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guia_misilero

Manual of the Solitary Missile

Missile Strategies

The missile strategy is the set of concepts and strategies devised either to use or avoid the use of this type of weapons or to obtain a hypothetical advantage in case of missile war and achieve political or military benefits through the use of interplanetary missiles.

In the face of the widespread idea, shared by the public and numerous specialists, that the only possible missile war is the total missile war and that this would mean the end of the bunkers, the major states of the main missile powers, theorize with different strategies , To win in a conflict of these characteristics or at least remain in an advantageous position without leading to a total conflict.

An Emperor has adapted missile strategies for his own purposes.

The Missile Deterrent

The Missile Deterrent Is a psychological and defensive phenomenon based on the existence of these weapons and that rests on the subjective appreciations of intentions. It is the axis on which the general strategy of the missiles revolves.

The strategy of the missile deterrent could be defined as that which seeks to renounce the missile war and make it impossible. It is based on the fact that a limited number of Silos can cause intolerable damage capable of deterring a potential aggressor. It tries to reach the political objective, not by military victory, but by indirect action, thanks to the missile paralysis of the adversary, that is to say, thanks to the dissuasion to which it is submitted to him.

I have been testing the missile deterrent in the Universe and it is really working now as no power has dared to use its missile arsenal against another, fearing a missile response that would cause really serious damage and that would not compensate the attack, especially if the missile attacker Has a larger bunker to lose than the wholesale. In short, if two bunkeros missile, loses the one with the largest bunker.

The foundations of the missile deterrent began to be developed for the first time in the AREA of the Eons of Ian Nottingham after a player of a very numerous alliance declared the war to them and given the great amount of enemy bunkers intermingled with the clan's miserable colonies EON. A limited number of Silos with their respective Nanos strategically located in all galaxies to deter potential attackers, and ready to be used as needed.

Containment Strategy

It is the first of the strategies adopted for the use of military weaponry. It is a concept on which the strategy of the EON alliance based on the war with the alliance referred to was based. Due to the growing expansion of enemy forces, it aimed to stop a possible aggression with conventional weapons, resorting to missile weapons as a means to neutralize this aggression.

This strategy remained operative while that enemy alliance had no missile arsenal in the region. Subsequently had to be modified to adapt it to scenarios with new missile powers. Deterrence began to be the only valid strategy.

High Nanos also serve against a conventional fleet attack. If you have enough resources on the planet attacked can quickly build the most appropriate defense depending on the type of attacking ships, in order to cause more casualties to the enemy.

Strategy of Maximum Deterrence (All or Nothing)

This is a concept linked to the strategy of massive reprisals. Try to dissuade the adversary, letting him know that before a minimal and limited, conventional or missile attack, you will be answered with a total missile response.

It is none other than the policy of massive retaliation that the EON Clan employs in the AREA. Before conventional attack with fleet or with missiles it is answered with total missile attack to all the surrounding colonies of the enemy. Later looting is optional because what is sought is to remove the relative security provided by the defenses. Leave it “naked”.

Credibility Misile

It is the basis on which the dissuasion lies. It is maintained by the conviction that, in case of aggression, the adversary will not hesitate to use his missile weaponry. Moreover, it is also based on the certainty that, politically, militarily and technically, its own strategic forces will in any case be able to reach the aggressor, even after a first attack. The three factors that characterize the missile credibility are: • Technical ability to reach the enemy (Impulse engine with sufficient range radius). • Existence of a wide range of missile weapons (availability of resources to manufacture interplanetary missiles). • Certainty or commitment that they will be used if necessary (do not hesitate to use them).

Counterforce strategy

Specific strategy within the strategy of deterrence, which seeks to have the necessary missile means called First Strike Forces or First Strike, to destroy or reduce to tolerable limits the enemy's ability to respond or retaliate, that is, the Forces de Second Attack Second Strike.

Before the imminence or suspected missile attack all the surrounding systems are probed within range of our Impulse Engine to locate latent interplanetary in enemy silos. If found they proceed to destroy them while they are in their silos attacking with our own missiles. Small groups are launched to avoid wasting our interplanetary (in case the attacker is connected and launch their interplanetary so we do not destroy them). Likewise, before we have saved resources in buildings and research to have an immediate availability of raw material to manufacture our missiles.

