BtS-FF-Destroyers...

amzolt

Chieftain
Joined
Aug 1, 2007
Messages
78
Location
Kettering, OH, USA
I'm over 600 turns into my first full game of FF.

Loving it!:thumbsup:

One thing:

Some of the info says Destroyers are best at missile and squadron defense.:scan:

Since missiles and squads are so fast, how can a destroyer meet their challenge?!?

~ Alex
 
What they mean is they are capable of intercepting thier attack. Look at it like Destroyers are Anti Aircraft ships and missiles and squads ar aircraft.
 
The Destroyer (in FF) is a "protector ship" and when used with a stack, It's mission is to protect the fleet from missiles and aircraft (see civlopedia)

Consequently, in civ, that is their primary function and other than a 2-move unit, it's weak if used for anything else. Add a few intecept promoted destroyers to your attack stack to lessen the strike damage from enemy aircraft (fighters, bombers, missiles).

with delta and omega destroyers, they have an incredible air-intercept ratio. Also note that while a starbase is limited in how many air squadrons you can put on it to protect it from bombers, you can "park" as many (air-defense promoted) destroyers there as you want to help protect it from enemy aircraft.

In MP games, I've used 8-10 air-intercept promoted destroyers within my attack stack and when the aircraft-dependent enemy player tried to bomb my stack into oblivion, he lost 90% of his bombers on his first strike (ai does the same thing, but to a lesser degree)

In the real world (up to the mid-1990's), the destoyer's task has always played more of an anti-submarine role - but with the same function - protect the fleet. Also in the real-world, its the Frigate that playes the roll of anti-aircraft, not the destoyer. I would "assume" that the destroyer's anti-submarine roll changed in FF because there aren't submarines.
 
Using the civlopedia, here's a unit guide for your use:

ANTI-SHIP MISSILE
Effective as a one-time use weapon, cheap, and effective against any ship; can be carried by Cruisers
Counter-Unit: Can be vulnerable to Destroyer Intercept
Best-Use: 75% chance of evading interception; when facing an overwhelimg stack approaching your city, CHEAP, FAST, EFFECTIVE in reducing the enemy stack's power while moving/repositioning city defense. Also, VERY effecting against "spotted" stealth ships.

BATTLESHIPS
Effective as most powerful ship in the game
Counter-Units: Vulnerable to Missiles and Bombers
Best Use: ship-to-ship Attack; bombarding planetary defense

BOMBERS
Effective against most ship types
Counter-Units: Vulnerable to Destroyers and Fighter Squadrons
Best Use: Recon, Bomb ships, Bomb City Defenses, bomb tile-improvements

CARRIER
Effective with Fighter and Bomber Squadrons; Direct Combat capabilities are highly limited
Counter-Units: Battleships, Missiles, more powerful ships
Best Use: Carries multiple aircraft squadrons for defense against attacking bombers/fighters and part of a city attack group

CRUISER
Effective as medium-strength warship; can carry Anti-Ship Missiles and Doomsday Weapon (nukes)
Counter-Units: Bombers, Missiles, more powerful ships
Best-Use: Can bombard city defense as well as carry Missiles as part of a city attack group

DESTROYER
Effective only as a mediocre front of the line ship, powerful against missiles, Fighter/Bomber Squadrons
Counter-Unit: Missiles and more powerful ships
Best-Use: Can Intercept Missiles and Bomber/Fighter squadrons (best with air-intercept promotions)

FIGHTERS
Effective as protection of Star Systems and Bomber/Fighter Squadrons
Counter-Unit: Air-Intecept promoted Destroyers and Fighter Squadrons
Best-Use: Recon, intecept Figher/Bomber squadrons; destroy tile improvements and bomb city defenses

INVASION SHIP
Effective and designed to capture enemy Star Systems (slow and weak in other battles - no defensive bonuses)
Counter-Unit: PDS, Bomber/Fighter Squadrons, Missiles and more powerful ships
Best-Use: First-Strike; +200% city attack

PLANETARY DEFENSE SHIP (PDS)
Effective and specialized to defend Star Systems from attack
Counter-Unit: Invasion Ships, Bomber/Figher Squadron, Missiles and more powerful ships
Best-Use: +200% planetary defense

STEALTH SHIP
Effective for invisible scouting and destroying improvements
Counter-Unit: NOT INVISIBLE to enemy Stealth Ships or scouts; when "spotted" by an enemy Stealth Ship or Scout, very vulnerable against Fighers/Bombers, Missiles, and other more powerful ships
Best-Use: Sentry/Scout against approaching attacker, destroying tile-improvements and construction ships, and hidden nationality. Can also be used to guard/scout against enemy stealths approaching or in your own territory.

In FF, as in the real world (and most of civ) Each ship (unit) has an equal counter. It's ABSOLUTELY best to use a combination of ships in your attack stack (as well as to defend your city)

As Earl pointed out - PDS's seem very strong to him (in fact a very few PDS's in a city can DEFEND and win against a battleship). Put a an equal number of invasion ships BENEATH the battleship (as well as a destoyer or two to protect it from enemy aircraft) and the PDS's will lose.

note: invasion ships are rather useless in attack anything other than units IN a city, just as PDS's are useless OUTSIDE of a city. Invasion ships have a specialty of city attack, just as PDS's have a specialty of city defense>

It's the combination of ships in your "fleet" (attack stack) that make it most effective, just as in real life naval units (and most other civ games)
 
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