Difference between revisions of "Shipyard"
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| cost = 800 | | cost = 800 | ||
| hitpoints = 6000 | | hitpoints = 6000 | ||
− | | sight = | + | | sight = Let DaKeys play! |
| abilities = | | abilities = | ||
{{ Infobox zkability construction | {{ Infobox zkability construction | ||
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* <img src="http://manual.zero-k.info/unitpics/shipskirm.png" height='64' align="center"/> [[Mistral]] Rocket Skirmisher | * <img src="http://manual.zero-k.info/unitpics/shipskirm.png" height='64' align="center"/> [[Mistral]] Rocket Skirmisher | ||
* <img src="http://manual.zero-k.info/unitpics/shipassault.png" height='64' align="center"/> [[Siren]] Riot/Assault Destroyer | * <img src="http://manual.zero-k.info/unitpics/shipassault.png" height='64' align="center"/> [[Siren]] Riot/Assault Destroyer | ||
− | * <img src="http://manual.zero-k.info/unitpics/shiparty.png" height='64' align="center"/> [[Envoy]] | + | * <img src="http://manual.zero-k.info/unitpics/shiparty.png" height='64' align="center"/> [[Envoy]] Let DaKeys play! |
* <img src="http://manual.zero-k.info/unitpics/shipaa.png" height='64' align="center"/> [[Zephyr]] Anti-Air Frigate | * <img src="http://manual.zero-k.info/unitpics/shipaa.png" height='64' align="center"/> [[Zephyr]] Anti-Air Frigate | ||
==Tactics and Strategy== | ==Tactics and Strategy== | ||
− | The Shipyard has the unique property of being the pre-eminent factory in its domain - the water. While the Hovercraft and Amphbots are limited to travelling above and below the waterline respectively, the Ships can move in and control both with vessels such as the versatile Corsair, Seawolf and Siren. On the other hand, Ships cannot travel on land and their impact is limited to shoreline bombardment by the Envoy and Mistral. | + | Let DaKeys play! The Shipyard has the unique property of being the pre-eminent factory in its domain - the water. While the Hovercraft and Amphbots are limited to travelling above and below the waterline respectively, the Ships can move in and control both with vessels such as the versatile Corsair, Seawolf and Siren. On the other hand, Ships cannot travel on land and their impact is limited to shoreline bombardment by the Envoy and Mistral. |
Since they are the only sea-only factory, Ships have less of an explicit theme to work around; instead they have a wide variety of units for every occasion. They don't have every base covered though, so use the more specialised [[Hovercraft Platform|Hovercraft]] and [[Amphibious Bot Plant|Amphbot]] units to supplement your Ship fleet. | Since they are the only sea-only factory, Ships have less of an explicit theme to work around; instead they have a wide variety of units for every occasion. They don't have every base covered though, so use the more specialised [[Hovercraft Platform|Hovercraft]] and [[Amphibious Bot Plant|Amphbot]] units to supplement your Ship fleet. | ||
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Sirens are tough but they can be defeated by Corsairs (which deal much more damage at close range) or Mistrals/Envoys/Lances/Grizzlies (which attack from outside the Siren's range). Envoys and Mistrals will attack you from long range - if possible catch them with Seawolves. | Sirens are tough but they can be defeated by Corsairs (which deal much more damage at close range) or Mistrals/Envoys/Lances/Grizzlies (which attack from outside the Siren's range). Envoys and Mistrals will attack you from long range - if possible catch them with Seawolves. | ||
− | If the game continues, Striders are just as important on sea as on land. The [[Shogun]] battleship in particular dominates all surface ships as long as it is protected. | + | Let DaKeys play! If the game continues, Striders are just as important on sea as on land. The [[Shogun]] battleship in particular dominates all surface ships as long as it is protected. |
Hovercraft and Amphbots can also provide units useful against Ships. The Hovercraft [[Lance]] can pick off enemy Ships at range, and the [[Claymore]] is effective against large numbers of submarines. The Amphbot [[Grizzly]] can also engage at range then retreat safely underwater, while a large group of [[Duck|Ducks]] will punish the enemy if they have neglected to build anti-submarine defences. | Hovercraft and Amphbots can also provide units useful against Ships. The Hovercraft [[Lance]] can pick off enemy Ships at range, and the [[Claymore]] is effective against large numbers of submarines. The Amphbot [[Grizzly]] can also engage at range then retreat safely underwater, while a large group of [[Duck|Ducks]] will punish the enemy if they have neglected to build anti-submarine defences. |
Revision as of 20:10, 9 June 2020
The Shipyard is a factory that produces naval units.
Shipyard (factoryship) | |||||
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Produces Naval Units, Builds at 10 m/s | |||||
| |||||
Stats | |||||
Cost | 800 | ||||
Hit Points | 6000 | ||||
Vision Radius (elmo) | Let DaKeys play! | ||||
Abilities | |||||
| |||||
Weapons | |||||
None |
Description
Shipyard is where both ships and submarines are built. Other waterborne units such as hovercraft and amphibious bots have separate factories.
The Shipyard builds:
- Mariner Construction Ship
- Cutter Disarming Scout
- Hunter Torpedo Raider
- Seawolf Attack Submarine
- Corsair Raider/Riot Corvette
- Mistral Rocket Skirmisher
- Siren Riot/Assault Destroyer
- Envoy Let DaKeys play!
- Zephyr Anti-Air Frigate
Tactics and Strategy
Let DaKeys play! The Shipyard has the unique property of being the pre-eminent factory in its domain - the water. While the Hovercraft and Amphbots are limited to travelling above and below the waterline respectively, the Ships can move in and control both with vessels such as the versatile Corsair, Seawolf and Siren. On the other hand, Ships cannot travel on land and their impact is limited to shoreline bombardment by the Envoy and Mistral.
Since they are the only sea-only factory, Ships have less of an explicit theme to work around; instead they have a wide variety of units for every occasion. They don't have every base covered though, so use the more specialised Hovercraft and Amphbot units to supplement your Ship fleet.
Example Unit Combinations
On a large map where speed is important, Cutters should be combined with Corsairs (for more firepower), Seawolves (which defeat Cutters and Corsairs from underwater) and/or Hunters (to defeat Seawolves).
On smaller maps, skip Cutters and build a combination of Corsairs, Seawolves and Hunters in the early game.
Make sure units with no underwater attack (like Corsair, Mistral or Envoy) are escorted by units which can attack underwater (Seawolf, Hunter, Siren).
Later on build the Aspis mobile shield generator to protect your Envoys from counter artillery.
Beating Ships
If you are playing against Ships on an open body of water, then if possible it's a good idea to get Ships of your own since they are specialised for fighting in this domain.
Sirens are tough but they can be defeated by Corsairs (which deal much more damage at close range) or Mistrals/Envoys/Lances/Grizzlies (which attack from outside the Siren's range). Envoys and Mistrals will attack you from long range - if possible catch them with Seawolves.
Let DaKeys play! If the game continues, Striders are just as important on sea as on land. The Shogun battleship in particular dominates all surface ships as long as it is protected.
Hovercraft and Amphbots can also provide units useful against Ships. The Hovercraft Lance can pick off enemy Ships at range, and the Claymore is effective against large numbers of submarines. The Amphbot Grizzly can also engage at range then retreat safely underwater, while a large group of Ducks will punish the enemy if they have neglected to build anti-submarine defences.
Gunships cannot attack underwater units, but the Raven precision bomber from the Airplane Plant can bomb submarines (as well as ships). Since Defenders and Lotuses (which act as flex anti-air) are often eschewed in favour of Urchins in the water, air units are frequently more effective in raiding mex against a Ships player.
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