M06 - The Karos Graveyard
#1
Movers LOVE interceptors (and other strike craft), so much in fact that they'll try to take them out before anything else. Use interceptors to take the heat off your frigate and corvette groups, but be sure to keep building backups for your interceptors.
#3
Be careful when capturing the derelict mover as your ships may target it in the heat of battle. Move a carrier two the derelict and try to capture it directly there without having too much damage done to the derelict mover.
#4
Disabling the movers with scout EMP allows a small force of torpedo frigates and pulsar corvettes to kill the Movers; the Movers usually attack in groups, so EMP them whilst they are still clustered together.
There is a cap on the amount of movers (20), so killing them will only produce more. As the MS jumps down the map (towards the derelict), the Movers will start emerging from the nearest derelicts instead of the original ones. They usually attack the nearest production capable ship (or any offensive ships guarding it), so it is possible to leave any carriers at the starting point once you kill all of the Movers from the first wave; they will go for the MS instead of the carrier.
Salvaging the derelict Mover is easy if you send a carrier towards it and undock a resourcer when you get there; the Movers guarding the derelict (Mover) will attack the carrier instead of the resourcer, and it should make it back to the MS without being attacked.
The Mover weapon tech may make the Movers easier to kill (by knocking off 4000 HP), but killing them will only produce more. On the final leg of this mission, you can assign several resourcers to repair the MS instead of fighting a pointless war and losing any more ships. Use as many as is allowed. If the MS is in good health (it should be, if you EMP the movers and kill them etc.), it will survive the journey with plenty of health to spare. If you can split the Mover force between the MS and a carrier (or two), the resourcers will actually heal the MS faster than the Movers can damage it.
Use 2 squadrons of 7 scouts to EMP movers constantly (toggle between groups and use E to target the nearest mover) whilst the torp frigates and pulsar vettes mop up the stunned ones. Research level 2 hulls for MS and carriers too.
EMP is also very useful on the next mission; if you it to stun the Progenitor drones, the Keeper will be constantly produce new ones instead of laying waste to your fleet with its deadly beam weapons...
#5
I came in Mission 6 with two carriers, several frigates, a full compliment of corvettes, about 10 bombers, and 3 interceptors. Here are my suggestions.
Refer to the following image:
What to do before Wave 1 of the Movers
You will have a minute or two before the Movers begin attacking.
Research EMP and build about 6 Scout squadrons: Movers are vulnerable to EMP attacks, and they have an extremely hard time targeting the scouts. As soon as "New reserach available" - just after you arrive - research the EMP upgrade for Scouts, and then build 6 scout squadrons.
Just so you can see for yourself, a comparison of my standing at the end of the mission, with and without EMP scouts:
(Well, Ok, maybe it wasn't just the EMP scouts, but still, they surely helped...)
Harvest on the patch marked above
You'll be needing RUs. The Movers tend to leave the harvesters alone, so don't worry too much about them.
Dock and/or retire corvettes
Your corvettes will be eaten alive by the Movers. Dock them in the Mothership or a Carrier (be sure to hit the "stay docked" option in the launch manager. I usually retire 5 squadrons, since you will need the RUs.
Build mainly Torpedo Frigates and Ion Platforms, and a few Interceptors
Movers are corvettes - which is what Torpedo Frigates are designed to kill. Build them instead of Ion or Flak Frigates. I also find that Ion Platforms work well against Movers - I build 10 for wave 1. However, do not move these ion platforms or order them to fire, as they will become stuck in that position; let them do their jobs. Eventually, you'll be wanting to move your platforms to the MS's new position when it jumps. The fleet should be able to handle the Movers for the first wave. Interceptors help, as they will distract the Movers and let your capital ships open fire on them.
When done with EMP research, consider researching other upgrades
I'd go for upgraded MS armor, as well as upgraded frigate and ion platform armor. Don't spend too much (especially not on corvette upgrades, which would be useless), but seeing as you'll be needing to move your fleet across the map and your MS will likely take some damage, I'd do some research.
Begin moving your Carriers to the middle of the map, to the position marked "First MS jump takes you here" on the map above
This will help you for the second wave, when there will be more Movers to deal with, and when you'll need to provide cover for a salvaging resource collector.
Wave 1 of the Movers
Begin engaging the Movers with your fighters
This will distract the Movers from your capital ships. The Movers have 5000 hit points, so big guns will be needed to damage them - therefore, frigates should be preserved against the onslaught.
