Homeworld: Cataclysm чит-файл №2

HW:C – Total Multiplayer Guide

By [7th]CultHero
CultHero@Zombieworld.com
Ver.1.00

Wow, what a monster. I have attempted to cover every major
facet of Homeworld: Cataclysm, and I think I have largely
succeeded, though I know I have missed stuff. If you can
think of anything that isn't covered here in anyway and is
a worthy strategy/tactic, feel free to E-mail me and I will
add it and your name to the list of contributors below.
Effective Somtaaw openings and strategies are particularly
in need, and not of the "dive for MBF's d00d!" variety. I
haven't been able to come up with a good Somtaaw opening
other than getting mimics and acolytes ASAP. I also do not
desire newbie info, such as a tech tree, or something
really mathematical, such as exact build times and research
times. Special thanks to [7th]Athexx for editing and
contributions.


Version History:
9/16/2000 Ver. 1.00 – Version 1.00 is completed.


Index
1. Beast: Fighters
2. Beast: Corvettes
3. Beast: Frigates and Capital Ships
4. Beast: Non-Combat and Resource
5. Somtaaw: Fighters
6. Somtaaw: Corvettes
7. Somtaaw: Frigates and Capital Ships
8. Somtaaw: Non-Combat and Resource
9. Beast: Game Theory
10. Somtaaw: Game Theory
11. Beast: Strategies and Openings
12. Somtaaw: Strategies and Openings
13. Team Play: Strategy
14. General: Strategy



Beast: Fighters

1. Recon: The recon has the longest scan range of any ship.
Once upgraded, it is the only way for the Beast to see
cloaked ion array frigates, and they can also see mimics
and leeches. However, the easiest way to detect mimics
and leeches is to use the tactical overlay, so it's up to
you if you want to use recons in this way. The best way
to use recons is to form a semi-circle in the area around
your opponents command ship so you can keep tabs on
anything he does. This is the most effective way to keep
your opponent from launching any surprise attacks. Also,
recons in number can be used to kamikaze enemy fighter
craft in the early game if you don't have enough ships to
counter a rush on your workers. Finally, keep in mind
that the recons do so little damage with a kamikaze that
it takes 2 to kill an interceptor or an acolyte.

Beast/Somtaaw Counters: Anything that can get in range of
a recon to fire can destroy it easily. However, given the
speed of the recon an alert player can always have it
retreat to safety.

2. Interceptor: The interceptor is the first fighter type
the beast has available, and they can get it very
quickly. Interceptors are destroyed quickly by anything
above an acolyte, so it's best to use them as a kamikaze,
against other fighters, or against workers. Interceptors
are also the most effective way the beast has of dealing
with MCV's and cruise missiles. One thing to keep in
mind: when engaging acolytes with interceptors it is best
to just kamikaze right away, since acolytes are more
valuable (with their missiles and all) and generally have
superior agility.

Beast/Somtaaw Counters: The interceptor is easily
destroyed by anything above itself except for the ion
array frigate. Don't worry too much about interceptors
unless they are closing in on an unprotected resource
patch.

3. Attack Bombers: Attack bombers are a menace. They can do
a lot of damage with a kamikaze, and can rip up anything
they can connect with. Attack Bombers kill all beast
ships above themselves quite well, including all of the
corvettes. They are likewise effective against the
Somtaaw. They also do a great deal of kamikaze damage – 5
are at most all you will need against a worker. In
addition to all of these advantages, the attack bomber
can be researched quickly, allowing it to be deployed in
the early game. Attack bombers are best supported by
interceptors. The interceptors have to keep the attack
bombers alive in order for them to reach their targets.
Since your opponent is likely to kamikaze the attack
bombers if he is outmatched, it is best to keep the
interceptors fairly far ahead and to be ready to kamikaze
into your enemies fighters yourself. Building attack
bombers without interceptor support is only viable if
your opponent is clearly sticking with corvette or larger
class ships.

Beast Counters: The attack bomber is pretty helpless
against fast moving targets, and this is all you need to
keep in mind. Don't be afraid to kamikaze either if the
attack bombers are well supported or time is an issue.
Beast corvettes are useless against attack bombers;
interceptors are your best bet.
Somtaaw Counters: Acolytes are very effective, ACV's are
less effective, and mimics are fairly effective as well.
Sentinels are also very effective, but they are very slow
moving and come later in the game then the attack bombers
do. Don't send anything larger unless you want to lose it
or the bombers don't have good numbers.

4. Cloaked Fighters: Cloaked fighters are expensive and
weak. They're only advantage is their ability to
surprise. They can not fire and recloak, so the cloaking
only works for the journey to enemy units, and to escape.
Cloaked fighters are poor shots, as they are rarely able
to connect with other strike craft. This basically limits
them to anti-worker roles. In addition, due to the nature
of the way they make attack runs it is best to have them
attack in an aggressive sphere. Generally, it is unwise
to rely on a unit like this. You are better off going
with a mixed force of interceptors and attack bombers.

Beast Counters: Interceptors really rip up cloaked
fighters, as does anything with any kind of anti-
strikecraft capability.
Somtaaw Counters: Basically all Somtaaw attack ships are
effective against the cloaked fighter. Just don't let
yourself get surprised.


