hide results

    FAQ/Strategy Guide by Fallon

    Version: 3.2 | Updated: 01/22/03 | Search Guide | Bookmark Guide

    *Homeworld indepth FAQ by Fallon V3.2 ****************
    **no really!****22/01/2003****************************
    This document belongs to fallonken@hotmail.com any reproduction on the web
    in games magazines or in any cover mounted or otherwise CDROMs is strictly
    forbbiden.If in doubt ask me first.I also take no responsibility in what 
    this guide
    does to your system hardware or relationships with friends if you use evil 
    use at your own discretion and risk!.
    1-Why this FAQ exists (introduction)
    1B Version history
    1C game version history
    1D Test system
    1E Relic system specs
    2B Ship orders
    3-ship options
    3B Strike craft Or capital ships Part I
    3C Strike craft Or capital ships part II
    3D kamikazi observations
    3E Best weapons Vs
    4-Research times
    5-Walk through
    7AFinal fleet
    7B Fleet limits
    9-Fleet engagements
    9B advanced Fleet engagements
    11-Evil tactics
    12-loose ends
    13-Contact details
    15-Sites with permission to post this text
    16-Final thoughts
    1-Why this FAQ exists
    Simply pressing buttons in a correct sequence on an input device called
    a keyboard causes this to exist , no just kidding (dry computer proggie
    joke not as bad as the recursion one though).I had meant to write this
    years ago but got caught up in things that made me some what busy and the
    fact that I spent plenty of time being lazy.But hey I also wrote the EECH
    guide about a year ago which is pretty large so that is my excuse , 
    aside I write this to keep the hard experimented (is that correct?) 
    of the HW relic forums (the old ones not any new ones they may have put up)
    alive and to make new players (since HW is only £5 these days some places
    sell it at £2.99 even which is well worth it) better ones and perhaps to
    join up and fight some worth battles.And is suppose to keep a record if I 
    lose my memories which is partially why the EECH guide exists.And finally
    to show something for the hundreds of hours I threw away at this game 
    it in each and every possible way , with my dark humor as an added bonus.
    If you are interested I used to be Garnvic on the old HW forums and I got to
    assault frigate captain (due to the fact I prefered to help people via email
    personally rather than a forum post since the forum was a bit buggy and
    never logged me out)so hello if you remember me and a light smile if you do 
    And finally (no really) hi to Fleet command (the forum member) its been a 
    I have also included various strategies I have found to work in single 
    mode which is quite interesting with a twisting plot.Though I do recommend 
    you play it yourself first to be surprised and to come back and read the 
    if you are stuck or if you want to find many of its secrets.Multiplay is 
    HW shines though however not that I did that too often (I used to use a 
    network but recently finished university so cannot anymore)
    I would also note that if you do not find a certain tactic or certain datum 
    in certain
    parts then it may well be in the loose ends section.
    1B Version history
    V1 - basic starting FAQ first written in 2001 December
    V1.5 Added fleet engagements
    V1.6 Added walk through
    V2 - Added everything else you see in the guide FINAL
    V2.1 I accidentaly missed a few things out relating to
    tactics and some explianations of things I've added
    them seamlessly into this FAQ which unless you are
    reading this you would not even spot them , heh what
    more can I write about?
    V2.2 I also added the Ladder Lyrics sheet (and credits)
    and more details on game version history
    V2.3 Corrected mistakes I spotted
    V2.4 Corrected more mistakes found after proof reading
    V2.5 Commented on kami damage
    V2.6 Added service times for fighters
    V2.7 Added different armour mass and firepower factors for each
    version or mistaken firepower factors
    V2.8 various others asked me if they could publish the guide is
    edited to allow them permission to post it
    V2.81 wow 160kb size passed! this is getting silly
    -corrected some of the SP which after I played again turned out
    V2.9 Added best weapons  182Kb exceeded
    V2.91 Significantly increased the loose ends section 189kb exeeded
    V3.1 thats it its all over I sent in the wrong version to gamefaqs
    or at least that is my explaination anyway , my brain is emptied
    of things to comment on this game so expect no more unless
    somebody asks me a question that is not answered in this
    and I think it would be in the interest of fellow HW fans to
    garner the answer to this though I won't answer silly questions
    or test things that take years to test or are based on random
    chance (say scouts vs scouts both on evasive how many are left
    you can test that sort of thing yourself) .Also various other sites
    asked to host this other than gamefaqs so I included them on the
    permissions area.
    V3.2 22/01/2003 Removed FINAL from this FAQ as it keeps growing
    at a horrible rate.
    V3.2 no seriously this is getting out of hand but I found out that
    I had actually missed some things because I had pasted it all wrong
    after spell check in word mainly fuel pod data and last night I
    finally captured a fuel pod hurrah!. 197kb exceeded where do I get
    all this information? , why do I not just enjoy games instead of
    picking them to bits and writing about them?
    ===V1C Game version history
    Taken from the update readme files and some are ones I noticed myself
    Homeworld V1.05 - March 27, 2000
    The only significant patch was VB1.5
    Which removed super / dancing scouts
    Reduced support frigate repair rate
    Reduced repair corvette repair rate
    Decreased defender firepower
    Hyperspace ram altered
    Homeworld V1.04 - October 21, 1999
    Defender gun stats adjusted
    Heavy Corvette build time reduced, build cost reduced
    MultiGun Corvette build time reduced
    Minelayer Corvette build time reduced, build cost reduced
    Cloaked Fighter gun stats adjusted
    Carrier build time decreased
    Carrier hyperspace cost increased
    Attack Bomber armor increased
    Missile armor decreased
    Missile tracking decreased
    Missile Destroyer mass increased
    Bounty rating capped at 250. (multiplay)
    Homeworld now checks all available CD-ROM drives for the Homeworld CD -
    the Homeworld CD can be placed in any CD-ROM drive on the system*
    Cheat detection for multiplayer games.
    Screensavers will no longer activate when Homeworld is running
    Various Save Game Bugs fixed
    Various features added to lobby for multiplay
    Game works on NT4 and windows 2000**
    * this doesn't seem to work on this one it always seems to check
    D and doesn't like E
    **personal test as V1 didn't like either of my systems until
    I patched it up to V1.04 at least.
    Homeworld V1.03 - Sept16, 1999
    V1.3 changed
    Homeworld V1.03 - Sept16, 1999
    Changes to version 1.02
    A problem with auto-detecting firewalls was fixed.  Previously it would 
    always detect
    that you were behind a firewall.
    Previously, OpenGL was not available for any of the Nvidia TNT cards under 
    This was disabled due to driver problems under Win95.  OpenGL is now 
    available for
    Win98 but not Win95.
    The Intel i740 is now more reliable under Direct 3D.
    ===1D Test system
    The primary test system was:
    AMD900 CPU
    512mb ram
    32 mb TNT2 video card
    17 inch monitor
    40gb HDD
    win ME
    It worked flawlessly on this system with a odd crash when in skirmish games 
    there were
    too many enemy ships (the walk through was written on this)
    The next test system
    AMD 1400XP
    1GB ram
    64mb ATi Radeon
    17 inch monitor
    80gb hDD
    Win 2000
    This was alright there were problems with the unpatched version of the game 
    when starting
    up in it dumping me out before the start screen.But there were minor 
    problems on the
    15th mission sometimes ships were forgotten by the program or altered into 
    other ships
    which was somewhat strange and annoying (imagine my 20 destroyers being 
    for frigates I say).Also there were various occassions when I was given an 
    unable to
    save game warning due to disk access settings I had put into win2K that I 
    had forgotten
    to remove. (multiplay was written mostly on this)I loved this system as you 
    could suspend
    HW without crashes easily and type up parts of this guide.
    ===1E Relic system specs
    This is from the read me recommended systems
    - Windows 95/98/NT 4.0 (w/service pack 4.0) CD-ROM
    - Pentium® II 233, 32 MB RAM
    - 100 MB HD Space (Plus 50 MB Permanent Swap File)
    - 4x CD-ROM Drive
    - 4 MB PCI Video Card (16-bit color, DirectX compatible)
    - 16-bit DirectX compatible Soundcard*
    - Win-compatible Mouse
    *onboard sound actually works with this
    Notes - I found an old system just about capable of running it and I would 
    say no way
    its horribly slow when a few fighters get on screen and crashes in big 
    capital ship
    slug outs
    - Pentium® II 350+, 64 MB RAM
    - 400 MB HD Space (For Full Installation)
    - 12 MB+ 3D Accelerated Video Card
    - Win-compatible Mouse with Mousewheel
    I also say no for reasons outlined above
    - 32-bit Internet Service Provider with 28.8+ kbps Modem or LAN
    I am not sure about the modem speed but faster is better esp against mine 
    or drone frigate lovers as I only played on LAN in er certain computer 
    science labs
    and only play on a small LAN when friends are free which is infrequent.I 
    also cannot
    advise on LAN configuration or setup or the machines in the LAN as I no 
    longer have
    access to the big LAN than I used before.
    I often use short hand in my explanations you will have seen a similar thing
    in the EECH guide and heck it saves wear on my keyboard as well as my 
    Also I an in the UK so I spell things slightly differently for example:
    Meter - metre
    tire - tyre
    and so on
    guns    - massdrivers in most ships
    bombers   - plasma bombs used by assault frigates and attack bombers
    ion cannon - the blue (taiidan and kadeshi) or red (kushan)
    Super ion cannon - beams of death used by bentusi does more
    damage and is on a gimbal turret and is rapid fire
    MS - Mother ship (can refer to carrier in multiplay also)
    Forum terminology
    CV - carrier
    HCV - heavy cruiser
    Big bruiser - heavy cruiser
    Int - interceptor
    sct - scout
    SS - super scout
    DS - dancing scout
    MM - micro management
    single / singles = single player campaign
    probe golf - using probes as golf balls and scuttling them on impact
    Wing - flight of strike craft (for you salvagers wings can also apply
    to those X formations of 60+ capital ships you salvage)
    Ru/sec - when building how many Rus does it use in one second during its
    building period you eg 1 scout + 1 attack bomber
    Ru cost / time to produce = Ru/s
    Scout = 35 / 12 = 2.91Ru/s
    defender = 65 / 9 = 7.2(bar)Ru/s
    so if we were to build a scout and a defender drain on Rus would in total be
    10-11 Rus per second , this figure is important for preplanning multiplay
    fleets in advance Vs resource collector rates.
    HW : homeworld
    HWC : homeworld cataclysm
    Banana : Kushan MS
    Ugly MS : Taiidan MS
    ITM : In the manual
    SP  :single player
    MP  :Multiplayer
    Heavies : heavy corvettes
    EECH - enemy engaged Commanche Vs Hokum (another guide I wrote)
    MD - missile destroyer
    Capture - salvage
    Salvage - capture
    micro management - where a tactic involves watching a group under a micro
    scope more or less issuing orders regularly retargetting regulary as the
    group fights , at the cost of missing other things in battle as a scout
    wing can win with no losses against a much larger scout wing but in that
    time enemy can sneak capital ships or fighters on your MS.
    Capital ship - large high crew ships that self repair can't dock and leave
    no trails.
    < less than
    >more than
    |< less than or equal to
    >| more than or equal to
    = equals
    + as well or including
    - excluding
    * - foot note
    ** foot note 2 etc... and so on
    other fighting ships to act as back up
    Support as in to use a repair beam or dock with a support craft
    Wheel of death : for full details see my EECH guide its where the front of 
    ship points towards an eney ship while going in a circular orbit around its
    Lt corvette - light corvette
    multi vett - multi gun corvette
    Mini missiles - corvette based missiles
    normal missiles - MD missiles
    furball - ship to ship messy fight
    defeat in detail : use of massive and overwhelming force
    2B Ship orders
    Basic orders
    1# evasive , like the name sake evasive ships under this order will
    not move or fire to defend themselves and strike craft will spilt
    into pairs and engage the whole enemy group*
    2# neutral same as evasive but they will fire to defend themselves
    but not move to attack , enaging squads they will attack the entire group
    3#Aggressive Ships will not evade enemy fire they will attack and move
    into attack positions and follow enemy ships that come near them , also
    they will attack one ship of a group if asked to engage a group.
    Orders are not forever the can be changed mid combat.So you can use
    aggressive inbound and then change to evasive after the first pass
    to turn fighters quickly then change back to agressive and so on.
    *Evasive will only increase fuel consumption and speed for strike craft
    capital ships are unaffected in the speed manner
    Broad - useless
    Delta - best for attack bombers
    X - Only good for fighter engagements
    Claw - useful only against single ships
    Wall - best for corvettes as anti fighter walls and for support
    frigates to support an entire group , very vulnerable to burst
    weapons if using for fighters
    Sphere - useful for escort of evil hyperspace jump in MP this modifies
    the rate of fire of all fighters.
    Custom - locks ships into whatever formation they are currently in can
    only be set not called.
    However capital ships should never be formatted since they act better and
    the whole group can fire at the same time thus they work better not in
    any formation.This also serves another purpose support craft can effectively
    support the entire fleet since they are in a tight wad and they only need
    to move slightly to use the beam on otherships instead of fly this and
    than end which can mean the difference between life and death.
    Watch how long it takes to turn a wall of capital ships compared to
    no orders and you'll be surprised.
    Also fighters work better in no formation try it it might look nice and
    neat but its not try this put interceptors aggressive and attack an enemy
    wing they will move as if they are in evasive (since formations limit
    their movement) and they turn faster since they do not need to keep
    in neat little lines of shoot me!.Careful of heavies though runway if
    you have fighters and face a wall of them , as they are toast if you
    go near them.Though if you must:
    Claw - best vs capital ships
    Delta - best for bombers Vs capital ships
    broad - useless
    Wall - defenders only
    Sphere - best for defenders and defence
    X - apparently good for fighters Vs fighters though I disagree without 
    The only exceptions to these rules are heavies , plonk them in walls and
    nothing gets through , support craft can easily support them since they take
    up a small space compared to capital ships that take yarns.Then again mixed
    up heavies do work quite well its just that support frigates might not
    get support to them easily.
    Additional - fighters if you do have to put them in formations then don't
    make the groups too big I once mixed 75 bombers into a X and it was gigantic
    took ages to turn for one was highly vulnerable and the edges of the 
    often don't get a chance to fire.Though turning is worst as they turn 
    not individually except in small groups.This rule applies even more to 
    ships putting 100+ frigates in X claw broad or delta makes the formation too
    big and horrendous to turn as well as limiting fire of the edge ships and 
    like difficult for support crews.
    Additional 2 - I once put 75 bombers in a single gigantic claw which by pure
    chance was quite effective though vulnerable , it moves extremely slowly
    and takes ages to turn around for another run . But this does allow bombers
    to float above the victim ship for a very long time (not allowing the tips 
    the claw to fire at all) and kill capital ships extremely quickly.
    Additional 3 fighters in larger groups unformated have a high possibility of 
    each other though it is rare to lose fighters this way only to get them 
    yellow damaged
    I have seen it happen on 25+ fighter groups on smaller groups it does not 
    3-ship options
    Section A
    Fighters - Fast potatoes of every fleet of which can perform extreme 
    and thus avoiding enemy fire easily , weak alone powerful in 15-20 wings
    obscene in wings on 60+ , need fuel , fuel consumption varies between combat
    and normal cruising.Also they cannot hyperspace without aid of either hyper-
    space gateways or other ships to fire at something most of them need to be
    pointed in the direction of the target.They are capable of so called extreme
    manoeuvrers , which are:
    180 degree pitch
    Strafe in any direction
    Continually fly at directions opposite to its engine block*
    pull off the wheel of death (though this is more associated with corvettes)
    rapidly change direction
    the defender 2 rake**
    *Capital ships can do this but not continually fighters in sphere guarding
    another can move in one direction and fire in another indefinately
    capital ships do this then turn to the horizontal axis before moving off.
    **this was off a game touted as defender 2 on the amiga CD32  where
    you could do a 180 firing at the same time or even a full Su27 cobra
    while firing
    Corvettes - Bigger brother of the strike craft but er bigger obviously ie
    more fire power more armour at the expense of more RUs and less speed , 
    need fuel but they last that much longer since their tanks are a bit bigger.
    As with fighters they cannot hyperspace without aid of either hyper-
    space gateways or other ships.
    Corvettes cannot do 180 pitch , they will bank instead though they can flip
    upside down following enemy ships but they have omi directional turrets
    to make up for this lack or ability.
    Capital ships - Frigates go into this class they are general all purpose
    war ships you may need as a fleet back bone when the enemy fields his/her
    anti fighter / strike formations limited self repair ability.Can hyperspace
    Super capital ships -encompasses destroyers cruisers and carriers big slow
    mighty fire power slow to build , need lots of RUs (comparatively) have lots
    of crew and have better self repair ability (though not much).Can be used
    as ramming tools .Can also hyperspace alone.
    Motherships - biggest of the current age (see karos grave yard for a huge 
    component in the back ground and cut scenes for even bigger ships that did 
    make it into the final game) carrier , fleet foundry , petrol station , 
    freezer and minor combat vessel rolled into one - vulnerable.Lose this and
    you nearly always lose the game.Scuttling her can kill nearly all fighters
    and frigates and damage super capitalships heavily.(those that are in attack
    Section B
    Explanation of terms:
    Mass: uh...
    armour: hit points
    Firepower: how much damage it can do***
    Coverage: % of a sphere it can cover when not moving to intercept
    Type : what it fires
    Manoeuvrability: self explanatory
    Max Velocity: max speed / normal / combat **
    Special Action: self explanatory
    Fuel : (when they very near to the bottom of the fuel bar)
    Evasive   : combat : normal*
    Neutral   : combat : normal*
    Aggressive : combat : normal*
    Service time : how long it takes to dock fully repair and launch from 
    support craft****
    RU Cost: self explanatory
    Available from: self explanatory
    Time to build : how many minutes and seconds it takes to build
    RU per sec : explained in the glossary
    *only a few ships are fully tested its not exactly the most exciting things
    to do
    **Some ships have higher combat speeds than others , scouts are the only
    ones that come to mind however
    ***firepower can vary in different formations most noticably is in sphere
    where guns fire at about 50-70% what they do in a attack run.Also the 
    test values were done before I actually looked at the inscreen data screens
    which sometimes are wrong (I did a test against one of my salvage corvettes
    on many ships X2 due to the 50% damage reduction on shooting your
    own ships to garner a conclusion).Misses are also not considered since
    ships do miss especially against smaller targets but some times even
    against bigger capital ships like carriers.
    ****strike craft only! also it can take 10-15 seconds to actually dock also
    the amount of damage and fuel already in their tanks can change the time
    it takes to complete a dock and it takes a few seconds to fly off the
    pads , this is considered against a support frigate only since MS and
    carrier docking can take much longer.
    Additional you can guestimate fuel tank size by the time it takes to fill
    up at the support frigate or repair corvette (or even resource controllers
    and collectors) kadeshi swarmers fill quickly while corvettes slowly etc.
    ***************Fighter class ships*****************
    *side note
    Fighters are not quite as we think of fighters they are huge in HW if you 
    completed the game you can see that fighters are the size of 777s in HW 
    of it this way you have to cram a fusion drive in that and weapon 
    then again the last time I saw a F-16 it was bigger than I thought it would 
    there was a mod sometime ago that made everything to scale that I forget the
    name of but it made the MS gigantic (as it should be) and everything else
    tiny in comparison , fighters were impossible to command effectively.
    Mass: 40 tons
    armour: 110
    Firepower: 12
    Coverage: 8%
    Type : guns
    Manoeuvrability: very high
    Max Velocity: 1500 m/s(using after burners briefly btw) 1000m/s normally
    Special Action: afterburners
    Fuel :
    Evasive   : 6 minutes combat* , 10 minutes normal
    Neutral   : 8-9 minutes* 13 minutes normal
    Aggressive : 8-9 minutes* 13 minutes normal
    Service time : 13-16 seconds
    RU Cost: 35
    Available from: mission 1
    Time to build : 12 seconds
    RU per sec : 2.9
    Cheap very cheap fast very useful very useful when engaging interceptors
    these will chew them out if set to evasive mode and they are a favourite
    of mulitplay since they overwhelm everything.They are hindered only by fuel
    and fleet size constants.
    *note* Dancing scouts there was a cheat in V1 of HW where you order an
    attack wing to attack another attack wing then press F2 (evasive) then Z
    then F2 repeat lather and rinse and the scouts are IMPOSSIBLE to hit this 
    removed in subsequent HW versions.