Use your group of Scouts to disable the Movers
Band-box the Movers - that is, hold down the "E" key and highlight several Movers. The Scouts will attack the Movers, and you should see a blue, spherical flash. This signals an EMP flash. The Movers should eventually float dead in space. It may take a few tries, but just keep doing it, to distract the Movers and to incapacitate them. Keep doing this throughout the mission.
Focus your frigate group's fire on one Mover at a time
Each Mover that you knock out is one less Mover firing at you. The more firepower concentrated on a Mover, the faster that it will be destroyed. It takes a little patience (though, if you played Homeworld, it's probably a familair skill), but it helps.
As the Hyperspace Core is nearly charged, begin easing your fleet towards position "First MS jump takes you here"
Once the MS jumps there, your fleet will no longer need to defend the region around your present position. As the time to jump becomes around a minute, start moving your fleet towards where the Mothership will be, during a break in the attacks of the Movers. Use EMP discharges from the Scouts to hold off the Movers and give your fleet time to escape; they'll be able to return fire when they're in a better position to defend the MS.
As the Mothership is in hyperspace
Move your fleet to the MS's new position, as marked on the map.
Move the ion platforms to the MS's new position
Remember how I told you not to move your Ion Platforms? Well, now you can reuse them - and you'll probably need them. Move them to the MS's position.
Move the Scouts to the MS's new position
Build at least one, preferrably two new Resource Collectors in one of your Carriers
You will need to salvage a derelict Mover with a Resource Collector; build one and a spare for this task so you don't have to move your harvesting operation through a battle zone. Also, these resource collectors can be used for repairing your ships. Make sure the resource collectors stay docked with the carriers for now so they aren't immediately targeted and destroyed.
The Movers, wave 2 - before and during the salvage
The Movers will swarm you in greater numbers in this wave.
Max out on your ion platforms
Twenty ion platforms will help a lot against the Movers. And, once again, do not move or attack with any of these ion platfomrs - they will be needed for wave 3. Let them do their job on their own.
Move the Carriers towards the position of the Derelict Mover
Eventually, Fleet Intelligence will announce that a derelict Mover has been found. Move to salvage it immediately, but don't launch your Resource Collector(s) just yet, as they will come under attack. Instead,
Build a torpedo frigate and three squadrons of Interceptors in your Carriers
Keep these seperate from your main fleet. As shown on the map above, the Movers will try to attack your salvage ship. However, Interceptors will distract them from the collector, and the Torpedo Frigate will be able to dole out damage.
Use your fleet to continue attacking the Movers
Continue using your Scouts to EMP the Movers.
You may need to dock your Scouts to replenish their numbers, or you may need to build new ones. Remember to launch your scouts manually if you have kept your ships docked.
When the Carriers have built a torpedo frigate and at least an Interceptor squadron, launch a Resource Collector
Use the Resource Collector to salvage the derelict Mover. Guard it with the Torpedo Frigate and the Interceptor. If necessary, use your Carriers themselves to attack the Movers. You need to capture that Mover! Remember, the Resource Collector will bring it back to the MS, and not the carriers. Launch the new Interceptors as they're completed and have them distract the Movers.
If your Resource Collector is destroyed, launch the other and use it to bring back the derelict to the MS
The Movers, wave 2 - after the salvage
Research Anti-Mover weapons
This will reduce the number of hit points on the Mover from 5000 to 1000 - making things go a lot easier. Research it immediately, and you'll be glad.
Have your new Resource Collectors repair your ships
If your one or two new resource collectors survived the salvage, select them and have them repair the fleet by bandboxing it while holding down the "Y" key.
Reinforce your fleet by building more Torpedo Frigates from your Carriers
Likely, you've lost several frigates already. Build some torpedo frigates to replace them, as they're more effective against the Movers.
Continue using EMP discharges to incapacitate the Movers
Continue attacking with capital ships
Begin moving your Carriers to the position marked "Second MS jump takes you here"
Begin easing your fleet up to the position marked "Second MS jump takes you here"
When the Core needs only one more minute to recharge, the MS is about to jump. Begin easing up to that position. Use EMP discharges to prevent the Movers from following.