Beast: Corvettes

1. Multigun Corvettes: The multigun corvette is, simply put,
expensive for what you get. You are better off with
attack bombers or heavy corvettes, as the multigun is not
an effective weapon, especially since the heavy corvette
is both tougher, costs less to build, and takes less time
to research.

Beast Counters: Attack bombers are very, very effective
against beast corvettes. Otherwise, use the heavy
corvettes or frigates.
Somtaaw Counters: ACV's, acolyte missiles, and mimics are
all effective against the multigun. All frigates can swat
aside the multigun as well.

2. Missile Corvette: The missile corvette is a good all
around unit. It's primary drawback, against strike craft
at least, is that it does not fire very quickly, and that
it tends to have several missiles flying through space
when a strike craft is destroyed, leading to wasted time
and firepower.

Beast Counters: Attack bombers really spank these guys,
or kamikaze interceptors if attack bombers are not
available. Heavy Corvettes of course will take these guys
out, and they're also very vulnerable to cruise missiles
due to the slow speed of their missiles.
Somtaaw Counters: Mimics can be really effective against
these guys, as well as acolyte missiles (in this case,
about 3 acolytes per missile vette). Multibeam frigates
are unusually weak against these, so even though the MBFs
are good against fighters and corvettes in general, don't
pit them against Missile Corvettes.

3. Heavy Corvettes: The heavy corvette is an over-armored
scourge on the battlefield. Able to take an enormous
amount of punishment, the heavy vette is capable of
burning down everything in its path and lending excellent
fire support to a main fleet.

Beast Counters: The infection beam, other heavy
corvettes, or attack bombers are your best bet here.
Cruise missiles will do in a pinch too, provided you can
use them without getting fired on.
Somtaaw Counters: There are several counters of varying
effectiveness. The most effective I have seen is to
micromanage MCV's so that each one targets a single
corvette. This is a big savings, since MCV's cost much
less than heavy vettes, but it requires that they are not
fired on, given their tissue-paper armor. Another good
method is acolyte missiles. Split your acolytes into
groups of 5, and have each group launch their missiles on
a different heavy corvette. The missiles have a very long
life span, so they will eventually hit anything that
moves slower then they do. After this, send the acolytes
back to reload.

4. Cruise Missiles: Cruise missiles can devastate an
opponent. The most effective use of them is either in
numbers to infect a main fleet (You must get rid of
strike craft protection for this to work well) of
frigates, slow/distracted corvettes (coming from behind
will help this), and to infect an unguarded or semi-
guarded collection fleet. The ability to convert rather
than destroy is a powerful one. In addition, cruise
missiles do a decent amount of damage to targets that are
immune to infection.

Beast Counters: The interceptor and similar strike craft
are key here. If time is an issue or the missiles have a
good defense, do not be afraid to kamikaze into the
missiles. Otherwise, engaging with any ship that can be
infected is just asking for trouble. Corvettes will also
do pretty well, but because of their size and power they
are infection targets themselves.
Somtaaw Counters: The acolyte is the best choice here,
due to its speed and agility. Just like with beast, don't
be afraid to kamikaze if it looks like you need to.
Mimics and MCV's also work really well, provided they can
get past whatever support the cruise missiles have. Don't
even think about engaging with frigs, except with the
hive's long range swarm ability.

Another note on cruise missiles: Whenever dealing with
cruise missiles be prepared to scuttle your own ships as
you see them being infected. Better gone then in the
hands of your opponent. The only time when you would not
want to scuttle infected ships is if you know you can re-
claim it (as Beast) with your own infection
beam/missiles.


Beast: Frigates and Capital Ships

1. Defense Field Frigate: The defense field frigate has two
main uses: Detonating and absorbing siege blasts, and
protecting various craft from projectile and energy
weapons. The defense field frigate is both expensive and
weak, but the functions it serves are very important.
Keeping several protecting your CS and several on your
main fleet is the way to go, as it will be able to
protect your ships from energy/projectile cannons in
addition to detonating siege cannon blasts.

Beast Counters: The cruise missile is the quickest way to
deal with a field frigate. All other counters against it
involve simply focusing fire on it. The Ion Array and the
missile corvette is well suited to this role since the
field frigate has no effect on it.
Somtaaw Counters: MCV's work very well against field
frigates. Acolyte missiles are very effective as well.

2. Ion Array Frigate: The ion array frigate is well suited
to its role as capship killer. It has a very slow turning
rate, making it almost useless against strike craft, and
this occasionally gives it trouble against other frigates
as well. However, it is an excellent choice for
concentrating damage.

Beast Counters: The cruise missile and infection beams
work very well against ion array frigates. Most strike
craft work very well against the frigates as well, since
the ion array turns so slowly.
Somtaaw Counters: The MCV and the acolyte's missiles are
the most effective counter against the ion array. Other
strike craft work as well.

