetcap more than two Adamants, but any time you're short of being able to do a 2:1 you can replace a third Adamant with a Berzerk and use the Artemis to tank while the Berzerks spank. Later on, Atlas' can replace Berzerks in front-line fleets while Jupiters replace Artemis' at 2:1 (although it can be worth keeping some Artemis' in the fleet) and you fill to taste with cruisers and so on. To fill the scouting gap made by not having Manties, send a Squadron (Vipers, Raptors, Talons, whatever) to the enemy, but keep them FAR ABOVE OR BELOW the ship they're scouting, as that will keep them mostly safe from Cylon fire while still letting them ID the opposition.
You wanna get a fleet in each system first, as fire brigades for Cylon incursions, then lock down Helios Alpha with fleets asap, that's always the frontline. Then the Beta, then as you have ships and officers spare, the Gamma and Delta become your backline, where ships are retired to to free up fleetcap for newer, more capable designs. Also where the Daedalus and its fleet hangs out, over a Colonial system giving you their bonus. Rotate your officers between Alpha garrison fleets and other systems, so you don't have Fleet Admirals in Alpha and Lieutenants everywhere else.
Alternatively, if you want to keep faster ships for manuevres rather than slow bricks, Rangers, Minotaurs, Minervas, and Berzerks for carriers can be an effective fast fleet, or if you want to pursue 'hammer and anvil' tactics with a flanker or two, Minervas can be a flanking force all on their own.
I think your torpedoes are more effective at range than we initially thought. They hit hard last episode
I forgot you were a vet. Thanks for your service shack.
Cap, i fully agree with the whole keeping the production capabilities near the front line thing, but the daedalus should really be in its own seperate "fleet" from your combat ships for one reason. once you get the celestra it takes the same support slot as the daedalus, which each fleet only has one. so if you want the mid battle repair capabilities of the celestra in a fleet with the shipyard it costs you a capital ship slot
in my current playthrough i haven't used the Mk.II's much yet.. i'm usually so strapped for tylium that i worry about the per-battle expense for them, and since i've mostly been able to avoid needing to put fighters on defense, it hasn't be a big issue for me. will defiantely be switching though once i start getting further in the story though
CIC is combat information center
Need more games that play like this
It is the CIC (Command Information Center). And you were a crew chief I knew you were shady when I first found your channel. And I never knew why and now I know.
Yesssss more BSG. Thank you sir!
Idea for a Second fleet!
You want ever a Strike fleet with a Berzerk serving as the Flagship, at least four Adamants which is you main line of Battle, with two Manticores supporting this fleet as Scouts/Torpedo ships.
Damn You Capt Shack now you got me wanting to get this game also.. :p
Shack to your infomation, in the blueprints section the numbers in the blueprints correspond to the main story/campaign.
e.g in chapter five you will get a battlestar and Viper mk2, this is noted in the blueprints in the battlestar og squadron section by the V (roman numeral for five).
BSG uses CIC (Combat Information Center).
I wish we had game like this, with gameplay and features like here, but with plot structure like in one of Wing Commander games, where you could lost battle but still advance through campaign and eventually could win or lose war.
I think you can repair subsystems midbattle
Every time Shack says: "Give them the Good News."
I always imagine "Of our Lord and Savior *HIGH EXPLOSIVES!*
PS Happy Easter!
PPS Their is actually a patron saint of artillary!
St. Barbara
@@josiahzabel8596 Yes. :)
I wish I was funny enough to make my joke stick.
This game is SOOOO freaking cool
It being turn based makes me absolutely love the game and it's bsg who can hate that?
Fire Control was down on one of your ships, that's why it couldn't fire its missiles. srry boss
viper mk2's flack but smol
Just take your station to Ragnar anchorage and build fleets there. They will never combat you there.
hold up is "hostile bogeys" a thing? I thought bogeys were unidentified contacts
Yes, bogeys are unidentified. Enemy ships, once identified, then are called bandits.
Just be me but I almost never use majority manticores mostly cuz I like that keep the number of vipers I have above the number of enemy raiders
What fleet composition do you use? I try at least 1 Battlestar 2 Janus a Minatour and 3 Adamants but I tend to lose the fighter engagements
@@bamaboy5746 early game mostly a composition of Adaments and berserks
Mid game I trade away some of the Adaments for an Artemis class Battlestar and later on another for a ranger or minotaur in the late game my fleet consists of one Jupiter class Battlestar one Minerva class Battlestar one Atlas carrier and then it's more of a crapshoot between several Adaments or a single Artemis
I wish so badly you could highlight multiple ships and reposition them in the pre deployment phase! That would be great.
Shack you NEED to stop rushing jumps. except for the purple mission there is no time limit for missions. more Tylium means more ships and more fleets
Good work with the revi shack! Always good to knock them out first
I don't think he noticed he had to change the Vipers on his own (till later?) Coming back to watch the series far too late to help him :😜
C&C - Command and Control
I know your probably taking patron name suggestions, but if you have a ship with heavy dps and armor you should name it Wrath. Really enjoy the series.
You can put your ago builder on the the giant white ball planet far to the left and they wont attack it .. So you can more fire power in your main fleet
Not sure if you already have the modern ships pack shack, but you can get the Mercury class and Valkyrie class battlestar's from that pack [It's also only $5.69]
1MC and SPTs in the CIC makes me as a aussie SWO equivilent a very happy person.
Hey Shack, you can fire on unidentified targets with ships that have torpedoes!
Is enchanted soil code for fertilizer? ;)
a group of 5 Cephestus ships is really nasty, almost guaranteed to destroy 1 of your ships
Probably pick this game up for my console
Hey may have missed information on this but will he be continuing the Republic at war playthrough?
I am really enjoying these videos and have almost persuaded me to by the game. Do well next time and I will!
Chapter 5? Lol I thought you were still in the tutorial!
p.s. I'm really enjoying this and have just purchased the game for myself! Thanks Shack!
Man I luv that's it turn base its unique and it seems like fun. I'll be playing this when I get the chance
Loving the series
question dude... with those flank firing ships... why arnt you stacking the large ship with the two remaining flank firing ships... for another death stack... having the large ship in the centre of the two wouldnt be bad either... as long as they cover each other... the difference in speed between the two unit types could probably be eased by putting the larger ship into a slightly more defensive stance the the small ones to over come the difference leaving its fire for more defensive while moving until stationary when u could switch stance...
3:00 CIC mean "combat Informatiion center"