The Stormer Kingdom - Guide

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Contents

[edit] Overview

The Stormers are based on the Fascists (Klingons) of Version 3. They have bonuses on ship and ground assault attacks, but poor ship defense; they are potentially very powerful in the hands of an experienced, aggressive player; but they have poor defense (light ships, no Base Shields, Raid Shelters or Undercities). They are strong at the start, then weak in mid-game, until they get their top hull and superweapon technology. They have cloaking ships.

The key thing to keep in mind about Stormer ships is to visualise them as made of tin foil and sticky tape. They are cheap, light, maneuverable, and can dance round the lumbering enemy (ie have huge attack bonuses), but you have to consider them as expendable because they ain't going to last long! Except maybe the Victorious Class Battleship.

The ships come in three varieties: lightly armed cloakers which have specialist uses (minesweeper, terror raids etc); two combat hulls (Victorious and Ill Wind Class Battlecruiser); and two ships with Glory Devices. There are some other hulls, but they're largely useless.

[edit] Strengths

  • Stormers have the strongest troops in the game (on paper - the Lizard racial bonuses make their troops better at ground combat). They also have very high crew, troop and high guard training rates. This makes them one of the best races for ground attack.
  • Have a choice of two Super Weapons.
  • Can put their prisoners to work in Labor Camps and Labor Mines.
  • All Stormer owned ships can board even if the target ship has no Hull, System or Shield Damage and thus do not require a Boarding Laser (exception - the Solar Federation).
  • Almost Immune to enemy PTT, the photon torpedoes only have a Shield Drain of 5 vs Stormer owned ships. This low Shield Drain can be increased if the enemy is also a Stormer (racial bonus), and by Large Weapon Overcharger exotic techs.
  • Can get a huge boost of lerchin spices by exploding a Glory Device and cooking Amorphous Worms.
  • Stormer ships are very good at repairing damage. They don't often get the chance to do so though!
  • Stormer ships with an activated Glory Device cannot be attacked (but will blow up, after movement).

[edit] Weaknesses

[edit] Starships

  • Fully cloaking hulls
  • "Super Weapon" at Hull Tech 7: The Nefarious Class Destroyer with Glory Device.
  • Almost all ships have obscene attack bonuses, but very low, if any, evasive bonuses.
  • Very low shields, very low armor, but a high number of point defenses, and small soft spots.
  • Only Barbitic Mine Droppers.
  • Stormer owned Large Weapons have a +3 bonus to their Shield Drain
  • Stormer owned Large Weapons have a +300 bonus to their Shield Arc.
  • Stormer owned Large Weapons have a +3 bonus to Blast damage on Target's hull.
  • Stormer owned Large Weapons will continue to fire regardless of how damaged they are.
  • Stormer owned ships are not affected by the weapon energy drain of the Meson Gun or the personnel killing effects of the Disrupter small weapons.
  • Deth Specula Class Frigate - Full cloaking pod carrier with Boarding Laser. Attack bonus is so high it ignores all point defenses.
  • Ill Wind Class Battlecruiser Evasion modifier is set to 1.9 when targeting ships with an Evasion > 70 (Stormer owner only). It takes 0 losses to crew and guests from Large Weapons. Each tick an additional 5 points of energy are added to its Large Weapons which causes them to fire faster than normal. Its Large Weapons can not be damaged during combat.
  • Thorn Class Destroyer - Full cloaking mine layer and minesweeper. The best 'towing cloaker' in the game.
  • Victorious Class Battleship - Has a very high attack bonus for a Battleship and can mount a Nemesis Torpedo or a World Crusher Missile. Also has a Boarding Laser.

[edit] Strategy

  • There is only one strategy: kill them before they kill you. You are the only race to receive everything it takes to annihilate every other race in the game. Use your fully cloaking minesweepers as an advance to hoards of your tech 7 Nefarious Class Destroyers with Glory Devices. Seven of these detonating within 10lys of any planet will add 1050 hyperdimensional stress to the planet and cause even 50 million population worlds to become asteroid fields. Spend them no luxuries like Armor or Shields, but build them with Engines only and utilize their 550ly range sensors until you get close, then turn them off to lower your sensor profile. Once you activate the Glory Device, the ship is immune to combat until it's detonation at the end of the turn, so don't fear intercepting ships or wings, just sweep any mines in your way (You can also use glory device ships to clear all minefields, that have their center within 50lys of the detonation).
  • If worst comes to worst, load 25 Deth Specula Class Frigates with troops and use the Boarding Lasers to destroy any hull with a surprise boarding party. Again, weapons are optional; this ship only needs 1HG, 299 troops and Engines to make 299 boarding attempts.
  • Wings of 10 Thunder Hammers are very effective against non-fighter based races. Their long range and high accuracy missile attacks are devastating to all hulls, especially evil empire (their shields do not stop fighter attacks). Set each wing to QUICKSTRIKE to keep them outside of Sandcaster and Point Defense range.
  • Fleet Strategy: Important for the Stormers are some defensive tactics for large fleets. In a one-on-one fight a Deth Spec with Photon Torps can pound single ships ruthlessly, but in a large fleet, one well shielded and armed ship (say a Borg Cube or two with Pulsed Phasors) can often go through a distressingly high group of Deth specs and even groups of Victoriouses without significant damage. Sure the Stormer fleet dishes out a great deal of damage, but only if they stick around for longer than 6 seconds. Beefing up the shield exotic tech (first), evasive exotic tech (second) and point defense (often not needed) all help but fall short of solving the problem. Often a large group of small shield wall ships (Small Transports with nothing but shields and a setting of Ram) can make a critical difference. While the Borg Cubes are churning out cloud after cloud of ex-transports this can give your main ships (set in the same wave, but at a stand-off range) the critical 30 seconds they need to dish out some serious damage and bring those heavier shielded ships down and out. Using Swifts or even barely equipped Deth Specs, this tactic can work well for the Birds, too. Boosting the ET shields works well with this.

[edit] Enemies

  • All Hyp races, since you have no defense vs them.
  • The Lizard Kingdom - cheap and heavily armored battleships that last long enough to fire back several times, plus they are even better at ground combat than you.
  • Everyone; kill them before they kill you.

[edit] See also

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