4. Heavy Cruisers: The heavy cruiser is a monster. They are
capable of cleaning the floor with any other 1 unit in
the game. Able to infect as well as dish out and receive
major damage, the heavy cruiser is the most powerful ship
in the game that can be fielded. Only a coordinated
effort from a mixed group of units can bring down a heavy
cruiser.

Beast Counters: The best counter is other heavy cruisers.
Cruise missiles won't infect it of course, but they also
won't do much damage. Ion array frigates work as well,
but you must be ready to reclaim your frigates with
infection weapons of your own.
Somtaaw Counter: The best (and pretty much only) counter
is a very well supported fleet of destroyers and
dreadnoughts. MCV's and acolyte missiles are also very
effective at softening up a heavy cruiser so the larger
ships can make the kill.


Beast: Non-Combat and Resource

1. The Command Ship: This isn't your father's command ship.
The command ships in HW:C are both fast moving and
capable of dealing out a good amount of damage. They are
the core of the game, and losing it often spells the doom
of a player. The Beast command ship has two advantages:
The command ship has an infection beam, which is
incredibly useful, and it can allocate emergency power to
various systems, which will speed up that system at the
price of command ship health. This function will cease
working at or below half health. The three most effective
choices for emergency power are Research, which will help
you get the important techs earlier (especially important
at the beginning), Building, to either rebuild ships
after or during a battle rapidly or just for raising up
your worker numbers quickly at the beginning (and
interceptors once they are researched), and Infection
Beam, which can really help dominate when you have
constant encounters with nearby enemy ships.

Beast Counters: Firepower, and lots of it. Heavy cruisers
and ion array frigates are your only real options, since
anything else will not be able to do much damage and
therefore will eventually get infected. Just be sure to
bring along enough infection of your own to reclaim
whatever you use.
Somtaaw Counters: Don't go near the beast MS except at
the very beginning of the game and late-game when you
have a good force. Destroyers and dreadnoughts are the
only major ships that you should allow within shooting
range of the beast CS. MCV's are an excellent choice for
supporting such a fleet since they can soften up the
beast CS and are immune to the infection beam.

2. Processor: This isn't your father's resource controller
either. The processor can serve as effective worker
protection, having fairly good guns lining both of its
sides. One thing to keep in mind is that if you order one
to attack, they will go at it front side forward, which
is a disadvantage since the guns are on the sides.

Beast Counters: It's best to just ignore the processor
and go after the workers until you have some major
firepower or a cruise missile around. Cruise missiles are
the most effective way to get rid of a processor, since
it only takes 1 and an unguarded processor doesn't have
the firepower to stop a group of them from connecting
with it.
Somtaaw Counters: The processor can take a good beating,
so you may actually need to make more than 1 strike
force, the first to wound it and the second to destroy
it. Acolyte missiles and MCV's are effective, as usual.
You should seriously consider ignoring the processor
until the workers are taken care of considering how tough
the processors can be.

3. Workers: The workers are salvagers, repair craft, and
collectors in HW:C. The last one is about the only
function used however. They are too easily destroyed to
serve as repair craft in combat, so they can only be used
outside of it to any effect. The salvage function is
rarely used, especially with beast (since they can just
infect with the beam and missiles), as the workers can't
salvage until a unit is at half health. Once you have
captured and researched repair, another very useful
ability to keep in mind is that if you have 10 spare
workers handy they can repair the Beast CS faster than
emergency power will drain it. This will allow you to
keep your production at max non-stop, be able to infect
every few seconds, or use any of the other abilities with
impunity.

Beast/Somtaaw Counters: Just about anything can be
effective against a worker, the hard part is getting past
the defense.


Somtaaw: Fighters

1. Recon: The recon has the longest scan range of any ships.
Once upgraded, it is the only way besides the sentinel of
seeing cloaked ion array frigates, and like the sentinel
they can also see mimics and leeches. However, the
easiest way to detect mimics and leeches is to use the
tactical overlay, so it's up to you if you want to use
recons in this way. The best way to use recons is to form
a semi-circle in the area around your opponents command
ship so you can keep tabs on anything he does. This is
the best way to keep your opponent from launching any
surprise attacks. Also, recons in number can be used to
kamikaze enemy fighter craft in the early game if you
don't have enough ships to counter a rush on your
workers. Also, recons in number can be used to kamikaze
enemy fighter craft in the early game if you don't have
enough ships to counter a rush on your workers, just
don't try to dog fight, they will get pasted. Finally,
keep in mind that the recons do so little damage with a
kamikaze that it takes 2 to kill an interceptor or an
acolyte.

Beast/Somtaaw Counters: Anything that can get in range of
a recon to fire can destroy it easily. However, given the
speed of the recon an alert player can always have it
retreat to safety.

2. Acolytes: Acolytes are a great unit. A menace to strike
craft, workers, and frigates, the acolyte is a unit that
a good Somtaaw player should never stop building. The
missiles are one of the most versatile weapons there are,
given their huge damage and long lifespan. If you are
going to engage frigates and other capital ships with
acolytes, it's best to hit and fade to go get another
pair of missiles. All in all, acolytes are a major
threat, since they are able to move quickly and can hit
hard with their missiles.

