Covert Ops


In Homeworld, there are a group of units that could be considered "spellcasters" - these are the Gravwell, the Cloak generator, the Salvage Corvette, the Repair Corvette, the Minelaying Corvette, the Cloaked Fighter, and to a lesser extent, Missle Destroyers, Scouts, and Heavy Corvettes. While the latter few are used quite frequently and the Gravwell was used notoriously at the beginning of the second beta, most of these units are now underused, not having a direct role in combat. But used properly, the usage and number of these units become the heart of the game.

First, the "weakened" Gravwell. Why even build one when a field frigate is even more cost efficent and effective? Two reasons. First, time. If your resource collectors or controllers are under heavy strike craft fire, hyper in a gravwell, no matter what the cost. Would you rather waste money on hyperspace or lose a controller that would put you at a disadvantage, especially as the game progresses? Sending a gravwell over will both delay the fighters' attack and delay any other attack that follows. With this, you have two options, whether to go on the defensive or offensive. Going on the defensive involves either sending in a larger strike craft fleet of your own or hyperjumping an assault frigate to whack on the spinning enemies. He should then either retreat his fighters or face losing them without accomplishing much, since although he could attack the gravwell slowly, the fighters would likely be crippled before the Well dies or wears off. The other option you have when you have the enemy fighters trapped in the well is to "make your own threat" and attack his RCs meanwhile. With his fighters immobile, he would probably not have much to defend it with and you could attack freely at least until his fighters spin out of your gravwell and rush to his defense. This offensive usage of the gravwell runs some risks though - it's likely to lead to a direct confrontation of forces that may not end until one of your motherships is killed. If you do this option, make sure that you
a) kill enough of his Resourcers that time would be against him, and
b) have a sizable enough fleet such that you won't be forced too far into the defensive. Even after killing off half the enemy's collectors, the battle can still turn against you if your opponent went for a build order that gave him a decent amount of ships early on.

The other primary usage of a Gravwell is Mothership/RV defense (RV early on, Mothership later). You won't have a gravwell to counter a scout/interceptor rush no matter how fast you research though, so make sure you have enough defense for such a tactic early on. As long as you keep an eye on the sensors manager often enough, you should be able to catch the purple blips that indicate a hyperjump in progress. Seeing a group of blips originating from the enemy Mothership is especially deadly lategame - you know for sure he has at least a few destroyers and frigates in there and you'll need to act fast. If your enemy should try to jump anywhere near your Mothership (again, by looking at the sensors manager) turn the Well on immediately and move it ASAP towards wherever the opponent is jumping. If he's jumping a bit further away, you can let lax the Well tactics and switch to mad anti-Frigate defense :)
- And it isn't just hyperspace you have to defend against. Enemy strike craft-only attacks on RVs and even your mothership (a decent combo of fighters can take out the mothership in much less than a minute) are stopped cold with a couple gravwells and assault frigates or even ion cannons - stationary fighters are dead fighters.

The next "Spellcaster" is the Cloak Generator, a very powerful unit. Not only does it complement other specialized units (You think a gravwell is bad? How about a cloaked Gravwell!) but even though ships can't fire while cloaked it almost doubles the life of ICFs and destroyers. Think about it... the ICF's beam is non-continuous anyway, and while it recharges it can be cloaked. Or, going against a bombing run, you could give the ships you want cloaked "Cancel Orders" + evasive orders (or give them a "move" order if they stubbornly insist on firing) while the enemy fighters make their run, then quickly switch to aggressive and attack while the fighters are moving away, getting distance. Sure, it may take a while, but fighters are definitely deadly and its well worth the time spent. A few miscellaneous tips with cloak generators...
I know that it's already been mentioned several times, but here it is again : It's good to have more than one, since they only last 5 minutes and take 10 minutes to recharge. With 3 cloakers working together, you could make some ships constantly cloaked.
Cloaking ships while travelling is real useful for a surprise attack. You can even use that Z axis you never use cuz your opponent wouldn't see it coming - because now he won't. Better yet, move some ship in a straight line towards your opponent, and from maybe 25 km away, cloak, and go straight down. If your enemy saw you coming and went out to intercept you, he'd be in for a little surprise.
If you have trouble with your cloak generators (this also applies to field frigates BTW) staying with your main attack force, even if you are "guarding" them, check your tactical settings. If you're willing, the best thing to do in battle is to actually move the generator(s) as a seperate unit, just giving them constant "move" commands so that they stay exactly where you want them.
-Note that this is all moot if your enemy gets some prox sensors nearby - if you can, get some strike craft support with any cloak generators for the sole purpose of killing Proxxes.

