The Aczanny Pyramids - Guide

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Contents

[edit] Overview

[edit] Strengths

[edit] Weaknesses

  • No Mineral Mines -> lack of metals unless you can get your hands on some prisoners.

[edit] Starships

  • great speed (many ships also have a Gravitonic Accelerator doubling the speed).
  • great evasive bonus
  • poor shields and armor
  • no cloakers
  • no ships with hyperdrives
  • most Aczanny ships have a ship device called Security Device, that effectively prevents the ships from falling into the enemy's hands.

[edit] Special

  • Hyperscan: In scanner passive behaviour Aczanny ships can detect hyperdrive usage, Chunnel Device or Jumppoint Generator in 500 LY radius.
  • Super Weapon Resistance: Ships take only 5% Hull damage from super weapons - Confirmed under host 16X - (Sebastian)
  • Enhanced Mass Driver: Mass drivers on Aczanny ships receive a 42% accuracy bonus and a 10 point armor drain bonus. Aczanny ships owned by any race will receive this bonus. The bonus gives you a minimum hit chance of 44,94% for Mass Driver.
  • Low Kill Rating: Aczanny weapons have only half the normal kill factor
  • Evasive Bonus: In addition to having great evasive bonuses on their ships, Aczanny ships have an extra evasive bonus - Confirmed under host 16X - (Sebastian)
(TechOfEngine * 5) / ((1 + HullMass / 200) ^2)

[edit] Fighters

  • Nemesis Resistance: Aczanny fighters are resistant to the Nemesis Torpedo. Wings loose only 30% to 70% of their numbers.

[edit] L-90 Tern

Image:aczanny_l-90_tern.jpg
  • In combat, the L-90 Tern is just plain awful. Its poor weapons range and extremely low beam damage make it nearly useless.
  • However, its relative low cost and incredible 300 lightyear travel range might make it an ideal tool for harassing unescorted freighters and pods.

[edit] AR-222 Seagull

Image:aczanny_ar-222_seagull.jpg
  • The range of its beam and missile weapons is too short for this fighter to be very effective in combat.
  • However, the 100 lightyear travel range is good.

[edit] HF-96 Scua

Image:aczanny_hf-96_scua.jpg
  • Good missile range, but poor damage.
  • Quite expensive.
  • Its 100 lightyear travel range could be useful.

[edit] Assault Craft

  • Aczanny Assault Craft take only half damage from enemy Laser Cannons.

[edit] Roadrunner Scout

Image:aczanny_roadrunner_scout.jpg Decent at combating enemy Troops, but inefficient at killing Assault Craft.
  • Each Roadrunner Scout can kill 800 Insectoids when the Insectoid natives attack your base.
  • If the Aczanny have at least one working Roadrunner Scout then all enemy fighter craft do only 1/2 damage to all other Aczanny ground assault units.

[edit] Kazuar Light Mech

Image:aczanny_kazuar_light_mech.jpg
  • Decent at combating enemy assault units, but inefficient against troops and fighters.
  • Each Kazuar Light Mech can kill 1250 Insectoids when the Insectoid natives attack your base.

[edit] Dyatrima Battlemech

Image:aczanny_dyatrima_battlemech.jpg Looks way too expensive to be of any real use.

[edit] Strategy

With your two staring Sparrow Class Scouts you should rapidly scan the surrounding planets. Remember that when you put on the Gravitonic Accelerator, your ship is blind.

Personally I would scrap the starting Sparrows and build new ones on turn one with low tech engines. (Frees up some Transwarps which are wasted on the starting Sparrows).

Also with the latest rules changes regarding Type 1 Fighters, the L-90 Turn may not be the waste of space it appears.

[edit] Enemies

[edit] See also

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