While your Mothership is in hyperspace
Move the carriers and the fleet to the MS's return position
Launch the ion platforms you built in wave 2 to the MS's new return position
Now you'll be able to reuse them. However, scuttle (Ctrl+Shift+S) the ones that stay behind; they're useless now, and will prevent you from building more platforms where they're needed.
The Movers, wave 3
With the Anti-Mover Technology, the Movers are easier to kill. However, they come in vast numbers, so this is still hard. Additionally, the MS will now be moving, but it'll be moving slowly, so you need to be sure to protect it.
Move your harvesting operation
Likely you're running low on RUs now, and likely the harvesters have nearly completely finished with their resource patch. When they're done, let them harvest the second patch marked on the map - only the four places marked on the map as "Wave 3" will be making Movers, and they'll be busy attacking your MS. Your resources should be able to harvest in peace.
Continue building ion platforms, if resources allow
Reinforce your fleet with torpedo frigates and a few interceptors, if resources allow
Have your resource collectors you built for the salvage operation continue repairing your ships
EMP the Movers like there is no tomorrow!
I had my Scouts (and some ion platforms) EMP the Movers that emerged from the rear two vectors, while having the fleet (and new ion platforms) engage the Movers that come from your front and your front-left. Eventually, some Movers from the rear would attack, however, it would give my fleet a chance to wipe some out and buy the MS some time.
Hang tight
Your MS will eventually reach its destination and the Movers will stop attacking. Just try to ride it out best you can, use your own strategical mind to deal with anything unexpected. Even if your MS only makes it with a few percent health and no fleet (essentially what happened the first time I beat the mission), you still win.
I hope that helps.
It is only at the meeting of knowledge and ignorance, of light and dark, that new understanding may be found: in the shadow. - Babylon 5: Invoking Darkness by Jeanne Cavelos
Author of Outside and Naggarok's Children
Where there is truth, there is symmetry. Expect me when you see me.
Damn, now THAT is a walkthru... thx :gonemad:
Heh, I just had my interceptors aggro the movers and then run all over the map. I think I had 10-15 movers chasing one squadron while the rest of my fleet dealt with the rest of the movers.
Torpedo frigates are your friend in this level. I had a wall of about 12 of them, repaired by 8 or 9 resource collectors. I docked my strike craft and kept them docked throughout the entire level. Just sent my Torp wall through the gauntlet, and lost 3 or 4 frigates in the whole level, and a couple collectors. I microed a bit, focusing fire on 2 or 3 movers at a time, but aggressive Torps tend to do that anyway. This strat doesn't beat the "lead the movers around the map with your interceptors" trick, but is more straightforward.
Be sure to max out Mothership armor and speed in the Research console. She's going to get hammered at the end of the level, and the sooner she can get to that wreckage, the sooner this all ends.
Here's what I did. I took the defensive way, rather than killing wave after wave of never-ending Movers.
The key: Bombers and WAYPOINTS.
If you keep the Movers busy chasing Bombers, they will never attack your fleet. My Mothership was not attacked even once. Apparently, Movers are obssessed with first destroying any and all fighters. Don't know if that was intentionally programmed or an overlooked thing.
I lost my first try at the level, which is when I discovered the Movers one vulnerability (that is, fighters).
Each time you jump, create a few bomber squadrons. The Movers will get distracted and transfer firing to the fighters. I've noticed something about the Movers as well: they seem to emit a very intense gravitational field. When my bombers backtracked on one of the waypoints and came close to the Movers, they suddenly lost a lot of speed and some were destroyed. After they moved away from the Movers, they picked up speed again.
Don't destroy the movers. As has been noted above, for each Mover you destroy, another is created. Just keep them preoccupied chasing fighters AWAY from carriers and the Pride of Hiigara.
#10
Err... why waste 50 extra bucks on bombers if inties get the job done AND are faster. :num:
Oh... that was offtopick hehe...
Optionally: leave your entire fleet at the initial point except 8 Resource Collectors. Order 7 of these to support/repair the mothership
the 20 Mover Cap in the level dont have sufficient firepower to take down the mothership with that many units repairing it, and they wont target the resource collectors at all.
Losses: You may lose 1 resource collector when the mothership jums the second time. Far more bulletproof than even the running around in circles one, and really doesnt take advantage of the AI at all.