Counter Value Strategy

It has the purpose of destroying the defenses and missiles of the adversary and rests on the existence of the Second Attack Forces, which are the ones that carry out a response when it has suffered a first missile attack driven by the enemy. In reality, they are all the resources that can be concentrated and converted into interplanetary missiles after that attack and that are launched in retaliation.

In case we suffer a missile attack while we are disconnected (First Attack) we must be ready to retaliate with a retaliation (Second Attack) to as many enemy colonies as possible (to cause a negative income). Buildings and investigations are canceled and the resources of all the colonies are quickly transferred in cargoes to our Megamisilera to proceed to the retaliation. Meanwhile, the relevant simulations will be made. Before a First Attack we have active defense (if we are ON) and passive defense (if we are OFF).

Active Defense:

  * Nanos and Hangars as high as possible to replenish interceptors at the highest speed for the enemy to waste the largest number of interplanetary missiles.   * Nanos: Minimum level 5. Recommended level 6. Ideal level 7.   * Hangar: Minimum level 13. Recommended level 14. Ideal level 15.

Passive Defense:

  * Silo as high as possible, but it is not recommended to raise it to more than 10 unless you already have that level in all planets and finished mines. Minimum level 8. Recommended level 9. Ideal level 10. Never have interplanetary preloads in the silo. It should always be filled with interceptors, which will break (the amount depends on the mission) only at the moment of missile. When the missile is stopped, the missing interceptors are replaced.   * Shield as high as possible for the enemy to spend more interplanetary to do the same damage. Minimum Level 15. Recommended Level 16. Ideal Level 17. If we have a large bunker we can carry Shield to 18, if what we are interested in is misilear before would be better to equate Military to 17.

Triad concept

The Triad is a true philosophy that seeks to counteract the counterforce strategy and is based on a lethal triangle:

  * MI (Interplanetary Missile): Ideal for destroying defenses if the attacker is not connected (or has a low Nanos). They are almost impossible to destroy at the moment you are misleading.   * FC (Conventional Fleet): Its function is to steal resources that would later be invested in missiles against enemy defenses, as well as recycle attack fleets and transport resources.   * EDLM (Death Stars): Used for distracting attacks while on missile and, if they have enough, to erode enemy bunkers with maximum income, as well as destroy enemy moons.

What the triad achieves is the annulment of the offensive-defensive ability in a first enemy attack thanks to the diversification and the dispersion of this arsenal.

The MIs are very effective because of their high availability - they can be built and fired in a very short space of time - but at the same time they are relatively vulnerable if they are preloaded in the silos previously. That is why they should only be built at the moment of missile. MIs are the fundamental pillar of the Triad.

Long-range bombing with FC takes a long time to reach the target due to the distance they must travel (especially if we speak of superheavy fleet = bombers and destroyers). They are also vulnerable to Joint Defense.

EDLMs, while powerful and profitable to the maximum, are very slow and only effective in large numbers. For added safety they should attack under Phalanx coverage.

The function of the Triad is to respond as strongly as possible to a First Attack.

Reply Tactics

Before an imminent first missile attack that tries to eliminate our Force of Second Strike or Second Strike, there is a possible basic attitude of answer:

Interception Alert

Also called IOW or Interception-on-warning, it is a tactic designed to intercept the MI's enemies from a first attack. It involves replenishing the anti-ballistic missiles upon receiving the alert signal that appears on our overview screen.

To be able to do an IOW we must be connected to the moment they begin to miss us. If we see the missile on our main screen we wait patiently for the missiles to arrive and we are replacing interceptors in each wave, until the attacker runs out of resources or we without titanium and deuterium. If the attacker is ready he will spy on us from time to time to see how the missile is going. If you notice that we have replaced interceptors the missile will cease (unless we take a lot of advantage in Nanos). If this happens, we probe and fire a missile against the interplanetary that the attacker is building (to force him to shoot those that already have facts and cause him more losses). In case we notice that the enemy has defenses but few or no interceptor (nor resources to do them) we proceed to missile it to cause even more casualties.

Missile War Limited

The major states of the missile powers, also have strategies with which it is tried to avoid a missile escalation that finishes in a total missile war. Second-order missile powers, due to their limited arsenal (with limited silos and nanos), are often forced to use these strategies.

