Campaign Guide: Difference between revisions
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* <span style="color:#6495ED;">'''Time Controls''' - Half-speed is great to help comprehend (and '''admire'''!) complex battles. - Accelerated speeds are handy for post-battle logistics</span> | * <span style="color:#6495ED;">'''Time Controls''' - Half-speed is great to help comprehend (and '''admire'''!) complex battles. - Accelerated speeds are handy for post-battle logistics</span> | ||
* <span style="color:#6495ED;">'''Boarding''' - grab ammo and supplies where you can - skiffs can quickly check what's available - beware of damaged reactors </span> <span style="color:#FF4040;">- if you see <span style="color:gold;">'''X DANGER'''</span><span style="color:#FF4040;">. '''Undock and RUN!'''</span> | * <span style="color:#6495ED;">'''Boarding''' - grab ammo and supplies where you can - skiffs can quickly check what's available - beware of damaged reactors </span> <span style="color:#FF4040;">- if you see <span style="color:gold;">'''X DANGER'''</span><span style="color:#FF4040;">. '''Undock and RUN!'''</span> | ||
* <span style="color:#6495ED;">'''Repairs''' - docking at a station will add 50% to a components maximum repair cap. Shipyards will add 100%, allowing for complete repairs</span> | |||
=== <span style="color:#90EE90;">Anti-Ship Missiles</span> === | === <span style="color:#90EE90;">Anti-Ship Missiles</span> === | ||
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* <span style=color:#6495ED;">If you see shells punch through, switch to</span> <span style=color:#90EE90;">HE </span> | * <span style=color:#6495ED;">If you see shells punch through, switch to</span> <span style=color:#90EE90;">HE </span> | ||
* <span style=color:#6495ED;">If its small, use</span> <span style=color:#FF4040;">RPF </span> | * <span style=color:#6495ED;">If its small, use</span> <span style=color:#FF4040;">RPF </span> | ||
* <span style=color:#FF4040;">This is a rough rule-of-thumb, but will let you fire something useful in most situations.</span> | |||
Key: X -> Y = “'''shoot X''' to damage, then finish with Y”<br> | |||
'''X''' or Y = “'''use X''', but Y has situational uses”. Lack of bolding indicates either works<br> | |||
X :-( = “your best option, but alas, it won’t do much”<br> | |||
{| class="wikitable" | |||
|+ Ammo Selection Chart | |||
|- | |||
! ANS firing at... !! 120mm !! 250mm !! 450mm | |||
|- | |||
| [[ship:ferryman|Shuttle/Ferryman]]|| RPF-> HE || RPF -> HE || HE | |||
|- | |||
| [[ship:draugr|Tug/Draugr]] || RPF -> HE || RPF -> HE || HE | |||
|- | |||
| [[ship:flathead|MN Flathead]] (angle) || AP || HE || AP | |||
|- | |||
| [[ship:flathead|MN Flathead]] (flat) || AP || AP || HE -> AP | |||
|- | |||
| [[ship:journeyman|CVL Journeyman]] || HE || HE || HE | |||
|- | |||
| [[ship:ocello|CC Ocello]] (bow) || AP || AP || AP | |||
|- | |||
| [[ship:ocello|CC Ocello]] (flat) || AP || HE || HE | |||
|- | |||
| [[ship:marauder|LN Marauder]] (bow) || AP or HE || HE or AP || HE or AP | |||
|- | |||
| [[ship:marauder|LN Marauder]] (flat) || HE or AP || HE|| HE | |||
|- | |||
| [[ship:moorline|CLN Moorline]] || HE or AP || HE || HE | |||
|} | |||
Latest revision as of 00:32, 15 September 2026
Cadet Hardly's Campaign Primer
Starting Fleet
CV-3 ANS Harsh Winds Blow "Windy"
Worden-class converted Fleet Carrier
- 8x small craft pads - launch fighters to defend - Use the Katana's 15mm coilgun
- 4x large craft pads - launch bombers to strike
- 288 size 2 VLS tubes - flexible, quick response missiles - Simple ACT only Thunderheads are handy for assessing target defenses
- 5x Defender, 2x Sarissa PDTs - near and long-range CIWS-type defenses - best to ensure these never need to fire!
FFG-897 ANS Stout Coral + FFG-897 ANS Loom of Karina "General-purpose Frigates"
- 2x 120mm turrets - lightweight cannons, can use RPF ammo - proximity fuzed, great against fast unarmored targets
- Bullseye FCR - provides high quality radar locks - How to make friends with cruiser captains!
- Parallax search radar - can do a powerful "BRN" ping - good for scouting, can help see through jamming
- 24x size 2 VLS tubes - limited by useful missile load
General Tips and Hints
- Fuel - take advantage of opportunities to top up, else a ship may get left behind - pay attention to fuel warnings
- Map - use the info here to plan your path, especially watch for friendly ship beacons
- Tutorials - if something feels stuck, save your campaign and check the tutorials. They cover a lot of complex systems in detail
- Formation Orders - you can give orders to multiple ships at once, using the Shift-Right Click menu - to setup a formation, use Shift-F to then link to another ship to follow.