It's a bit of a cheat but when the mission starts, if u take all your fighters to the first big piece of debris on the right, as soon as the movers come out move your fighters. The movers will chase them all the way round the map, obviously never catching them, and if u split half your frigs keeping half with the ms and half to move when she jumps It's a doddle coz the main mover force is still chasin your fighters. I tried it twice and its funny.
Frosty
I think using fighters as baits is quite interesting....
I think there are lots of ways to finish a mission, strategic-wise. If the movers are that stupid, so be it.:sprint:
Last edited by CrazyWolfHW2; 30th Sep 03 at 12:24 AM.
Heh, well that's nifty, the game wouldn't let me research anti-mover weaponry till the next mission. Still got through it in one piece though, and kept my Destroyer to boot. And I love EMP.![]()
I'm realy stuck. My MS is near its destination. but mission doesn't end. Objectives screen says "defend the fleet" .
what must i do at this point?
I lost EVERYTHING I had in this level apart from the mothership and a resource controller. I wasted all my resources building torpedo frigates and bombers.
So the last five or ten minutes I knew I was lost and waited for the MS to die in a fireball of glory.
Somehow the MS made it to the final trigger point that shuts down the movers and onto the next level.
I thought I was going to have to start level 5 over agian but no, I had 63000 at the start of level 6 and plenty of time to rebuild.
So dont worry if you lose most of your fleet, therell be plenty of resources and time in the next to rebuild.
my fleet is quite good. problem is mission isn't ending.Originally posted by blood_angel
I lost EVERYTHING I had in this level apart from the mothership and a resource controller. I wasted all my resources building torpedo frigates and bombers.
So the last five or ten minutes I knew I was lost and waited for the MS to die in a fireball of glory.
Somehow the MS made it to the final trigger point that shuts down the movers and onto the next level.
I thought I was going to have to start level 5 over agian but no, I had 63000 at the start of level 6 and plenty of time to rebuild.
So dont worry if you lose most of your fleet, therell be plenty of resources and time in the next to rebuild.
Did you resarch the mover weakness? And click on the mothership to see how far it has yet to move. Once it comes to the derelict the level will end.Originally posted by mko
my fleet is quite good. problem is mission isn't ending.
I too used the interceptor trick but I found out you must get your other strike craft docked because the movers would rather go after your corvettes or bombers or what not.
So when you come in dock all your strike craft at the mothership or your carrier and just leave out interceptors. The movers will home in on your interceptors and follow them anywhere.
Basically this mission is a great way to rebuild fleet strength and finish all the research.
Yes, I did. MS arrived to derelict but level isn't ending and i don't want to play this level againOriginally posted by blood_angel
Did you resarch the mover weakness? And click on the mothership to see how far it has yet to move. Once it comes to the derelict the level will end.![]()
If your trops have researched with IMP should be a good unit against movers. Also use Scouts to disable them whenever you can.
Dock all fighter to the MS when MS is about to jump. Around 2 minutes before jump started. Build a lots of platforms at all time.
When collecting the disabled mover, move your trops to protect the resource collector. Before the movers research has been done, your corvettes are very weak against movers, so don't use them at all. I just dock them in carrier and MS.
Move your fleet to follow the MS when the MS has reappeared. Move your built platforms to that location.
Build DFF to reduce the damage on the MS when movers are attacking.
After the movers research has been done, your corvettes will be more effective against them this time. It is up to you to launch them and help others.
research speed for your MS, better speed means quicker to finish the mission...
I have placed research on everything... especially the armor research for the frigs and corvettes.
10 of your resource collectors should be collecting resources and 10 of them should be reparing your units, including MS
Last edited by CrazyWolfHW2; 26th Oct 03 at 6:14 PM.
Got through this mission on the first try. Without Anti-Mover weapons. Bow before my might (not really, but I do feel pretty good about it).
EMP is your friend. Get 6 wings of scouts out there blasting the keepers with emp. Don't worry about the keepers hitting them: they're far too nimble for them. I only lost 1 scout in the whole mission.
Interceptors are a different story. You're going to need them, though, as they provide a good distraction for the keepers while your main fleet blasts them. As has been said already, the keepers can level a full frigate taskforce in seconds, but they just love chewing up strike craft (or at least trying to), the smaller, the better. Always keep your build list full of interceptors, that way you can pump out fresh wings without having to break concentration on the battle.
If you have any pulsar corvs leftover, you can retire them, but I kept mine around. I lost all of them, but they gave the first keeper wave a good run for it's money before they went down. The marine frigates are pretty useless here too.