The concepts of limited missile warfare are not compatible with strategies such as maximum deterrence and other strategies devised at the beginning of the Missile Era.

Missile Era

Started in the Universe by the AGS alliance with reason to end the Tyranny, and continued later by the EON Clan. It is based on several missile strategies that we will enumerate below. Since the “tyrannical” strategy is based on creating gigantic bunkers where the fleet is housed without fleet, the objective of AGS and EON is to destroy these enemy bunkers and destroy their moons so that those fleets are easy prey of The Allied Flotillas (previous coordination with them). But we will detail this technique better.

Flexible Response Strategy

It responds to the concepts of the graduated response and intends to respond to each threat or aggression, with a response proportionate to the nature of the one, in the hope of mastering the process of climbing missile and lead the adversary to contain or negotiate. These types of strategies are valid for empires with limited silos and nanos. It is not an option for AGS or EON.

Tactical Missile War

So far we have talked about concepts created for the strategic use of the MI, which are all those that seek to destroy the adversary's warlike capacity primarily in their ability to defend and transport supplies. These strategic weapons often have long range and enormous destructive power.

There is a concept I call Tactical Attack (or theater), which consists of an attack of less power and scope than a Strategic Attack on a Large Scale. Before a hostile action of a planet within the territory of the Dominant Missile, only this planet is misled, and the hostile player is informed that to continue to spy or attack will sweep the rest of their planets. Because of its lower power, it lowers the critical threshold by increasing, in turn, the misleading credibility of dissuasion.

Missionary Missile

It is not who has the best silo and the best nanos, but who better knows how to use them. He has the power and the will to end the bunker he wants and do not hesitate to use his offensive ability against those who bother him. The bunkeros fear him and do not mess with him so he does not notice them (they do not even spy on him). Master the so-called Ground Zero.

Zero zone

Zero Zone = Zero Bunkers. It is the territory that controls the Dominant Missile. It is their domains, their Kingdom. It is delimited by the scope of the Propeller Motor of the named Missile (which over time can expand further). Any enemy bunker that has the misfortune to be within Ground Zero is in grave danger (especially if the missile has been fixed on it). The worst thing that can happen to a Defensive Perimeter is the arrival of a Dominant Missile. In that case, the perimeter is doomed to disappear. Even so, a Missile has its codes (or should have them).

Missile Codes

• Do not mislead anyone who has not spied or attacked you. Before an espionage missiles the nearest planet (not the bunker) as a warning to future spies. In the event of an attack, the bunker of the attacker is destroyed. If the enemy bunker is not within reach a colony is broken and a missile is planted next to it to proceed to its destruction. • Do not mislead non-hostile enemies (alliances that are at war), unless they have attacked people from the alliance of the missile, or pass information on logistics or resources to people fighting the alliance of the missile. • Do not mislead those who have not spoken badly of the missile or its allies, either by Circular Mail or in Public or Private Forums. • Do not misuse alliances that are at war with alliances that are at war with the missile. The enemy of my enemy is my friend.

Powers and sums zero

We have two essential, though not well defined, concepts of the MI's strategy: its tactical use - aimed at winning on a specific battlefield geographically delimited, that is, in the nearest galaxy where the enemy is- And its strategic use, designed to disarticulate the greatest enemy defenses and weaken its war effort (that is why it is attacked here in the galaxy where it has its bunker).

The massive use of MI's is a decisive factor at both tactical and strategic levels.

From the above, it follows that the mere possession of silos does not make an empire into mysterious power. A missile power is an Empire that: • Has the infrastructure and resources necessary to build IMs quickly and in sufficient quantity to preserve a significant portion of its strength even in the event of a successful first enemy surprise attack. • It has means of intelligence, command, control and communications with the ability to detect an enemy action and counterattack before it reaches its objectives.

It is called a missile superpower to an Empire that is capable of completing an attack or retaliatory missile against any number of simultaneous enemies, which are located within Ground Zero. The only realistic way to at least tie a missile conflict was to get the so-called zero sum. The zero sum means that, whatever the military actions undertaken by the enemy, they can be canceled, countered or equaled by the use of sufficient MI's. To ensure zero sum in any circumstance and against any number of enemies will require a huge number of missiles. The total zero sum or assured mutual destruction allowed the birth of Deterrence. Example:

A bunkero should not have a bunker. He does not want them to do what he does to others. If two close rival bunkeros go to war it is vital that both become militants. If they both know they can destroy each other, they are unlikely to attack. However, in case of missile will lose more that has the largest bunker (no matter the Top).

