BATTLESTAR GALACTIC DEADLOCK – The Anvil Fleet (Ep4)



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43 thoughts on “BATTLESTAR GALACTIC DEADLOCK – The Anvil Fleet (Ep4)”

  1. Most ships have their guns concentrated on top, both yours and cylons. You NEED to get your ships below theirs. As is, with you flying above the cylons most of the time, they're shooting at you with the full force of their biggest guns, while you can barely hit them.

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  2. Re-iteration of previous posts 😀

    Start battle by setting Daedalus to full defense. Make sure to manage every ship in the fleet, every turn – maximize their potential, every turn. Fire munitions every turn (except torps, which need to be timed.) Manage your offense / defense settings, every turn.

    Doing better 😀

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  3. Turret placement Shack! Turret placement!
    Adamants are broadside top. Place them equal or below their targets (Most colonial ships are this config
    Berzerks have the same placement as adamants
    Manticors are front bottom. Have them facing towards and above their target

    You were cutting you dps by more than half through this entire video. Making things way harder on yourself.

    Oh, And Artimes is broadside top. Place them a good ways below their target, so that ALL of those glorious artillary turrets can come to bear.

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  4. If you stack 3 ships, why not rotate their elevation when the bottom is targeted. The bottom moves to top and the top two sink down one position.

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  5. If you read this, I'll keep it simple. Fighters as missile defense is … spotty. Sometimes they stop everything, sometimes they don't stop anything. Your best missile defense is flack fields. Particularly, if you stack two flack capable ships on top of each other so that their fields can overlap in the same direction. I've had Cylons unload massed salvos of 80 plus missiles into a pair Battlestars with their fields up, and only had one or two individual missiles get through their combined fields. So you want at least TWO Artemis-class Battlestars at minimum for your fleets. Be careful though, Flack is indiscriminate, it will kill your own missiles and fighters if they fly through an active flack field.

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  6. I don't think I've seen you repair damage from hacking during a battle. You can order a ship's Engineering crew to repair a hacked sub-system. Note a subsystem is taken offline while it is being repaired, but if it has been hacked to zero, then it is offline regardless.

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  7. IMO mines are better against slow capital ships. Putting mines in front of your shipyard, for example, then sending your ships to flank, leaving the shipyard seemingly exposed.

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  8. TIP : Cerastius is a very dangerous ship for your vipers they are anti fighter ships and will tear your boys to shreads . They usually charge in first tho so cut them down while your vipers are protected then send the vipers in after they are destroyed .

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  9. Shack I don’t know if anyone has said this, but your guns are height dependent.
    Your Manticore has a nose cannon that shoots straight ahead and down and almost every other ship needs to be level with or below the target.

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  10. I love manticores BUT they are almost disposable. This isn't like many sci fi games, you WILL lose ships. Manticores make an effective missile boat and screening ship, but that role unfortunately means they take hits first. Better them then your Adamants and Battlestars. Berserks are ok, but they should rapidly be replaced by pocket battlestars. Rangers are good too

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  11. I am loving this; what the warhammer 40k one should have been. Could you do more Battlerstar Galacitca things? I think the setting is pretty cool

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  12. You're picking up quick so half of my notes for this episode got thrown out! Don't worry, I still have the other half 🙂 Here we go again!

    Daidalos Construction yards
    3:45 The daidalos can simultaneously construct up to 3 ships at a time. If you want to have enough fleets to handle the cylons, you need at least 3 ships under construction at all times. If you have to choose between buying 2 battlestars or 3 frigates/carriers, pick the 3 frigates/carriers.

    Daidalos Repair
    28:18 Daidalos fleet repairs itself over time for free, so you don't need to repair anything unless a ship suffered major damage. Even then, only repair the ship that needs it.

    Lone Fleets
    5:00 Just because fleets can't merge doesn't mean they can't protect eachother from cylons! Lone ships should be hiding on the same planet as full sized fleets.

    Deployment Phase
    6:25 While deploying ships before a battle, there's still time to swap out fighters and missiles as needed. It's good to double check your ships during the deployment phase. Note that you only see the resupply costs of fighters/missiles during the deployment phase. Vipers are and basic missiles are free, Assault Vipers and Nukes are expensive.