Send a detachment of 4 interceptor wings to guard the harvesters as they salvage the derelict keeper. It shouldn't be that bad of a challenge, as there are only two keepers guarding it, but we all know that that's usually all it takes. Also, apparantly your fleet does target the derelict as a hostile, so watch your targeting (pretty sure that's how I lost the ability to get Anti-Mover weapons).
Finally, after the mothership jumps, immediately clean up any movers you're dealing with and get the fleet to her side. Fighters should arrive soon enough to take the heat off of her, but the cap ships take quite a bit longer. It's a good idea to have some harvesters working on the mothership to keep her from taking too much damage. Also research both Mothership hull and engine upgrades: she'll be able to absorb that much more punishment (which could be decisive if things truly go downhill), and the engine upgrades will get her to the final derelict that much faster (also possibly decisive. It also ends the nightmare that much sooner).
Last edited by Jaran; 1st Nov 03 at 1:11 PM.
if the movers come from several places concentrate on one side first. if you can beat all of them from one source then you can station a couple of frigates (6-7 flak frigates for example) at their exit point to destroy new ones and have all the rest of your fleet starting to beat back the movers from another source.
this way I managed to beat them back on the last stretch to their three points of origin so that new movers were immediatley destroyed by one of my three sentinel groups as soon as they exited (one group was flak frigates, another was torps, and another group was pulsars I think)
from then on it was just wait until the mothership finally got to where it was going.
Fighter destraction is the best in this map. Last time I did this, I just broke off a few bomber wings as they launched from the MS, and sent them to where the movers first appear. Timed right, the movers began to follow the bombers. I then just ran the movers all over the map. I moved the fleet to the derilect mover and destroyed it's escorts, then grabed the wreck. I spent the mission organizing my fleet and catching up on research and construction.
This mission was simple and I completed it first time.
I simply sent several bombers at the movers, at the last minute the sent my bombers going in circles using waypoints, the mover just kept following them and left the main fleet completely alone. I lost 2 resources in the entire mission.
Whoops... wrong mission!
I had about 8 or so missile frigates blast the movers while I had them chase 3 or 4 squads of bombers and a couple squads of gun corvettes. I took them all out in 5-10 mins. I've only done the first wave, though.
I had the same problem as mko (mothership wouldn't move to the final finish point). All I had to do was save the mission, quit and restart the game (and windows) and the mission finished straight away. This was with the 1.1 patch.
build like crap, man.
Personally, I just kept on building...i only lost 2 corvettes on the first wave...i had.: 1 scout, 14 bombers[so sad, i lost my elites] even number of pulsars and gunships, 2-3 marine frigates, even numbers of flack, ion[stupid, stupid me], and missile frigates...
Second wave...lost a hell of a lot of corvettes, and simply distracted the movers with a scout and 2 gunships and then sent one resource collecter over to pick up the derelict...
third wave...OW! lost my entire vette and fighter squadrons[my elites!!] except for my scout...i had no money at the end of the mission from creting cannon fodder[and researching] and so a few ion and flaks were destroyed while i was waiting for the stupid mothership to get to the hulk...
At the beginning of the next mission i had enough resources to rebuild my fleet...
Its a bit graceless i know, but not bad for my first try[got it on christmas]
this mission teaches you that HW2 is different from HW1. it is viable and NECESSARY to recall/recycle unfit units. the RU loss is not so bad as RUs are plentifull in the SP.
if you have ions/marine frigs in this mission then recall them and build torp frigs.
maybe even recall your gunships to build pulsars.
by now you should be maxed out on bombers and fully upgraded carriers.
(research everything as soon as it becomes available - ALWAYS!)
first wave: send everything against the movers. move some carriers close for quick repairs of INDIVIDUAL squads.
harvest the resource patch with 7 resourcers. set the rest of the resourcers on repair.
as soon as the mothership jumps take your SC and move them to the left derelict where new movers will appear (seen from behind)
take your torp frigates and move them to the right derelict
move carriers to the MS exit point. once they get there build 20 gun platforms. DO NOT MOVE THE PLATFORMS YET just set them on F4! gunships/bombers should concentrate on movers exiting (and should be able to kill them)..any that slip past should be ignored - they will be taken care off by the plats (and maybe 3 extra mobile refineries)
set 6 collectors to get the derelict mover - no need for escorts.
when the MS jumps again immediatley move all gun platforms to the target derelict (the one at the apex of the derelict formation)
move bombers to one other derelict, gunships/pulsars to another and torps to another (F4). you should arrive before movers appear, and your forces should kill movers as they appear without you having to do anything. if the gunships/bombers/plats are too slow then put 1-2 torps with these groups.
after that sit back and twiddle your thumbs until the mission is over.
