The Privateers
by Benson Wong
The Golden Rule for the Privateers "If something can go wrong, it will go wrong."
Racial Advantages
Introduction
The Privateers are generally considered the "pests" of the Echo Cluster. It is a
race that not many people may want to play. It is a patient, cunning race. It is a race
that requires careful and creative approach. It is a race, if played correctly and
executed precisely, that will bring the player a sense of pride and accomplishment.
The Pirates have many light weight ships that cannot withstand even a single mine hit. The Meteor Class Blockade Runner is a relatively inexpensive, but very useful ship. Its cloaking capability and spacious fuel tank is extremely useful for the Privateers ROB! mission. It is a good idea to put tech 5 or better beams (for mine sweeping) and Mark IV, or Mark VII torpedo tubes (for mines destroy mines) on the Meteors, as minefields are a part of every Privateer players life. Ive been told that kill and explosive power of Mark VIIs and Mark VIIIs are roughly the same. Mark VII torpedoes are the most efficient for mine laying. The ROB! mission needs at least one beam in order to be executed. Build at least one beam of any type if megacredits or minerals are low.
The Privateers General follow these golden rules:
Why should the Privateers never fight? The answer is very simple: if you fight you will most likely lose the battle or you may risk having your Meteor captured. Fight only freighters, or if you are certain that victory is yours.
Colonisation
Because the Privateers' gravitonic accelerator ships (BR4 Class Gunship, BR5 Kaye Class
Torpedo Boat, and Meteor Class Blockade Runner) are able to travel at twice the distance,
you should be able to colonise planets much quicker than other races. An experienced
Privateers player will have about 50 planets by turn 25. You can expect to lose most of
them from your attackers. The ideal condition is to expand your empire and wait for
unsuspecting enemy fleets to waltz into your waiting Meteor wolf packs. This tactic helps
to prevent you from losing your more valuable inner planets. To prevent being spotted on
enemy radar, it is a good idea to cloak your Meteors if you are moving more than 162Ly, or
if you have a freighter that is going more than 81Ly, tow it with your Meteors. The main
point is to not let your enemy know about your valuable planets. An approaching fleet with
a will to destroy is harder to ROB!. The Privateers do a good job of staying out of sight
for most of the game. During your quest, you should discover your neighbours quicker than
they can. Contact them and offer them an alliance. The Privateers do not fare well by
themselves, but do well in an alliance. Each race has its own pros and cons.
Sneaky Tactics
Cloaking races escape the Privateers' ROB! mission by just activating their ships'
cloaking devices (assuming "ROB cloaked ships" is off). These tactics are for
non-cloaking races, though cloaking races have been known (or seen) flying around without
taking advantage of the fact that they can cloak. Here are some of the Privateers'
favourite tactics to use against their enemies:
By completely robbing a ship of its fuel, you are depriving your enemy many functions, primarily being able to engage in battle. The ROB! mission occurs before the BEAM UP FUEL mission (ships do not need fuel for this mission). Your enemy, if he is smart, will attack the planet, always. This serves two functions: 1. He can use the planet to beam down fuel, then beam up fuel after the ROB! mission takes place; 2. Even if you beam down colonists to take over his planet, he will know the friendly code of the planet and can still beam up fuel by matching friendly codes.
Ships cannot perform cargo beam up/beam down missions to enemy planets if they do not have fuel. Your enemy cannot save his ship by having a cloaked ship transfer fuel to the ship that is about to be robbed, as ROB! occurs after cargo transfers between owned ships and planets.
Privateers and Cloakers
The Privateers do not do well when their neighbours are cloakers. When their neighbours
are the Fascists or Lizards, the Privateers can expect to do little or no damage. Fighting
the Fascists is as bad as fighting the Feds, Lizards, or Crystallines. Not only do you
have to deal with his mines, but also his glory device ships. A common tactic cloaking
races use against glory device ships is to send in relatively inexpensive and poor ships
to trigger these glory device, then move in with the good ships. Even then, you may not do
any damage to the Fascists, as you cannot ROB! his cloaked ships. If you can strike an
alliance with the Fascists, get a hold of the D7 Coldpains, as they have large fuel tanks.
If the Fascists do not want to be allies, try to be friends with another neighbor.
Together, you will be stronger.
Mine fields
Remember that most Privateer ships cannot withstand even one mine hit. Because most of
your fleet will comprise of Meteor Blockade Runners, hitting one single mine will destroy
it. What this means is that your ships should be on "Mine sweep" mission
whenever possible. What this also means is that your ships should have good beams and
torpedo tubes, too. Good beams sweep more mines per one turn. Laying mines with good
torpedo tubes can lay waste to mine fields, too. If you must move out of the mine field,
at least try to reduce the number of mine field radius around you and cloak when you fly
out. Some player build Dwarfstars Class Transport (this ship can cloak and has more beams
than other Privateer ships) with good beams, such as Heavy Blasters or Phrasers for
minesweeping purposes, only. If you have the Robots for allies, do not hesitate to ask him
to lay numerous mines over your enemys mine fields. If you have the Colonies for
allies, strategically position Sagittarius Class Transport or Gemini Class Transport ships
at various places in order to sweep enemy mines. You do not need to wait for the Colonies
to put fighters on board before coming to you. With the newest HOST v3.22.014, he can use
friendly code "lfm" to beam up materials from your planet to construct fighters
(assuming ffX has been set).
Lokis in a Fleet
Lokis in a fleet provide protection from cloakers. Nevertheless, it is possible to take
out Lokis, leaving that fleet hapless so that your Meteors may ROB! them. The Intercept
attack is ideal in this situation. If you ship has a cloaking device and Primary Enemy set
and intercepts a ship, your ship will fight that ship regardless of all other enemy ships.
This is a good feature of cloakers. To intercept a ship, you must know the target ship's
ID number and the target must stay in sight for the duration of the interception. Do not
use Meteors to intercept Lokis, unless you know you can win and not fight other ships
afterwards. If you must use Meteors, make sure it is destroyed so your enemy will not have
a tactical advantage. After the 500 ship limit, however, you need not worry about
him cloning it, only using it for malicious purposes, such as spying or ground assaults.
Rob After Combat
Sometimes, your enemy will attack your planets fearlessly, hoping to destroy your
starbases without planet-hopping. In those cases, you cannot ROB! his enemy fleet before
he attacks you. The only thing you can hope to do is to ROB! him the following turn.
Unfortunately, he may counteract against this. For example, a Colonial Virgo just
destroyed your starbase. You have enough Meteors in orbit with the Virgo to ROB! it before
it can leave. The Colonies figure you may do this, too. He empties his Virgo fuel tanks so
that you will have nothing to ROB! next turn. He also sets the Virgo's mission to BEAM UP
FUEL, knowing that BEAM UP FUEL takes place after the ROB! mission. He can beam up fuel
from HIS planet and leave. You can attempt to drop down colonists and retake the
planet, but chances are that he thought of this, too, and set his Virgo's friendly code to
match the friendly code of the planet in case this does happen so that he may still
BEAM UP FUEL and leave. A more devastating approach for him would be to leave his Virgo on
the planet and fight your MBRs, though a good Pirate often moves his MBRs away after the
ROB! mission in case something does goes wrong.