    *afterburners use even more fuel during combat and this can seriously reduce
    the stated combat time (I have heard people say it makes no difference in
    non combat situations but it does try this move two scouts towards a distant
    destination select one of them and press Z the one with after burners will
    arrive somewhat sooner)
    Mass: 60 tons V1.05 10tons
    armour: 160
    Firepower: 18 (though I have seen bugs reporting it as 26)
    Coverage: 8%
    Type : guns
    Manoeuvrability: very high
    Max Velocity: 875m/s
    Special Action: none
    Fuel :
    Evasive   : 6 minutes combat* , 10 minutes normal
    Neutral   : 8-9 minutes* 13 minutes normal
    Aggressive : 8-9 minutes* 13 minutes normal
    Service time : 14-19 seconds
    RU Cost: 55
    Available from: mission 2
    Time to build : 18
    RU per sec : 3.15
    Interceptors are useless and in multiplay are chewed up by scouts actually 
    get chewed up by scouts in single play as well due to speed and evasiveness
    of the scout , not too bad though as their grace is more hit points but the
    reduction of speed kills this ship.And makes it less useful as the scout as
    retreat is NOT an option as they can never run away fast enough like scouts
    Mass: 60 tons 10 tons (v1.05)
    armour: 160 V1 325 V1.05
    Firepower: 30 (v1) & 5 (V1.05)
    Coverage: 90% V1 11% V1.05
    Type : guns
    Manoeuvrability: medium
    Max Velocity: 385 m/s
    Special Action: none
    Fuel :
    Always 25+ minutes no matter what setting
    RU Cost: 65
    Service time : 8-14 seconds
    Available from: mission 4
    Time to build : 9
    RU per sec : 7.5
    Worthless in V1.05 where their fire power went down from 30 to 5 but they do
    have a saving grace their bullets travel faster than any other bullets in
    the game so hits are near assured, stupidly over powerful in the first 
    of the game and thus perfect.Mildly effective for escorts but other ships 
    better value for such a purpose as you always seem to lose a few whenever an
    enemy X comes for some fun.I wouldalso add that taiidan defender guns are 
    ready to use while kushan defender guns take about half a second to move 
    firing position as they are drawn into the chassis when not in use.
    data is somewhat strange about this one
    Attack bomber
    Mass: 90 tons ITM 10tons (V1.05)
    armour: 110 300ITM
    Firepower: 42
    Coverage: 5%
    Type : twin plasma bomb
    Manoeuvrability: medium
    Max Velocity: 750m/s
    Special Action: none
    Fuel :
    Evasive   : 6 minutes 13 normal
    Neutral   : not tested
    Aggressive : 7 minutes 15 minutes normal
    RU Cost: 85
    Service time : 9-16 seconds
    Available from: Mission 5
    Time to build : 20 seconds
    RU per sec : 4.5
    Nice powerful craft is killed by fighters easily though wings of 60+ are 
    even more lethal from behind capital ships , it is actually possible to kill
    fighters using them but only in emergencies , in a 20+ wing of fighters the 
    cover mostly every evasive direction a fighter can evade to.You will lose 
    bombers this way through your bombers colliding with each other and
    friendly fire than losses from enemy ships.
    *special foot note the they are so powerful that it can take 2 minutes 32 
    to destroy an MS with a wing of 18 if you can keep them alive that long , 
    fighters off their backs and somehow nullify MS deck guns (distraction or 
    Additional - bombers are also good against corvettes (small numbers of them 
    as large walls will fry bombers in seconds) and other ships that are still 
    or very
    slow moving since they have a small homing capacity.
    Cloaked fighter (Kushan only)
    Mass: 40 tons ITM 10tons (V1.05)
    armour: 160 ITM 150 (V1.05)
    Firepower: 8 39 (V1.05)*
    Coverage: 10%
    Type : guns
    fuel : Combat - 4 minutes normal - 10 minutes
    others untested
    Manoeuvrability: high
    Max Velocity: 775 m/s
    Special Action: cloaking
    Service time : 14-17 seconds
    RU Cost: 85
    Build time : 45 seconds
    Ru per sec 2
    Available from: mission 12
    *listed as 39 in the in game screens but it has similar firepower as a scout
    hence its low tested firepower of 8
    Good as a scout but useless at anything else they die extremely quickly in 
    it seems on paper they look good but never survive long , missiles will not 
    on to them when cloaked however and it can be good to take out missile 
    but the resources are best used elsewhere as there are often more effective 
    of taking out missile destroyers.They have incredible weaknesses the huge 
    of time to build one , the number of Rus needed and their tiny motorbike 
    gas tanks which make kadeshi swarmer tanks seem big
    Defence fighter (taiidan only)
    Mass: 75 tons
    armour: 300
    Firepower: none
    Coverage: 80%
    Type: defence laser*
    Fuel : not tested
    Manoeuvrability: high
    Max Velocity: 875 m/s
    RU Cost: 85
    Time to build : 20
    Ru per sec : 4.5
    Service time :untested
    Available from: mission 12
    Not very useful though in HW forums when mixed wither interceptors in 4-6s 
    seemed to increase survivability alot. 85 RUs best used elsewhere 
    they are useless and 100% ineffective against non gun attacking ships (ion 
    plasma bombs)Also they seem huge nearly as big as a heavy corvette which 
    them easier to hit if you overwhelm their defence laser.
    *Ion cannons , super ion cannons , plasma bombs  ,ramming , kamikazi
    and mines are not stopped/afected by the defence laser beam
    Additional - Kamikazi attacks no longer use the defence laser on the 
    ship in V1.05 which was apparently extremely damaging
    Additional -2 They are best used in sphere on evasive since they they form 
    orbit around the craft they defend maximising their area of effect.with 
    *************corvette class ships******************
    *the scale is similar also to the fighters though they actually seem 
    small for what they are in the ending there is a heavy corvette in the fore
    ground so its still big.
    Light corvette
    Mass: 400 tons 150tons (V1.05)
    armour: 900
    Firepower: 100 ITM 10-15 in tests
    Coverage: 40 %
    Type : turreted gun(s)
    Manoeuvrability: medium
    Max Velocity: 575m/s
    Special Action: none
    Fuel :
    Evasive   : 9.7minutes combat ,16 minutes normal
    Neutral   : minutes  minutes normal
    Aggressive : minutes  minutes normal
    Service time : 20-35 seconds
    RU Cost: 135
    Available from: mission 2
    Time to build : 22 seconds
    RU per sec : 6.1
    They may seem worthless but they are useful to some extent in multiplay to 
    scout wings harassing your harvesters only useful in large numbers and in 
    aggressive formations else they are easily overwhelmed and flanked by strike 
    Nothing can take them out early if they are grouped except of course 
    Heavy corvette (my equal 1st favourite with bombers)
    Mass: 750 tons
    armour: 1700
    Firepower: 200
    Coverage: 50 % *
    Type :two twin turreted guns
    Manoeuvrability: medium
    Max Velocity: 500m/s
    Special Action: Burst shot**
    Fuel :
    Evasive   : 10minutes combat ,17 minutes normal
    Neutral   : untested
    Aggressive : untested
    Service time :30-40 seconds
    RU Cost: 240
    Available from: mission 3
    Time to build : 22 seconds
    RU per sec : 6.1
    This is the best strikecraft in the game , purely for stopping fighters in 
    on aggressive in large numbers 160+*** fighter wings don't even bother them 
    when teamed up with a support frigate behind them backing them up.If you 
    have 2
    support frigates you can take on near anything with them , very useful for
    breaking up defender walls and other corvette walls.Best for defensive 
    only as capital ships do take them out easily.They are somewhat weak alone
    though many things in the game alone are weak alone and are perfectly
    synergistic more than the sum of their parts.
    *I suspect the taiidan corvette has better coverage since its guns can move 
    right up and down , while the kushan corvette has guns under its belly just
    behind its nose with the effect that the chassis blocks it from icing 
    where other fighters can reach.The effect is the need to turn to engage 
    I have no conclusive tests , there were rumours on boards years ago that 
    corvettes were better on the horizontal plane while taiidan were better on
    the vertical plane.
    **Burst has an effect on 2400 metres so multiple blasts in the same area can
    put over 100% damage on any strike group the power wears off there is also
    a delay where the burst goes if you select burst target at something far 
    and it moved in the meantime then the blast will be at that spot.So wait 
    they get into close range before using burst.
    WARNING burst will damage and or kill your own ships nearby as well 
    the corvettes that fired the burst.and the burst also looks like a plasma 
    as well if you are interested.i found this out when my scout wing came into 
    off what was left of the enemy bomber wing that just ate 10 bursts 4 of my 
    had not fired yet and they fired just as my scout wing passed the corvette 
    the result was the loss of my entire scout wing.
    ***Team multiplayer game I played on a LAN where 3 players allied to each 
    and sent a huge wave at me from 6 directions I had 3 groups of 12 heavies it
    was won without losses to my side and when it seemed I was overwhelmed burst
    came in handy entire Xs would explode if 3-4 heavies in each group were used
    on burst.Though eventually I was defeated when they all sent destroyers and
    a cherry blossom (suicide pilots in WWII japan) scouts backed up by gravity
    wells to freeze my corvettes.
    Multi gun corvette
    Mass: 750 tons
    armour: 1400
    Firepower: 180
    Coverage: 78%
    Manoeuvrability: medium ITM high in tests
    Max Velocity: 695
    Special Action: none
    Fuel :
    Evasive   : 10minutes combat ,17 minutes normal
    Neutral   : not tested
    Aggressive : not tested
    RU Cost: 220
    Service time : 32-40 seconds
    Available from: mission 3
    Time to build : 22 seconds
    RU per sec : 6.1
    Cheaper than the heavies but never use them to attack try this mix an attack 
    of heavies and mulitguns and they always die first .Their speed does help 
    when attacking unsupported capitalships however.And thats about it they also 
    against C&C theory where a dead ship can't attack you so concentrate your 
    fire power
    on one then another so with each passing second your ships take less damage 
    there are less enemy ships dealing damage out.Unless you use them on 
    aggressive but
    the heavy corvette does a better job in this mode anyway.But due to their 
    speed its almost possible to class them as if they were fighters.
    Minelayer Corvette
    Mass: 750 tons
    armour: 1800
    Firepower: 600-800 damage *
    Coverage: 0 though the mines can travel up to 350-500m/s in any direction
    Type : Space mines
    Manoeuvrability: medium
    Max Velocity: 425m/s
    Special Action: force drop mine field (6 pack)
    Fuel :
    Evasive   : 13minutes combat ,21 minutes normal
    Neutral   : not tested
    Aggressive : not tested
    RU Cost: 275
    Service time : untested
    Available from: mission 10
    Time to build : 40 seconds
    RU per sec : 7/8
    Worthless , totally mine fields disappear quickly and need to be relaid and 
    mines don't do much damage anyway.Since they can be avoided by strike craft
    and the wall of mines can be taken (with gritted teeth) by any capital ship
    though if the enemy uses them then you can use them against him/her , only
    really worth while if you can micro manage and support them with masses of
    fighters it can make them deadly but not often.
    *depends upon impact location variation between forced drops and normal
    drops not tested
    Repair Corvette
    Mass: 750 tons
    armour: 800
    Firepower: 65 ITM near 0 in tests
    Coverage: 10%
    Type : guns*
    Special Action: Repair beam 45/s 25 in V1.05**
    Manoeuvrability: medium
    Max Velocity: 350m/s
    Fuel :
    RU Cost: 150
    Available from: mission 1
    Time to build : 20 seconds
    RU per sec : 7.5
    Some what out classed early by support frigates but they are useful non the 
    for following salvage corvettes, they are also reallyhard to dock via double 
    on the MS or on carriers so use the menus of the keys to dock them into your 
    vessel , keeping support frigates farther away than the desired dock ship.
    *The kushan ship has a turreted gun the taiidan ship appears not to have a 
    though it does the gun in comparable to the light corvette gun but with much 
    range and higher repeat.
    **Repair beams only repair what the ship is ordered to repair ships in the
    green beam won't get healed.
    **during HW development the folks at relic wondered if it should use fuel or 
    and they chose for it not to use fuel since it would be strange for a 
    re-fuel ship
    to use and run out of fuel.
    Salvage Corvette
    Mass: 1200 tons
    armour: 1400
    Firepower: 0
    Coverage: 0
    Type : Virii
    Special Action: capture ships
    Manoeuvrability: medium
    Max Velocity: 425m/s
    Fuel : always 22 minutes
    RU Cost: 220
    Service time : untested
    Available from: mission 1
    Time to build : 31 seconds
    RU per sec : 8
    The key to winning the entire game is (drum roll) the salvage corvette , the 
    "can capture heavily damaged ships"
    This isn't true you can capture anything you want (well nearly) at 100% 
    here is the stats:
    Strike craft   : 1
    Frigates       : 2
    Destroyers     : 3
    Heavy cruisers : 5
    Carriers       : 5
    Motherships    : ha no way you can capture these though you may try
    (this ships too big we need another salvage team fleet esp when you try
    to get the turanic carrier or the kadeshi worldship)
    resource controller : 3
    resource collector  : 2
    Gravity wells / cloak generators : 2
    tactics for capture will be discussed later on.
    Additional - sometimes victim ships will be completely passive and they will
    ignore your salvage craft until just before it is too late , sometimes they
    will immediately react.I have no explaination for this since it does not
    depend on distraction damage sustained or fleet size it happens sometimes
    but not always.
    Additional 2 capturing strike craft will result in the salvage corvette
    docking with the MS or carrier so be aware and relaunch them if you have
    keep docked checked.
    ***************Frigate class ships*****************
    Assault frigate
    Mass: 45000 tons
    armour: 16000
    Firepower: 2400 ITM - 90-100 in tests* 82(V1.05)
    Coverage: 75%
    Type : guns and plasma bombs
    Fuel : unlimited
    Special Action: pushing**
    Manoeuvrability: low
    Max Velocity: 325 m/s
    RU Cost: 575
    Time to build : 61 seconds
    Ru per sec : 9-10 ru
    Available from: mission 3
    The first capital ship you get (heh well steal from return to Kharak) very
    poor against strike craft (the fleet commanders arguing in the manual states
    that assault frigates can protect against fighters well no not really unless
    you ram them)though it has better armour than the ion cannon frigate and
    better speed.
    *based on % damage of enemy vs my heavy corvettes
    **special pushing is an unknown quantity during the forum life it was 
    that their bullets were heavier than others which explains why you can use 
    of them on one ship and that ship keeps getting pushed backwards more than 
    victim ship's engines can keep it fwd.Not that this is too useful except for
    breaking capital ship formations which then spoils the support frigate 
    method.You can try ram ships into each other as well though it isn't easy 
    enemy ships will try to move out the way.
    Ion cannon frigate
    Mass: 57000 tons
    armour: 15000
    Firepower: 4000 ITM 130-150 in tests 138(V1.05)
    Coverage: 3%
    Type : ion cannon
    Fuel : unlimited
    Manoeuvrability: low
    Max Velocity: 300 m/s
    Special Action: none
    RU Cost: 650
    time to build : 60
    Ru per sec : 11
    Available from: mission 4
    Now things start to get nice one single ion cannon though , less armour less
    speed more fire power , it has 3% coverage which is pretty bad though strike
    craft will lose a few attacking them if they come from the frontal area to
    attack which is silly.
    *based on % damage of enemy vs my heavy corvettes
    Support frigate
    Mass: 45000 tons
    armour: 12000
    Firepower: 760 ITM 20-25 in tests 28(V1.05)
    Coverage: 21% *
    Type : repair beam and gun(s)
    Fuel : unlimited
    Manoeuvrability: very low
    Max Velocity: 450 m/s
    Special Action: repair beam 200pt 100 in V1.05**
    RU Cost: 425
    Time to build :65 seconds
    Ru per sec : 6.5
    Available from: mission 3
    *one gun on Kushan support frigates two on Taidan
    **Repair beams only repair what the ship is ordered to repair ships in the
    green beam won't get healed.
    There are subtle variations between these two opposing side frigates they 
    look the same but the are slightly different the extra gun on the taidan 
    is an easy one to spot.But there are also others, Kushan support frigates 
    heal themselves (hold Z and click on support frigate) taidan frigates 
    But Strike craft have to perform aerobatics to land on the kushan frigate 
    takes just a second or two longer.It matters sometimes esp with large 
    wings.Using guard on a group of ships will make it repair those ships when 
    are damaged .Also you can take strike craft into hyperspace with this 
    select the corvettes and fighters you want to transport and as they are 
    select hyperspace location.The strikers will stay docked and the frigate 
    take them with it.In MP it costs no Rus than normal .There was a ghost
    support frigate rumour somewhere it is true though that the frigate vanishes
    and the fighters do not I can't really remember how to do it though and it
    was only possible with the taiidan support frigate , not that it seriously
    enhanced gameplay any..
    V3.1 update the guns on her are actually quite useful in what they lack
    in firepower they gain in accuracy and repeat , they fire almost constantly
    when attacking anything with them though they do have a shorter range
    than guns on other corvettes.
    Defence field frigate (taiidan only)
    Mass: 40000 tons
    armour: 17,600
    Firepower: none
    Coverage: 100% sphere defence field
    Type : defence field*
    Fuel : unlimited
    Manoeuvrability: low
    Max Velocity: 325 m/s
    Special action : defence field (always on) 2km radii
    RU Cost: 800
    Time to build : 75 seconds
    Ru per sec : 11
    Available from: mission 6
    this is extremely useful on the folks who enjoy using fighters especially
    the 60+ wing scout players also useful in pairs and when trying to capture
    cruisers and carriers also since only the ion cannons can get through 
    in SP you'll be maxed out on frigates so you can't really build them.But it 
    a luxury in mp and in sp you'll probably be maxed out on other ships to be
    able to build any.But they are excellent in team work with 2 defence 
    as the 2 defence fighters close the 5-10% vulnerability window.
    *Ion cannons , super ion cannons , plasma bombs  ,ramming , kamikazi
    and mines are not stopped by the defence field.
    Additional - these are excellent to escort fighters against motherships with 
    repair rate and blocking 90% of mothership guns you can keep fighters safe
    doing attack runs all over the enemy MS.
    Additional2 to "attack" an enemy ship the field frigate goes toe to toe with 
    capitalships which means it also blocks ion cannons targeted at other enemy
    ships by virtue of it being an obstruction but this incurs damage on the
    field frigate so don't forget about that.
    Additional 3 Gravity wells do still work in the field frigate so you can 
    them to make a horribly lethal system or to trap fighters escorting or being
    escorted by the field frigate.
    Firepower reduction data raw
    raw as in the 5-10% of guns that do get through are not counted which can
    lead to all sorts of firepower counts:
    % is how much of its 100% firepower is has remaining NOT how much is
    blocked the other figure if there is multiple weapon system type on the ship
    reflects how much the ship in terms of raw firepower it can bring down to
    bear on the field frigate or ships in its area of effect.
    swarmer - 0%
    Adv swarmer 0%
    Fuel pod 0%
    fighter - 0%
    Std corvette 0%
    repair corvette 0%
    missile corvette 100%
    Scout - 0 firepower 0%
    Interceptor - 0 firepower 0%
    Attack bomber - 100%
    Defender - 0 firepower 0%
    Cloaked fighter 0%
    Lt corvette -0 firepower 0%
    Heavy corvette -0 firepower 0% though burst still works
    Multigun corvette 0 firepower 0%
    Mine layer corvette - 100%
    assault frigate 41 firepower - 50%
    Support frigate 0 firepower 0%
    drone frigate 0%
    Ion frigate - 100%
    mutlibeam - 100%
    Destroyer 276 firepower 75%
    m destroyer 100%
    Carrier 0 firepower 0%
    Cruiser 552 firepower 60%
    MS 0%
    Kamikazi of all strike craft is reduced also as they cannot connect their 
    as they go into impact.except for bombers which you don't wan to kami anyway
    unless you are losing badly or have masses of Ru.
    Drone frigate (kushan only)
    Mass: 60,000 tons
    armour: 16,000
    Firepower: 192 *
    Coverage: 100% **
    Type : miniature auto gun***
    Fuel : unlimited
    Manoeuvrability: low
    Max Velocity: 325 m/s
    Special Action: launch/retract drones
    RU Cost: 800
    Time to build : 75 seconds
    Ru per sec :11
    Available from: mission 6
    Useless unless you try the hyperspace drone ball (extend drones hyperspace) 
    recall drones , you can force attack the frigate inside the sphere 
    avoided but if you have to use only in aggressive mode.The drones rebuild 
    when retraced btw.Also they utterly kill slower machines if you have alot of 
    a Frigate can take out a drone frigate easily with little damage.
    *each gun has about the same power as a scout since there are 24
    8 x 24 = 192 the drone frigate has no guns of its own and there fore
    it cannot attack without deployed drones.
    **though coverage is 100% not all guns can fire at all directions since 
    is a range difference and also the frigate gets in the way
    ***drones take 50 seconds to regenerate when deployed they take 20-25
    seconds to replace when retracted into the hull.
    Additional scuttle self destructs the drones as well
    Additional 2 drones cannot hyperspace unless stored
    Additional 3 Drones are not repaired when retracted , when some of my drones
    were damaged I retracted them and some of them were still bubbling with
    ********super capital ship class***********
    Mass: 185000 tons
    armour: 44000
    Firepower: 10500 ITM 300-400 in tests * 341 (V1.05)
    Coverage: 88% 2 forward gimballed ion cannons two turrets with two guns each
    Type : ion cannon , guns
    Fuel : unlimited
    Manoeuvrability: very low
    Max Velocity: 315 m/s
    Special Action: none
    RU Cost: 1350
    Time to build : 150 seconds
    Ru per sec : 9
    Available from: mission 6
    Fast deadly , though somewhat easy to capture the ion cannons can gimbal 
    left and right but there is a dead zone from directly below which is where 
    hit it.
    *x2 ion cannon = 138x2 = 276 + 4 big guns guestimated at 20-30 each
    Missile destroyer
    Mass: 200000 tons
    armour: 42000
    Firepower: 8500 ITM 375+/- 25 per missile in tests * 450(V1.05)
    Coverage: 100% **
    Type : missiles***
    Fuel : unlimited (missiles 3-5 seconds)
    Manoeuvrability: very low
    Max Velocity: 295 m/s
    Missile velocity 1000m/s
    Special Action: 32 missile burst ****
    RU Cost: 1500
    Time to build : 175 seconds
    Ru per sec : 9
    Available from: mission 9
    You get these after capturing them after the sea of lost souls which makes
    life hard for the strikers.32 missiles are its Achilles heel however as
    scouts can out run them on afterburners and those missiles are wasted.
    Missiles will also lose locks to cloaking devices.