Last edited by antialias; 1st Jan 04 at 9:53 AM.
Yes, that reminds me...even though my strike craft failed miserably, they would have been worse off if i hadn't paused the game every once in a while to select the squads that were heavily damaged...that goes for all levels...other than this one, i lost maybe 5 or 6 strikecraft because the rest were repaired...
Another thing...if you are having trouble getting the derelict mover, wait until the mothership jumps, then start moving your carrier(s) towards the next location of the mothership. Then, distract the movers with 2 corvettes and send *one* collector to the derelict mover...if you time it correctly, the collector should not be attacked at all, and it should be able to easily drop off the mover at a carrier(or the mothership, depending on how fast your carriers move...)
Last edited by nidhogg13; 2nd Jan 04 at 1:39 PM.
Erm... after a couple of unsuccessful attempts at this level I decided to try the "Kite the movers" approach.
As soon as I HSed in, I just set 2 squadrons of intys in a big circle round the point where the movers appear. Set about 20 waypoints and check every 5-10 mins to make sure they keep going in a circle.
Once that is done just follow the MS with your fleet and harvest unmolested.
The only thing I regret was building a load of platforms which i never used.
Didn't lose one ship and made 30-40k RUs.
Almost seems like cheating but those slippery buggers wiped my entire Frig fleet + captured destroyer a couple of times
![]()
The only thing you need in the mission is Torpedo Frigates, and Scouts!
Scouts distract the Movers and EMP them , while the Torps do quick work of them! 3 or 4 torpedoes and a mover is dead!
The way I played, Movers didn't attack my Resourcers so it's relatively safe to harvest.
Just distract Movers and EMP them with scouts, and kill them with Torpedo Frigates. The whole missions was supprisingly easy![]()
The MS didn't take any damage, and I lost only 2 Torpedo Frigates and some Scout squads.
For salvaging the derelict Mover , wait until the two movers start approaching the MS. Once they start comming they won't even care about the Resourcer.Once you salvage it, 2 Torpedoes and a Mover is gone.
For positioning your fleet, just look at TheReflective's post
That's all , and the mission goes nice and clean , with only a few losses.
I've got the same problem as mko (won't end). I've tried restarting the game, windows, and no dice. I've got a nice little defense setup w/ about 6 torp frigs, and a swarm of scouts emping the shit out of the movers, but they just keep coming there is a steady stream coming out of the 3 derilict locs. As soon as they get in range of the torps they're fragged, but the game won't end. I've built everything possible, researched everything possible, and nada. I can't move the ms. I've got two carriers, max marine frigs, gun turretts, ion turrets etc. They can't keep up with me. I just want the f-ing level to be done. How long does it take? I've been playing this for 3 hours now. Did I miss something?
Maybe you are blocking the flight route of your MS with something? the MS will slowly move towards the final derelict piece (bridge section). when it arrives the mission is over.
Maybe you put some platforms in the way?
Thanks.
I go back to the game with confidence... those movers smoked me real good about six times because I was trying to kill them all. duh!!!
Time to go stelth.
some how i finished this mission rather easily not using any scouts and i finished with no cap ships dead not a single hit on my MS or carrier and had to replace maybe 3 bombers, the only major loss was my whole force of corvettes THAT's IT, i had full ups on all except the scout upgrades, and full fleet, 4 ion frigs and rest were flak and torp frigs, 8 bombers and 6 intercepters. it seems to me (although a waste of money and if you dont mind lossing your elite gunships) if you are desperate to complete this mission PUMP out corvettes and your other forces will finish the rest, the corvettes are the 1st target the movers go after and, from what i found the ONLY target. Heh, maybe im just lucky or maybe my copy of HW2 is just messed up :P
Last edited by Deathstrikezero; 10th Jan 05 at 8:42 PM.
The whole key to this level is torpedo frigs. once i had a bunch o does i creamed the level.
could u add any more detail ...
