Remember: your job is to avoid damage and escape, not defeat the enemy. Note that you will get a Celestra (and a freighter) for free at the beginning, so you do not need to include a Celestra in your composition. Likewise, the Orion really doesn't fit in here. Janus, Ranger, and Manticore all rely substantially on missiles for offense and you simply won't have enough missiles to last ten missions. Your supporting ship choices, should you run any non-battlestars (an all-battlestar Anabasis fleet is perfectly viable, by the way) should conform:įast Fleets can run Berzerks, Adamants, Minotaurs. Meanwhile, a slow fleet is much more durable, but will likely have far more Cylon ships in each jump catch up to and engage them, making it a more stand-and-fight oriented option.įor the beginner, I strongly recommend slow fleets, as you get more margin for error with them.Įvery fleet needs flak, so the fast-or-slow question essentially becomes a question "Where is my flak coming from?" You are going to need flak because the later levels are going to absolutely bury you in torpedoes and guided missiles and you cannot PCM all of them.Ī fast fleet relies on Artemis and Defenders (both 120m/s speed) or Valkyries (150m/s) for its flak coverage, while a slow fleet relies on Jupiters and Mercuries (90m/s) for its flak protection. The first question that needs to be asked here is a basic strategic question: is my fleet fast or slow?Ī faster fleet can scoot around the edges of the map running down the jump timer, avoiding more close-combat attrition, but can be caught badly by an awkward Cylon jump in (Cerates at close range being the normal candidate). Unlike in the regular campaigns, you cannot repair or alter fleet composition once you begin, meaning that you have to bring everything you will need with you. Even more than the regular campaigns, careful fleet composition is essential in running Anabasis.
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