    *kills bombers sometimes in one hit sometimes in two unknown reasons
    **missiles have shorter range attacking things coming from behind
    *** missiles when destroyer is at different orders have different chances
    of hitting their targets (while missiles against capital ships are a near
    sure thing) vs fighters :
    evasive 50%
    neutral 70%
    aggressive 90%
    Also missiles are fired in 4s normally
    **** 10 second penalty on missile production and firing ability normally
    missiles are produced at 0.5 seconds per missile
    Mass: 600000 tons
    armour: 70000
    Firepower: 19000 ITM 100-200 in tests* 109(V1.05)
    Coverage: 100%
    Type : guns**
    Fuel : unlimited
    Manoeuvrability: very low
    Max Velocity: 315 m/s
    Special Action: build and dock strike craft build frigates
    RU Cost: 2000
    Time to build :280 seconds
    Ru per sec 7.1
    Available from: mission 9
    Small motherships that build anything up to frigate class ,vital sometimes.
    they need to be supported by other ships or they can be captured easily.Can
    be used effectively to ram frigates.
    *based on % damage done to salvage corvettes stuck to its hull
    can dock :
    50 fighters
    25 corvettes
    ** Carrier guns are somewhat shorter range than the guns on fighters
    Additional - any ship docked or being built below 100% complete ness will 
    die alongwith the carrier if it is killed before they exit the carrier.Also
    fleet command in multiplay will transfer here if the MS goes up in smoke.But
    as to the previous point if you expect help and want to keep your strike 
    safe then keep them docked until help arrives , if you expect no help to 
    or the strike craft inside are your help then undock them.This does have
    vulnerabilities as strike craft come out in pairs and try to get into 
    parade and have no control for a few seconds.This makes them easy victims of
    any corvette walls or other anti strike craft situated outside the mouth of
    the carrier , this also applies to the MS so keep an eye on sensors to 
    them early.
    Additional -2 i you check keep docked on the launch menu and already have 
    50 fighters inside and decide to build another from the same carrier the 
    will launch as there are no more dock sleeves left for it to stay in.This 
    applies to corvettes.
    Additional 3 -Carriers are vulnerable and consequently easily killed when
    unescorted but should you find yourself in such a situation and your carrier
    is about to die scuttle her , she has a massive blast radii and you'll take
    near everything below frigate class.
    Somewhat strange as its a bit small to fit that many inside
    Heavy cruiser
    Mass: 800000 tons
    armour: 90000
    Firepower: 19000 ITM * 966 in tests 921(V1.05)
    Coverage: 100%
    Type : twin ions x2 6 heavy guns
    Fuel : unlimited
    Manoeuvrability: very low
    Max Velocity: 250 m/s
    Special Action: none
    RU Cost: 3700
    Time to build :420 seconds
    Ru per sec : 9
    Available from: mission 13
    Big bruiser of the fleet if it could get anywhere on time .There is a slight
    difference between the kushan and taiidan versions , the Kushan version has
    slightly split ion cannon beams so they are less useful against single
    static targets say auto guns.But this makes them more useful against fighter
    groups in that more space is occupied by the beam so fighters have less 
    to escape minimal difference though I rarely use them.
    *138x4 = 552 + 414 (guns) = 966 (once attacked by a cruiser on a heavy 
    the guns did 50% the damage roughly of the ion cannons)
    ***********non combat class***********
    Resource collector
    Mass: 40000 tons*
    armour: 10800
    Firepower: none
    Coverage: none
    Manoeuvrability: medium
    Max Velocity: 300 m/s
    Special Action: Support strike craft**
    Required Tech: none
    RU Cost: 650
    Time to build : 60
    Ru per sec : 11
    Available from: mission 1
    The ships you need to collect resources. Unarmed slow, but has
    good armour .You can kamikaze them against fighter groups up to 10
    and the collector will be the last ship standing at the end.Beware
    its strike craft support action does not repair strike craft only
    refuelling them.on evasive they will attempt to dock to get repairs
    on neutral similar but they will take more damage before peeling
    off to dock. On aggressive they will harvest even when under attack
    *I am somewhat sure this is a mistake
    **support here means refuel no repairs are carried out , also only a single
    strike craft can be refueled at a time , which means big queues for large
    wings . Useful only in emergencies
    Additional - try as you might but you cannot dock resource collectors
    indefinately they just won't do it
    Additional 2 a full load is 600 Rus
    Resource controller
    Mass: 79000 tons
    armour: 13600
    Firepower: none
    Coverage: none
    Manoeuvrability: low
    Max Velocity: 300 m/s
    Special Action: support Strike Craft*
    Required Tech: Capital Ship Drive
    RU Cost: 680
    Time to build : 65
    Ru per sec : 11
    Available from: mission 3
    Blackhole generator that teleports resources to the MS .As said there
    are differences between taidan and kushan though not just cosmetic
    taidan ships are faster , resource collectors on kushan fleets have to
    do a 180 degree turn to off load materials this takes a second or two
    longer.Useful for emergency strike craft support though.
    *Support means refuel in this case as repairs will not be carried out on
    anything that docks with the resource controller pads
    Additional - up to 4 fighters and 2 corvettes can be refuelled at a time
    Additional 2 resource controllers will not repair resource collectors that
    dock with them only carriers and motherships can do this.
    Mass: 40 tons
    armour: 800
    Firepower: none
    Coverage: 100%
    Type : cameras
    Fuel : unlimited range for one trip
    Manoeuvrability: medium
    Max Velocity: 4000 m/s one use *
    Special Action: none
    Required Tech: none
    RU Cost: 30
    Time to build : 6 seconds
    Ru per sec : 5
    Available from: mission 1
    Golf balls as we used to call them in the HW forums fire them off at an
    incoming scout wing scuttle just before they pass you got dead scouts.
    They can't be moved after sending them out (cheating online players aside)
    and scouts work out a better deal since they can run away, while probes
    sit there and get blasted.It does give an interesting view when used with
    pilot view which can make you dizzy.
    *if you ever see a probe move more than once then the player / computer
    is cheating
    additional - if you fire them off and they are still moving and you scuttle 
    you get a shot gun type effect from the debris inertia though I am uncertain
    about distance vs damage diminishing values.
    Gravity well generator
    Mass: 65000 tons
    armour: 8000
    Firepower: none
    Coverage: 100% zone
    Type : gravity well *
    Manoeuvrability: low
    Max Velocity: 325 m/s
    Special Action: gravity well distortion 5.5km
    RU Cost: 800
    Time to build : 60 seconds
    Ru per sec : 14
    Available from: mission 9
    Time field lasts : 200-210 seconds
    Recharge time is : Does not recharge
    Gravity field traps all strike craft except salvage corvettes they also 
    ships preparing or coming out of hyperspace however.It is limited in use and
    should be retired rather than used to destruction (think of the crew!).But 
    also have their other uses you may read in the manual that hyperdrive has to 
    cut off long before they get into the gravitational curve of a system.This 
    too counts as a gravity curve and can trap capital ships that are going into 
    coming out of hyperspace in hyperspace jump posture (ie they won't shoot at 
    or even resist salvage corvettes.).Finally Kushan grav wells open up when 
    are active which is easy for you to see , taiidan grave wells do no such 
    so it is harder to spot if they are active or not aside from the tiny orange
    ring around the gravity well generator itself.Which although is a warning 
    that easy to spot.I would also note that it is a gravity pulse that works in 
    a sine
    wave , on and off in 6 second frequency.This has the effect that some strike
    craft in its field of effect can ocassionally fire or flounder a bit.
    Cloak field generator
    Mass: 22000 tons
    armour: 6000
    Firepower: none
    Coverage: 100% small radii (though the field seems weaker at the fringes)
    Type : cloaking field
    Fuel : unlimited
    Manoeuvrability: low
    Max Velocity: 325 m/s
    Special Action: Cloak 2.5km radii
    RU Cost: 500
    Time to build : 60
    Ru per sec : 9
    Available from: mission 13
    Time field lasts : 290-300 seconds
    Recharge time is : 590-600 seconds*
    Causes a tiny cloak field that cloaks ships near it very weak however and 
    can be
    detected with proximity detectors , if you want a permanent cloak use 3 of 
    in a team one cloaks when it is nearly out of juice use another letting the 
    recharge , then repeat as its recharge time is slightly longer than the 
    usage of
    all the juice in one.Ships will decloak briefly when firing however , also 
    computer can fit any ships into the field , you cannot cloak carriers or MS
    though you can cram up to 25 ships into the field ,through abuse of certain
    fomations (capital ships)
    *The ship must have recharged more than 50% (ie 301 seconds) before the 
    cloak field
    can be restarted
    Proximity sensor
    Mass: 40 tons
    armour: 800
    Firepower: none
    Coverage: 100%
    Type : proximity sensor array
    Manoeuvrability: very low
    Max Velocity: 1000 m/s
    Special Action: none
    RU Cost: 50
    Available from: mission 10
    Fast bait for sp , useful for one mission in sp a necessity in multiplay 
    people cloak all sorts of things in that game , they replace scouts due to 
    lack of need for fuel.You can capture lots of them at the karos graveyard.
    Sensors array
    Mass: 2900 tons
    armour: 6000
    Firepower: none
    Coverage: 100% map
    Type : enhanced sensors
    Fuel : unlimited
    Manoeuvrability: low
    Max Velocity: 280 m/s
    Special Action: none
    Time to build :80
    RU Cost: 800
    Ru per sec : 10
    Available from: mission 14
    See everything sort of and their visual range in blue circles , can't see 
    ships however and comes rather late in sp which makes it useful but not 
    it doesn't allow you visual inspection so those slow moving dots could be 
    ships or they could be a smart player playing mind games on you with 
    Research Ship
    Mass: 11000 tons
    armour: 4500
    Firepower: none
    Coverage: none
    Manoeuvrability: low
    Max Velocity: 280 m/s
    Special Action: none
    Required Tech: none
    RU Cost: 700
    Time to build : 60
    Ru per sec :12
    Available from: mission 1
    Six of these maxed out , they join to increase aggregate armour .If you want 
    to an
    item researched by more than one lab hold ctrl and select the 
    labs and then click on the research project and then the research button.The 
    one seems to have bugs in docking however.Also although they have the option 
    their menu they cannot be retired due to a bug I think , though they make 
    suicide scuttle ships after all research is complete.Note that scuttle does 
    not work
    properly in singles or at least the kushan ones don't when you scuttle one 
    of the ring
    scuttles and they fly apart , the rest of them then redock.If you really 
    want to scuttle
    it all you can select the research ship again and again manually scuttling 
    all of them.
    Mass: 5000000 tons
    armour: 160000
    Firepower: 7500 ITM , in tests it kills a scout in 3 bursts 40-50 tested
    Coverage: 60% ITM 100% I think
    Manoeuvrability: very low
    Max Velocity: 50 m/s
    Special Action: none
    Required Tech: none
    Available from: mission 1
    Banana or the Ugly one the differences are not just cosmetic as with some 
    ships that Taiidan and Kushan both have.So what are the differences? Taiidan 
    is faster capture a ship , build a capital ship it just comes out the bottom
    the kushan version has to open the door let the ship align itself then close
    the door , slightly slower just a bit but enough to lose in MP games.Also 
    taiidan ship is wider so you can hide more ships behind it.BUT the Kushan MS
    captures and launches frigates from the small bay door which heats up the 
    on if it is better or worse even more , since I guarentee you that in the SP
    game you (have the opertunity to at least) capture more frigates that super
    capital ships.
    The MS has these capacities:
    150 fighters *
    50 corvettes **
    *In a built fleet your maximum is 80 fighters which is bizarre considering 
    you still have 20 more spaces , of course you could always steal them but 
    are not that easy to steal.
    Additional - The Kushan door sometimes gets stuck sometimes during ship
    capture and super capital ship production .About 5 times over the years I
    have owned HW the door has stuck on carriers and destroyers only (but take
    note I don't build many cruisers or MD) It'll cost you the RU pressing E 
    put it on the ship list but its stuck.
    Additional -2 The MS guns aren't that strong (so its firepower rating is 
    what misleading though in 3-4 vollies it can kill a turanic fighter of 225
    armour points) but they nearly always hit.Also they have major mass 
    since it you use the MS to attack (without raming the opposing side ships)
    you'll see that the MS pushes enemy ships back much like the assault frigate
    the significance or insignificance of this I am not sure of.
    Additional -3 Military parade is different for kushan and Taiidan , though
    still ion array multibeam frigates line up ina different line , I am unsure
    if this has an effect on absolute fleet size since they do line up closer
    but the space to the right of the MS might not be as much as that on the 
    Additional -4 Any ships docked or currently being built no matterwhat % 
    under 100%
    will be destroyed along with the MS if the MS dies (but in SP its game over
    anyways if this happens not so in Multiplay as if you have a carrier fleet
    command transfers to the carrier bridge)
    Additional -5 Ship formations are different with kushan and taiidan (in 
    parade which hyperspace posture is the same) which means you can capture 
    ships as kushan than as taiidan.
    Additional -6 When using the Kushan fleet the mothership seemed to have much
    more trouble accepting salvage with salvage corvettes grabbing enemy ships
    but not being accepted by MS traffic control.
    Non player ships *
    * you can capture most of them but you can't build any of them contrary
    to the manual which says after capturing them you can build them (which
    refers only to common ships shared between both fleets)
    -Kadeshi are actually Khrarid brothers ie normal humans who fled
    to the nebula (the nebula is not seen in the cut scene it is implied)
    instead of continuing the exodus to Kharak shame you have to kill them
    Kadeshi Swarmer
    Mass: 8 tons
    armour: 400
    Firepower: 43
    Coverage: 4%
    Manoeuvrability: very high
    Max Velocity: 1500 m/s
    cost 25 Ru*
    Service time : 12-14 seconds
    Fast deadly , shame about the small gas tanks however they can eat your 
    alive .They are hard to capture even when out of fuel , be patient they come 
    handy later on.They do scuttle to prevent capture sometimes as I have often
    left large swarms floundering after I captured their fuel pods and none of 
    ships were near them to do any shooting.Alsodon't expect your heavies to 
    wonders on them with 400 armour points it can take x4 times as many hits to 
    them add the slippery pilots in them you might only get a couple with each 
    though they are still some what effective.
    *according to the launch menu
    Advanced swarmer
    Mass: 10 tons
    armour: 550
    Firepower: 24
    Coverage: 8%
    Manoeuvrability: high
    Max Velocity: 1000ms
    cost 40ru*
    Service time :13-15 seconds
    Bigger and better though slower.They are more frequently seen in the second
    kadeshi meeting guarding the kar toba final line.Also the second Kadeshi
    ambassador uses one (maybe you can capture him) the come in two paint jobs
    one is orange stripe with white body and one is completely white , purely
    cosmetic I think.They also seem much more difficult to catch though this
    could be through numbers since there are relatively few of them compared
    to normal swarmers , since swarmers are cheaper.
    *according to the launch menu
    Fuel Pod
    Mass: 30000 tons
    Firepower: 65
    Coverage: 10 %
    Manoeuvrability: low
    Max Velocity: <300 m/s (relative to destroyers they can't keep up)
    Target practice or trophies however you want to define them , they can 
    hurt your ships though killing (or capturing them) stops swarmers though 
    are better ways about it .Capturing them is good in that they are worth 400 
    RUs when retired.The class of this ship is somewhat in doubt , it could be a
    frigate but it leaves strike craft trails.However it does not need fuel but
    doesn't have the firepower to match even support frigates.Also on the Kushan
    MS it (after capture) docks for refit via the fighter bay.It can also hyper
    space jump on its own.Which sparks debate between is it strike craft
    or a capital ship ...which has raged slightly once or more in the past
    capital ship:
    can hyperspace
    does not need refueling
    slow speed
    Strike craft
    Leaves trails
    poor weapons
    decide for yourself
    Multi beam frigate
    Mass: Unknown
    armour: <10000 *
    Firepower: 600
    Coverage: 20%
    Manoeuvrability: medium
    Max Velocity: 350 m/s
    Kadeshi capital ships 4 ion cannons that "rake" the enemy which makes
    it useful against fighters and capital ships alike .Low armour though there
    are 19 in total (capture them all!)
    *it takes half the damage than an assault frigate so this is an estimate
    of its hit points
    Kadeshi world ship
    Mass: Unknown *
    armour: Unknown *
    Firepower: 200
    Coverage: 100%
    Manoeuvrability: medium
    Max Velocity: 400 m/s
    Special Action: hyperspace inhibitor
    These are dangerous in that they ram your capital ships they have an ion
    cannon on the front however.Alsothe gun system to protect the rear as on
    carriers but more powerful.The ion cannon maybe a super ion cannon as it
    fires seemingly on a turret and does a more damage than other ion cannon
    beams.Also any Kadeshi ships docked die along with the MS
    *at a guess they have 5-6 times more armour than destroyers maybe more since
    it can ram 2 of your destroyers and be in flames and in forums years ago it 
    discovered that the damage caused by the ramming (usually 100%) caused 400%
    damage inflicted to the ramming ship (44000 x 4) x2  = 480000 possible 
    points which seems right since they can sustain attack from wings of 60 
    for 2-3 minutes (where a wing of 15-20 can take out a mothership in less 
    180 seconds) if it seems alot consider that it too is a mother ship.
    **Turanic raider ships**
    Turanic raiders are the slaves of the empire (depends on which side you
    actually play so I don't say a specific fleet)they are not normal humans
    and live in gel packs which I read somewhere or other.They appear one
    last time at hiigara or rather a single ship appears there
    Mass: 70 tons
    armour: 225
    Firepower: 20
    Coverage: 5%
    Manoeuvrability: high
    Max Velocity: 780 m/s
    cost 50Ru*
    This is a hard to capture trophy from the turanic fleet against scouts it is
    outclassed heavily , but it has heavy armour however.There is one on the 
    level in the sp game other wise don't bother as they fill up your fighter 
    (in that you can have as many fighters as docking sleeves but you can't 
    fighters that are lost if you are maxed out and reserving building spaces 
    not work)
    Additional - This is speculative but I think fighters have afterburners as 
    the Z
    key makes it flash just like scouts though I haven't really noticed much 
    speed increases , but I haven't micro managed them very often.
    *launchmenu data
    Theif corvette (in game as Standard corvette)
    Mass: 150tons
    armour: 1100
    Firepower: 14
    Coverage: 1%
    Type : turreted guns
    Manoeuvrability: medium
    Max Velocity: 500m/s
    My my I actually caught one of these slippery suckers like the buses they 
    in multiples when you least expect them to come I got 12 of the sods and 
    turned out to be pretty useless with poor coverage and lumbering hulks your
    own heavies are much much better than these ships.Their turreted guns are
    not really turreted ok they are but the turrets take so long to turn and are 
    inaccurate and so weak they are pretty worthless , hand your head in shame
    if you lose ships to this weaking. I think you can capture 20 of them in the 
    game as an interesting contrast a heavy corvette is worth 4 of these in my 
    I would also note that their clipping is in doubt since you can't kami 
    into them though bullets , plasma bombs burst all seem to work fine.
    Missile corvette
    Mass: 775 tons
    armour: 1400
    Firepower: 12 (according to in game screens)*
    Coverage: 100%
    Type : mini missiles**
    Manoeuvrability: low
    Max Velocity: 500 m/s
    special : 60 missile burst fire
    cost : 225 Ru***
    This is extremely good its bad points are that it dies easily (even when 
    with 2 support frigates) its slow handles like a brick and is darned near 
    to catch.But here is the good news it has 60 missiles which can cause 50% 
    to a destroyer nice , its missiles chase enemy fighters for miles and miles. 
    recharges its 60 missiles quickly .
    **When docked on the launch menu it says 12 but it seems more as the 
    are guided = better hit ratio and missile bursts seem to do more as well.
    Missiles are also fired in pairs in normal fire mode.
    ** - missiles have up to 23 seconds of pursuit also they can turn faster 
    those of missile destroyers .I am unsure if there is a > distance = < damage
    but in theory there ought to be since it vents plasma as fuel and has less
    fuel to add to damage inflicted by the explosive.Also on evasive using 
    burst the corvette can stay perfectly still and let the missiles travel 
    a distance.Missiles also recharge extremely quickly leave her for a minute
    and you can use a full burst again or fire as normal for a minute and fire
    near a full burst.
    I have heard that you can capture up to 10 of them though I only really
    go after a few of them on mission 2 since I prefer the ion array frigates
    on mission 4.I'm not saying ah yes its super easy it might just test your
    patience a little since they can be slippery sometimes.
    Ion array frigate
    Mass: Unknown
    armour: Unknown
    Firepower: Unknown
    Coverage: 3%
    Type : Ion cannon
    Manoeuvrability: low
    Max Velocity: 245 m/s
    Special Action: none
    Ion cannon frigates BUT with some minor differences , these have no ability 
    self repair none whats so ever.But they do have a more powerful ion cannon 
    (apparently the wings as I call them amplify the beam power).Also the beam 
    is shorter but with similar damage as a std ion cannon frigate but it fires 
    often (so in 60 seconds it could do more damage)They have terrible armour 
    and die extremely easily even to fighter attack which leads to another point 
    have poor turn speed too.Two of them are avalible floundering around the 
    ship later on in the game.
    attack carrier
    Mass: Unknown
    armour: Unknown
    Firepower: guestimate 476 (x2 ion cannon + same weapon as carriers)
    Coverage: 100% (deck guns)
    Type : ion cannon and guns
    Manoeuvrability :low
    Max Velocity: 235 m/s
    Some nice hardware that can't be captured (without using a mod how tempting
    it seems this ships too big we need another salvage team fleet) this will
    appear once to launch fighters at you then appear later to directly attack 
    MS.It has a very slow docking rate it seems and I have only ever seen strike
    craft enter and leave it.Its deck guns fire faster than your carriers as you
    can fly a scout past a Taiidan carrier and survive albeit with minor damage
    you can fly a scout past this carrier but take major damage if it targets
    you though that is.