Beast Counters: Infection beam, kamikazing interceptors,
and corvettes are the most effective way of getting rid
of acolytes. Acolytes are a major threat with their
missiles and they have to be stopped as soon as possible.
Somtaaw Counters: Using ACV's and acolytes are the best
counter. Sentinels also work very well, but they come
much later in the research tree and they can't move fast
enough to catch up to the acolytes. Failing that, the
other frigs you have around after the first one goes up
in flames are pretty effective, provided the acolytes
don't run away. ? (Yes, yes, hive frigate swarmers can
chase down the acolytes, I know. )

3. Mimics: Mimics are the other highly effective unit that
the Somtaaw get. The mimic ability is primary useful in
causing the mimics to not appear on radar, since most
alert players will know it's not theirs right away. Their
only disadvantage is their tissue-paper armor, but
considering their stealthy nature and huge damage
potential it is a worthy trade-off. If you even think
about using Mimics (and you ought to in almost every game
you play), make research of the Quantum upgrade for them
a high priority, since it greatly increases the damage
they deal. The most effective way to use mimics is to use
other ships to divert attention so that the optimum
number of mimics can connect with a target. Mimics are
also a great way of quickly taking out a crystal that
happens to be near some enemy ships without them
noticing.

Beast Counters: Be alert is the first thing you have to
do, having strike craft around is the other. The key to
mimics is to attack without being noticed. If they are
noticed, they will have a hell of a time, which is what
you want them to have.
Somtaaw Counters: Same as the beast counters, except that
multibeams and hive frigs can be effective if there
aren't too many and they are detected early.

4. Leech: As I'm sure some of the leech fans have noticed, I
haven't mentioned them that much. Simply put, I don't
have great faith in the leech, as they are simply too
easy to stop. Since they can be destroyed by force attack
and detected by putting on the tactical overlay, getting
them deployed effectively to begin with is a major
hassle. No offense or anything, but since leeches can be
stopped so easily and since they require time to be
effective, I don't think of them as anything beyond toys
or something to beat down unskilled players with.

Beast/Somtaaw Counters: Just keep on tactical overlay and
force attack any leeches on your units. Research advanced
sensors too if you feel the need.

5. Sentinel: The sentinel is a powerful ship. Held back
primarily by the slow movement speed and the slow build
time, the sentinel is a match for any beast ship below a
frigate. It is a testimony to the sentinels endurance and
lack of speed that ion cannon weapons are a very
effective way of dealing with the sentinel. An excellent
choice to guard any kind of ship that does not require a
great deal of speed. Sentinels are a poor offensive
choice given their rate of movement, but they really
shine on defense. The shield effect is secondary, since
it will only stop undetermined attacks, and more
importantly the sentinel cannot fire while the shield is
up. Another thing to keep in mind is that sentinels do
get advanced sensors, so they can detect disguised and
invisible ships once upgraded. Just because they are
slow, don't rule out building an offensive with them.
Provided you have the resources, loading them in a
carrier and then jumping to key locations can be
devastating, especially with frigate support, since even
infection missiles will generally die too fast to do
anything to such a force. Just keep in mind that you
shouldn't try this against ships with infection beams.

Beast Counters: Infection beams are the most efficient
way of dealing with sentinels. Failing that, the quickest
way to get rid of them is by kamikazing interceptors. The
sentinels are the defenders of HW:C, and they are just as
vulnerable to kamikaze by nimble strike craft. Groups of
ion array frigates or a heavy cruiser can also be very
effective. Don't use strike craft or corvettes against
the sentinel except the interceptor kamikaze; they will
get eaten alive.
Somtaaw Counter: ACV's EMP effect will be useful here.
Just be ready to run when it wears out. Probably the best
method is to engage the sentinels with the long-range
drones of the hive frig. Multibeams will also be
effective, but they need numbers or they will be
overwhelmed quickly.


Somtaaw: Corvettes

1. ACV: The ACV is very effective against all fighters and
some corvettes, but it's usefulness drops off rapidly
against anything bigger. ACV's aren't that effective
against the beast corvettes, given their superior
firepower and hitpoints. However, with EMP the ACV is
very effective against smaller strike craft, being able
to paralyze them for several seconds (several precious
seconds, since strike craft count on agility to keep
themselves alive) and can generally take them out even
without the EMP. Keep in mind that EMP is most effective
when supported by other ships, notably acolytes, since
the ACV's themselves will take a few seconds to recover
after issuing an EMP blast.

Beast Counters: Corvettes are your best bet against
ACV's. Anything else is simply too slow or too
ineffective. Since it is almost guaranteed that anything
you attack with will be EMP'ed, don't use anything that
will be vulnerable in one place without being able to
dodge.
Somtaaw Counters: Hive Frigates and multibeam frigates
are the best counters against ACV's since they are
virtually immune to the EMP effect and can really dish it
out against strike craft.

2. MCV: Same as mimic, only can mimic bigger ships, moves
slower, and has more hitpoints.

Beast Counters: See Mimics
Somtaaw Counters: See Mimics


Somtaaw: Frigates and Capital Ships

1. Ramming Frigate: Ramming frigates can be very nice, just
remember that if you attack a beast ship larger than a
frigate and you don't have vaccine researched, the
ramming frig will be auto-infected. Otherwise, a ramming
frig can turn around a battle by removing the big ships,
like dreadnoughts (watch out for repulse though) and
heavy cruisers from a conflict long enough to turn the
tide.