Salvage Corvettes. Stealing ships! The idea of it may seem exciting and you may think you're going to use these almost every game in theory, but in an actual game they are much less effective than they seem. The thing is, people have been begun to think so little of them that they're now much more than people think. Of course, there is only one use for them, but there are three different ways to use them.
-Plain out theft. Just go out and steal an enemy resource collector wandering by. It may take 20-30 strike craft to go on a decent RC raid, but just a few salvage corvettes and you can not only deprive the enemy of a couple collectors but you gain a couple free collectors as well. Note that it takes 3 corvettes to steal a controller, should you feel so inclined, and more for increasing size classes of ships (up to 5 for a carrier). The best way to steal and get away with it though, is to provide a distraction. Take some strike craft, and go raiding on the other side of the enemy's base, or even just dance around right in front of his mothership for no apparent reason if you have enough salvage corvettes to justify this loss of strike craft. If he decides to ignore your distraction and try to go save his collectors, you can get several free shots off. Otherwise, he probably won't be able to dispatch your forces and run to the RCs' aid in time.
-Battle "referreeing" ... where your corvettes carry out a few select enemy units in battle for foul play ;) Say you have a frig vs frig battle - you have 4 ICFs and your enemy has 2 ICFs and 2 destroyers. The least you need to turn the battle to your favor is 5 salvagers - take one destroyer and one ICF, then kill the remaining ICF first, then the destroyer. You would win an equal-RU battle provided you get the ships in time, and even after that you would get a free destroyer and ICF. Don't get greedy though - in a clear battle like the example I just used, a determined opponent would rather chase your Salvage corvettes down than lose a frig and cap ship, so make sure the theft is clouded up with a fighter melee in the background or something. Again, distractions are critical. If you watch your opponent's moves in battle and can see what he's doing, the better off you are, so that you could take off with a couple of his ships when you can tell he wouldn't be watching.
-Battle complementing. This is different from Battle "referreeing" in that you don't make off with ships to even out the battle, you make off with battle turners - for example, last night I was making an attack against Mad Hatter's mothership, but I noticed he had a gravwell protecting it. I sent a couple salvage corvettes in, and even though Mad turned on the well, I captured it a second later and my fighters proceeded to attack. Similar uses are against Cloak Generators, Field frigates, and even enemy salvage corvettes if he looks like he's going to try something with them :p
Note that salvage corvettes are immune to the effects of a Gravwell! Don't hesitate in sending them in to rescue your trapped fighters!

Next is the Minelaying Corvette. While it used to be a very weak unit, Force Drops and asteroid field mining are now some pf my favorite tactics. Just to demonstrate the power of a force drop, it takes maybe 15 seconds to kill 4 RVs with a couple minelayers. This is just as fast as a decent attack bomber fleet! Minelayers are supposedly the corvette's counter to frigates and caps. Even though the balance is supposedly Fighters > Caps/Frigates > Corvettes > Fighters, there are always the exceptions, and the Minelayer is the exception in the case of the corvettes. Still, you'd have to be sneaky in order to use one in battle, since they're a pretty obvious target and very stationary. The best way to use them is in combination with your own frigate force, so that the frigates can take the damage and attack with the minelayers giving them additional firepower. If a fighter or 'vette runs into a mine (it's unlikely but possible), all the better, since one mine can pretty much kill any 'vette.

Without even using them for battle, mining up a resource field is plenty of fun. People have complained that the mines go away too fast, but 5 minutes is plenty of time, especially if the Collectors are already in the field you're mining. Just dropping repeatedly in 3-4 different places could effectively cover the entire field. But watch out - even though the mines aren't attracted to your ships, the ships can still run into the mines, so that area is effectively "radioactive" for five minutes.

Last we have the cloaked fighter. IMO, seriously weaker than the Taiidan Defense fighter, it still has its uses. Free scouting for one. Yes, even though probes and prox sensors can already do this and faster, they have one advatage : cloaks. When I say "Free" scouting, I mean that the enemy won't even realize you're scouting the area. It's much better to send a single cloaked fighter to a resource field and back if you know that your opponent pays attention to where you send your probes. Also, if your opponent typically intercepts your fighter fleets going for his resources, send off two different fleets - one to some place, maybe his RV or a second patch that he's collecting from - and the other to another asteriod field where you know he is, with this fleet composed of entirely cloaked fighters. Cloak them before you leave your MS and even if the enemy keeps a sharp eye on the sensors manager, he'll never see it until it's too late - and by that time he's probably engaging your other fleet anyway. Another miscellaneous note : turn off the cloak when attacking in a group, especially when attacking in a group with attack bombers, since you'd want the cloakers to take damage for the low-hp Attack bombers.

| Strats Main | Hiigara |