    Additional - this heavily reminds me of the destroyers in Babylon 5 the 
    ones that are fully fitted out (rather than the early designs that are just
    sections joined together with scaffold) but the other way round with the 
    fury launch bay at the front and with the same beam weapons .Although the B5
    destroyers were much longer had a rotating section in the middle and in 
    to the beams had two large guns on the front which fired who knows what.
    Bentusi are unbound travellers who travel the galaxy to trade and to sell
    technology , they are peaceful and have council links
    Bentusi Trader
    Mass: Unknown
    armour: Unknown
    Firepower: 900+/- 100*
    Type : triple super ion cannons
    Coverage: Unknown
    Manoeuvrability: Unknown
    Max Velocity: Unknown
    I must admit this scare the hell out me first time I played HW I thought wow
    I only have scouts! how am I to fight that?! , They have 3 super ion cannons
    also you can force attack them if you want to see them kill you rather 
    but its game over if you do as they do a favour for you later on.
    *estimated from how fast they can kill you if you attack them and do not 
    your attack
    Bentusi Cargo Barge
    Mass: Unknown
    armour: Unknown
    Firepower: Unknown
    Coverage: Unknown
    Manoeuvrability: Unknown
    Max Velocity: Unknown
    You see this briefly in the ending and at tenhauser gate it also doubles as
    a resource collector for the kadeshi in the Kadeshi mod.A huge collector 
    as it takes ages to fill up and pumps 2-3000 Ru in at a time.
    Junk yard DAWG (from mission 13)
    Mass: unknown
    armour:  135000*
    Firepower: none
    Coverage: none
    Manoeuvrability: medium
    This is a beefy corvette , how do I know this? because it gets trapped in 
    wells , bait it with something fast then grav well it and lay in your entire 
    to it.You can recover the stolen ships if you do lose them and they survive 
    auto guns it is a pain however.It travels via hyper space gates and is 
    by proximity sensors.It only seems to go after capital ships , and you lose
    control the instant Karan says ship stolen so you can't scuttle your ship 
    if you wanted to.Auto guns will continue to fire at stolen capital ships as 
    *since with the massive fleet a heavy cruiser can withstand 8 seconds of 
    before exploding this can withstand about 12 seconds = 90000 *1.5  135000 
    Auto guns Large and Small
    Mass: unknown
    armour: 1500 +/- 500 *
    Firepower: 45 **
    Coverage: 2%
    Manoeuvrability: low
    Max Velocity: immobile
    Evil little guns that guard the karos graveyard they are linked to proximity
    detectors however and cloaking does not work to avoid them.There are large
    and small guns small guns obviously being easier to kill large guns harder
    to kill you can tell them apart by the mounting they are on.A spherical
    gimbal is a large gun and square gimbal is a small gun.
    * a destroyer with twin ion cannons and 3-4 gun blasts kills them this kills
    a heavy corvette and so I guestimated it
    ** does as much damage as a plasma bomb on a frigate
    Big collsition asteroid
    Mass : unknown
    Armour : lots*
    Firepower : kami = to armour
    coverage : NA
    Max velocity : slow
    *I have no complete figures but after some late night testing (in which lots 
    of my ships
    when missing after the jump from the last mission) but the rock could take:
    x10 resource collector Kami (100000)
    x69 attack bomber  (3105)
    x34 heavies (986)
    x20 destroyers (9000)
    x72 Ion cannons (9936)
    x19 multibeam frigates (10488)
    x32 assault frigates (3200)
    x9 ion array frigates (1350
    x4 cruisers (4000)
    100000 collector kami
    40715 - from my fleet +/- 1000 (due to non constant firing)
    2221450 at least
    (all figures are somewhat rough)
    for more than 30 seconds (I figured that from the time to impact count 
    downs) also
    I managed to get all my capital ships into position to attack the asteroid 
    below avoiding any impacts.Though questionably as I caused it 100000 damage
    via collector kami it did not even burst into flames or emit any damage 
    signs ,
    since we get flames and damage signs (bubbles out the engines) at yellow
    level damage (about 65%) it could also be argued that 100000 damage is not
    even 35% of its damage level.
    taking that into account its hit points could easily be 300000 points of 
    though that is just an educated guess.
    3B Strike craft Or capital ships?
    In single play you mix and match ships and usually capital ships will get
    you through most situations but there are advantages and disadvantages for
    each type:
    Strike craft:
    +In large numbers powerful
    +Hard to kill with most capital ships
    +Can suffer attrition easily
    +Eggs put into more than one basket
    +small targets
    +Kamikazi when things go wrong
    +large build limits
    -very very weak alone
    -need fuel
    -need support craft and vulnerable under repair
    -each ship can be killed easily
    -Hyperspace incapable alone
    -gravity well vulnerability
    Capital ships
    +Powerful alone and even more so in groups
    +easy to use in lossless combat
    +Hyperspace ability
    +Do not need fuel
    +limited self repair ability
    -vulnerable against fighters when unsupported
    -take a long time to build
    -limited numbers to build
    So the choice is yours you need to weigh and balance each side to see
    what you want your fleet to consist mostly of
    3C Strike craft Or capital ships part II
    Note all figures for the fighters do leave some change as none of the
    RU figures totally match up , also not included are the costs of any
    support craft needed to support the fighter groups.This is because I assume
    you use several support frigates for your capital ship groups anyway.
    x1 Assault frigate 575 RU - 120 firepower
    Can buy you:
    x14 scouts (168 firepower combined)
    x10 interceptors (260 firepower combined)
    x6 Attack bombers (270 firepower combined)
    x8 defenders (40 firepower combined)
    x1 Ion cannon frigate 650RU
    Can buy you
    x18 scouts (216 firepower combined)
    11 interceptors (286 firepower combined)
    x7 attack bombers (315 firepower combined)
    10 defenders (50 firepower combined
    x1 destroyer 1350 RU 500 firepower
    Can buy you
    x38 scouts (456 firepower combined)
    x24 interceptors (624 firepower combined)
    x15 attack bombers (675 firepower combined)
    x20 defenders (100 firepower combined)
    x1 missile destroyer 375 per missile X32=12000
    1500 RU
    Can buy you
    x42 Scouts (504 firepower combined)
    x27 interceptors (702 firepower combined)
    x17 attack bombers (765 firepower combined)
    x23 Defenders (115 firepower combined)
    take note the missile destroyer has different firepower when using missile
    volley attack , since this empties all its missiles in one go , while using
    normal attack pumps 4 missiles out and the missiles are constantly produced.
    Which means in a normal attack it can fire up to 48 missiles before being
    empty for a second then fire again.
    x1 Heavy cruiser 3700 RU 1000 firepower
    Can buy you
    x105 scouts (1260 firepower combined)
    x65 Interceptors (1690 firepower combined)
    x43 Attack bombers(1935 firepower combined)
    56 defenders (280 firepower combined)
    So according to this list you can buy more fighters for the same price for
    more firepower , but you must remember often during attack runs you will
    lose a few fighters (they collide accidentally with each other shoot each
    other or collide with the target ships).But you don't always lose capital
    ships if they are supported properly.
    3D kamikazi observations
    it takes 3 scouts 2 attack runs and one kami (3 kami scouts after 2 compete
    attack runs on full speed) to kill a mine layer corvette that implies 1550 / 
    3 =
    512 damage for a kami scout.
    Though this isn't substanciated when it is used against your own ships
    (to kami your ships on your own ships press K then force target the victim
    ship) as this does a tiny line of damage equal to 2-3 plasma bombs on ALL
    your capitalships from carriers to cruisers which doen't really add up!
    though speed does apparently have a factor on damage caused.
    Kami does at least 200 damage for scouts at least as you can kill any 
    with a kami with a scout kami. But the factor of the attack run can vary 
    as sometimes scouts actually do a close fly past shooting then get to
    attack run range then fire again then crash.Bizzare?
    I also kami'd 10 resource collectors into my MS and it did about 30-40%
    40% of MS 160000 armour is about 50K-60K armour factor
    damage which could imply that the 50% damage factor does apply to
    kami even (strange) though I kami'd a fighter (turanic) into a bomber
    it survived taking 80% damage.Even more confusion ....
    3E best weapons
    In desending order of best to worst:
    Vs fighters
    MD Missiles
    corvette missiles
    corvette + fighter guns
    Ion cannons*
    plasma bombs**
    capital ship guns
    *I'l explain this as fighters dodge up down left or right bullets they do
    more or less the same thing with ion cannon beams however with a bullet
    the bullet passes behind the victim ship ,whearas the Ion cannon beam
    is still there and the fighters dodge back into it taking damage.
    **plasma bombs are rated higher than capitalship guns as they have
    a limited homing capability
    vs corvettes
    MD missiles
    Corvette missiles
    Capital ship guns
    Ion cannons
    Corvette guns
    plasma bombs
    Fighter guns
    Vs frigates
    ion cannons
    plasma bombs
    capitalship guns
    fighter guns (unless stacked)
    VS super capital ships
    Anything they are so big and slow nearly everything will hit them though
    plasma bombs and ion cannons have good effect
    Note all this section is what I find best the do not necessarily reflect the
    max damage or the hit ratio , but then you may want to use anything you
    have to hand
    4-Research times
    Times are in seconds
    Research times (for a single research ship)
    Fighter Drive		               75
    Corvette Drive		               75
    Capital Ship Drive	                            100
    Proximity Sensor		              100
    Fighter Chassis			125
    Defender Subsystems		300
    Corvette Chassis			200
    Capital Ship Chassis		320
    Sensors Array			400
    Gravity Gen.			520
    Cloak Generator			520
    Plasma Bomber Launcher		300
    Cloaked Fighter			400
    Defence fighter			400
    Heavy Corvette Upgrade		250
    Fast Tracking Turrets		300
    Minelayer			300
    Ion Cannons			450
    Drone Technology			400
    Field Techno			400
    Super Capital Ship Drive	              450
    Super Heavy Chassis 		250
    Guided Missiles			300
    Heavy Guns			650
    Research times (for a two research ships)
    Fighter Drive		              47
    Corvette Drive		              47
    Capital Ship Drive		              64
    Proximity Sensor		              64
    Fighter Chassis			78
    Defender Subsystems		189
    Corvette Chassis			126
    Capital Ship Chassis		200
    Sensors Array		              252
    Gravity Gen.			320
    Cloak Generator			320
    Plasma Bomber Launcher		189
    Cloaked Fighter			252
    Defence fighter			252
    Heavy Corvette Upgrade		158
    Fast Tracking Turrets		189
    Minelayer			189
    Ion Cannons			283
    Drone Technology			252
    Field Techno			252
    Super Capital Ship Drive	              283
    Super Heavy Chassis 		158
    Guided Missiles			189
    Heavy Guns			409
    After testing with various combinations and getting tired of them I
    came up with these rough figures
    	1			100%*
    	2			64%*
    	3			44%*
    	4			37%*
    	5			30%*
    	6			28%*
    *All of the subsequent timings may be 1-2 seconds off also I only tested
    it with gravity well tech to guestimate the final 4 % times (3-4-5-6
    research ships)
    Header - I only recommend this if you are seriously stuck as the surprises
    and challenges all add to the enjoyment of this game or if you are replaying
    the game to see what you may or may not have missed , or even what is
    possible and what is not possible.Also when I quote from fleet command
    or fleet intel I usually say words to that effect rather tha quote directly 
    that would take a while to get what fleet command and intel say exactly
    and you will hear them yourself come time.
    Note Space bar cancels out cut scenes (in the 3d engine) and as time
    continues while cut scenes go on you may or may not want to skip them.
    You can replay some things fleet intel says by clicking on the objectives
    still in light blue on the objectives menu.
    Additional - if you lose your MS you lose instantly even if you have a 
    fleet and carriers unlike multiplay fleet command is not transfered to 
    anyway your colonists are aboard.So even if you got to hiigara (in theory if 
    it let
    you) you would have nobody to colonise the homeworld).
    MISSION 1: Kharak
    You begin in Orbit above Kharak this is training disguised as testing the 
    ship systems.
    No need for a walk through no enemies (at least none that fire back at you).
    But build as many scouts as Rus allow and research everything you can before
    you leave and have at least 3 salvage corvettes. You will need them for the 
    mission.A short boring mission.
    additional - you don't actually have to destroy the target drones at all on 
    mission you can salvage them if you want it does nothing different gives no
    extra Rus and doesn't give you anything in the launch menu .But then again 
    it did allow you to launch them and reuse them what use would they be?.
    MISSION 2: Outskirts of the Kharak system
    Mission Objectives:
    + Send a Probe to Investigate
    + Protect the MotherShip
    + Salvage the Khar-Selim
    + Defend the Salvage Team
    + Defend MotherShip
    + Destroy Attacking Forces
    Hyperspace jump successful
    The main thing on this mission is to send a salvage corvette to get the 
    box off the kar silem , but before that turanic raiders attack
    Fleet command "the're attacking"
    Fleet intel "defend the mother ship"
    But to save Rus don't use a probe use a scout and have it come back and dock
    in the MS.Defeat the turanics however if you want some trophies you can 
    some of the enemy ships
               spoiler Alert!!!!!!
    If you want to capture all of the enemy strike craft send a scout group up 
    the enemy carrier and kamikaze into it , this causes a bug which freezes all
    enemy strike craft (sometimes it works sometimes it does not)
    you can also run them out of fuel
                  Spoiler over
    now if you want to destroy the strike craft (revenge?) you can use
    the calabans battle ball tech ie sphere of fighters guarding one
    fighter and they can't keep up with your ships while your ships pour
    gun fire and destroy everything.
    Or normal engagements or research corvettes fully and use a heavy corvette
    wall to defeat them.Don't worry they can't even scratch your MS hull well
    they can but it takes years and years they will retreat when they run low
    on fuel.
    You could try to capture them as fighters don't even have the numbers
    to form a credible threat to your MS though they can get your harvesters
    and your research ship.
    Once the fighters are out of the way (captured or destroyed) you should send
    a salvage corvette to dock with the kar selim to look at the data recorder.
    The carrier will launch more fighters and more corvettes to attack the 
    corvette which will re-dock if you manage to get them back to the MS (the
    salvage crew) .Soon after the carrier will dock all fighters (except those
    that have run out of fuel) and jump out (I am unsure if the strike craft are
    carried over as your personal fleet is).
    After which research everything harvest everything and build so you have at
    least 8 salvage corvettes and depending on your confidence 2 repair 
    (they become useful till the end of the game btw).Hyperspace jump home , 
    intel wants to tell kharak missile defences to power up but.....
    note you can capture up to :
    24 fighters
    12-14 standard corvettes
    2 missile corvettes
    The thing is you need to be pig headed enough to sit and run them out of 
    and draw them into a stupidly long drawn out battle resist the temptation to
    shoot them and to wait , btw I did this a few days ago and to run them out
    of fuel can take up to an hour ,even still they have maneovering jets and 
    therefore dodge your corvettes trying to capture them.And you cannot trap
    corvettes against the edges of the maps either , and with them being strike
    craft they can move in one direction fire in another so keep some repair
    corvettes handy.When I talk about time I mean up to 2 hours just on that 
    though you can judge for yourself if it is actually worth it I did it just 
    for a test
    and for utter completeness of the FAQ.
    MISSION 3: Return to kharak
    Mission Objectives:
    - Defend the Cryotrays
    - Capture an Enemy Ship with 2 Salvage Corvettes
    - Salvage the Cryotrays
    Get out your tissues if you are so inclined  (for weepies not something 
    A classic scene
    Karan "Karak is burning!, everything is gone"
    Cue music
    Fleet intel " all orbital facilities destroyed There is significant debris 
    in low orbit There is nothing left no signals from anywhere in the system
    not even beacons"
    Karan "Wait one of the cryo trays is suffering a major malfunction"
    Another easy one , depending on the size of your fleet the enemy fleet will
    be a different size also so if you come into kharak with 0 strike craft 
    will be two assault frigates attacking the cryo trays , if you come in with 
    larger fleet there will be an increase up to 5 assault frigates.
    I would note that I was recently asked what consituted a large fleet 
    for 5 assault frigates to appear in the next mission my answer was:
    -27 fighters
    of which:
      7 were scouts I had left
      20 were turanic fighters (captured)
    -21 corvettes
    of which
      2 missile corvettes (stolen from turanic)
      12 standard corvettes (stolen from turanic)
      4 h corvettes
      2 light corvettes
    2 harvesters
    1 research ship
    1 MS (duh)
    Launch your scouts immediately put them on evasive and attack all of the 
    frigates you have their fuel time limit to get down to business , now send 
    salvage corvettes to capture all of them , you need to be careful here as 
    are mutually supporting group and will shoot salvage corvettes off each 
    After you capture at least one salvage the cryo trays at least one* (else 
    game over) its possible to get all 600000 colonists aboard btw. Research 
    and get at least 12 heavy corvettes the more the better but no more than 25
    if you got the Rus from somewhere * cough cough.
    Karan "X00,000 colonists secured"
    Fleet intel "theres nothing left for us to do here"
    Once all that is done take one last tearful look at Kharak , and then buckle
    up fleet command wants revenge.
    Minor Bug - Sometimes with the kushan MS you can save all 6 cryo trays and 
    be credited by Karan of saving 5 of them since it isn't flagged in the 
    it being destroyed either you get stuck at this point even though you have
    technically completed all objectives.
    *Those trays contain the last remenants of our people without them we would 
    exstinct<-Somehow I think this is true you may think what about the crew on
    the MS or on capital ships , well consider that for a moment other than 
    voice (fleet command) have you ever heard another female voice in HW ? I 
    think I have so it seems true.
    Additional - you will recieve one less than the number of assault frigates 
    captured , as one of the ships is broken down to reverse engineer.Hence 
    all 5 get 4 etc.
    Also it might be a good time to reserve ships in the build menu before the 
    fill up too much even if you don't have the RU.
    Additional 2
    The cryo trays CAN be repaired but you can't do it with band boxing or guard
    commands you need to hold Z and double click the tray that you want , but
    considering that there can be up to 450dmg per second on a tray(with large
    fleet entry).You can't repair at a rate faster than damage , though you can
    support your salvagers so they don't die attempting to capture enemy ships.
    MISSION 4:
    Mission Objectives:
    - Harvest
    - Protect Fleet
    - Destroy the Enemy Carrier before It Leaves
    Secondary Objectives:
    - Build and Position a Resource Controller
    My Big Fleet - 5 assault frigates 25 Heavy corvettes 3 repair corvettes
    20 salvage corvettes 15 scouts 5 interceptors.
    My small fleet 2 assault frigates 10 heavy corvettes 1 repair corvette
    10 scouts
    Harvest resources harvest them for a while and meet them bentusi donot
    buy their goods till you have harvested most of the resources as this buys
    you more time to build a powerful fleet :
    Method A : 20 salvage corvettes 25 heavy corvettes for point defence
    lure the ion array frigates towards your MS with scouts and harass them
    lightly with scouts and send in the salvage corvettes to steal them you can
    get 10 of them.Use these captured ion array frigates to attack the carrier
    that eventually comes down don't try to capture it as you can't
    Method B : 50 scouts support frigate 2 assault frigates
    Concentrate firepower on one ship at a time forget the strike craft for now
    its the ion array frigates you want to destroy try to attack from behind
    rather than the front.Once most of them are dead the carrier comes for you
    send anything with a repair beam to repair your MS and keep pounding the
    carrier and you will just about make out.If you are too slow the carrier
    will attempt to retreat once it is engulfed in its own flames so go for 
    rear shots.
    Additional - you mayalso notice whatever fleet you play relic made a mistake
    now its time to correct that mistake (heh robocop):
    "The carrier is retreating we must destroy it before it canwarn the Kushan
    Hmm so even if you play as Kushan fleet then it ough to say Taiidan but it
    only ever says kushan.
    MISSION 5: The great wastelands
    Mission Objectives:
    - Investigate at the Asteroid Belt
    - Destroy all Enemy Vessels
    Secondary Objectives:
    - Destroy Enemy Resource Collectors
    This is the first fleet engagement test (the mission before from the 
    was just a warm up) you jump into a sector all seems quiet but your sensors
    can't see so far into the dust clouds .As said before the bigger your fleet
    the bigger the fleet you will have to face the maximum fleet I have ever 
    here is :
    40 scouts / interceptors
    18 assault frigates
    mixed with 9 ion cannon frigates
    backed up by a defender fleet of about 15 defenders
    1 carrier
    2 destroyers
    random number of light corvettes
    2 resource collectors
    Now launch your corvette wing immediately and send them to two o'clock with 
    ms pointing forward as the 12 o'clock reference point , you want to aim to 
    to the two dust clouds some where near the MS. Put down four salvage 
    here have them wait .Now put your heavy corvette group into wall formation 
    aggressive .Steel yourself we are going to prod the hornets nest.Send in a 
    to the middle of the belt.
    Fleet intel will say " Ship profile and markings match those seen at
    kharak this is the fleet who destroyed kharak destroy them"
    cue music change
    You will lose your scout / probe and its best to lose it as if you take it 
    they'll follow you and you are in a world of trouble , as your fleet 
    is so low you can't fight them effectively , keep building support frigates 
    these are possibly the frigates you can steal least of in the game and they
    become important later on.
