Exploiting the fleet combat system

I noticed some odd behavior in my last game. Specifically, the AI fleets seem to pretty consistently focus their first attacks on the smallest ships in my fleet. For example, if I had a fleet with two large hulled ships and one medium, the enemy consistently attacks the medium ship first.

So what I did is make a medium ship with lots of defense (vs missiles in this case) and almost no defense on my large ships. I had a decent military tech advantage over the Drengin, so I went after them first. One fleet of three large and this one medium ship destroyed almost the entire Drengin military by itself. At the end of the day, my medium hull had only droped down to about 50% of its hit-points.  The Drengin did not have large-hulled ships at that time, but they had dozens of fleets of small ships with some mediums thrown in.  Prior to using this tactic, I could destroy 2-3 of these Drengin fleets before loosing my medium ship.

Maybe this was a special case or was noticable to me here in this instance because of special circumstances, but exploiting the AI propensity to go after the smaller-hulled ships proved quite useful and was very efficient at wiping the Drengin military out with a small number of ships.

Has anyone else noticed this? I'm on a different game now and intend to try the same tactic to see if it works. BTW, I was playing on either tough or painful, I forget which.
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Reply #1 Top
If your medium ship with very little weaponry but lots of defence is being favoured as a target it could be because it has a fleet support module. As a 'command ship' it gets punted to the top of the targeting list.

One problem with this tactic is that eventually the AI will come up with ships that dish out so much damage that your defence will be overwhelmed. Also, although surviving many battles will gain your fleet some experience and hitpoints, the one that gets targeted first is the command ship. You may want to rotate out some of your experienced ships and upgrade them to ships which have weapons and defence, since the extra hitpoints will make them worth investing some credits in.
Reply #2 Top
Plus the AI will create ships with weapons that you aren't shielding against.
Reply #3 Top
I go with the good ethic choice and hence defences are quite important to my ship design.

Personally i've found you want your largest ship targeted because it has the most HP and greatest potential for defences. Like Marvin Kosh said the AI may come up with the critical mass of offensive firepower to bleed through your defence. Its not pretty when that happens.

The way to ensure your largest ship is targeted, barring command mods, is to make it the most dangerous while not outstripping its sister ships by a large margin in defensive capability - thats a quick way to lose the supporting ships as the AI will retarget.

This may not be to your playstyle, but if you do favour defensive techs then try to maintain at least 2 defensive lines at once. When ships have considerable defensive values in all 3 defensive types not only are you safe from multiple weapon types but the "off" defenses still give you a roll.

Even only at the square root value the additional rolls seem to work wonders at soaking up anything that would have otherwise gotten through your primary defence type.

At the end of the day it pretty much comes down to experience at being able to judge if your fleet is still invulnerable to the enemy - I'd suggest experimenting and don't get discouraged if you make a bad call.

I'm also not sure how effective defences are without additional %defence and good bonus so if you play without these factors take what i said with a large grain of salt.
Reply #4 Top
It's possible to have a strong defence and still lose ships, or at the very least take enough damage that your lead ship needs to head home for repairs. What you have to consider is just how bad the rate of attrition is for you and your enemy - if you lose a ship every now and then while he's losing entire fleets, you just have to send out a replacement ship to the front lines every now and then.
Reply #5 Top
AI propensity to go after the smaller-hulled ships proved quite useful and was very efficient at wiping the Drengin military out with a small number of ships.


There's no special targeting preference--ships are simply ranked by the formula Attack power / (HP+Defenses), with the highest result being shot at first. The fleet boost modules do boost a ship's priority in the calculation, though the specific amounts have not been disclosed.
Reply #6 Top
Ah cool thanks for the formula. Confirms my observations though I did not realise the HP was factored in with that much emphasis.

Makes sense though. It explains why its so hard to level up a rook ship with a bunch of heavily experienced veterans of various hull sizes. Even the mediums start breaching 100 hp...

I also stack +HP (The %bonus not the module I dont have TA yet) for anyone wondering how you can get that much hp on a medium hull - never losing a ship has its benefits.
Reply #7 Top
I have found that unless you get into the REALLY late game its very easy to destroy the computer to the point where it almost feels like armor stacking is an exploit. I have used one ship with just 12 armor and 2 (yes 2) damage to take out an entire mid game armada. The computer, predictably, ignores armor until late in the game and just busts out 6 damage of one type ships with at most 1 or 2 in defense if you want long enough.

This means that even in a long one ship vs fleet fight your two attack ship will take down 4 or 5 enemy ships while taking at most one or two points of damage. While 12 armor may sound like a lot, if the enemy goes for beam weapons or missles 12 defense is achievable in just 20 slot points just a few techs into the respective trees. In 30 weeks of research you can make unkillable ships which will destroy hundreds of the enemies ships for a fraction of the cost. The only problem is letting the AI get all the way down to things like Nightmare missiles which best all defenses unless you're going to make huge full miniaturization high defense ships with 200+ defense, and even then randomness and fleet sizes will probably do in any and all high defense strategies. At that point it becomes a question of other strategies, but anywhere from the mid to early late game it is more then possible to have one ship become stronger then all the enemies ships combined through defense stacking. As a final note defense stacking works best with laser V since you only need 5 units to place a laser leaving plenty of room for defense stacking even on a tiny or small ship.

To be honest I wish this could be fixed somehow, I know technically I could just not "exploit" this hole in the AI, but it really makes wars just way way too easy. Ever since finding it I have not lost a single game nor come even close even on painful or above settings. I was able to make 60 credit tiny ships that bested the enemies medium ships thanks to defense stacking in an unexpected early game war, its just patently unfair how badly defense stacking destroys the AI at every turn.
Reply #8 Top
The AI will start making ships with beefier defences if it has the opportunity. Usually the opportunity is won because of an economic advantage (since more credits means a great ability to support credit-sucking labs and factories) so if the AI isn't putting up much of a fight it's probably because your economy won the game long before war ever started.