BATTLESTAR GALACTIC DEADLOCK – Launch Vipers! Target the flagship (Ep6)



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24 thoughts on “BATTLESTAR GALACTIC DEADLOCK – Launch Vipers! Target the flagship (Ep6)”

  1. Cylon elite? Oh thats just a Cylon admiral, they come in various forms, don't worry about them just KILL THEM! Also Shack, ill let you in on a little secret. So ya know all those WHITE planets? Well the Cylons REALLY love to Gather at the Planet in the Center between the two Right colony clusters.

    So boarding in this game is pretty simple, but its VERY useful. So your ECM raptors (2 ships) have 100 marines (50 in each), the moment they board a ship it instantly applies a debuff of 15% (or 20% id have to check) accuracy, minus 20% cylon ship power (cylons only obviously), and 20 damage to ship subsystems (i think thats for Colonial ships only). You REALLY want to use these on the Dedicated GUNSHIPS of the cylons (the Cerestra for example or the Reverent), and iv found TWO squads of Raptors is enough to overwhelm the defending Centurians.

    I can confirm the Auto Resolve is not like Xcom, it is VERY fair and in your favor most of the time. More often then not you will encounter tiny cylon escort fleets, you'll have 100% win and 0% casualty chance. Generally even on even point numbers you will have 100% win chance but around the 10-20% Losses chance.

    Edit: SEND DADILOUS TO A SCIANCE PLANET! it gives you a 10% cost reduction to blueprints (useful since you got alot of them sitting around) and Colonial FTL cooldown minus 1.

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  2. Far as dealing with Cylon ordinance goes you have 4 options in Colonial fleet:
    1. Vipers/raptors shooting them down. A simple but effective strategy but ties down your Strike craft.
    2. Sweepers, a defensive craft that can pop Chaff and preform Disarming duties just like the ECM raptors can. Havn't used them too much myself but, they might be useful. Experimentation Recommended Commander.
    3. PCM munitions (bit of a fan of these), they act like a mine, but they only explode when enemy ordinance passes though them. The explosion is big enough that it will kill a Cylon Cluster missile strike, so just throw them out in between you and the cylons and they will catch SOMETHING. (personally recommend firing them AFTER the cylons shoot just so you can see where their coming from)
    4. Flak, All Battlestars and the Hercules gunship have a Flak Field they can activate. It disables the point defense cannons on that side but any Missiles or Strike craft that fly into Flak get ripped to shreds.

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  3. Ive been screwed over by Autoresolve before, lol – 1% chance of losses? ok i'll 'risk' it… goes on to lose my Artemis flagship and highest leveled Officer yeh… just my luck >_.>

    Also, does repairing Squadrons actually replenish numbers or just the HP of remaining ones? Mk2's have like, 4hp per model but ive not really had a chance to repair before the battle is over so im not sure if it just heals or replenishes number count.

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  4. Just for fun explanation: BSG is one of the very few movies and shows where there is no sound in space, as it is in reality. So the only things viper pilots will hear during a battle is produced by their own ship and debris hitting the hull. that sounds like rain hitting a car or a corrugated metal roof. So its not far fetched that a viper pilot caught in the heat of battle and not responding to orders is asked catchprases to get their attention. to my knowledge its a thing in real world too. coms officers and officers are trained to subconsciously recognize catchphrases under stress and react with take cover and respond to the com and to make sure that they are focused enough to receive and respond.
    Rolling the hard 6… well, some people bet their money on rolling dices. and when you go all in, all you can hope for is to roll the 6 to win or get at least a draw. So, if the only thing you can do in a military situation is to throw all you've got at the enemy until the bitter end, than all you can hope for is the same dumb luck as rolling such a hard 6. Its the same phrase as throwing a Hail Mary. But american football does not exist in the BSG universe, so they needed another phrase for that.

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  5. If you put Fleet Group Daidalos over either Leonis (In Helios Beta) or Aquaria (in Delta), it'll give you a 10% discount on Blueprint purchases for as long as Daidalos is there, which will more than allow you to afford the Artemis schematics. It also reduces Colonial FTL Cooldowns by one turn, so you don't have to spend as much on spooling up your drives over and over.

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  6. Tips and Tricks Continued:
    -More often than not you want to dive with your fleets. Getting under your enemy's turret elevation and with most of the guns in this game placed on top of each ship, you will be well protected from most fire while being able to pepper the enemy with impunity. Even if it doesn't seem like it would be useful, dive anyway cause you never know.
    -There may be far more Cylon fleets active than you can see. As you have no ships in either Helios Gamma or Helios Beta, you are not able to see where Cylon fleets go if they jump away from Helios Alpha and Helios Delta.
    -Boarding is a persistent Debuff/Damage to the target vessel's Subsystems. You can't take control of a ship with this (unfortunately) nor can you destroy the ship this way.
    -ECM to counter missiles is a Cylon specific mechanic. They have a squadron called the Wardriver which can emit a sphere of ECM influnece that throws off any Guided Munitions and can send them back to the firing ship. This squadron also has the same Hacking mechanic as the Nemesis Corvette.
    -Colonials DO get something called the PCM (Projectile Countermeasure). This works just like a Proximity Mine in placement, but with a much larger trigger zone and area of effect. It will explode when a munition enters into the zone and take out a chunk of the munitions heading towards your ships. It is not a perfect defense, but it is an effective one. I recommend placing them on Rangers once you get them due to the Ranger's very fast munitions cooldown.
    – During the Board the Flagship mission, your Raptor only needs to touch down on the ship to fulfill the objective. Recalling them the following turn, like you did, is the way to go.
    – 17:05 Insert Morpheus quote "He's beginning to believe."

    -Debris Mine:
    – -Anti-Fighter Munition. Creates a cloud of debris that wrecks any squadron that passes though it. (Does not affect munitions that pass though it)
    – -You place them just like a Proxy Mine, but with a second placement phase so you can choose where the cloud appears.

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  7. At 22 mins when you saw that gladius was going to take a big missive salvo, swap your posture to defense mode. Will significantly reduce the damage you take.
    Love the series!!!!!!

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  8. Then can Raptors disarm in coming guided missiles with countermeasures? How large can your fleet get, I once hard 7 but can the fleet grow later in the game? Are you limited by number of ship type?

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  9. I am not sure if you heard about this yet, but the Talon and Revenant used to be colonial ships. The Cylons basically just took them wholesale when they started their war. I figure that is why they are so good, especially the Revenant.

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  10. "sometimes you just have to roll the hard six", they're talking about craps right?

    me: w….t……f…… 6 means behind you. rolling a hard six means to turn around quickly, typically in a vehicle.

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