    Fleet Intel "the enemy is harvesting resources destroy their resource 
    to cripple ship production"
    Remember the 4 salvage corvettes I told you to position? , well they should 
    right near where the resource collectors are going capture them and a wing 
    fighters either interceptors or scouts will come to their aid .Move your 
    corvette wall in position in front or to the sides within 5000metres of the
    group and open fire with enough heavies you can annihilate fighter wings in 
    Now comes the chase 4 assault frigates will come chasing after the 
    and they can take out your corvettes with ease , either send in an attack 
    of fighters to keep them busy or destroy them.Once the resourcers are 
    bring up to 9 (one spare) Salvage corvettes towards the assault frigates and
    you can capture them all at once , keep a support frigate supporting them 
    they move into position , the fighters will keep them busy until it is too 
    Since you have captured an entire squad or have salvagers nullify them 
    taking them
    back to the MS , dock your corvettes and fighters with corvettes.
    Now investigate  the red dots on the screen an assault platoon will come at
    your MS which you can kill easily or capture , heal everything up if you 
    to fight afterwards there is alot more to do still.Keep the ion array 
    out of the way as well as your research ship to the back of the map. Now 
    with your
    heavy corvettes up to about at least 20 investigate the dot below the mother 
    at the front , this ought to be a combat fleet of ion cannons and assault 
    surrounded by spheres of defenders (cue defender research flag). Send in 
    your heavy
    corvettes supported by as many support frigates as possible and wipe out all 
    fighter cover (its mixed defenders scouts and interceptors go for the 
    first).With the heavies its possible to wipe out all the fighter cover in 
    than 20 seconds .Now send the corvettes home the support frigates will 
    follow ,
    launch a scout wing set to evasive on claw formation attack the frigates 
    they are occupied they will either #1 be following the corvettes #2 be busy 
    the scouts , follow up the scout wing with 9 salvage corvettes (one spare in 
    it gets destroyed) and capture them.
    The enemy will keep producing more and more fighters till his resources are 
    strip away the fighters either by luring them with scouts back to your 
    wall or keeping a solid wall of corvettes in front of your MS as they will 
    sooner or later.With no fighters left the two destroyers and carrier will 
    send in a few scouts to distract them and you can capture them all , support 
    salvage corvettes with support frigates though and you don't even need to 
    distraction .Go after the support frigate last as it can barely hurt your 
    After this mop up and harvest all the resources , killing or capturing
    stragglers.You should have 2 destroyers and a carrier and various other 
    ships go to
    the launch screen and click keep docked on both the carrier and the mother 
    and build 20-40 attack bombers split into two groups one in the carrier one 
    in the
    mother ship.Put everything into military parade and make sure you can select 
    and give them orders to move quickly.You'll need to in the next mission . 
    your 4resourcers two each to the carrier and the MS.
    MISSION 6: Diamond shoals
    Mission Objectives:
    - Protect the Mothership
    Fleet intel"we have mis jumped protect the mothership"
    A mistimed hyperspace jump lands you in the middle of an asteroid belt not 
    kind you can harvest either not yet anyway , launch both wings of attack 
    have them attack (some say force attack but its not necessary) asteroids 
    infront of the MS keep an eye on the health of the MS btw .Now select the 
    craft and have them guard the MS , except one support frigate which should 
    be put
    near the front of the MS so bombers dock with it rather than the MS or 
    Select all your excess capital ships and move them either to the extreme 
    or left of the MS , keeping an eye on their route as not to avoid losing 
    set the destroyers to move ahead of the MS and have them pick off asteroids 
    bombers are going for fuel , be careful and move them up and down to avoid 
    hit themselves.At the same time have your resourcers collect the debris left
    from destroyed large asteroids you can get up to 10 loads while in the 
    to the end and you meet the bentusi again buy their good and makesure you 
    25 heavy corvettes the 20+ wing of bombers is useful too , but keep 
    docked , jump.
    Note , what the bentusi sells here you don't have to buy it (either field
    frigate or drone frigate) since if you follow my ship capture method you
    will be maxed out on frigates anyway they are pretty worthless.
    MISSION 7: The garden of Kadesh
    Mission Objectives:
    - Harvest Natural Resources
    - Defend Fleet
    Secondary Objectives:
    - Protect Resource Collectors
    Instantly launch corvettes put them in wall on aggressive and put 3 of your 
    resourcers (you may have more dependant on what you built) now arrange your
    capital ships below the MS and near the corvette wall.Research everything 
    if you have the RU max out your destroyers .Send out a lone ship
    resourcer , be prepared to lose it btw after a load or two you get a hude
    sensor reading on the scopes .This is possibly my favourite part of the
    game I won't spoil it for you but the way the kadeshi ambassador speaks
    is kind of interesting.You disagree with them , waves of fighters will come
    for you , but they will be quickly killed by corvette walls put a support
    frigate on the rear of your corvette wall , they are baited by the 
    behind your wall somemay get through your wall but are easily picked off esp
    if you have two of the corvettes use burst targeting from above and below
    at the same time.Spare the fuel pods steal them as they are worth lots of
    RU little else if you want to capture a few kadeshi swarmers kill their
    fuel pod and they just sit there.The world ship circles your Ms
    this is optional btw:
    get some fire power , launch the bombers , and send them with capital ships
    and to nuke the world ship you can kill it easily but if you do it jumps 
    only to reappear after you try to hyper away (use quick docking to save 
    damage btw) The jump fails turns out the worldship has a hyperspace 
    in it so you have to kill it keep the bombers docked as they will be 
    in a fighter match.Keep the wall of corvettes up and engage them as the 
    world ship
    comes from behind move your capitalships to engage the worldship making sure 
    keep good separation on all axes , as the worldship can ram your ships.Kill 
    with all your capital ship fire power quickly else it will ram your MS ,it 
    has a single super ion cannon its biggest power is the ramming.Clean up 
    rouge kadeshi ship for a trophy if you want and the remaining fuel pods can 
    retired for extra RU.
    Do not be tempted by the lure of multigun corvettes in the long run they 
    serve you better ,after this and the next mission multigun corvettes lose
    their worth and you have seen how many fighters they can destroy a second
    so you still have a powerful anti fighter wing , trust me on this.
    Additional - the world ship cannot be killed, you can shoot and shoot all 
    it will burst into flames but will hyperspace out and another fresh one will
    hyperspace back in.
    Additional 2 - You cannot complete the mission without trying to hyperspace
    out else the worldship keeps hyperspacing in and out.
    MISSION 8: The cathederal of kadesh
    - Protect the MotherShip
    - Destroy all Attackers
    This mission is a bit of a pain though its exciting and tense at the start
    it takes a while to complete especially if you want to capture lots of 
    Same thing but with 3world shipsand some enemy frigates, the cut scene with
    the kadeshi and the MS ambassador (btw his ship is just a heavy corvette 
    guns) is a good one.Same thing as before keep the fighters off the backs of
    you capital ships as they engage the worldships keep a few support craft to
    guard the MS as its easy to get the MS killed when your eye isn't on it.
    Multibeam frigates start to appear around your ship these can do insane 
    to your MS so capture them (max is 17 btw) keep up the pressure and dock the
    corvettes when you can.When you kill the second ship the 3rd ship retreats
    back to the distance , you can chase it with capitalships and bombers 
    much objection from the ship .When your ships meet a multibeam frigate wall
    in the distance retreat there is a large fighter picket hiddenback there of
    advanced swarmers push your carrier half way between that point and the 
    and send out your salvage corvettes to steal them.Send in corvettes to deal 
    the fighters that try to save them.You can now in peace harvest the dust and 
    the fuel pods (its a pain since fuel pods can only be refitted at the MS 
    though it is technically a frigate class ship due to its jump location
    and hyperspace ability).Assemble any force to finish off the final worldship
    and you have won , just be aware that it will try to ram your assault fleet
    but has no fighter screen so is easy meat. Remember what the Khar toba looks
    like btw you may see it later.
    additional - the 3rd Kadeshi world ship is unkillable when it begins to
    retreat I think this is to lure you to see the Kar Toba since I sent out
    a 35 wing of bombers , 24 heavies , 7 destroyers and 4 multi beam frigates
    and it would not explode until I got to the kar toba.
    MISSION 9: The Sea of lost souls
    Mission Objectives:
    - Investigate the Anomaly
    - Destroy the Alien Ship (not really possible)
    - Salvage the Alien Ship
    This mission can take minutes and there are many methods of finishing it, 
    for now harvest resources as there are lots of small rocks it doesn't look
    like it but if you are patient you can get many Ru.
    Ok you discover you can't use capital ships against the alien ship its
    A test really to use strike craft rather than capital ships but we can
    bend the rules.
    The missile destroyer makes life a little more difficult for a fighter 
    but not that difficult.
    Method :1 send in a scout attack wing on speed burst on evasive (they will
    out run the missiles) and when they get damage dock them with a support 
    near the alien ship (you should place them in a giant + formation around the 
    far enough away to stay out of the field but close to help the scouts.Attack
    from the opposite direction that the ships are in , in and out eventually
    you will win takes a long time.
    Method :2 Use ion cannon frigates just outside the range of the field to 
    all of the ships inside the field supporting it from any return fire , its 
    since you don't capture all the ships inside.
    Method :3 Same as method 1 but using attack bomber wings with a scout wing
    attacking first to keep the missiles away.
    Method :4 Express way , move a scout in look at the positions of the ships
    move your scout to be directly opposite the ships on the other side of the
    alien ship , the controlled ships will fire directly at your scout and hit 
    alien ship disabling it in seconds.
    Method :5 use repair corvettes to escort salvage corvettes to capture each 
    after using a scout wing to distract the ships until it is too late.
    Method :6 You need a missile corvette for this , you just keep a missile
    corvette or how many you happen to have , click Z and band box select the
    alien ship the missiles take 15 seconds to get to the alien ship but they
    will hit the alien ship.The major problem with this is that is takes a
    very very very long time 4missileson a support frigate doesn't do much (
    -50% penalty for attacking your own ships).
    Additional - if the ships around the alien ship can start to flounder and 
    wildly (though slowly) especially if you take a very very long time on this 
    when you disable the ship you can give orders to the captured ships but they
    do not obey they keep floundering.You can initiate a hyperspace jump but you 
    get stuck since the ships won't get into jump posture and you have to exit 
    Trade with the bentusi and jump
    MISSION 10: Super Nova research station
    Mission Objectives:
    - Destroy Research Outpost
    - Destroy the Carrier before it hyperspaces
    - Destroyer All Enemies
    Instantly you should select the outer edges of your fleet and put them just
    outside the mothership with every ship so far captured if you move fast 
    you won't lose anyship to the radiation.Watch the cut scene and prepare your
    moves.Research everything , you need a carrier for this mission the one you
    could have captured earlier will do nicely.Put 2-3 repair corvettes inside
    your carrier and have two resource collectors dockwith it and head out for
    the resource patch , when they are in the yellow [the resourcers] stop the
    carrier and dock them to repair them and continue on to the dust clouds.
    Harvest , launch the repair corvettes and repair the carrier in the safe 
    zone while harvesting , dock them when done and repeat the process to go
    back to the MS , repeat for the other dust clouds.While this is going on
    repair anything damaged in the radiation and setup an assault squad one
    carrier filled with 25 heavy corvettes build another carrier and put 22
    salvage corvettes maybe a missile vette , and repair corvette with 5-10
    scouts deploy the corvettes and head  toward the nearest red dot , a 
    corvette wing will attack they will be no match for the heavy corvette wing.
    Repair up (put all but one support frigate to follow the carrier) move 
    slowly making sure you stay in the cloud have destroyers go to the location
    of where the first red dot was and leave behind a ship to mark it for easy 
    you will now come up against walls of mines launch scouts set all support
    craft to repair the carrier and use the scouts to take out the minelayers
    the carrier can take being hit by all the mines.
    You may want to try this send in a lone bomber to lure the mines to it and 
    the bomber attack the minelayer as its path veers very close to the target
    the mines will follow and take out the mine layer.
    You may also want to use your missile destroyer to force attack the mines
    but they are a bit small to target and its a waste of time.
    You may also want to capture the minelayers though I prefer not to go over 
    corvette limit incase I lose any of them.
    Send the scouts forward and turn on tactical overlay when you ought to meet
    3 mine layers afterward you will see a capital ship shape on your tactical
    overlay.Turn approach them slowly and they will move towards you , behind
    them is a heavy cruiser , if you inch forward the destroyers will chase the
    scout.Turn the scout back (if you want you can bait the cruiser as well but
    its easier this way especially if you have limited salvagers) send in your
    salvagers to capture them since they are locked on to your scout they will
    usually ignore them till its too late and not mutually support each other.
    Do the same for the heavy cruiser when you have enough salvage corvettes
    freed up move your carriers to where the heavy cruiser was.If you are 
    and want to save resources bring the salvagers back to the carrier and dock
    them, if you are not and have RUs to burn retire them at the MS and rebuild
    them at the carriers.
    Optional section B
    Leave a fighter to mark the position of the heavy cruisers
    to help your memory of safe places.Now with your two carriers go through the
    radiation fields to the two dots lower down the map ,(make sure the carriers
    have 25 heavy corvettes and all your salvage corvettes in them with some 
    corvettes) you should encounter 5 assault frigates .They will attack your
    carriers , launch repair corvettes and support the carrier under fire at the
    same time launch salvage corvettes to steal them.After they are captured
    leave them where they are , you can get them later , repeat with the other
    red dot of assault frigates repair your carriers dock this battle group
    and sail back to where you left the fighter repairing after you arrive.
    End of section B
    You want to do this because if you attack the station the assault frigates
    will come join in the fray once it starts and you don't want that to happen
    do you? (you can destroy them if you like) , now get some support frigates
    lined up behind the carriers and a bunch of destroyers to that point where
    you left the fighter (you can move the destroyers before the assault frigate
    capture or you can leave them out entirely if you want for the final assault
    but best keep some in reserve incase the er mud hits the fan.This may go 
    or wrong and there are several methods of taking it out:
    *note that this mission is ALOT harder in V1 than the balanced V1.05 as
    in V1 the 40 defenders have firepower of 30 instead of 5 and this can ruin
    your day and take out your carriers in a minute even under full support.
    Bait them , send in some scouts on afterburners to attack the carrier and it
    will prepare to jump , send in supported salvagers and capture it (blow it
    up if you want) supporting the salvagers and keeping a need heavy corvette
    escort around it (it may be trapped but it probably has lots of strike craft
    docked inside.So be prepared to deal with that , though if the salvage craft
    as supported then your picket fleet around your MS will deal with them 
    this method ensures minimum losses.
    Method #1
    Medium difficulty
    Large fleet gain
    Time : 6 minutes max
    Now regroup after capture is complete with salvagers inside the carriers.
    Send in your carriers supported by support frigates
    (preferably  kushan ones that self repair beam themselves) loaded with 
    corvettes go in and launch your salvage corvettes after the brief radiation
    space and capture all the capital ships turning support away from the 
    to the salvage corvettes as they are mutually supported and aided by the 
    launch your heavy corvettes and watch those defenders go boom one by one.
    You can now send in destroyers or allow the captured capitalships to attack
    the station.If you didn't capture the 10 or so assault frigates they will 
    the fray and make it harder for you.Once its gone quick dock to avoid damage
    and jump.
    Method #2
    Easy difficulty
    Minimal fleet gain
    Time : 4 minutes max
    Without Optional section B send in destroyers and wipe out everything there
    simplest as it requires least tactical commands support the destroyers with
    heavies to take out the defender screen and take out all the frigates first
    turning on the assault frigates when they arrive. Quick battle with little
    gains but to cure your blood thirst for a moment sort of.
    Method #3
    Hard difficulty
    Large fleet gain (if you can prevent them from being destroyed in capture
    and the salvagers don't die)
    Time : 8 minutes max
    Without Optional section B send in destroyers as bait and support them send
    in a carrier to act as refit base , and capture the ion cannons and assault
    frigates as they come for you.Mop up the defenders with heavies and then 
    on the station.You will need to rotate support from the heavies to the 
    to the destroyers ensuring they don't die.
    Method #4
    Medium difficulty
    Maximum fleet gain
    Time : 40 minutes max due to large queue at carrier mouth
    Follow the carrier back with salvagers at a safe distance (salvagers in
    addition to the ones stuck to the carrier hull stealing it) keep supporting
    all the salvager corvettes until there is a enemy launch from the carrier
    fight keep some bait say a salvage corvette or two supported fully and run
    them out of fuel and capture them.Now after everything is captured move back
    to the carriers (all the salvage corvettes) dock them and move in , capture
    all the capitalships via method #1 , now support your carrier with as many
    support craft you can makng sure that it is repaired faster than it takes
    defender damage.Stay there for 30 minutes by then they will have run out of
    fuel and they have nobody to refuel them, remember to keep the carrier in
    evasive mode and between the defenders and the support craft.Also move the
    captured frigates away to prevent them from being hit and attacking to the
    staging area from before. send out salvage craft and yu can steal all 50
    defenders , you'll need allthe slots of a carrier to take them home though
    , keep them docked ,quick dock and jump out of this system.You may also want
    to use a gravity well to trap them instead of waiting the 30 minutes for
    them to run dry on fuel.Though you may need more than one as they are quite
    well spread out in a giant wall formation , though this means you must have
    gravity wells first , though you don't really use them anywhere else in the
    let your corvettes go in and launch your salvage corvettes after the brief
    radiation space and capture all the capital ships turning support away from 
    carrier  to the salvage corvettes as they are mutually supported and aided 
    by the
    defenders launch your heavy corvettes and watch those defenders go boom one 
    one. You can now send in destroyers or allow the captured capitalships to 
    the station.If you didn't capture the 10 or so assault frigates they will 
    the fray and make it harder for you.Once its gone quick dock to avoid damage
    and jump.
    Method #5
    Go via the bottom route capturing or destroying the assault frigates if you 
    this you will face the two destroyers , heavy cruiser and mulitgun corvette
    wings you did not face on the top route as they vector in to provide 
    Also you are in the worst position to capture or destroy the carrier and all
    of the capital ships there unless you bring along a carrier (though the 
    capitalships will be hauled on a route through the radiation field)
    Method #6
    You can safely use the missile corvette on evasive to fire bursts at then 
    ships , just engage the carrier as it comes towards you
    Additional - the carrier takes a while to jump it travels quite near to your
    MS before jumping so take your time if you need it.
    Additional - You may notice fleet intel saying words to the effect of:
    "we are detecting a quantum wave form the carrier is docking fighters and
    preparing to jump we must not allow it to escape and warn the enemy fleets"
    If you destroy the carrier before if has completed its docking then you will
    have to face the multigun corvettes in addition to the ion cannon frigates
    assault frigates and defender wall.If you destroy the carrier then the 
    corvettes go up with it , if you decide to capture it they will undock and
    attack your salvage craft before they are captured.
    MISSION 11: Tenhauser Gate
    Mission Objectives:
    - Destroy the Taiidan Fleet
    This is just a sweep mission essentially but we can maximise out gains
    and fleet with this mission but as always there are various methods
    to complete this mission:
    Method #1
    Difficulty Easy
    Fleet gain none
    Time : fast
    Send in your fleet and launch attack bombers support your destroyers
    as they make a frontal attack go for the cruiser first then the
    destroyers (the destroyers have the best armour to firepower ratio)
    mop up attacking capital ships from behind .You will eventually
    win out , if you want use other capitalships to take them out faster
    in support of your destroyer group.Try to flank them as to cause more
    Method #2
    Difficulty hard
    Fleet gain Maximum
    Time : slow
    Launch all your salvage corvettes and put your support craft on them
    move your destroyers and or cruiser to bait them away from the bentusi
    ship.While they are engaged with your destroyers steal them , But it
    isn't that easy they almost always mutually support each other also
    cruisers (you will notice from now) are allergic to salvage corvettes
    and will nearly always turn on them instead of what it was engaging
    before , hence they need support, With enough salvage corvettes and
    a carrier moved forward to reduce the queues for capture you can capture
    the entire group in less than two moves , keep an eye on the health of
    your capital ships as they can't take punishment forever , also go
    for destroyers first the the cruiser then the small frigates .
    Method #3
    Difficulty medium
    Fleet gain maximum
    Time : slow
    Send out a lone salvage corvette targetted on the cruiser , immediately
    the cruiser will turn to attack it but run to the far reaches of them map
    , as they turn to engage send in supported salvagers to steal them from
    behind trying for a same time capture as they will start shooting the
    salvagers off each other in an attempt to save each other , you may lose
    a few salvage corvettes (why I said its best to not go over the max
    corvette wing size)
    Oh note if the bentusi die its game over , if you lose most of your fleet
    its good enough game over as the next mission requires a large fleet
    to be easy , its possible with a fighter wing fleet but you need at least
    3 capital ships .If you have been following my steal them all method then
    it should be no problem.Also at the end of this mission has as many salvage
    corvettes as possible keeping them evenly distributed amongst your carriers
    click keep docked on all your strike craft in each of your carriers and the
    MS.20-25 salvage corvettes is good depending on how many slots you have left
    to build them.
    MISSION 12: The Galactic Core
    Mission Objectives:
    - Protect the Fleet
    - Destroy the Source of the Gravity Field
    - Protect the Defector
    Hyperspace is disrupted and you drop out of hyperspace.
    You start off with a wedge of gravity wells around you ship in an attempt
    to stop your strike craft and make them easy meat for the missile destroyer
    and the assault frigates.Right away launch your salvage corvettes 
    they should be caught up in the gravity well but they don't for some reason.