Beast Counters: The usual means of infection work well,
in the case of cruise missiles especially since the
ramming frig has no long-range weapon. Otherwise, any
strike craft or corvette can work wonders (Using them in
an aggressive sphere will keep the ramming frig from
ramming any of them).
Somtaaw Counters: The acolyte missiles and MCV's, always
the weapon of choice against frigs, are effective here as
well. Failing that, strike craft can make short work of a
ramming frig.

2. Multibeam Frigate: Multibeam frigates are effective
against fast moving targets and little else. Their
inability to focus fire is a disadvantage against any
larger ships and besides their anti-strike craft
abilities they really don't have anything going for them.

Beast Counters: Cruise missiles can be effective, if they
are in big enough numbers that they don't get destroyed
right away. Other than that, pounding on a multibeam with
anything above an interceptor will do the trick.
Somtaaw Counters: Acolyte missiles and MCV's as always
against frigs. Failing that, destroyers, 'noughts, and
hive frigs are effective.

3. Hive Frigate: Hive frigates are notable for their ability
to deploy their swarmers over very long ranges. This
requires good recon and that you don't let enemy ships
get too close. Because of their high support cost it's
not a very good idea to build a fleet solely of these
guys, although they can definitely make a significant
contribution to any fleet and have many tactical uses.
With good recon, the hive frigates are among the best
ways to deal with cruise missiles (although if you are
not alert, the hive frigate is just as susceptible to the
missiles as any other frigate. The hive frigate is still
powerful against other frigates, since they can
concentrate firepower with their main attack as well as
swarming everything in the area. You must have good recon
with the hive frigates, if you are going to put yourself
at risk of losing them to infection you are better off
not building them.

Beast Counters: Any kind of infection will work well,
though cruise missiles are susceptible to the swarmers if
they are detected from too far away. Otherwise, corvettes
work fairly well and the bigger beast ships will work
wonders, once they get close enough.
Somtaaw Counters: Acolyte missiles and MCV's (notice a
pattern yet? Naw, me neither.) are very effective, once
they get in range. Otherwise, hive frigates and the
bigger capital ships can swat a hive frigate pretty well.

4. Destroyer: The destroyer is a powerful ship. Not having
any abilities of note, you will just have to be satisfied
with a missile launcher, multiple guns, and a pair of ion
cannons. The destroyer is noted for being able to dish it
out, being able to take it, and being immune to
infection.

Beast Counters: This is a toughie. Your best bet is heavy
cruisers. The other option is basically mobbing it with
ion array frigates until you light it up.
Somtaaw Counters: For Somtaaw, you should try something a
little different and use acolyte missiles and MCV's.

5. Dreadnought: The dreadnought is basically a destroyer,
only more so. The dreadnought also has a repulse field
weapon, which does no damage but helps keep those pesky
enemy ships at arms length. The repulse field will
deflect siege cannon blasts, which is the only defense
the Somtaaw have against it (and can provide a fun lesson
in geometry). Keep in mind that in dreadnought vs. heavy
cruiser one on one, the heavy cruiser will come out on
top with about half of it's hitpoints, provided it hits
the dreadnought with it's infection beam twice. This is
because the dreadnought, while it has two ion cannons,
cannot focus its fire and hit a target with both of them.
The end result of this is that they always get pasted
going 1 on 1 against a heavy cruiser. Do not try to use
the Dreadnought as the heaviest gun in your fleet,
because even though that's true, it is much more
effective used as the heaviest armored ship in you fleet,
to try to distract firepower away from your more
vulnerable ships (especially mimics).

Beast Counters: The heavy cruiser is about your only
option. The other option, less satisfying, is to mob the
dreadnought with ion array frigates and a support fleet
(to protect from MCV's and other peskies). A large wing
of attack bombers can also be effective if they are
ignored and allowed to do damage.
Somtaaw Counters: Well, I know this will sound strange,
but acolyte missiles and MCV's can be very effective
against dreadnoughts. This is especially true when the
dreadnought is engaged with other ships, in particular
destroyers and other dreadnoughts, since they can take a
great deal of punishment.


Somtaaw: Non-Combat and Resource

1. The Command Ship: The Somtaaw command ship has the unique
advantage/disadvantage of having to build numerous
modules to conduct research. This allows you to conduct 5
research items once all the pods are built, but this also
tends to hurt just a little money wise, which really
hurts at the beginning of the game. The special ability
of the system manager is to assign repair priorities to
the pods (Yippee!). The Somtaaw CS also has the siege
cannon, which can win and lose games when used. It's a
big enough topic that I'll go into that in strategies.
Like the beast CS the Somtaaw mothership can dish out
some serious damage to the smaller units. This also means
that you are more heavily armored than the Beast Command
Ship (since your modules can take damage) but
simultaneously means that the modules can die and cripple
you significantly. To use to your advantage, only use
your command ship in a battle situation if you can run
away from it without consequence, and if you do, always
run away as soon as any of your modules go into the
yellow.

