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Strategies and Tactics


Firstoff - I do not discuss Strategies unless in direct combat - and only with the person I am combating
Secondly - Those Modules below are supposed to be properly combined, and of course are not appropriate for every server
Thirdly - I will not give any advise as how to, when and in which combination to use those modules. The sequence below is purely coincidential. We humans have been gifted with a brain that IS (at least sometimes) capable of coherent thought. USE IT!
Fourthly - I will not take any responsibility if something doesn't work (meaning if someone screws up)

One more thing - this is a page for advanced players who have all the cool membertech available. So, if you are not a member yet - please go to 'most important link' and join up NOW.







Exploration






Fighter Explosion:
Eight fighters are sent directly north, east, west, south, southeast, southwest, northeast and northwest FROM the HW. When one fighter reaches a HW, another six fighters are sent outward from the new HW.






Search Patterns:
Many fighters are sent out from the first HW, flying in patterns that comb through the galaxy






High Maneuverability Strat
the fighters don't fight, but slip by enemy fighters to go directly to the HWs. (requires only 1 laser per ship)






Crystal Scouts
instead of researching M research crystal plating. As soon as you have it you have to implement a new search pattern because your old fighters WILL BE shot down. (requires only 1 laser per ship)






Early Confrontation Strat
build lots of 6 gun fighters, try to shoot as many of your enemy's explorers down as you can






Double Fighter Strat
All areas are searched by two fighters, one fighter with one laser, setting: planets - navigation - ships - other, the other fighter with 6 lasers, setting: ships - planets - navigation - other











Offense






Cruiser EMP Strat:
EMP HW before cruiser attack (most common attack, lacking not only in creativity but also in style)






Classical Fighter Strat:
the M of fighters are kept so high, that they can't be hit. Research LC to 15 and high damage weapons. If enemy weapons targeting becomes too high, built biocentric ships, if enemy builds high targeting PSI Blasters use Multiphasic Aura Shields, if enemy has high targeting disrupters accompany squad with M Matrix - Cloaked Cruiser






Sneaking Genesis Strat:
conquer one world in enemy mining system, genesis it and ignore the rest of the mining planets until you have conquered the new HW






Classical Cruiser Shield Strat:
build well armored well shielded high M cruisers and send them off, qing all enemy systems (low maintenance, high risk)






Cruiser Cloaking Field Strat:
attack HW with cruiser squad, one cruiser has cloaking field and keeps away from turrets






Missile - Fighter Strat:
research LC, kt to min10 or ele and cloaking device to find KOO of HW, or FI






Missile - Cruiser Hull Strat:
research minimal cruisers, missile hull, then thrust, M and FIs and build cruisers with just 4FIs each. Launch from your own planetary orbit.






Classical Missile Strat:
Launch missiles (min thrust 8) 9 spaces from target away; Planetary turrets get one last shot -> try to get Missile M up high






Missile EMP Strat:
EMP HW before launching Missile






Destroyer Strat:
I haven't found a way to make it work, unless HW advantage is vast






Sabotage w. Cruisers or Missiles:
Field operatives sabotage turrets before attack











Defense






Scorched Earth Strat:
keep building defenses, so that your enemy doesn't get the HW - only nuklear wasteland remains






Classical Turtle:
surround HW with high M fighters - only short term solution






One Obs Strat:
build all defenses, leave just 1 Observatory. HW is useless, and has to be destroyed before genesis can be used in the system






Hidden Sun Strat:
destroy your suns, so you can't be found on the Star Map






Missile Defense Strat:
position fighters with high thrust nukes 19 or less away from your HW; In case of attack: nuke the ship






Anti Sabotage Strat:
Name all your HWs the same: turrets can't be sabotaged







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