    Target Priority
    10:24 It's usually better to focus fire the Nemesis before Talons. Nemesi have high burst damage missile barrages, and the lowest health of all cylons. Talons are much tankier, with relatively moderate DPS but no missiles. Advanced cylon ships, like Revenants, are more complicated as they have both DPS AND armor.

    Berzerk
    24:00 Heresy! The reason you don't like berzerks is that you're using them wrong. In fact, you're using ALL of your ships wrong. You aren't using Aggressive Posture enough, and you aren't using Focus Fire enough. Let's break it down:

    Berzerk Vipers
    +50 evasion doesn't sound like much to you? See 41:52. Adamant Vipers are at 0/34 and 16/34 health, while the Berzerk Vipers are still at 33/34 health. When you start seeing more cylons with fighters and PD, putting Vipers on anything that isn't a Berzerk will be worthless. Non-berzerks should fill their hangars with utility craft like Raptors, Assault Raptors, or even Sweepers.

    Berzerk Damage
    27:13 Look at the bullet trails. The berzerk is firing almost 1.3x as fast as the adamants, and each bullet is dealing 2x more damage (medium turrets on berzerk vs light turret on adamant). You'll notice the accuracy is poor – that's because you aren't using Focus Fire!!! A 5x berzerk stack can kill one enemy with bullets, and a second with vipers, before the cylons get close enough to fire their first shot. That lets you fight the rest of the battle at a 7:5 or better advantage.

    Compare to Adamants, which have slow missiles, half the damage, and reduced range. Sure, you have missiles, but you can't shoot missiles until turn 2 at the earliest, and the missiles won't arrive until after turn 3. By then, the cylons will have released their own missile salvos. The +20 fighter evasion on the Adamants mean the Vipers are so easy to kill that they might as well not exist.

    Berzerk Posture
    An extra 500 range doesn't look like much, but posture MULTIPLIES range bonuses. If a berzerk isn't full aggressive with a focus fired target, it isn't doing it's job. You saw what a CIC officer does to Dradis Range at 47:50. Imagine that bonus applied to turret range and fire rate instead.

    Focus Fire
    You keep neglecting Focus Fire. It gives a fire rate bonus. Partially damaging 2 ships is never as good as thoroughly killing 1 ship, as that 1 ship will no longer be able to fight back. Battlestar is a game of rocket tag, focus fire, hard counters, and not-being-in-range-of-the-enemy. It is not a game of defense or attrition. As you said, you can't play this like Empire At War.

    PS: You don't even need a Dradis Lock to start focus firing. You want to focus fire the leading cylon ship the turn before it gets into your Dradis range.

    Difficulty Increase 30:45
    Early Game to Mid Game: The reward (Vipers Mk II and Artemis Battlestar) are better than the difficulty increase (Cerastes and Revenants).
    Mid Game to Late Game: The reward (optional ship types and Minerva Battlestar) are worse than the difficulty increase (Phobos and Arachne).
    Late Game to End Game: The reward (Nukes, Jupiter Battlestar) are worse than the difficulty increase (Basestars)
    End Game to Post Game: The reward (having enough Telium to actually buy Nukes/Jupiters) is better than the difficulty increase (which is capped at Basestars).

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  13. Fleet Comps:

    Early Game
    Manticore Spam

    Early-Mid
    2x Adamant 5x Berzerk

    Mid
    2x Artemis 5x Berzerk

    Late
    2x Artemis 2x Berzerk 3x Other

    Ultra-Late
    1-2x Jupiter, 2-3x Berzerk, 2-4x Other

    Ultra-Ultra-Late
    4x Jupiter

    Other includes: Berzerks (see other comments) Minotaur (frontal DPS), Rangers (fire missiles every turn), Atlas, Janus, Manticore.