Insured Mutual Destruction

Mutual assured destruction, also known as “1 + 1 = 0” is the doctrine of a situation in which any use of missile weaponry by either side could result in the complete destruction of both (attacker and defender). In fact, when one realizes that the only possible result of a conflict is annihilation itself - even if our enemies are equally erased from the face of the Universe - the warmongering impulses are moderate to the point of disappearing in practice. In other words, it effectively dissuades any empire or alliance from initiating open hostilities against a power or superpower.

Foundation of Theory

The doctrine assumes that each side has sufficient infrastructure and resources to destroy its opponent and that either side, if attacked for any reason by the opposing side, would respond to the attack with the same or greater force. The expected result is that the battle escalates to the point where each side gains complete and assured destruction of the enemy. The doctrine is reinforced the greater the number of enemy colonies that we have within our reach.

Assuming that neither side would be irrational enough to risk its own destruction, neither side would dare to launch a first attack, under the fear that the other attack in response. The advantage of this doctrine is a stable but high tension peace.

Period of Terror in the AREA

It is a policy implemented by me at that end of the Universe and consists of the following:

If you spy on me, I'll miss you. But I reach you with my Motor of Impulse (or you no longer have defenses) misileo to the closest of your alliance (so that you feel guilty). If you attack me I plant a missile next to your bunker and I missiles to leave it flat. If you have bunker, I look for the biggest bunker in your alliance and destroy it (also so that you feel guilty).

It's that simple. Each time an enemy sends us probes we send missiles in exchange (to that enemy or to any of his alliance).

Types of Missileras

Classic missilera

The most common. It can be located even in the marginal positions 1-2-3, that almost always there will be some free and is highly recommended since if the bunker is in the same system the missiles will take less to arrive at destination. On this planet no mines are made, only Robots, Nanos, Silo and Hangar. Generally they are made silos and moderate nanos. It is not recommended to have more than 1 of these per player due to the loss of daily production. When this missile is no longer needed it can be broken to take it to other galaxies or systems. They are Nomadic Missiles.

Self-sufficient Classical Missile

Same as the classic but with mines to self-sustain. It is recommended to equate the graphene mine with the deuterium synthesizer. You should try to locate in hot positions (4-5-6), or otherwise temperate (7-8-9) to get more fields. It is made a minimum defensible defense to missiles that will also serve to protect it from the farms with moderate fleet. You should be up Solar Plant as much as you can because we will surely have to do without the satellites (since the missile will then launch a fleet to break the satellites), and the Fusion Plant all that is necessary. Dismantling this colony already hurts more and is left to the criterion of the missile if it leaves it like permanent colony. If you take Silo, Nanos and Hangar to higher levels, this missile will end up becoming an anti-fortress.

Antifortress

My favorite is the one I use in the AREA. I came up with my own technique that I called “Anti-strength”, and the only one I entrusted was my friend Hikoki the Usurper, and I said it by private message in the game (there are no documents of this nor Screenshots, just the word mine and from it). The technique Anti-strength (or also called “Contra-fortaleza”) consists of making a megamisilera as close as possible to the fortress to which you want to miss (if it is in the same solar system). I call it “mega” since the silo, hangar and nanos are tall. The values ​​would be as follows:

  * Silo: with level 8 you can missile well by throwing waves of interplanetary 40 together, but if the fortress to destroy is very large we can stretch it to level 10 to launch waves of 50 missiles, and thus maximize the damage caused by the subject of the decimals.

  * Hangar: minimum of the same level as our target, but I would not take it beyond level 15.

  * Nanos: minimum one level more than the target, recommended two levels more. This is because intercept missiles take half the time to become interplanetary, so for example a defender with Nanos 4 is on equal footing as a missile with Nanos 5 (since their interceptors come out at the same speed as the interplanetary Of the missile). In this case, in order to have a clear advantage (and if you want to missile when the target is ON) the missile must make a Nanos 6. If not, you must wait for the user to attack to be unplugged, unless it is clear that the defender does not Have many resources to replace interceptors, because if so the missile would be irresistible to the attacker. If it is decided to missile as well it is highly recommended that the missile has a moon with phalanx to control that the defender is not sending cargoes with titanium and deuterium to replace interceptors. If so (and not have 2 levels of Nanos advantage) the missile must stop immediately because our losses would be greater.