Beast Counters: You can attack the CS with just about
anything, just be mindful of the damage output of the
Somtaaw CS, and be careful of sending your fleets into
battle against it late game without field frigates for
siege cannon protection. Also be sure to use all of your
infection beams on the Somtaaw CS right at the beginning,
since the Somtaaw CS has a ton of hitpoints, meaning the
infection beam will do a ton of damage.
Somtaaw Counters: Like the Beast, you must be mindful of
the siege cannon late game, but even more so since the
only defense you have is the dreadnought's repulse
weapon. Also like the beast, you can attack any time you
like, just as long as you are mindful of the Somtaaw CS's
weapons.

2. Processor: This isn't your father's resource controller
either. The processor can serve as effective worker
protection, having fairly good guns lining both of its
sides. One thing to keep in mind is that if you order one
to attack, they will go at it front side forward, which
is a disadvantage since the guns are on the sides. As a
result, processors are most effective while being swarmed
by fighters and are much less effective against frigates.

Beast Counters: It's best to just ignore the processor
and go after the workers until you have some major
firepower or a cruise missile around. Cruise missiles are
the most effective way to get rid of a processor, since
it only takes 1 and an unguarded processor doesn't have
the firepower to stop a group of them from connecting
with it.
Somtaaw Counters: The processor can take a good beating,
so you may actually need to make more than 1 strike
force, the first to wound it and the second to destroy
it. Acolyte missiles and MCV's are effective, as usual.
You should seriously consider ignoring the processor
until the workers are taken care of considering how tough
the processors can be.

3. Worker: The workers are salvagers, repair craft, and
collectors in HW:C. The last one is about the only
function used however. They are too easily destroyed to
serve as repair craft in combat, so they can only be used
after battle to any effect. Since salvaging enemy ships
requires that you take their health down to half first,
the salvage function is mainly only useful to salvage
crystals, provided you have Crystal Processing available
as well. Crystals will give you a huge RU boost, almost
as if you were playing a game with large injections,
although make sure your enemy doesn't plan on attacking
the crystal - its explosion is as large as a siege cannon
blast. You can find the fate of your game being sealed in
a neon purple circle. In the late game, the Somtaaw will
never run short of resources because they can easily
harvest crystals for money, while a beast player will
typically be unable to spend the time to research the
required technologies.

Beast/Somtaaw Counters: Just about anything can be
effective against a worker, the hard part is getting past
the defense.



Beast Game Theory:

Beast vs. Somtaaw
The beast has a major advantage here, given the slow
start of the Somtaaw and that they can only attack at the
very beginning (which is virtually impossible since they
start so slowly) and then they cannot approach your CS
until the endgame. One of the major keys to playing Beast
vs. Somtaaw is luring your opponent's ships within range of
an infection beam. Failing that, you should focus on
destroying whatever strike craft he has around. This will
allow your cruise missiles to be used much more easily,
since frigates and processors cannot easily stop them
before they get in range of infection. You really need to
go with what feels right. If you are afraid of your
opponent getting a siege cannon, be sure to make quite a
few field frigates, since a good Somtaaw player will
destroy them before firing his siege cannon. If you have
destroyed your opponent's resource fleet and are moving in
for the kill, use ion array frigates backed up by strike
craft for mimic protection. The two things you should be
most afraid of are mimics and acolyte missiles. Keeping a
lot of fighters and corvettes around are the best way to
deal with them.

Beast vs. Beast
This can be interesting. Except for a few initial
strike craft attacks, you cannot approach you opponent's CS
until you are ready to destroy it, and only then when you
have enough infection of your own to reclaim whatever he
takes with an infection beam or cruise missiles. Keeping a
sharp eye for cruise missiles and destroying/infecting
whatever resource fleet he has away from a ship with
infection should be your primary goals. Avoid using
frigates as much as possible, since FF's generally aren't
worth the cost of research and money when there is no
threat of a siege cannon, and ion arrays are very
vulnerable to cruise missiles and infection beams. If you
are going to use frigates, always keep them with strike
craft so they can't be infected by cruise missiles (and
because ion arrays are worthless against fast moving
targets) and it's also a good idea to have a few cruise
missiles follow them so you can reclaim them should they
get infected. Heavy cruisers can also give you major
problems, since they are both powerful, can infect, and are
immune to infection. Counters for them are discussed under
their description.

Important Beast Attributes:

1. Infection: Infecting units with cruise missiles and
infection beams are one of your primary goals as the
Beast. Generally, you should try to lure enemy units
within range of a ship that can infect, and when using
cruise missiles give them an escort so you can get rid of
whatever strike craft that might threaten them. Be sure
to retire anything that you don't have an emergency need
for, like a single ACV or acolyte from a wing you just
infected. As for infecting Somtaaw frigs, it's best to
retire them as soon as they are out of combat, unless you
have no need of that unit type and would prefer to keep
them on the front lines. To infect the most possible
vessels with the cruise missiles you have, engage the
targeted enemy ships with some offensive units first and
as soon as the enemy starts returning fire, send the
cruise missiles in. This is especially effective against
ships that have a hard time turning or alternating
targets. Also try to send in the cruise missiles from the
side or from behind.