    Take your pick of what to steal , I recommend you take the missile destroyer
    first then the assault frigates , then the support frigates.Leaving the 
    wells and or cloak generators for last . If you destroy the gravity wells
    then the support frigates retreat .Support frigates are somewhat important
    forthe final mission for certain tactics.Finally if they are still alive
    and not out of power capture the gravity wells you want to have at least
    one for the next mission.Once gravity wells are out of action launch
    your heavy corvettes and put 3-9 support frigates on them.Prepare yourself
    for a major strike force in an X of bombers and interceptors and sometimes
    corvettes .Keep the missile destroyers to the left and right of your MS
    and keep your support frigates in a mutually supporting ring those that
    are not assigned that is.After a couple of waves , you will see a dot
    comming to you below but ahead of your MS send a scout to investigate.It
    ought to be a cruiser battle group , set your support frigates to watch the
    salvage corvettes prferably for every 2 salvage corvettes one support 
    and send in the heavy corvettes after sending in your carrier also supported
    with at least 2 support frigates.The cruiser will be occupied with the
    carrier and you can use the carrier to ram his defenders , whileusing the
    heavy corvettes to take out the other defenders , micromanage them with 
    targeting for maximum effect .While at the same time send in a squad of 
    corvettes to grab whatever you can frigate class and up try get the cruiser 
    but be careful due to the mutual support orders they have.During time 
    proximity detectors and keep 3 in orbit around the MS as small skirmish 
    of frigates will come to attack your fleet.When they see a proximity 
    they will go hell for leather to attack them so use this to capture them 
    Sometime soon a destroyer will come at your 3 o'clock its black chased by 
    black ion cannons and some fighters with a support frigate.Send in the heavy
    corvettes to take care ofthe fighter screen and send in salvage corvettes
    to steal them as they are busy trying to kill captain Olson/Elson.
    After you save him he takes position infront of your MS but isn't under
    your control you can heal his ship though just in case.You can jump out
    But we don't want to do that do we? there are still two carriers out there
    a large number of frigates up to 6 resource collectors , 4more support
    frigates lots of corvettes and various fighter groups.If they have consumed
    all resources fighter attacks will cease and the carrier battle group will
    move back and forth between two points. If you want them you need to strip
    off the fighter and corvette defence which is easy.Send in your heavy 
    supported by 8 support frigates if you have them and pick away at the 
    screen the frigates will shoot at you but will hold formation , go for the
    multigun corvettes (which 1:1 are outclassed by heavy corvettes but now are
    out numbered well I out numbered them about 4:1) targeting one at a time or 
    aggressive order mode.Once the fighter screen is out the way retreat the
    heavy corvettes out the way and move a carrier close asyou can to the path 
    the battle group without distracting their attension.Send in the salvage 
    supported by as many supportfrigates as you can which are supported by 2 
    support frigates and steal them , the carrier has to be carried back to the
    MS but the other frigates and resourcers will be taken to the carrier.
    Repair everything after everything there is captured and start to mop up the
    survivors which can also be captured in a similar method to above .You want
    as many resourcers as possible to make a future mission easier.You may also
    notice that your fleet is getting extremely big no really really really big
    after you capture everything harvest all the resources and try to organise
    your fleet so you can get them into positions quickly.
    Addition - You should also lookout for enemy salvage corvettes as well
    I have seen them on at least 2 occasions playing as Kushan (which obviously
    had a fleet of captured taiidan ships) and they latched on to my heavy
    cruiser and almost took it away (once I scuttled it the other time I managed
    to get a bomber wing to rescue it).This is somewhat strange since carriers
    can only capture up to frigate class ships , so if they did manage to haul
    it back for a refit where exactly would they do it?.You may want to try to
    salvage their salvage corvettes which is hard because you can't capture them
    when they are glued to your cruiser hulls.
    Additional 2#
    With the grav wells you may have or have captured nearthe beginning you may
    want to capture ALL the fighters and corvettes sent towards you its 
    possible but somewhat tedious.
    MISSION 13: The Karos Graveyard
    Mission Objectives:
    - Dock with a Strike Craft to the Comm Repeater
    A short mission with various methods ,
    Method #1
    zero fleet additions
    Depends on luck
    You need scouts and swarmers for this method
    if you have any kadeshi swarmers mix them with any scouts you
    have followed by a repair corvette to the top of the karos grave yard
    refuel them all then headright above the junk yard office.Then send in a
    rush the office and maybe one will get lucky and dock probably a swarmer
    as its 1500MS speed is a major advantage here.
    Method #2
    Less dependant on luck
    Minor fleet additions
    You need a gravity well for this method
    Marshall the fleet all of it (it should be 150+ capital ships by now)
    about 1500 metres infront of the MS make sure you do not use any formations
    and set them to aggressive.
    Send in a destroyer supported by a support frigate , head slowly into the
    yard and destroy the first gun to the right of the MS , retreat immediately
    fleet intel will comment that hyperspace gates have activated but no new 
    are on sensors.You'll see a small ship approach your fleet keep the 
    near a grav well. once it comes close turn on the gravity well and have 
    every ship
    in the fleet attack the Dawg as it is trapped (you can't capture it btw) but
    tuen on the grav well before it clamps on to a ship (karan will say ship
    stolen and it will be dragged away through a hyperspace gate which you can
    get back but takes a while and the ship maybe destroyed before it enters a
    gate).After battering it with your whole fleet it WILL explode nothing can
    take that much punishment the dawg is tough but not invulnerable.
    Set up 4 destroyers put 3 support frigates each on them and slowly go in
    and mop up just the auto guns leave the proximity sensors alone you want
    to salvage them for the next mission.You want to keep them in a giant
    box shape to clear a giant corridor in between , which you might want
    to put another destroyer convy through to get any that are missed (best
    turn on tactical overlay)shaped like a giant X but not in a X formation
    X           X
          X         <----at least 2000 metres separation
    X           X
    move in and steal all the proximity detectors harvest the resources and
    research everything , then dock with the junk yard office , Olson will
    jump out.At which you can explore the grave yard you'll see various things
    one is the design for the cruiser that was rejected by relic and a carrier
    also rejected by relic , these double up as kadeshi ships in their 
    mod.Jump out and prepare for the next mission
    method #3
    Guess go on.....The dawg only ever seems to go after capital ships so why 
    use strike craft or specifically that turanic missile corvette you stole 
    set it on evasive and turn on tactical overlay so you can see the auto guns 
    the junk.Escort it with all your repair corvettes and make a straight run
    for the office.If you see anauto gun stop and use a missile burst on it 56 
    can kill a large gun.This method is somewhat tedious and can take a very 
    time since you need to wait for missile recharge.
    MISSION 14: Bridge of Sighs
    Mission Objectives:
    - Destroy Field Generator
    Secondary Objectives:
    - Destroy Hyperspace Portals
    This is a long mission get some coffee , there are also two methods the
    brute force method and the attrition method most seem to prefer the
    attrition method.
    First things first do not harvest anything move your carriers forward about
    half way between the edge of the sphere and the MS, launch your salvage
    corvettes and put them near the dust clouds outside the sphere , place
    your wall or heavies near by on evasive ,supported by one support frigate
    Now we wait you can steal up to 8 resourcers by guarding these few dust
    clouds keep the fighter wings away with your corvettes if they come out to
    meet you.As I said earlier the next mission is easier with them , now you'll
    spot the hyperspace gates ,leave them alone for now.Research the sensors
    array build one and move it right to the back of the map.Now we take on
    the ion cannon sphere theres alot more than 100 of them as I have seen
    elsewhere (as I have stolen just the front and some of the sides some
    of the bottom and top and had only captured 80 of them).
    Now we come to methods:
    #1 Forced entry
    No fleet gain
    possible overwhelming effect ,
    Need for many support frigates
    Need solid anti fighter defence
    Near impossible without some capitalships (so for fighter based people
    its hard but possible)
    Get your 3 cruisers put every support frigate but 2 on them , put those
    2 on your destroyer battle group , put your multibeam frigates behind
    the cruisers and the destroyers above or below the cruisers add a bunch
    of proximity detectors behind them.Keep a carrier or two with heavies
    in them to ward off fighter waves.Move in fight your way in until you see
    a cut scene when the frigates will move away direction depends upon which
    side is weakened most.Now you will come up against up to 6 destroyers
    in separate groups with a cloak generator with each group , use the
    proximity detectors to see them and attack the cloaker first , then turning
    on the destroyers concentrating your firepower as much as possible ion
    cannon frigates will be coming at you from all sides however so beware of
    this.You will also be under fighter attack mostly multigun corvettes 
    and attack bombers.Creep in destroying any opposition and get to the hyper
    space inhibitors and destroy them being careful not to get yourships
    rammed , there is a high possibilty you will be overwhelmed and lose ships
    often the ion cannon frigates will go after one of your super capital ships
    at the vanguard of your formation / bunch of ships.
    .Jump out mission complete.Jump out
    Method #2 Attrition
    Massive fleet gain
    Slow , steady pace you determine the terms of battle
    Remember the proximity detectors I told you to steal? well use one at
    a time to bait the ion cannons out you don't even need to get close
    enough to see them jusy close enough so that they move .(sensors array
    is useful to see the moves) Then retreat back to the carriers and
    send out the salvagers you can get up to 12 following you at once so
    try to keep the carriers far forward to reduce transit times.Keep
    doing this over and over till there is very little of the ion cannon
    sphere at the front and sides while stealing his resourcers.Also keep
    the missile destroyers close to the carrier you are using as a refitting
    base.Each time dock the salvage corvettes , the ion cannons will be
    all 100% devoted to killing the proximity detectors so you can keep
    moving it back to buy more time if you are short on salvage corvettes
    and you can't build anymore (Karan "maximum number of ships in the fleet")
    .Now we have a formidable fleet , but still work to do , go to the nearest
    hyperspace gate with your destroyer group on evasive , support them with
    support frigates , and have your corvette wing close by on hand put a 
    nearby with salvage corvettes inside.Have your destroyer group attack the
    gate* .At which a fighter battle group will jump in using the corvettes
    attack the bombers first this is a priority as they will go after your
    support frigates .A few bursts (which multiguns can't do which is why
    I told you to keep them instead of multigun corvettes) will mop them up
    in no time launch the salvage corvettes and steal the two support
    *if you attack a gate first fighters jump out with associated support
    frigates then once you have mopped them up usually 2 destroyers and
    1 missile destroyer jumps out , there is a nasty trick to take out
    jumping in fighters.Since they jump in they cannot move and need time to
    materialise set your corvettes (I had 45 of them at this time) to burst
    fire the gate.Most if not all the fighters will explode and the corvette
    escort will be heavily damaged.
    Now approach the other gate the same way being careful not to enter
    the sphere or where the sphere used to be.And repeat but you have a
    destroyer and a missile destroyer in this one , supported salvagers
    will do nicely with heavies taking out the fighters.
    The other gate is identical to this one.
    be wary of fighterwings comming at your frontal carrier group or what
    ever stole his resourcers.Grav well them to steal them if you want .
    Now the sphere , this is difficult to get right.Move a single cruiser
    to the front of the sphere supported by every support ship bar 5 frigates
    move it in see the cut scene and move a scout or a proxie detector to
    the cruiser (you can see it on the map if you have the sensors array)
    move it back and to your cruiser , have some salvagers ready supported
    by the 5 support frigates.Keep some spare ones near the back (salvagers)
    and use a proximity detector to see the cloaked ships (they will come
    to you cloaked) then make your cruiser fire one salvo at the cruiser.
    Cancel orders and set to evasive , move in your salvage corvettes (its
    even better if they are cloaked as they appear just before they lock
    onto the hull of the victim ship).Steal it and its escort destroyer
    .Repeat for the ion cannon wing (similar to the galactic core skirmish
    fleets, then repeat for the 2 destroyer fleets, being wary of the other
    ion cannons comming out from the sphere.Do the same for the carrier,
    the resourcers and the resource controlers , taking out the multigun
    corvettes with anything to hand.Now destroy the inhibitors the best
    way to do this avoiding collisions is to move a capitalship where the
    resource controller used to be and attack it like that.
    Research everything you haven't then marshall the fleet (select them all
    and press tab to put them in military parade) you may have a problem here
    in that your fleet is too big .Too big in the frigate department (as in
    ion cannon frigates assault frigates fuel pods and support frigates ,
    destroyers carriers , cruisers , strike craft , multibeam frigates ion
    array cannons and non combat class do not matter).If your fleet is
    too big ie 300 capital ships + you can't hyperspace well you can but
    the game gets stuck as karan tries to marshall the fleet forever.
    There will be a bunch of capital ships that are at the extreme left
    of your fleet which are the number that exceed the upperlimit if fleet
    size (which is map size) select what you want in a fleet (leaving at
    least 20 support frigates) up to the upper limit and scuttle any ships
    that won't line up in military parade (you could retire them but this
    takes time and you can't spend the Rus anyway as the fleet is too
    big already)
    Group your resourcers into a group (you should have 10-12 of them by now)
    similar with destroyers ion cannons and cruisers with fighter attack wings
    in one group to save groupings,Same with support frigates in a number you
    remember, familiarise yourself with which group is what.The next mission
    finesse is vital.Jump out to the next mission once you have reduced your
    fleet and groupings are good.
    MISSION 15: Chapelous Perilous
    Mission Objectives:
    - Destroy the collision asteroid
    This mission is tough and with the HW sliding difficulty scale dependant
    on the size of your fleet prepare for a battle royale ,Once you are jumped
    in select your support frigates bar two for the MS support , launch
    heavy corvettes to form a aggressive wall to beat off the fighter wings
    coming at you.At the same time marshal the fleet infront but 1500-2500
    metres below the MS move them forward.Dock all strike craft (since they
    get in the way) with the MS Now select your resourcers and press K
    and ram them into the back to the asteroid on its way in concentrate every
    ship on the asteroid eventually it will explode if it doesn't and it is
    badly damaged the MS will be severely damaged but will survive , jump out
    ASAP .On smaller fleets (yours) there will be a tiny guard for the asteroid
    but for a maximum fleet which is obscenely large and difficult to fight
    huge Xs of destroyers and assault frigates spoil every ones day(unless
    they are yours)You can stay to capture somemore destroyers but for the final
    mission all you need are 20 support frigates 9 destroyers and 25 ion cannon
    frigates.And you may lose more ships than you capture also.
    Additional - I came in with a massive fleet the other night and saw:
    1 wing of bombers
    1 wing of intereceptors
    1 wing of defenders
    4 destroyers
    about 10-20 assault frigates sometimes in X
    the big rock
    Method 2
    The front strike craft wings follow the lead of your fleet so if you put a 
    scout 15km
    in front of the MS and then lead it to the left or right the frontal wings 
    will follow ,
    though the assault frigates , defenders and destroyers will not. You can 
    salvage everything from there on , or do the Kami collector on the asteroid
    (love the intro though) and put all your fire power on to it.
    MISSION 16: Hiigara
    Mission Objectives:
    - Destroy all Enemy Forces <- this is actually not true all you are after
    is the emperor's flag ship
    Shockingly easy mission depending in fleet size if you jump in with a max
    fleet (captured 100s of them) then its easy , if you are on a challenge
    from me then its rock hard this mission takes 30 minutes if done correctly
    but as with some missions there are variations to completing this mission:
    note with karan gone you miss:
    Mothership is under attack
    Group X to combat stations
    Though group leaders tell you this individually.
    Probe in position
    Probe away
    Surveillance data avalible
    [ship type] complete
    Mothership (when you select your own MS)
    Proximity alert
    Scuttle warning
    Building from mother ship
    Building from carrier
    [research] complete (though research ought to be complete by now)
    [ship type result from research] avalible for construction
    enemy [ ship type] captured
    All ships auto launching
    Group [group number] reports victory
    Group [group number] lost
    order canceled
    [ship] canceled
    The mothership guns production and bridge all still work (bridge is fleet
    intel and you at some control station giving orders to auxillary ships)
    Method #1
    Marshal the fleet around the MS the first wave will come from below
    set all support frigates to guard the MS this buys you time the first
    wave is a small fleet of ion cannon which should be taken out with
    some reserves or left alone till you can spare some time.
    with a large personal fleet it is usually 1 cruiser 4 destroyers 2 missile
    destroyers and lots of ion cannons let your fleet meet them concentrating
    firepower on one or two ships at a time.
    While you are fighting this a carrier comes from above to destroy any
    resourcers you have left with bombers and corvettes , use a squad of 10-15
    assault frigates escorted by heavies to take it out or even capture it
    with some salvage corvettes.
    Repair what you can then move the fleet to the rear the second fleet will
    warp in this on is lots of ion cannons 2 destroyers and a cruiser ,
    also concentrate your fire power on them to take them out , the final
    wave comes from below which is one cruiser lots of ion cannons defeat
    them the same way .Finally Fleet intel will say (I haven't heard this
    in a while) "another enemy fleet is jumping out right on top of use
    we are being overwhelmed!" (maybe with a small fleet but underwhelmed
    if you have a big fleet)
    Cue music change
    its captain olson who gives you group tor and jessar
    "this is captain olson we have been battling reinforcement fleets to get
    here and have already lots many ships , the emperor's flag ship is here
    together we can defeat him"
    , who will stay to mop up anything left.And go to the flagship he'll die
    if you don't help him which you ought to.March everything to the flagship
    going through the destroyer group and the cruiser group (with 200+ ships
    cruisers last mere seconds)And let him have it Bingo you have won.
    Method #2 My method
    Select your 25 ion cannon squad (minimum is 25 the more the better as I
    once sent 125) and move it right to the far end of them map infront of the
    MS don't stop for the first wave , send your destroyers closely behind
    with support frigates supporting the MS.send fighters you have left
    to the red dot behind the MS miles away and launch heavies supported
    by repair corvettes above your MS sending a small fleet of 5-10 assault
    frigates behind.
    Turn the destroyers around briefly to kill as many ships before the ion
    cannons get too far away and turn them towards the ion cannon squad you
    earlier sent out.Using whats left multibeam frigates ion arrays knock
    everything left out , and send multibeam frigates to follow the skirmish
    squad.Now you have about 15 minutes to breathe use this time to take out
    the carrier above or capture it.
    now use the scouts to take out the turanic commander ship and put the
    grav well behind and above where his ship used to be and wait watch the
    battle unfold.The second Fleet intel says another fleet is comming out
    of hyper space select the grav well and turn it on , they will be stuck
    hurrah.You can also bait them with scouts so they follow the scouts
    instead of attack your MS but the mission is over before they get anywhere
    near your MS.
    Near before or after this event your squad send out before will meet 2 
    and a missile destroyer they should ignore your group kill them or not its
    your choice.Now comes the hairy bit , you keep advancing until you get 
    an asteroid belt , now 3 heavy cruisers come for you supported by 3 support
    frigates each . Use the destroyers to attack them from the front and flank 
    with anything else you'll lose a few ships but you will win either passing 
    by or supporting the destroyers , either way you can beat it.Move up to
    the enemy MS and use all ships to attack it , the kami fighters comming out
    are barely a problem 1 minute later the enemy MS is ashes you may also want
    to mop up anyships around the MS (the 3rd fleet is still here incomplete)
    then nuke the emperor ,But you have won , before captain olsen jumps in
    and before the 2nd fleet arrives .Victory in 30 minutes and its all yours 
    captain elson didn't have to help.And you don't owe captain olson any more
    favours than you already do.
    A carrier or two filled with bombers will speed up the destruction of the 
    Note this tactic changed after testing that HW singles enemy ships that use
    hyperspace are not affected by it and can jump in and out as normal with or
    without a well in proximity.
    Method #3
    For fighter jocks
    Additional - the emperors flag ship has missile destroyers and gravitywells
    to prevent easrly fighter attacks from the front only!
    If you have a small fleet mainly composed of fighters then you are in a 
    of trouble as the first wave has missile destroyers than will eat your wings
    up double quick.But do this , have repair corvettes and support frigates 
    the MS and use bombers attacking the rears of enemy ships as much as 
    separate them into groups of no more than 10 and assign them group numbers.
    You need to rotate wings of bombers round and round manually docking with 
    click on support frigates , if you dock them with D they could dock with the 
    or queue to dock with a repair corvette.That wastes time and on this mission
    can mean the difference between victory and defeat.When Captain olson jumps 
    support his ship and leave behind your repair corvettes if you have them and 
    up the remaining ships orbiting your MS.Follow Olson scouting ahead until 
    you get
    to the carrier battle group , you need to let his destroyer take the heat 
    you move your bombers behind his and take out the bombers and corvettes the 
    deploys.Next you may come up to the twin destroyers and missile destroyer 
    let olson take the pain while MDs are locked on to him send in bombers 
    to rotate your wings unless you need major firepower and your bombers are 
    running on fumes .The next bit is the hardest , let captain olson die if you
    want but retreat towards your MS docking bombers as often as needed , send 
    back into the fight against the 3 cruisers going after the support frigates 
    time 2-3 passes with 2 squads should take them out.Now we pick away at them
    moving back and forth moving your support frigates 14000metres away from the
    battle and you ought to have destroyed them all before they get half way 
    to your MS.Prepare for the final assault , move any ships you have left or 
    harvest the RUs remaining (you may want to take out the emperors resourcers)
    and build a final fleet with some capital ships or at the very least scouts.
    You need these to get the MDs away from the emperor, move just outside 
    range of the flagship.Then send in capital ships or scouts in a large loose
    pattern attacking the gravity wells first.Using the scouts to lure away 
    a cloak generators may do the trick also.Finally you have the final picket 
    the side of the flag ship you should take them out one by one again rotating
    bomber wings in order of distance to the flagship further first.Once they 
    gone you might as well take out the sensors arrays to the left and right of 
    flagship (you can't move to their locations but you can band box select 
    it).Dock all fighters and corvettes to make the final run. Move the 
    if you have them in wall on agressive 3500 metres away from the flagship 
    launch door. Send in the bombers , interceptors sometimes scouts will come 
    to kami your ships but first they will line up in a neat line nearly all the 
    .Which is the cue for your heavies to use burst on them boom a massive wing
    vanishes in less than 2 seconds.2-3 minutes later the flag ship explodes 
    fire from your bombers.