In short, before the missile (if the defender has high Nanos): * Check that it is OFF, and as long as we miss to be attentive to the asterisk (*) of its Main Planet and send spies between each wave of missiles to see but refuse interceptors.   * Aim the titanium and deuterium you have in the warehouses and calculate for how many interceptors you would serve. A complication for the missile would be that the defender would have kept titanium and deuterium in the investigation of the Combustion Engine (for that reason the importance of spying between waves).   * Control phalanx shipments of freighters with resources to replace interceptors. Calculate how long it will take the missile to sweep as much defense. If it is less than the time that the freighters arrive, we continue to missile.

If the defender has low Nanos no matter what is ON or what he does. There is no salvation. • Military Technology: minimum at the same level as the defender's Shield (if we are going to missle it let's do it seriously). The higher the greater destruction we can generate.

The function of Anti-strength consists solely in making sustained missiles. Replenish and throw. Replenish and throw. High nanos allow us. Their mission is to attack and missile when the enemy sleeps (because they ever have to sleep) or are working or studying (or left to march). You can attack with the defender connected only if you have the points mentioned above.

The anti-fortress should not be a bunker (we do not want them to take revenge on us in the same way). It is advisable to only have enough defense to not get us (since this megamisilera must have high mines to be self-sufficient). By day the anti-power has 100 interceptors (only interceptors, no interplanetary). If the enemy missile colonies attack with missiles to break their interplanetary will be surprised because they will not find any (only interceptors that sell their life to those interplanetary). At night is another story. When we know that the enemy sleeps and we prepare to missilear we break from 10 to 50 interceptors (so that at least we have 50 fixed interceptors to protect our defense if they catch us misleading and throw us). Depending on how much we break we can launch 5 to 25 interplanetary waves. The more interplanetary we cast, the greater the damage done due to the decimals, but the loss due to interceptor breaks will also be greater. It is a matter of calculating that we are cheaper. To me for example I like to break my 100 complete interceptors to spear waves of 50 missiles together, but that's because I'm crazy (you do not need to get to my extreme XD). Once the missile is finished, the silo is filled with missing interceptors and the anti-force returns to sleep.

It is possible that some allies (night owls) of the one who is being mislabeled warn our maneuver (through phalanx or patrol espionage to our target), in that case of insurance (and if they are not very experienced in missile issues) they will launch their interplanetary to try To break those that we have becoming in our silo. There is no need to fear. We throw to the bunkero those that we have facts and we counted who come flying towards us, if it reaches us with the 50 interceptors that we have continued doing interplanetary and throwing. If many come (unlikely thing) we fill our silo of interceptors so that those who come crash against them (suspend the missile momentarily). When things calm down we continue to missile and nothing has happened here.

It is highly recommended that Antifortaleza owns moon (if it is with Quantum Leap better). If while we are misileando we try to steal to steal the resources that we will have accumulated to make those interplanetary we upload all the freighters with resources to the moon a few minutes before the attack arrives with fleet. Then we lower them again and continue to missle. If we have Leap (and enough fleet) until we can stamp the attack, or advise a close companion to deploy. Winning us is not a valid option to stop a missile of this size.

With this technique in one night you can get enough defense (not to mention if it is done on several nights). The only way to save the fortress is to dust off the smurf suit and put it on vacation mode (which is already a victory for the missile). There is a counter-technique to the Anti-Strength (the Shakespeare), but that will be reserved until I have finished my mission. That is: that there are no enemy bunkers in the Uni.

Missile Techniques

Classic missileo

It consists of joining a group of cronies at a stipulated day and hour and throwing cucumbers to the lucky bunkero using the atomic clock so that all the missiles fall in the same second and that it is not worth having a high Nanos to replace. The missile is coordinated by MSN (thanks Bill) and if it takes a second wave (or later) it is also launched in unison.

Solitary missileo

In order to do so, it is necessary to have an Anti-Strength, ie permanent colony with mines, silo and high nanos. With 2 levels of Nanos of advantage over the target can be misilear while ON, otherwise have to wait for it to disconnect. We have already described the technique in the previous section.