Beast Counters: Use strike craft to kill cruise missiles,
and don't go near any ships that can infect unless you
are ready to lose some of your fleet. Having more
infection than your opponent does is also key, so you can
reclaim whatever your opponent steals from you.
Somtaaw Counters: Don't go near the Beast CS or anything
else that can infect, and use strike craft to kill cruise
missiles. Don't engage the Beast CS directly with
anything but dreadnoughts and destroyers, since you can't
reclaim whatever you lose without going through the pain-
in-the-ass process of salvaging. MCV's work wonders
against ships with infection since they can't be infected
and do a ton of damage.

2. Beast Workers: Beast workers have slower harvesting than
their Somtaaw equivalents (it takes longer for a beast
player to collect one load of RUs) but this is easily
offset by the fact that the Beast has very little to
build in the beginning of the game, even when they get
their first offensive ships. Continuously build workers
to take advantage of this and protect those workers well.
Make sure that units coming out of your mothership have
quick access to defend any of your harvesting operations
and check often to make sure that there are no leeches on
your processors or workers (if playing against Somtaaw)
or cruise missiles/mimics heading towards them. If you
maintain this superior amount of workers until the end
game, you should have no problem keeping up with any
opponent.

Beast Counters: Of course as a beast player you will also
be able to take advantage of this fact, but taking
advantage of it more than your opponent will be a key
factor in the game, especially if you can whittle down
his worker population without losing yours, thus
nullifying his innate advantage while keeping yours.
Somtaaw Counters: It is integral to any Somtaaw versus
Beast game to destroy the Beast's initial production
advantage, because your faster harvesting won't make up
for the fact that the Beast can have a lot more workers
than you. This is discussed more in the Somtaaw: Game
Theory section.(Information of Beast workers and Counters
contributed by [7th]Athexx)

3. Emergency Power Allocation is a tool that should
definitely be used whenever your CS is above half health.
You can double the speed of either your production, your
research, your movement, your infection beam recharge
rate, or double the firepower of your defensive weapons
at the cost of damage to the command ship, which is well
worth the price. Even when about to be under attack, it
is more useful to have used your emergency power to build
more defensive ships to kill any attacking fleet faster
than to have more hit points on the CS but less ships to
defend it with. The direst situation where you would need
hit points is if facing an incoming Siege Cannon without
any Field Frigates nearby, and still, Emergency Power to
Thrust (one of the few uses of putting power to speed)
comes through by doubling the speed at which you can move
upward to evade the shockwave. Specific uses of Emergency
Power can be found in either the unit section, under the
Beast Mothership, or in individual Beast openings below.

Beast/Somtaaw Counters: Although this is an innate
ability of the command ship, you can prevent your
opponent from taking maximum advantage of his emergency
power by providing a constant threat to his mothership
and either forcing him to use Emergency Power in a way
that you dictate or by not allowing him to use emergency
power at all by reducing the hit points of the CS to
below half its health. Unfortunately this can be quite a
task, especially for Somtaaw players, since there is the
constant threat of infection, so deliberately attacking
the Mothership just to deprive your opponent of Emergency
Power is out of the question. On the other hand, if you
have recently been attacking the CS and took down a chunk
of its health, constantly bombarding it with Mimics or
Cruise Missiles is a great way to effectively cut his
rebuilding speed in half by not allowing him to heal to
the one-half health he will need for more Emergency
Power. (Emergency power allocation and counters
contributed by [7th]Athexx)


Somtaaw Game Theory

Somtaaw vs. Beast
This is a tough one. You can't go near the Beast CS
without running the very high risk of infection, which
makes it difficult to end a game against a beast player
early and it also makes it very dangerous to try and
destroy ships in the area of the beast CS. Your best bet is
to try to get to your opponent's resource fleet without
getting in range of infection beams. Generally, building
frigs against the Beast is a bad idea, especially as
Somtaaw. All Somtaaw frigate types are easily infected and
cannot be reclaimed except by salvaging. You are forced to
either use them defensively or, more commonly, to not use
them at all. The key to winning this game (like it is with
the other race combinations) is keeping your production
fleet safe while destroying your opponents. With this in
mind, acolyte missiles and MCV's are your best bet against
resource fleets, since they can strike fast and hard.
Generally, you should try to get the MCV's in striking
range in a sneaky way (Like moving a wing of acolytes
within scanning range of a different part of his fleet, so
you know he isn't paying attention to his workers). Keeping
a lot of strike craft around is also important, since they
are the most effective way of stopping cruise missiles.
When you are ready to win, you need to be very ready.
Engaging the Beast CS is a major undertaking, and is best
done with destroyers, dreadnoughts, and MCV's.