    Method 4
    Oh boy , now if in the last mission you did not use your harvesters well you 
    use them here , if you play it out with a picket fleet tortoise method (ie 
    all waves before making your move on the enemy flagship) you may notice.
    What you want to do is move your corvette force into a wall above your 
    to protect them at ALL costs (remember at max fleet size you cannot build
    any more of anything) , moving them as quickly as possible to the enemy
    flagship then kami 10 of them and you will win easily .I would note however 
    their terrible speed means even destroyers can beat them to the enemy MS
    so really its a tactic you might want to try if you have done the others.
    Additional - this mission is easier and harder in some respects to V1 and 
    why is this? well when you are beinghit by the enemy fleets then your 
    frigates can keep your MS alive longer due to the faster repair beam in V1 
    then again yo meet 3 cruisers with 3 support frigates whobreak off to fix 
    enemy flag ship once the cruisers are out the way which makes it more 
    to destroy the cruisers and the enemy flagship.
    Additional 2
    The first wave is (considers you have a max fleet)
    x1 heavy cruiser
    x3-4 destroyers
    x1 missile destroyer
    10-20ion cannon frigates (I am to busy killing them to count
    The second wave is:
    x1 heavy cruiser
    x2 destroyers
    x20ion cannon frigates and or assault frigates
    The 3d wave is
    x1 heavy cruiser
    x20+ion cannon frigates and or assault frigates
    The carrier above can have:
    up to 20 attack bombers
    up to 20 corvettes
    The flag ship defence picket canbe:
    x2 missile destroyers
    x 2 gravity wells
    up to 10 ion cannons (depending if wave 2 and 3 have jumped yet)
    Additional 3 - there is only one coucil ship at the end of the game the rest 
    bentusi according to sensors manager , this happened when a cut scene from
    fleet intel happened right after the bentusi say "we have bought the coucil
    this war is over"
    A rash of people complained HW was far too easy , so way back in 2000
    I set challenges which only a few people managed I made sure they were
    possible by doing them before challenging anybody else to it.
    Mission #1 none
    Mission #2 capture the entire fighter wing of the turanics
    including at least 4 std corvettes
    and 1 missile corvette
    Mission #3 Capture all 5 assault frigates and all cryo trays
    Mission #4 capture all fighters and corvettes and all capitalships
    minus the attack carrier.
    Mission #5 Capture everything corvette up lose no ships .
    Mission #6 no challenges suitable
    Mission #7 capture at least 25 kadeshi fighters and all fuel pods
    Mission #8 Capture at least 40 kadeshi fighters and all frigates
    lose no ships in the process.
    Mission #9 beat my record of 18 seconds to defeat the alien vessel
    Mission #10 Capture everything stay in the radiation field do not use
    the dust routes to get to the station
    Mission #11 capture everything without any losses.
    Mission #12 Capture everything including at least 20 fighters and 5
    Mission #13 no suitable challenges
    Mission #14 capture as many frigates as you can but retire them
    Mission #15 capture everything without losing any ships of your own
    Then for challenges of mission 16 either:
    retire all your fleet and use the Rus to build any fleet you want
    Mission #16
    Using the fleet build maximums (80 fighters , 10 frigates 4 destroyers
    3 cruisers 50 corvettes) defeat the emperor before captain Olson jumps
    in.Kami is allowed however and you can rebuild as many as you want
    during mission 16 but you are not allowed to steal anything.
    7-Final fleet
    In the Sp game my final fleet (ie the fleet I jumped in to Hiigara) was:
    1 MS (duh)
    12 scouts
    6 swarmers
    1 adv swarmer
    4 interceptors
    82 attack bombers
    37 defenders
    12 fighters (Turanic)
    2 missile corvettes
    4 mine layer corvettes
    4 repair corvettes
    44 heavies
    4 multigun corvettes
    18 Salvage corvettes
    22 support frigates
    19 multi beam frigates
    9 ion array frigates
    17 assault frigates
    95 ion cannon frigates
    17 destroyers
    3 missile destroyers
    4 cruisers
    6 carriers
    3 resource controllers
    2 research ships
    14 proximity detectors
    5 cloak generators
    6 gravity wells
    1 sensors array
    It should have been more but was not because of the hyperspace limits which 
    based on map sizes.Also due to some retirements since someships were more
    useful than others say std corvettes vs heavies it is not as it was if I 
    kept EVERY
    ship and lost nothing either.
    Of which this fleet only:
    10 scouts
    60 attack bombers
    4 repair corvettes
    25 heavies
    6 support frigates
    2 destroyers
    21 Salvage corvettes
    1 carrier
    2 research ships
    1 sensors array
    I had actually built myself everything else on the top list was stolen from
    the enemy.I'd have taken auto guns if the programmers had let me as well.
    7B - fleet limits
    You can build at any one time (RU limiting of course)
    1x MS (duh)
    85x fighters
    50x corvettes
    15x frigates
    6x destroyers
    5x carriers
    3x cruisers
    10x resourcers
    5x resource controllers
    10x probes
    10x proximity detectors
    7x gravity wells
    6x cloakers
    6x research ships
    this is build limits so say if you capture 5 assault frigates your build 
    are reduced by 5 if you have 8 then reduced by 8 you don't necessary have to 
    them to achieve the limit to where Karan says "maximum number of [ship 
    though you can capture many more than the build limits.For example
    You have 49 heavies and capture a couple of mine layer corvettes totalling 
    corvette count at 51 you can build no more but you an continue capturing up
    to the number of docking sleeves you have left (in carriers and the MS for 
    hyperspace jump as someships cannot jump alone and they must be docked for 
    I don't actually know what the track is called with the arabic sounding
    horn (or rather snake charmers horn sound) when there are major battles
    going on.
    But the other musical track with the voices is by Barber Adagio for strings
    vocal , which I remember hearing on Platoon (I think)where charlie sheen
    flies away with the rest of the platoon in their helicopters and the whole
    area is being overrun with viet cong.Where the sgt runs out being chased
    byhundreds of viet cong.Also the strings version was played in th 2001 last
    night of the proms to honour the dead replacing the traditional British
    anthems medoly.
    The Other track is by YES and if you have a legit copy (come on its only
    £5) there are details about it on the CD.
    but the Lyrics are :
    (taken from files on the CD)
    *Homeworld (The Ladder) 9:33 *
    Nothing can take us far enough
    Emotion... far enough together
    As the light shines so bright
    Bright enough to let us in
    Nothing can bridge our souls.
    Devotion... fast enough together
    As the power proves you right
    Right enough to let you begin
    So many displaced among the future dreamers
    Realised their doubles
    Took a new step
    A question of origin
    Only in the recent past
    Seeking for to realise
    Skyward shone
    Like beacons
    A question of origin
    Ten thousand millions free
    To the westward light
    The dreamers represent
    This arc of peace
    As the poets entranced
    The anchor redeemed
    Secrets of science
    The history of the future
    Was surely made
    Just what keeps us so alive
    Just what makes us realise
    Our home
    Is our world, our life
    Home is our world
    Nothing can take us far enough
    Emotion... far enough together
    As the light shines so bright
    Bright enough to let us in
    Nothing can bridge our souls
    Devotion... fast enough together
    As the power proves you right
    Right enough to let you begin
    Speak so fast to the prophets
    Of the living
    Looking for the signs
    Spanning out the centuries
    Search for truth
    Ancient ones... they watch
    And listen
    Carry our wishes...
    Took upon themselves to guide us
    Through the endless skies
    Just what keeps us so alive
    Just what makes us realise
    Our home
    Is our world, our life
    Our hope is our world, our life
    I have seen the passion
    That's in the hope that everyone
    Will find their way into
    The secret of
    The home of your heart
    Living within the vision
    Within the power, beyond belief
    We see that hate destroys the soul
    Of anyone who tries to teach it
    I have seen the dream
    That's in your heart
    That's in your eyes
    To bring you closer to the one
    It. s what keeps us so alive
    It's what makes us realise
    Our home is our world, our life
    Just what keeps us so alive
    Just what makes us realise
    Our home
    Is our world, our life
    Home is our world, our life
    Send, ascending to the secrets
    All is pure and clear to resolve
    Nothing can change us now
    Send, ascending to the future
    Nothing can ever change us now
    We follow the sun
    We follow the sun
    We follow the sun
    Truth is a simple place
    Here for us all to see
    Reach as it comes to you
    As it comes to me
    As I will always need you inside my heart
    Peace is a word we teach
    A place for us all to reach
    Sing as it sings to you
    As it sings to me
    As I will always need you inside my heart
    Jon Anderson: Lead Vocals
    Steve Howe: Lead and Acoustic Guitars, Steel, Mandolin and Vocals
    Billy Sherwood: Guitars and Vocals
    Chris Squire: Bass Guitars and Vocals
    Alan White: Drums, Percussion and Vocals
    Igor Khoroshev: Keyboards and Vocals
    All songs written by Jon Anderson, Steve Howe, Billy Sherwood,
    Chris Squire, Alan White and Igor Khoroshev
    Lyrics by Jon Anderson
    Published by Opio Publishing BMI/Carlin Music PRS/Boundmere LTD/Backyard 
    Levitation Inc.
    Inc. BMI/IK Publishing, ASCAP
    Produced by Bruce Fairbairn
    Engineered and mixed by Mike Plotnikoff
    Second Engineer: Paul Silveira
    Recorded and mixed at Armoury Studios, Vancouver Canada,
    February-May 1999
    Mastered by George Marino at Sterling Sound Studios, NY June 1999
    you can find more of their work here : http://yesworld.com/
    9-Fleet engagements
    Common fleet engagements and how to deal with them.These work against
    CPU players mostly sometimes against human players but they can adapt
    and break your tactics better than the CPU does canceling orders
    and retargeting a needed.We assume in the Vs statement that the first
    vessels belong to you
    Fighters Vs Fighters
    Method #1
    Set your fighter wing to X formation and evasive , micro manage them
    to target one of the ships at the edge of the enemy formation and you
    repeat over and over going after the extreme fighter at the edge , and
    you should only lose a few fighters.Against a larger number  of losses
    if you just band box select targets set on evasive .As this has the
    effect of a aggressive order (attack all on one) but with evasive
    movement , Also complies with deadships don't fight back for example:
    you have 10 scouts against 10 enemy scouts each scout takes 10 hits
    call them A and B A is your wing B is his wing, A fires at B killing
    one scout everyship in A is hit once.On the second pass A has 10 fighters
    with superficial damage , B has 9 perfect fighters , group A receives
    another 10% damage for nine of its fighters group B loses another
    fighter repeat and eventually you lose 1-2 fighters dependant on your
    Also use Aggressive on the attack run when wings have passed change to 
    to turn faster then turn back to aggressive you will win easily.
    Method #2
    If you have faster fighters than the enemy try the sphere battle ball
    formation leading guarding a single ship on evasive keep the ship
    guarded moving and you should take them out with ease , mind heavies
    though and defenders.
    Fighters Vs defenders
    Hard this one but you need to focus firepower and retreat when your
    wing is showing signs of damage about yellow and rotate with another
    wing to keep the pressure up . Also don't bother with evasive defender
    bullets travel so fast they can't be evaded.You may also try scout kamikaze
    on them , rouse a scout wing to keep them busy with another interceptor
    wing to knock them out while they are occupied
    Fighters Vs corvettes
    Corvettes are easy meat alone or in small 2-3 groups but in bigger groups
    it gets insane how fast they can tear down your fighters (I have seen a
    120+ scout wing disappear from a 25 heavy corvette wing from an expert
    player) Strictly speaking you meed to soften up the wall with probe golf
    or fly a small bait wing.The bait wing should be at least 6500 metres
    away from the corvette wall the intent being to turn the wall .Then you
    send in your fighters to take them out while they turn as their fighter
    screen is less effective to the sides top and bottom worst from the rear.
    Bombers are also good focused on single corvettes while they are distracted
    by scouts.
    Fighters Vs Capital ships
    Send in scout wings first to keep them busy then send in bombers or more
    interceptors and try to attack from behind.Rotate fighters if there are
    more than a couple of capital shipstry to keep bombers at the rear firing 
    the capitalship engines for fast kills.
    Fighters Vs fighter escorted capital ships
    This is hard to crack ideally you'd have capital ships to knock them out
    but it happens in skirmishes against the CPU frequently .Send in evasive
    scouts to knock out fighters as if they were alone ignoring the capital
    ship strip the screen away and rotate wings when they run low on fuel
    or take major damage.Then kill the capital ship or capture it whatever.
    Fighters Vs Corvette escorted capital ships
    This is difficult very very difficult  you want to try to lure the
    corvettes away and pick them off one by one.But if they won't leave
    kamikazi a few scouts to break them up follow up with scout wings attacking
    one at a time and you might get through.Then take out the capital ship
    Fighters Vs massed capital ships
    Distract the capital ships with scouts who run away after 2 passes , then
    send in bombers with another scout wing infront try to attack from behind
    and rotate at least 2 ideally 3 wings to keep up the pressure.
    Fighters Vs Corvette/mixed fighters and massed capital ships
    This is a tough nut to crack bet you wished you spent your Rus better eh?
    go for the fighters first ignoring everything else as if it was just 
    Vs fighters then corvettes and try to clean up more often than not unless
    your wings are huge you will lose.
    Fighters vs missile destroyers
    You may think impossible! or no way the MD will get you right away , lets
    challenge this assumption scouts move at 1000m/s normal 1500m/s on 'burners
    move a 2-3 scout squad to attack one pass at a MD.Then set evasive and move
    these in a large circle around the MD ,trying to keep to its rear as it
    turns .As this goes on send in a bomber squad to mop up.The MD is powerful
    but it quickly loses its talons, 32 missiles come out fast , faster than
    the production rate which isthe weakness , scouts will waste their missiles
    and after about 10 seconds the MD fires a wussy 2 missiles every 2 seconds.
    Corvettes Vs fighters
    Stick them in a major wall 12+ with a support frigate or a repair corvette
    behind it .Stay in close view so you can select a single corvette or even
    two to use burst attacks on them if you are using heavies.
    Adv tactics - arrange them into groups of 4-7 (of equal group size) and
    position them in a large X shape ie:
    X       X
    X       X
    Put something tempting in the middle at O or even the MS keep each group
    3500-4500 metres away from each other .This creates a anti fighter screen
    much bigger and semi mutally supporting , the closer you move the groups
    the more mutual support they give each other (heavies have a 6000 metre
    range 7500 when chasing).Any fighter closes in on O they get cut to pieces
    anything flying between any two X points is also cut to pieces.Though if
    your groups are smallish each group alone is somewhat vulnerable, but that
    is why burst targetting exists.If a group is overwhelmed use burst with
    an entire group as the fighters get close.If you cloak each X group with
    shared cloakers then this becomes an incredible trap if they send along
    proxie detectors blow them away first.To save cloak power keep an eye on
    sensors to look for any incoming groups.
    Corvettes Vs corvettes
    Mass your firepower go after one at a time in this order , light corvettes
    multigun corvettes and heavy corvettes , mine layers last.You ought to win
    out (in 25 vs 50 concentrated fire power and burst targeting will defeat the
    enemy with only 5-10 losses)
    Corvettes Vs capital ships
    If you have to do it else don't fighters are much better for this task.Use
    multigun corvettes if you have them the extra speed helps them alot , you
    can also push frigates about with burst targeting .Keep them mostly to
    the rear where the weapons can't reach and it does extra damage.
    Corvettes Vs mixed escort of capital ships
    Keep as many support frigates on tap guarding the corvettes and wipe out
    the screen first burst targetting will really mess up the defence screen
    then turn on the capital ship.
    Capital ships Vs fighters
    Tough you should have escorted you capital ships with some anti fighter
    defences , but if you ever get into this rut. Sit tight and get some 
    on the way to help.If there are no fighters keep shooting they may run out
    of fuel accidentally crash with your ship.But keep fighting till your ship
    is nearly dead then scuttle, you'll take most of the fighters out with you.
    Capital ships Vs corvettes
    Easy go for any support craft then go after them one by one light corvettes
    first the multiguns thenh heavies.
    Capital ships Vs capital ships
    Great battles are made of these, support your ships much as possible firstly
    then let them choose somebody to shoot at say keep a frigate infront of your
    fleet, they'll shoot at that.Now support that ship while you run the rest of
    your ships beneath them to hit their ships from the sides top or bottom or
    best from behind.If the ships are equal class one on one then its who shoots
    first or who is most healthy I've seen a few both assault frigate dead 
    before though it is rare.Also if you ships are dying do not retreat ever 
    support is very near by as you expose your rear to the enemy and get fried
    even faster than being hit from the front.
    Probes Vs scouts
    Not strictly a fleet engagement but a minor debate on if you ought to use
    probes or scouts.
    Fast 4000m/s
    Single use
    Probe golf
    Fast 1500m/s with Z
    can be retreieved
    Can also scuttle
    Can fight if needs be
    You decide.....
    Salvage corvettes VS strike craft
    This is quite hard fighters are fast and slipery they will fight back
    as salvage corvettes get close , you can either:
    1 Grav well them
    2 Run them out of fuel
    3 trap them
    4 Kami fake
    1 and 2 are self explainitory
    3 Is a little more difficult you just surround them in a super tight sphere
    using evasive until they can't move you can also use capital ships to
    fill in some of the gaps
    4kami fake this needs high speed hands set K to kamikazi you salvage 
    into a fighter / corvette 0.5 second before impact cancel orders and set
    capture orders you might get lucky and capture the victim ship .But more
    likely your salvager will just bounce off the hull of the victim ship.
    Salvagers VS powerful capitalships
    4 methods all of which can be mixed
    1 swarms
    2 support salvagers as they go in
    3 distraction
    4 cloak capture
    1 it the ship needs 5 send in 8-9 some will die some will make it, if they
    latch on to the hull they are quite safe , though you must manually move
    extra salvage corvettes as only the required number in a group will grab
    the ship.
    2 Send in 1 more salvage corvette than needed supported by at least a repair
    corvette , this does have disadvantages though as sometimes capitalships 
    on the support craft rather than the salvagers .Also for mutually supporting
    ships need more support craft
    3 Send in scouts first on evasive keep em busy while you sneak in salvagers
    this won't work for cruisers and quite a few ships as the CPU has salvage
    corvettes set to #1 priority.
    4 Cloak salvage corvettes and move them slowly close to the enemy hull then
    have all of them latch on at the last moment as it passes
    Strike craft VS gravity well
    Use heavy corvettes they have a gun range further than any other strike 
    and just outside the 5.5km area of effect.If they are not avalible send in
    a capital ship if they are not avalible use salvage corvettes on them as
    they are not affected.Nor are probes for probe golf.
    killing drone frigates
    If you use fighters or corvettes force attack the frigate itself with 
    if you have corvettes target all the drone first (good with burst) and then
    go for the frigate.You can kill the drones faster than they are replaced 
    are good for distracting the guns. Capital ships should have no problems 
    force attack the frigate itself and it ough to be gone rather quickly just 
    an eye out for its health as it isn't powerful but constant hammering can 
    after a while.
    Salvaging Kadeshi
    This is difficult in waiting it can take a long time but if you are that 
    take out fuel pods everywhere (the world ship doesn't matter) and then send 
    salvage corvettes ,Kadeshi will put up a token volley and then evade your 
    now you justhave to wait till they runb out of fuel.
    9B advanced Fleet engagements
    A few loose ends for fleet engagements , as in which way to attack ,sure 
    can move like a jacked up street samurai (shadow run) but fighters are still
    vulnerable when attacking from certain directions (go try a frontal assault
    using bombers on a destroyer you'll lose quite a few from its ion cannon 
    and guns).You may want to note this refers to first pass only for fighters
    and possibly frigates and it also considers turrets are in their standard
    position when they jump into a system or when they are built.
    Attacking support frigates
    Top 0 turrets
    Bottom  1 turret
    Sides  1 turret
    front 1 turret
    This isn't really needed since they pack so little firepower you can sit
    a scout next to one and not be harmed (much) best to adopt best
    practices for the bigger ships and this is good practice.
    Top 2 turrets
    Bottom  0 turret
    Sides  1 turret
    front 2 turret
    Same again but on the front and top it has more coverage.
    Attacking assault frigates
    You ought to attack from behind if possible however if not the kushan
    assault frigate you ought to attack from this order:
    Top x1 turret
    bottom x3 turret
    sides x 2.5*
    Front x 4 turrets + plasma bombs
    This is because although it has 4 turrets only the top turret can fire
    upwards and the side turrets are on the sloping sides and it leaves a
    huge gap in its coverage in a V shape.
    *depends on if you attack at a high elevation or depression in relation
    to the sides
    Taiidan Assault frigate
    Top x2
    Bottom x2
    Sides x2
    Front x4 + plasma bombs
    This frigate it all the more equal you nearly always face two turrets
    from all directions except for the rear.
    Ion cannon frigate
    Attack from anyside but the front as the ion cannon can rake your strike
    craft easily
    Top x2 turrets
    Bottom x 0 turrets
    sides x 2 turrets
    Front x 2 turrets + 2 ion cannon
    This is easy both taiidan and kushan destroyers have a huge coverage hole
    under neath and need to turn to fire at this direction , the ion cannon
    make the front a extremely dangerous place to attack from.
