Build Commnd Ships

The Command Ship Tactic

Build a ship that is equal in speed and range to your main combat vessels, add similar or slightly weaker defences then with the remaining free spaces available, add as many sensors as possible for increased sensor range.

When combined with a fleet that is set to Auto Attack, your fleet can intercept any enemy vessels that come within its sensor range that is greater than normally possible if you were only using your basic combat ships.

Best of all, because your command ship has no weapons, the enemy fleet will only target it if no other ships remain in your fleet. Another great bonus is that the command ship has no maintenance cost at all.
In tactical terms, think of this as being similar to an AWACS or mobile command & control platform hence: command ship.
Example using the same design:

Medium Hull Capital Ships

Vigilance Class Cruiser 1-C
Beam: 6
Shields: 2
Armor: 4
Hit Points: 16
Cost: 349 bc
Maintenance: 8
Speed: 1pc/week
Range: 4 sectors
Sensor Range: 4 pc


Vigilance 1-C Command Ship
Shields: 2
Armor: 4
Hit Points: 16
Cost: 303 bc
Maintenance: 0
Speed: 1pc/week
Range: 4 sectors
Sensor Range: 10 pc
9,054 views 7 replies
Reply #1 Top
Cool but it must only work in large fleets, otehrwise the micromanagement woudl blow. on top of that doesnt the enemy target the command vessel first?
Reply #2 Top
Generally I just kit out a Cargo ship with engines and sensors and have it follow my squads. Ala AWACS
Reply #3 Top
FYI, there is absolutely no point at all on putting defenses on a ship with no weapons. The enemy will simply wait until all other ships in the fleet are destroyed, then attack it like any other cargo ship. Better that it has at least a token weaponry, so it's worthwhile having around instead of simply placing a dirt-cheap sensor drone in your fleet.
Reply #4 Top
You have hit on the right idea in the need for a command/sensor ship. However, your implementation is inefficient. Your fleets should use their maximum available logistics to stack fighters not some useless (for combat) sensor vessel. Also, since the ship only serves as the eyes of the fleet, it only needs to have the speed to keep up with them and the largest range possible. For this purpose, the majority of people use cargo vessels. They are cheaper than medium hulled, and most importantly have the most room for sensors and engines. Since they are accompanying your war fleets, their long sensor range allows them to give your fleets a large heads-up of enemies so that your fleet can defend them. Keeping it seperate from your fleet allows you that one or two extra ships that can make all the difference.
Reply #5 Top
Just research sensors IV first, and build eyes of the universe. Evary ship gets 15 parsec senor range . Or if the AI beats you to it, just pack a cargo hull with nothing but senors, and have it follow your fleet at a distance.
Reply #6 Top
Too bad GC2 does not have tactical modules for ships.

Proposed modules:
Command center - would increase firepower by X% for all ships in the fleet.
Targeting center - would increase accuracy (by reducing attack number spread) for all ship in the fleet
Sensor scrambling - Reduces sensor range for all enemies while trying to detect fleet.

These modules should be large and costly but should make a well-planned fleet more difficult to defeat than one that was cobbled together with whatever ships were at hand.
Reply #7 Top
The other ideas are good but this option gives me the benefit of being able to upgrade the command vessel to an armed ship should I need it. Enemy fleets always target the most lethal craft first so if the battle is lost, the command ship will be the very last to be targeted, and by that stage, survivablity is a moot point; but a very close fought victory leaving 1 fighting ship badly damaged will still ensure the command ship survives.
Sensor drones are cool and I've used them but I prefer the option of a 'combat ready' craft that can be be upgraded if needed. More flexibility.