Missile Account

They are accounts created with the sole purpose of getting better. Highly recommended against large bunkers. The missile will have an account from scratch, colonize its 8 planets around the bunker to attack and meanwhile the people of his alliance is financing the infrastructure (read silos, nanos, hangars, techno, etc.). Once finished this will send the necessary resources so that it can build the missiles that will finish with the above mentioned bunker.

Silo Smurf

This technique was designed so that the defenders can not break us in the interplanetarios that we have stored in the silos before the time arrives of the missile. It consists of loading all the silos full of missiles and putting the accounts in Vacation Mode, to leave the programmed date and time and launch them instantly. Usually used with the classic small missiles. Antifortaleza does not need this technique since it is never preloaded beforehand with interplanetary.

Caliber of the Silo

Our silo is like a cannon. I call the “caliber” of the silo the ability of our silo to launch as many missiles as possible per wave. The caliber of the silo is calculated with the formula = Silo level * 5. That is, if we have a silo level 4 its caliber is 20 (4 * 5 = 20), it can throw up to 20 interplanetary per wave. If we have a silo level 10 will have a 50 caliber (50 missiles per wave). A 10th silo is a big cannon and does a lot of damage. The greater the caliber of the silo, the greater the damage it will cause, because the waves will be larger and we will maximize the damage that the missiles do with the decimal point. Use any missile simulator and check it out.

Colonization Misilera

Tactical colonization

Tactical because it is regional. It is used to missile a specific target anywhere in the Universe with any of the missile techniques described. You win a battle but not the war.

Strategic Colonization

Strategic because it is global. For this we need the services of our friend Don Galaxytools. In what sectors of the galaxies are there more grouped people of the enemy alliance with which they are at war and are planted missiles in up to 8 strategic positions (per player) of the Universe to be able to cover with 1 single missile the largest possible number of Enemy planets. In order to successfully carry out this task, it is necessary to convert them into anti-force. If the enemy alliance is bunkera this way you will win the war.

Total Annihilation (Missile Command)

The Missile Command. The Elite Missiles. The flower of our Artillery. For this it is necessary that 5 players per alliance sacrifice their accounts (sacrifice if they do not like to mislead) and turn them into missiles. In order to do so, only the anti-strengths are valid. The following is done: Each of the 5 chosen missiles (or volunteers) will take two galaxies to control themselves, take the Impulse Engine to 13 and locate their colonies as follows:

Missile No. 1 colonizes in:

1: 63: x - 1: 189: x - 1: 315: x - 1: 441: x (With these 4 strategic positions can cover the entire galaxy, so will the other galaxy that touch)

2: 63: x - 2: 189: x - 2: 315: x - 2: 441: x

Misilero Nro 2 colonizes in:

3: 63: x - 3: 189: x - 3: 315: x - 3: 441: x

4: 63: x -4: 189: x -4: 315: x -4: 441 x

Misilero Nro 3 colonizes in:

5: 63: x - 5: 189: x - 5: 315: x - 5: 441: x

6: 63: x - 6: 189: x - 6: 315: x - 6: 441: x

Misilero Nº 4 colonizes in:

7: 63: x - 7: 189: x - 7: 315: x - 7: 441: x

8: 63: x - 8: 189: x - 8: 315: x - 8: 441: x

Misilero Nro 5 colonizes in:

9: 63: x-9: 189: x-9: 315: x-9: 441: x (To the Missile No. 5 you have 4 colonies that you can locate them where you please, or take them to other galaxies to reinforce their partners where there are bunkers “hard”).

I took Impulso 13 because it is not so difficult to get to it and also because if we use less it would not reach us with 4 missiles per galaxy, we would have to use 5 (and therefore 6 missiles instead of 5). I also did not take into account the main planets of the missiles as they can go anywhere (although they can also be used to support them with cucumbers hehe). The positions can be varied 1 or 2 systems, but not much more or we will be systems uncovered. If we follow this colonization to perfection we will have the entire universe covered with missiles (which is quite XD). It does not matter where the missiles go because they will always fall under the radius of one of our 5 missiles. There is no shelter. There's no escape. All Uni bunkers will be at our mercy.

guia_misilero.txt · Last modified: 2020/01/07 19:30 (external edit)