The Rebels - Guide

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[edit] Overview

The Rebels have the fastest hyperjumping fleet in the galaxy. Their ships are well armored, well armed and expensive. Their fighters are very fast and have a very long range - all three types. They can also give their ships immunity to hitting the mines of any other race when travelling at warp speed. They are very popular with natives, and can gather them very quickly with their Native Dust Off devices. The fearsome Rebel Ground Assault device can destroy enemy Base Shields, Pod Launch Pads and some defensive structures at a range of 10ly. The Falcon Class is a Fast Hyperjumper that can travel up to 990ly in one turn.

The downside of the Rebels is that most of their ships are very slow traveling at warp speed, and are vulnerable when inside active Gravitonic Minefields, Nova Barbitic Minefields or within range of Gravity Well Generators. The Rebels don't have the best growth rate and suffer happiness penalties at the highest tax rates, so their economy is not the strongest and they can suffer at the hands of the fast growing races later in the game - if the Rebels haven't already destroyed them early on.

No race can colonise faster than the Rebels in the early game, and virtually no race is as dangerous in the first 20 turns.

In summary:

  • The Rebels are a strong early game power.
  • The Rebels are normally not a late game power.

[edit] Strengths

  • Fast hyperjumping ships (max 900ly)
  • Fast pods (50ly)
  • Long range fighters - all three types (400ly)
  • Rebel Ground Assault

[edit] Natives

  • Fast collection of natives using Native Dust Off devices.
  • Rebels can see any planet that has more than 100,000 natives (of a type) on it within 300ly of a rebel base.
  • Rebels make natives happy and natives on nearby non-rebel bases unhappy within 200ly of a rebel base (they want to join the rebels).

[edit] Bases

  • Rebel bases on ice planets (climate under 30) are very hard to see. This is also below the climate range where the Rebels can farm.
  • Rebel bases on rain forest planets (climate 60 to 70) are very hard to see. The Rebels can farm in this range, and it's recommended to set the starting homeworld Terraformers to 65 degrees to take advantage of this.

[edit] Contraband

[edit] Weaknesses

  • Rebel ships are very expensive.
  • The Rebel economy is not the strongest. They have only an average growth rate and can't use Liberal or Enslavement taxes because of the unhappiness caused to Colonists and Natives (due to their high Light Powers). Although they can get extra contraband from their Smugglers Cantinas this ability is limited by the crime that is produced. They lack any other special money producing abilities (such as money-producing ships or extra money from prisoners).
  • The only Rebel minesweeper is expensive and not as fast as the best Rebel warships, so can slow down invasions.
  • The high mobility of the Rebels can be countered with Gravity Well Generators, Nova Barbitic Minefields and of course Gravitonic Minefields.
  • Free flying fighter wings are vulnerable to Laser Minefields (particularly detonating fields) and Glory Devices. Fighters are also vulnerable in combat to Nemesis Torpedoes.

[edit] Minefields

[edit] Starships

The Rebels (similar to the Evil Empire) are a typical hyperjumping race:

  • All Rebel ships except the Rebel Space Platform can hyperjump.
  • All Rebel ships have really slow warp speeds, except for the Falcon Class. That makes them very vulnerable to Boarding & ambush by warp races, as normal hyperjump travel does happen until half way through the movement phases (movement tick 100). Again the Falcon is the exception as it's a fast hyperjumper (see below for more).
  • The Rebel ships are all rather expensive, they have no ship to use in swarms (The Bullrout Class Scout may be the nearest thing to a swarmer).

[edit] Command Code R##

  • By using a command code of the form "R##", any rebel owned ship of rebel design (Host 212e) can pretend to belong to another race (## = 01-30).
  • The ship will appear to be of that race for every other race except the race itself.
  • The ship is immune to damage from hitting all minefields (Host 212a) of the race it is pretending to be (a hyperjump will still be stopped by gravitonic or nova-barbitic mines).

[edit] Starting Ships

  • With the default starting ships (including two Sage Class Assault Ships) and fighters, the Rebels can take out many races really early in the game (before turn 10).

[edit] Falcon Class

The Falcon Class is a Fast Hyperjumper. That means it jumps before normal movement (phase 0) and has normal warp movement after the jump. If you are facing a race that can only lay Barbitic or Laser minefields, you can use their command code, jump in and fly away quite safely. Just take care that you don't end your turn in a minefield.

[edit] Strategies

[edit] Early Game

There are two main things you should concentrate on very early in the game:

  • Collecting Natives
  • Killing enemy homeworld(s)

You'll need to balance your efforts a little in the first few turns between these two objectives. You may also need to take a few risks with the (lack of) defense of your own homeworld ('hiding' your homeworld by adjusting the climate to 65 is highly recommended in all circumstances). However, be aware that when you try to hide this way that this could produce a large difference between planetary temperature and the star heat, which could in turn also give away your homeworld location - so you should never leave your homeworld completely undefended.

You should also not neglect the usual activities of colonising and building your economy. Like all races you need to mine for metals and like most races you need to farm for food.

[edit] Collecting Natives

You can find natives with small bases, so small 1 crew bases all over the map are the recommended approach. You can start this on turn 1 with your starting Bullrout Class Scout and you should build some more Bullrouts with the starting hyperdrives and engines on turn 1 to start dropping small bases in a grid all over the galaxy. Note that these scouts can also help with the second objective of finding enemy homeworlds.

Once you've found some Natives you'll need some Falcon Class ships to go and fetch them.

Your first tech priorities are hull tech 3 for the Falcon Class and hyperdrive tech 7 for the best hyperdrive for the Falcon. You will also need planet tech 2 for Pod Launch Pads.

[edit] Killing Enemy Homeworlds

As well as your scout ships you can also use small wings of 10 fighters (type 1's are best) to go scouting for enemy homeworlds (and Natives for that matter). Your fighters all have a range of 400 ly and can be refuelled for free by any ship or base that they end the turn over (even the small one crew bases).

You can kill most starting homeworlds with your starting ships and fighters - this is achieved by using the Rebel Ground Assault device on your Sage Class Assault Ships to bring down the homeworld base shield (preferably from 10ly away), then you can send your forces in to finish off the base. You Sage(s) will need defending from enemies set to auto-intercept using the starting Tranquility Class Cruiser and the starting fighters.

The mix of races in the game will dictate who your early targets are likely to be. You can target fast growing races (who will leave you behind later in the game) or you can go for races that are dangerous to you (those with hyp defense). Some races are both fast growers and have hyp defense so should be right at the top of the list (e.g. Crystals, Privateers, Robots, Solorians). Other races get very dangerous late on and are much easier to kill in the beginning (particularly the Borg).

Killing the Privateers early can turbo-charge your early game economy. Privateer colonists when killed from orbit yield fuel, megacredits, repairs and ordnance. Plus everyone else will be very grateful to you!

[edit] Enemies

[edit] See also

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