    Top x5 turrets
    Sides x 4 turrets (+possible 4 ion cannon)
    bottom x3 turrets
    front 4 ion cannon 6 turrets
    Obviously you want to attack fromthe sides or the rear of course as you are
    less exposed to fire , the ion cannons have be discounted from a side attack
    or reduced to a possible since the ion cannons take a very long time to 
    Top x 4 turrets
    Sides x3 turrets (+possible 4 ion cannons)
    Bottom x4 turrets
    Front x4 ion cannon + 6 turrets
    Obviously you want to attack from behind or from the sides if possible as
    the least firepower can be bought to bear upon you.
    Drone frigates
    50% all directions
    if you get close it goes to 100%
    Avoiding scuttle damage as a fighter jock.
    Guestimate before the enemy ship explodes most if not all players will wait
    till the last second before scuttle , so make the capitalship burst into
    flames then a few more runs then leave them alone (retreat) and kami some
    scouts to finish it off or return some bombers after he thinks their capital
    ship is safe.
    This game is pretty old but I've seen a few online games the key is to spend
    Rus effectively and if you need to research decide a path corvette paths are
    good so are grav well methods.You need to adapt as humans are unlike CPU 
    they change colours easily , if you know your opponent play a counter to him
    a fighter dependant person is slaughtered by corvette walls and is weakened
    badly when his forward support frigates die.A person who hyperspaces major
    fleets into your MS zone use gravity well to trap and steal his fleet a 
    who uses lots of probes or you suspect of using cloaked fighters to spy on 
    cloak gravity wells to stop any attacks and even move out your MS around 
    The Achilles heel of all players is the resourcer no Rus no ships , and in 
    that involve research the research ship also.Above all have fun and if you 
    expert give some slack to the newbies.
    Notes - drone frigates , mines and Missile destroyers can really affect game
    speeds and conection reliability
    The most fun games are games with infrequent resource injections medium 
    resources crates off bounties on small and research on.
    Opening moves (if research is on)
    Set resourcers to harvest then decide what path you want to take
    capital ships or fighters research the path you want and build another
    research ship or two.Build several groups of 5 scouts and have them
    patrol 30Km away from your MS at the front and sides to intercept
    any scouts orprobes to keep the enemy from seeing what you are up to.
    keep a few scouts to find out where his resourcers are and harrass them
    constantly with scouts.You may want to escort a few of your collectors
    though scouts do a pretty bad job for it.
    The rest is up to you though I suggest:
    Even being a fighter jock that you research and invest in a few capital
    ships as gravity wells can really spoil your day.
    As capital ship master use plenty of corvettes to keep fighters at bay
    Go after enemy resourcers and controllers when ever you can no Rus = no
    ships (for a while)
    In a research game go get his research ships they are somewhat expensive
    slow to build and if they go boom they lose ability to get even if you
    have superior technologies
    Hide your own research ships somewhere safe.
    thats it I leave you with that as it would not be fun if I told you how to 
    crush your enemies each time experiment but above all have fun , and play in
    moderation heh there was humor about this on the HW boards and I will
    email it to anybody who asks as it doesn't make much interesting reading
    on its own and really you had to be there.
    Ships can be attacked AS the come out of hyperspace , though obviously
    its better to trap them in grav wells and salvage them.
    11-Evil tactics
    These tactics are evil hence the section named evil tactics
    #1 imagine you are in fighters Vs fighters situation after the first pass
    press K then select a fighter then before your fighters crash cancel the
    order and retarget for another pass , you'll smoke most of this fighters
    before he realises what is going on as your fighters will 180 degree pitch
    instantly and fire at his fighters all the way.Careful as smart players
    will order his wing to stop and you'll both loose everything.If he has
    bigger fighters than yours you will lose if he counters.It is somewhat
    effective with bombers as well right after a pass.
    #2 Missile destroyer supporting bombers , the MD makes a nice big target
    which people will target first now have a bomber wing someplace behind
    and use the bombers on capitalships you come across as they will nearly 
    be shooting at the MD .If they use fighters to retaliate they'll be cut to
    pieces by the MD missiles.
    #3 Mine walls , you need 4 mine layer corvettes 2 scout wings of at least 10
    and at least one support frigate , imagine he sends a large capital ship 
    at you , keep them busy with a wing of scouts while force laying mines a 
    distance away from the MS or their objective now rotate your scout wings on
    the support frigate.And they will get caught in an awesome mine cross fire
    #4 Mines using 2-3 attack bombers go right through a mine wall the lack
    of speed of the bomber means the mines follow quite close by , when you see
    a juicy capital ship of the enemy attack it, the bombers will fly right at
    the capital ship mines in tow.It will pass once and veer off at the last 
    but the mines won't veer off quickly bye bye capital ship.
    #5 Sacrifice deception , send a cloaked fleet under the enemy to his MS
    with a large scout wing from above circling harassing the ships above.Then 
    from below his ships will have turned up to attack the scouts exposing their
    flanks to major damage.
    #6 Bridge of sighs , assemble alarge fleet od ion cannon say 10-25 sphere 
    around your MS then when you have the Rus hyperspace them to the enemy MS 
    will point outwards jumping out butpoint inwards jumping in which = quick 
    for enemy MS beware grav wells however!
    #7 Using 4 cloakers assemble a fleet put it in wall then manually move the 
    tighter and tighter assemble 4 cloakers in sphere put a weak ship in the 
    where there is a gap in the field .Move turn on the cloak , move this fleet 
    the enemy fleet who'll think its just a single ship decloak and show him he
    thought wrong.
    #8 Support your MS heavily and use it as a plough right through his 
    capital ship fleet
    #8.1 It is actually possible to ram one mother ship into another at massive
    damage cost to both ships ,(usually the one with less health dies but
    it is easily possible to die being the rammer rather than the rammie )
    I have no real idea of how to do it properly and can only do it rather
    inconsistantly, you sort of move mother ships together and have them
    pass extremely close and suddenly repeatedly order a closer pass.They
    will clip each other and somebody will die in this situation , though you
    cannot ram exactly (middle of MS vs middle of MS) you can only clip
    the edges of motherships as they are programmed to avoid each other
    at all costs!.I have seen this on multiplay quite alot although I can't do 
    others I have seen do it consistantly and its lethal although rather cheaty
    .Also the taiidan mothership is considered a better battering ram than
    the Kushan MS as it turns away later and you get more of the taiidan
    ship impacting with the enemy MS.
    #9 Play lots of probe golf - to hit something like fighters is hard , 
    are easy set a trajectory to run through the enemy mothership at more than
    a few screens distance so the probe can accerate to 4000m/s .If you set the
    course directly on the enemy MS it will decelerate as it reaches its 
    but as it passes scuttle her and boom you got her , not much damage but
    psycholgically harmful.
    #9.1 Probe golf on fighters requires some finess if you see a group you 
    of being a fighter group set a probe to travel through where you think they 
    will be
    so that they will pass each other and scuttle just before they pass you'll 
    get scouts
    and even kill scouts if they are close enough.
    #10 Cloak your corvette walls (these are nigh impossible to remove if they
    are moved around) 100% nullifying fighters (except for cloaked fighters)
    #11 Mix expensive fighters with cheap scouts to reduce probe golf and 
    attack damage (counter by keeping them docked danger as it keeps your fleet
    slow as they need time to launch)
    #12 Guestimate his resourcers , latch up 10 bombers and 4 heavies to a 
    frigate hyperspace in take out the resourcer and hyper space back. You can 
    his grav walls hypering in things like resourcers.
    #13 Use Ion cannon on his dust clouds it causes them to kill fighters who 
    near them and damages resource collectors
    #14 Keep a small squad of salvage corvettes cloaked teamed up with a gravity
    well use the grav well to nullfy the fighters and the salvagers to capture 
    capital ships.
    #15 If you see a power attack coming at you ie well escorted fleet of 
    ships and corvettes , go attack their MS to send them running home and the 
    time attacking their ion cannon frigates in the fleet since these have the 
    armour and go boom quickly
    #16 Sensors array can only allow you to see ship positions so be nasty fake 
    fleets gather 9 scouts and put them in wall and manually spread them out 
    and on sensors if you move themslowly they look like capital ships , which 
    good to tie up their fleet assets.This is even better with defenders since 
    move like destroyer speeds and have big gas tanks.They may not believe it 
    its psychological warfare much like rommel Vs montgomery , rommel knew an 
    was coming but not where from monty faked tank formations and maybe rommel 
    him maybe not but it made him doubt it and have to split his forces to 
    from each possible side (same in space above and beyond operation round 
    and in the italian campaign in the film the man who never was).Pragmantic 
    will send scouts which can quickly be shot down , but will still somewhat 
    his resources in building them and tying them up for other duties.
    #17 Better subtefuges - cloak a strike fleet capable of major damage dealing
    add a few scouts , use other scouts in open formations moved slowly to 
    sensor capital ship readings.Move at least 3 scout groups to the enemy MS
    pragmatic players will send scouts in your strike fleet move your scouts out
    of the cloak field and engage their scouts.This can make it appear as if it 
    a completely fake fleet movement.You can move in your strike fleet with the
    opponent unaware and possibly unprepared
    #18 As in SP you can hide frigates < in resource clouds if they have no 
    #19 raming set a course through and enemy ship (make sure yours is bigger) 
    to aggressive then cancel their orders as they move to engage (the std for
    aggressive orders) boom dead enemy ship.Best for this is carriers , and 
    #20 hyperspace trap cloak your entire fleetleaving just your MS visible (if 
    you could cloak it) put scouts in a open formation somewhere on your map 
    is a subtefuge to lure them in either via hyperspace or normal drives.If 
    hyper in you decloak and opn fire they have three choices hyper out fight or
    be destroyed (as ships run they expose their rear to 160% damage so they 
    really run away via normal drives) if you have a bigger fleet they will lose
    the fight (or if you use better tactics) if they hyperspace out they lose
    Rus in hyperspace usage and or you can use a gravity well to trap and steal
    them which is a double loss (hyperspace costs and ship costs).
    #21 Cloaked fighters are worthless in combat but if he has a sensors array
    build a few of them and put them into open wall formations to emulate 
    shipsmove these around the opposing MS quite a distance from it however.And
    group them so you press 1 then decloak then move a little then cloak group
    2 decloak move a little then cloak etc.I had this done to me once and it
    really confused me where the enemy strike fleet was coming from.
    #22 Build a carrier dock as many fighters as you can , build an assault 
    an ion cannon frigate and anything else , pause justbefore completion and 
    when you arrive at the enemy MS it looks like a cheat but isn't frigates
    coming out of the carrier.Launch fighters instantly as well a deadly strike
    force , if you include a support frigate you have an instant strike team.
    #23 Build a carrier
    Send it directly towards the enemy MS building as many ion cannon frigates
    or assault frigates you can in it , they won't be able to come out due to
    the speed of the carrier.When the carrier arrives all the ion cannons will
    come out and the victim wil think youare a cheat.But it is a perfectly legal
    tactic and looks quite innocent since on sensors you see a carrier but it
    is so much more....
    #24 You can also do exactly as above but you pause production right before
    a certain ship is complete.Then hyperspace , this is best with the taiidan
    mothership or carriers as the kushan MS needs to open to door close the
    door open the door.You can only build a single of each capital ship type
    though , but a heavy cruiser coming out of a MS or a destroyer or 3 frigates
    may spoil my day.
    #25 With enough ion cannon frigates you can stop a frontal fighter assault
    as the ion cannon beams form a cone which fighters HAVE to fly through
    in formation you can use this to your advantage.
    #26 Hyperspace times are somewhat long entry transit and exit but they
    are consistant transit times , hyperspace your fleet away to only a short
    distance away from your current position . Hyperspace away something
    else small far away or even at the enemy MS so the enemy goes chasing
    #27 Hyperspace small objects behind the enemy MS they can't see what
    it is without line of sight (or its massive like an MS , carrier or Cruiser)
    you can have them run to intercept something small as all purple hyper
    space blobs( inwards or outbound) are the same size on the sensors
    #28 Even better hypersomething harmless to the rear of an enemy MS
    let it die , then hyper in the rest of your fleet which may trick your 
    into thinking its just a skirmish fleet.
    #29 Same thing but hypersomething small behind the enemy MS so he
    calls off his attack to defend his MS.
    12A-loose ends
    For multiplay you can change your name by editing the homeworld.cfg
    file line 28 where it ougt to say unnamedplayer
    formated ships and grouped shis move at the speed of the slowest ship in
    the group
    Cancel formations by putting them into formation then pressing cancel and
    then movesetting to neutral
    These are loose ends I couldn't really fit any place else or didn't seem to
    fit anywhere else
    At Tenhauser gate the cut scene the bentusi show you the ships that veer off
    eventually become the Kadeshi.
    From the final mission fleet command is uneeded
    If you have more than 5 carriers to launch ships or build from them select
    them in normal view then press L for the launch menu or B for the build menu
    Pilot view
    1. Go to Start->Programs->Sierra->Homeworld or wherever your Homeworld 
    shortcut is
    and right-click on the Homeworld shortcut.   In the Target field, add a 
    after homeworld.exe  and type in /pilotview. You have just added a 
    parameter to HW,
    	C:\Sierra\Homeworld\homeworld.exe /pilotview
    You can use other switches as well , press W to activate in game when you 
    focused on one single ship , its not perfect but works , you can also pilot
    view enemy ships as well while they are being fried.
    Screen shot with scroll lock images are saved in the HW DIR
    Mines can also be targeted by MDs you need to force attack them however
    Scuttle causes the blast radii to increase from the ship 5 times its size
    damaging everything heavily in this radii , being blown up does negligible
    damage to ships around that deadship.
    Hyperram (hyperspace into enemy MS) does 400% damage to self and only 40%
    of ship hit points this was to prevent people hypering MS into your MS
    to force a draw.
    Your smaller ships can easily by hyper rammed when fleets jump in keep
    your salvagers a sensible distance away or you will lose them.
    When you have zero Rus in multiplay with no resourcers and few ships
    your Ru count will increase slowly up to a maximum of 500 Ru.I suppose
    this is to give you some sortof chance but 500Ru doesn't buy much and
    the fleet you can buy with it (14 scouts or 9 interceptors , one
    assault frigate , one support frigate or 5 bombers)
    maximum Rus is 65000 you won't ever mine that many in a SP game (well
    maybe if you had max resourcers and consumed everything in diamond shoals
    which is unlikely as its wide and each rock needs to be shot at to let
    them be harvested) You can get this number of Rus via ship retirement
    lets say 300 Rus for a frigate of any kind you can capture well over 250
    of them in game which gives over 75000 Ru which you can't have and
    most likely can't spend due to built fleet restrictions.
    Armour multipliers for capitalships
    Sometime in mission 5 fleet intel tells you about capital ship armour
    being thinner on top bottom and sides.What he doesn't tell you is how
    much by and about the rear into the engines here are multipliers I
    recall from somewhere or other:
    front   90%  damage from all weapons*
    Side    130% damage from all weapons*
    Bottom  130% damage from all weapons*
    Top     130% damage from all weapons*
    Rear    160% damage from all weapons*
    *not 100% of its armour as that would be some what silly a scout kills a
    cruiser in a single pass would not happen (unless those HW2 idea labs
    boys introduce vulnerable bridge areas on capital ships which nobody seemed
    to think that 100000-1 things like these could happen if it was to be
    introduced)but say if a weapon does 10 damage a hit from the front
    reduces its damage to 9 the sides would increase damage done by that shot
    to 13 damage points a rear aspect shot would do 16 damage points etc.
    Also the MS is not affected by these values it takes the same from above
    or below front or rear.
    So as you can see the rear is more effective to attack getting to it
    though isn't that easy as ships don't just sit there they will turn
    and bank to engage you.
    The turanic raiders seem to make a similar sound to the sound of imperial
    probes in star wars the empire strikes back.
    Homeworld ships are capital ships ie self sustaining mini cities attached
    to fighting ships and therefore fully autominous and needing no outside
    support.HWC ships are not true capital ships as they need support points
    for each ship which is rather strange alright fighter pilots need fuel
    and food but capital ships ough to have it onboard.
    The ship at the end (council) was actually supposed to be a ship that 
    you all the way from Kharak to Hiigara (ie jumping in damaging you heavily 
    jumping out again) .The originaldesignwas supposed to resemble a star shape
    with 6 arms slightly twisted and swirling , though this idea was rejected
    due to clipping of the arms and ships trying to go through them.
    Kadeshi have blue ion cannon beams
    Turanics have blue beams
    Kushan are different and have red
    Bentusi are also different and have white
    To break groups select a single ship and assign it the group number of the
    group you want to cancel.Then reselect the ships you wanted and reassign
    that group back to the new number , this avoids ships being in two groups
    which can be useful sometimes especially for mixing in fighters and pulling
    pinchers on various ships.
    To prevent missile destroyers attacking asteroids which contain RUs set them
    to evasive or cancel their orders then set to evasive.
    Super scouts / dancing scouts were scouts that were obsessively micro
    managed so that you altered orders retargetted and repeat rapidly so
    scouts would dance on their tails firing constantly and not completing
    any attack runs.They were impossible to defeat even with corvette walls
    with anything except perhaps probe golf scuttles and space plow capital
    ships.if you want to try it on V1 of the game do this:
    target an enemy ship , then press F2 then press Z then press F2 then
    retarget  press  F2 then Z repeat until fuel runs out cheaty but legal
    tactic until v1.05 came about.Still heavies could still eat them alive
    especially when you used masses of burst you could also easily kami
    them or probe golf them or just use a cruiser to go right through them
    and players who did this often tied themselves up so production research
    and possitions were poorer even though their scout losses were near
    zero..So it never really bothered me all that much.
    being trapped in hyperspace isn't what it sounds like when a gravity well
    friendly or otherwise is active when a ship jumps out or jumps in to its 
    of effect the hyperspace gate stays open and the ship gets trapped and
    100% vulnerable (it cannot move it cannot shoot it can't even scuttle)
    in single player divide your corvettes between carriers the MS equally
    as it allows you to launch them all quickly as the MS and carriers are
    limited to 2 fighters and 2 corvettes at a time.
    To force ships to dock at one support ship select the ships and double
    click , support frigates will only accept queues of 20 ships if you press
    D and your fighters and corvettes will move elsewhere for fuel breaking
    your formations and wings apart!
    Repair corvettes are painful to dock with the mouse sometimes they do
    with double clicks on MS or carriers , but often they do not as they think
    of it as a support order.Just move support frigates some distance away
    and press D instead.
    Sometimes capital ship engines are active for no reason at all (like in
    military parade formation or right after a hyperspace jump) you can cancel
    this effect by pressing cancel orders.
    kami your own ships is done in this manner:
    press K
    hold crtl+alt then click on your own ship
    Though sometimes your pilots may ask for confirmation which you need
    to redo the entire sequence
    Even though the game is played out with mobiles you can actually trap
    enemy ships against the corners of the map esp in multiplay.
    You can also target ships outside the map just band box them repeatedly
    when fighters try to turn back.You can't target ships miles outside the map
    though however , there is an example of the two sensors arrays at hiigara
    they are supposed to be invulnerable by virtue of being off the map but
    bombers will go after them if you repeatedly order them to do so.
    Kushan are the exiles even though there are taiidan ships at the start of
    the manual (the taiidan scout) as found out in HWC , though then again
    it could go in vicous circles.Kushan win then they force the taiidan into
    exile then they come back and force the Kushan into exile etc. It was a
    idea to make the first war in which the Kushan were exiled to karak in
    HW2 but I do not know how far this went.Though seeing what is in karos
    from past wars there ought to be some insane hardware (imagine what the
    ship in the background would be like to have pieces that large).
    13-Known MODS
    There are several mods that I know of:
    Turanic mod
    Which allows you to play as the turanics in multiplay (they replace the
    taiidan on the fleet selection menu)
    Turanic carrier mod
    This mod allows you to capture the turanic raiders lord attack carrier
    however you cannot build and if you dock strike craft with them the
    game crashes
    Kadeshi world mod
    This mod also replaces the Taiidan fleet selection on the multiplay menu
    but it allows you to play as the Kadeshi fleet using swarmers.
    The cruisers you see at Karos are kadeshi cruisers
    x4 rapid fire plasma bomb launchers
    x4 super ion cannons
    x2 of these red (not red ion cannon) beams that are lethal
    anti fighter defence cannons
    100% coverage
    And more
    , the carriers are also kadeshi carriers and the fuel pods have enhanced 
    ability , and multibeam frigates are also avalible to construct .Limited 
    types (they are on the build menu but you can't build them) but each ship
    is much more powerful , fuel limitations aside.You can also use the 
    to harvest ships which does very little damage but if you keep it up long 
    they vanish.
    If you want any of these mods email me and I'll go dig out the CDRs which 
    are copied onto.Or look for them on the web I answer my email infrequently
    these days.
    13-contact details
    I can be contacted on fallonken@hotmail.com most of the time .
    Myself obviously and my memory and many days in university contributing to
    the forums at relic.
    Sunny Delight - a good friend who let me testmost of these nasty tactics
    on him and for proof reading the guide
    IA - for Being such a good target drone on this and other games
    Other Forum members who invented far nastier tricks than in this guide
    Other forum members who fried my butt so many times
    All forum members you know who you are
    Relic for HW
    negative thanks for HWC as support units were crap and made for tiny
    fleets and tiny fleet enagements theres nothing quite like seeing 100's
    of frigates battle it out
    BPcannel for providing the missile corvette count.
    15-sites with permission to publish this document
    16 Final thoughts
    Thats it until homeworld 2 which may come somewhat soon in relation to the
    authoring of this guide .HWC guide may come soon....
    This document belongs to fallonken@hotmail.com any reproduction on the web
    in games magazines or in any cover mounted or otherwise CDROMs is strictly

    FAQ Display Options: Printable Version