Stellaris – Cruiser vs Battleship Combat Testing & Ship Design



Stellaris – Cruiser vs Battleship Combat Testing & Ship Design. In this video I design and test some META Cruiser designs that are very strong against Battleships with screening ships. Watch this video if you want to learn how to combat strong Cruiser designs using Battleships and screening ships for a very powerful combination.

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15 thoughts on “Stellaris – Cruiser vs Battleship Combat Testing & Ship Design”

  1. So, the combat computers have hidden mechanics that Strat identified in a video. The distance your ships will close to is dependent on the range of the median weapon you placed. This is confusing because it doesn’t care about the median ranges of weapons, rather the order you added them to your design. As you likely added the disruptors after the first trial, and likely the large disruptors were added as the “middle” or median weapon placed, the combat computer will stay at the engagement range of that weapon. If that range is beyond the range of your torps, then they simply wont fire. Try running it again by clearing the entire design, adding 3 disruptors, then three devastators, then the remaining disruptors to see if it makes a difference. Why this exists is beyond me.

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  3. Avoiding the quirks of the combat computers is one of the Stellaris skills you need. I do this by using Artillery combat computers and the longest range weapons I can on Cruisers and Battleships as soon as I can. Disruptor+Torp fleets can be very powerful early to mid game but closing the range against a mixed fleet is just asking for trouble.

    A full missile Cruiser fleet with artillery computer would have stayed at range to kill the screening ships and then moved in on the Battleships. Yes it would have still lost badly but it would have been more efficient in its loss.

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  4. The period key advances the game one day and pauses. If you are paused when pushed it almost makes the game turned based. I found it very useful for analyzing battles.
    It was added in a patch sometime last year.

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  5. Its also pretty funny that your strat is similar to republican roman armies with their manipular formation. Corvettes= velites battleship= hastati and principes. Maybe a shield linking tech could make a legion of cruisers work haha

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  6. I normally use a mix of Torp/missile cruisers, carrier/missile cruisers, and disruptor cruisers with a screen of disruptor destroyers (usually 20 a fleet) until crisis. (Ill add in artillery Battleships and a titan for each fleet.) once the crises comes I tweak the fleets for each. I normally play on Admiral AI (no scaling) and 25x all crises. (med or large galaxy with a few ticks down from max empires). Ill see how my philosophy holds up with machine age.

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  7. Interesting video !
    Did you test these designs in a close range battle (with the cruisers camping the hyperlanes) ?
    For the designs, I mix two types of cruisers : one full disruptors, and one with torpedoes and missiles, except the last slot in which I put swarmer missiles

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  8. I appreciate your videos. In my own testing, I find it very difficult to find anything that can beat 100% battleships running Focused Arc Emitters, one hangar, and the rest medium missiles. I think screening corvettes are just a waste by comparison to having a few more battleships. If you can beat that with a fleet of equal command point size, I'd love to see it.

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  9. Is there any particular niche for Destroyers? It seems a little disappointing that a ship whose identity is so heavily tied to the Screening role seems to be such a poor fit for it. Could the 3/2 P-slot ratio free up more of your fleet capacity for Battleships, or would the loss of Evasion and 2 S-slots counteract that?

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  10. I've done a lot of testing various designs against both the AI Empires, 25x Endgame Crisis, and other players. An all around great design that seems to be very challenging for the enemy to counter effectively is a battleship hanger bow, hanger core, and broadside aft with all swarmer missiles in the M-slot along with the strike craft. I am fairly torn on PD but I usually just run Flakk as it has more tracking making it better at handling Corvette swarms, missiles, and strike craft then Point Defense (Because it hits more often). Early game I run them with carrier computers and a carrier core to keep them at their max range but once it's just swarmer missiles and strike craft you want to use artillery for the extra range. With these ships you want to focus on increasing range whenever possible, artillery skills work better despite not buffing the damage of the ships, look for prudence and the rapid deployment war doctrine from completing supremacy.

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