What detail do you need? Get many torps and many pulsars and just keep killing the movers as you wait for the MS to finish moving. Or get all the movers following a scout and fly the scout practically off the map.
The same thing happened to me that happened to deathstrikezero- the movers torgeted my vettes, which I had simply ordered to guard the MS, causing me to lose most of them, but my torp frigates and ion platforms just sat there and raped them. I finally got annoyed of dealing with so many movers and sent off a group of pulse vettes back to the starting end of the map, which drew off most of the movers. but really, this mission wasn't too tough. I don't see how your MS should be in danger at all.
I hadn't seen the Mover's Artificial Artificial intelligence stressed enough here so I thought I'd share my tactic.
This has to be the easiest mission in the game. You need one Fighter squad (Bombers are what I usually have at the time) and a couple of collectors, tops. (second MS armor upgrade helps too)
When you jump in send one fighter squad over near the derelict housing the first wave. After they attack, put waypoints around the entire map (sometimes they pick up a few more movers later) for the bombers to run around with the lot of movers in tow.
When you have to collect the derelict mover, send two collectors, one after the other to it. Watch the two movers guarding it and when they start moving tell your first collector to waypoint around for a while. After the second collector brings the dead mover into the MS, dock the first collector. Then undock seven(eight?) collectors to repair the mothership. This one strategy has never lost me a ship here.
I swear the movers are so predictable, it had to be on purpose. :square:
Last edited by ScarleTomato; 4th Jan 06 at 4:06 PM.
This mission is retarded!! I tried this many times before I found a bare bones solution, and I had a pretty decent fleet too. Here’s what I did-
Through the times I tried this, I noticed that the torp frigs I had were absolutely useless- even with all my strike craft supporting them, the just got wasted. So at the beginning of the mission, I used the very few minutes they give you before the mover show up, I set all my bombers, interceptors and frigates to retire, and set my ru collectors to harvest a few ru real quick. Then I sent a little over half of my pulsar guships to hold off the movers while my ships retired. ( I picked pulsar vettes cuz they seemed to last the longest against movers) By the time my ships retired, the pulsars I sent were dead, so I sent the other half to hold them up some more. At the very beginning I instructed my M- ship to build more pulsars, and my carrier to build more resourcers. This whole time I had my carrier moving forward to the middle where the m-ship would show up. After 6 resoucers had been built, as well as a bout 6 pulsars, I set the M-ship’s launch bay to “stay docked” and put the vettes and 6 collectors in it. By now the movers were on my Mother ship, so I set 6 more Collectors to keep it healed. I only needed a couple minutes, because the m-ship soon made it’s first jump. Unfortunately, every time it jumps, it leaves all the little collectors behind. I immediately banboxed them and sent them running for the carrier, because instead of attacking the resourcers, the mover went straight for my carrier. This is the key to this game- the movers will not attack your collectors if there’s other production capable ships around. But as fast as they were, I saw that they wouldn’t get to the carrier in time, and I lost it, so I sent them straight to where the M-ship had exited hyperspace, and got some healing done before the ship jumped again. Unfortunately, most of the collectors didn’t get docked fast enough, and were left behind and promptly destroyed. This is the reason it’s so important to dock at least 6 collectors and as many corvettes as possible. The m-ship now had jumped to the final spot where it travels really slowwwwwwwwwwww. It was still healed fully, so just undocked my collectors and put them a safe distance away, until the m-ship took some damage (figured it would be faster than trying to undock them while it’s taking damage). But, I waited a little to long, so the 6 plus collectors I had left over were hard pressed to restrain the damage- to bad you can’t have more than 6 actively repairing. So this is where all those corvettes you’ve hoarded will come in handy. In order to give my collectors some breathing room, I sent one third of my corvettes to harass the movers, which allowed the m-ship to heal a little more. After another while, I sent the second third, and a bit later the last third of the pulsars. Unfortunately, I was still about 5 minutes from the stopping point and the m-ship had taken some serious damage- for a while I thought I would lose the mission, cuz all twenty movers attacking one ship is not good, :omg: but I just scraped through. I lost every single strike craft, and had only 6 or 7 collectors left, but it worked!! And the next mission I’m pretty sure you have more than enough Ru to rebuild your fleet. One other thing- don’t even bother trying to get the derelict mover- you’ll just get shredded, and it doesn’t matter if you get it, cuz you get the technology to build movers in the next mission anyway.
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