    A note on Manticores: Even in the late game, they can be worth bringing for 3 reasons:
    1) Best Dradis Range, by far. Get a Dradis Lock so you can fire missiles a turn early.
    2) Best speed, by far. Rush in and bait a bunch of missiles/mines/fighters.
    3) Most disposable, by far. Not much can survive a full assault from an entire cylon fleet, so if you have to sacrifice one ship, it might as well be a Manticore. If you play your cards right, the cylons will waste a bunch of overkill damage.

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  14. Personal Log of Commander Lyndis of the Firefox, It has been a rough few weeks since the loss of the Firefox. I, personally, barely made it off the ship. To my knowledge myself, my helmsman, and the XO are the only three to have made it off ship as she was torn apart by the reactor overload caused by the Toaster's missile barrage, and of the three of us only I and my helmsman were still alive by the time the Raptors recovered us. To say my injuries were severe would be an understatement, however the medical teams aboard Daidalos did the best they could to stabilize me before I was shipped planetside to a Colonial hospital on Tauron. The past two days are the longest I've been conscious yet, and I still have feeling in all my extremities, so the doctors here say the possibility of my return to service after a few months of healing and physical therapy are good. Personally, as soon as I'm capable of walking mostly normally and more of my energy and stamina return I plan on requesting to return to service. I need to make the sacrifice of the men and women who didn't make it out mean something. Even if it means ramrodding a missile directly down the throat of the biggest meanest Cylon ship in their fleet.

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  15. You can build up to three ships at once. A little per-deployment set up can make things much easier during the mission, and you can sager the elevations to de conflict from ramming. Best 1st Admiral upgrade: increase fleet cap. Capital ships can not fire directly AFT.

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  16. I think the fighters avoided the first missile volley because they were already committed to shooting the raiders. Not aware there's much you can do to stop that. Next time rather than run in a straight line and suck the damage in one sector, try to pull more rotation on the spot and spread the damage a bit. That or at least present your strongest side (which ain't the ass of the Manticore!)

    Once you have the Celestra (it fits in the support slot and uses no cap like the Daidalus…) I would also advise you hold on storyline until you get all sectors and the Quorum "in the green" (yep. whiny Politicos will bite you in the ass soon). At the very least, get to multiple 8k fleets locking down Helios Alpha to stem the tide. Personally I also have one each in the other 3, and park Daidalus at Knossos once its fleet is max level. It wont make for good Youtube, and/or you will autocomplete a LOT of fights, but you will be ready for what comes next …

    So, max (7/7) fleets for what you have unlocked so far … (just my opinions), and trying to waste as little from step to step in Officer ranking up to 8k fleet size:

    5k fleet: 6 Adamants, 1 Manticore
    6k fleet: 1 Artemis, 1 Ranger, 4 Adamants, 1 Manticore
    7k Fleet: 2 Artemis, 2 Rangers, 2 Adamants, 1 Manticore
    8k Fleet: 3 Artemis, 2 Rangers, Adamant. Manticore for 7800/8000.
    I prefer the Adamant over Berzerk despite better planes. By the time I get flak walls up with multiple battlestars, I am usually mostly scouting to light up with the planes anyway. Viper IIs seem to fly through flax "ok", just don't sit them in it – torp spam is not worth eating by delaying flak once enemies reveal. The ideal is launch planes turn 1, target DRADIS blip turn 2, flak turn 3 provided you can start far enough away (not always possible if there is a dumbass freighter or news crew to protect). The downside of flak is you cant shoot your own munitions through it – so git gud at gunz (or shoot missiles etc round, over or under it, or wait until you can drop the flak). Your Celestra is a wet paper bag, so keep it moving up/down and/or in the shadow of a tankier ship (torps) or assign defensive fighters (missiles)

    There is such a surprising depth to this game and replaying the videos of the clutch fights, especially when you hit escape and zoom in on your hero unit for that battle to see from its perspective … never gets old.

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  17. Captain, if you check the four buttons at the bottom left of the screen. The one with the Cylon head will give you some info about Cylon fleets that you can see.

    It won't tell you whats in them, but you will be able to see the fleet power.

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  18. @8min I laughed my head off you where so good vipers in defending against rockets ( guess he didn’t notice he got the mk 1 instead of 2 ) well at least he spots later his mistake :-p

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