- Scouting - early detection gives you time to react (and targets to shoot) - find out what's what before stuff starts hitting the wall
- Time Controls - Half-speed is great to help comprehend (and admire!) complex battles. - Accelerated speeds are handy for post-battle logistics
- Boarding - grab ammo and supplies where you can - skiffs can quickly check what's available - beware of damaged reactors - if you see X DANGER. Undock and RUN!
- Repairs - docking at a station will add 50% to a components maximum repair cap. Shipyards will add 100%, allowing for complete repairs
Anti-Ship Missiles
| Anti-Ship Missiles | Guidance | Range | Seeker | Note | Note 2 |
|---|---|---|---|---|---|
| SGM-333 "Forgetfulness" | Direct | 4km | ACT/[CMD] | Standard Torpedo | Claymore's best friend |
| SGM-222 "Hurricane" | Direct | 15km | CMD | Extra punch for frigates | Needs to maintain track until impact |
| SGM-204 "Thunderhead" | Cruise | 15km | ACT | Cheap and plentiful, easy to decoy or jam | Great for probing attacks |
| SGM-204 "Thunderhead Block IV" | Cruise | 15km | ACT/[EO] | Much harder to deceive | Say "NO" to chaff |
| SGM-210 "Squall" | Cruise | 15km | ARAD | Seeks jammers and radars | |
| SGM-H-288 "Cyclone" Block III | Cruise | 20km | EO | ignores most jamming, sprint stage evades most defenses | For when you need it dead, RIGHT NOW, no excuses. |
Anti-Craft and Defensive Missiles
| Anti-Craft and Defensive Missiles | Range | Seeker | Note | Note 2 |
|---|---|---|---|---|
| SGM-H-243 "Tornado" | 15km | ACT/[CMD] | Ship-launched anti-craft interceptor missile | Great, but can be overenthusiastic. Switch from AREA > POINT, and use Z-key to queue manual launches if you need to. |
| SGM-112 "Riposte" | 3.4km | CMD | Short-ranged anti-missile interceptor (AMM) | Move some from VLS to magazine to equip your fighters |
| SGM-185 "Remise" | 3.5km | ACT/[CMD] | Mid-range delux craft launched ACM | These are very good |
| SGM-122 "Bolt | 2km | ACT | Short-range dogfighting missile | These can be salvaged from most enemy ships |
Carrier's Craft Wing
- 12x B-86T Claymore bomber - Anti-ship heavy hitter - Claymores are your premium tool for SMASH!
* Size 3 weapon bay - carries 2x torpedoes or bombs * MCC guidance module - MCC allows use of CMD-guided torps, difficult to decoy without rare comms jammers
- 46x PF-440V Tanto Interceptor - Workhorse void supremacy craft - Escort all the things. Limited fuel endurance, so plan ahead for rotating flights.
* 20mm nose gun Use for anti-craft, leave the missile defense to Katanas * Size 1 weapon bay - 4 internal mounts for missiles and bombs, 4 external hardpoints can handle EW or gunpods * MCC guidance module - MCC allows use of Riposte and Remise missiles
- 3x E-44 Sundial SEWAC - Precious and Powerful Radar platform
* Powerful long-range search radar Use these to find and monitor hostile activity - What's behind that rock? Why is it so quite? Where are all those @#$% missiles coming from?. * vulnerable to attack, escort with tantos
- 4x RS-35 Halberd Skiff - Jack of all trades
* 35mm nose turret defensive turret, but punchy enough to hurt shuttles in a pinch * 4x Size 1 missile hardpoints * passive ELINT sensor package - ELINT makes skiffs very useful as sensor pickets, but can't provide range without another offset skiff to crossfix. * can scout wrecks to assess potential salvage - Super handy post-battle
- 10x PF-440C Katana Interceptor - Elite Tanto variant - Use to guard your ships from missiles
* 15mm 6-shot coilgun - high-tech, high impact. King of the dogfight (while ammo lasts) - In air combat, support these with Tanto-Vs, and retreat when out of ammo * Size 1 weapon bay - same carrying capacity as a regular Tanto
Ammo Selection Addendum
* If you see sparks from ricochets, switch to AP * If you see shells punch through, switch to HE * If its small, use RPF
- This is a rough rule-of-thumb, but will let you fire something useful in most situations.
Key: X -> Y = “shoot X to damage, then finish with Y”
X or Y = “use X, but Y has situational uses”. Lack of bolding indicates either works
X :-( = “your best option, but alas, it won’t do much”
| ANS firing at... | 120mm | 250mm | 450mm |
|---|---|---|---|
| Shuttle/Ferryman | RPF-> HE | RPF -> HE | HE |
| Tug/Draugr | RPF -> HE | RPF -> HE | HE |
| MN Flathead (angle) | AP | HE | AP |
| MN Flathead (flat) | AP | AP | HE -> AP |
| CVL Journeyman | HE | HE | HE |
| CC Ocello (bow) | AP | AP | AP |
| CC Ocello (flat) | AP | HE | HE |
| LN Marauder (bow) | AP or HE | HE or AP | HE or AP |
| LN Marauder (flat) | HE or AP | HE | HE |
| CLN Moorline | HE or AP | HE | HE |



