![]() Gaurdian – the name of this ship is “officially” misspelled, but it has the highest number of torp tubes of any Rebel ship, and makes a decent one-shot defender, as it will usually get two volleys of torpedoes off before being destroyed. MDSF – your freighter when you can’t build a two-engine ship with a larger cargo hold, such as a Gemini or LDSF. However, this ship is so light that it can also be used to move money around, although you have the Falcon or MDSFs for that. NFCarrier – you have a fuel carrier, but most of your ships have decent fuel tanks. Later in the game, you can use these as one-shot RGA machines to bombard enemy planets, forcing him to divert warships for defense. These ships are your remote-colonization advantage it’s not as good as the Cyborg’s assimilation, but it DOES allow remote colonies of decent size. It can make a maximum of three perfect hops, and then be completely out of fuel, although two hops is more common. Rebels have a lot of useful ships, but their ships are relatively specialized in function, and should operate in groups.įalcon – the best HYP ship in the game. Low beam count on ships makes mine-sweeping difficult.No special defenses against cloakers (just regular minefields).No economic bonuses (other than self-RGA, below).No strong general-purpose medium warships. ![]() Can easily prepare against early attacks.Access to best fighter-making ship (Gemini Transport).Make fighters cheaply (5 supplies, 3 Tri, 2 Moly).Decent Large Carrier (4 th best ship in game).Many specialty ships, decent medium carrier (Patriot) and minelayer (Tranquility).Their defining ability is the Rebel Ground Assault, which does massive damage to colonist populations and structures, while leaving natives untouched. The Rebels are quite a well-rounded race, with a large carrier, decent medium but specialized warships, but often suffer against enemies with cloaking.
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