Somtaaw vs. Somtaaw
This can be an interesting game, with a great many
different strategies. First of all, you can use all of the
Somtaaw unit types with impunity since you don't have to
worry about infection. Generally, your best bet is to try
to get more acolytes and MCV's out than your opponent and
then try to destroy his resource fleet. For this game, you
need to keep a sharp eye out for leeches and mimics, and
you need to have the strike craft around to deal with them.
Siege cannons are something else you need to look out for,
since the dreadnought's repulse weapon is the Somtaaw's
only defense against it.

Important Somtaaw Attributes:

1. Acolyte Missiles: The acolyte upgraded with missiles is a
great weapon. They are effective against beast corvettes
when the acolytes split into groups of 5 and each launch
against a different target. Using small groups is also
very effective against workers. Missiles are very
effective at detonating crystals, which can also be fun
(losing a melee? Launch your missiles at the nearest
crystal and be a poor loser. :p ). Acolyte missiles are
also extremely effective against frigates, as they are
able to devastate frigs and can put a big dent in the
bigger capital ships. Just be sure that the acolytes
don't stick around and get into fights with anything that
can't chase them. It's best to fire the missiles and to
return to the CS for a reload.

Beast Counters: The beast don't have much of a choice
here – all they can do is preemptively strike the
acolytes with interceptors so they can't reach their
targets. The other choice is to try to infect with and
infection beam before they can launch their missiles. The
acolyte missile is a real boon to the Somtaaw, being both
powerful and rather difficult to stop.
Somtaaw Counters: The Somtaaw don't have a great deal of
counters here either – either preemptively engage with
your own acolytes, or use ACV's and their EMP. Any other
reasonable choice is likely to go up in flames.

2. Using the Siege Cannon: The siege cannon can win or lose
the game, but it is a weapon that must be used carefully.
One thing to remember is to never shoot it at a downward
angle. It is likely to crash into the side of your CS on
it's way, which is about the only way you can get a CS to
kill itself. If you wish to shoot the siege cannon at an
opponent who is below you, you must either change your
altitude or cause your CS to angle downward so the siege
cannon projectile fires forward instead of down. Another
thing to keep in mind is to not fire the Siege cannon
while field frigates are around, allied or otherwise.
They will detonate the siege cannon blast as soon as it
is released, destroying your CS. Once the threat of self-
destruction is removed, there are still a few things to
keep in mind. One is that when targeting the blast, the
percentage number by the cursor measures the power the
siege cannon's blast will have when it goes off. Against
Beast, you must remove their field frigates before you
can fire safely. MCV's are the most efficient way of
doing this, followed by acolyte missiles. Against
Somtaaw, the dreadnought's repulse field is the only
protection your opponent has. Getting rid of a
dreadnought is a much more complicated proposition, one
that is discussed under its counters. You may want to try
to get your opponent to fire his repulse field and then
fire the siege cannon right away. One final thing to
remember about the siege cannon: it can destroy any ship
in the game with a direct or near direct hit.

Beast Counters: Field frigates, and lots of them. You
need to keep a ton of them around, and you need to keep
them guarded so MCV's or whatever can't kill them. Keep
field frigates on any likely target. The other
alternative is to do a short-range hyperjump of your
ships so that they aren't present when the siege blast
goes off.
Somtaaw Counters: The dreadnought's repulse is the only
counter to a launched siege blast. Using it well is not
easy; you will just have to learn by experience. The
other option is to do a short-range hyperjump so that
your ships simply aren't there when the siege blast
detonates.

3. Double Pumping: Double pumping is simply the act of
manufacturing ACV's and acolytes at the same time, or
mimics and MCV's at the same time. This has the effect of
doubling your production of those units. This is a big
boon to the Somtaaw war machine, and a good Somtaaw
player will use it to full effect. Using it with carriers
to up your production is also a great boon.

Beast Counters: The beast must use many strike craft to
counter the extra production, if that is what the Somtaaw
player is focusing on. Corvettes will also do well
against the Somtaaw fighters.
Somtaaw Counters: There really isn't any need for a
counter, since a Somtaaw player can do it as well.


Beast: Strategies and Openings

Beast players have a variety of options available to them
at the beginning of the game for this is where they truly
shine. It is critical that they take advantage of their
vital technologies (that is: infection beams, support
systems, and either fighter or corvette technologies) and
use it against their opponents immediately.

1. Interceptor Rushing: This is done by first allocating
emergency power to researching fighter drive. Do the
usual scouting and collector building in the meantime.
Make sure you know where your opponent is. Once that is
finished, queue up at least 10 interceptors and switch
emergency power to build. When the interceptors are
finished, send them to the enemy resource collectors,
going around the command ship if it can be done easily.
Once there, engage the workers and ignore all other
targets (aggressive sphere works well). If you get under
heavy fire (processor + CS) don't be afraid to kamikaze
into the workers, the interceptors do excellent kamikaze
damage. Kamikaze the remaining interceptors into the
nearest remaining worker. You should be able to get 1
worker, and if you do well you will be able to kill 2.

Beast Counters: The best beast counter is to do it
yourself. Failing that, using recon kamikaze to weaken
the force or using emergency power allocation on
defensive weapons can be effective.
Somtaaw Counters: This is a bit complicated, but you have
several options. The first is to keep your command ship
and processor really close to your workers. This will
maximize the fire the interceptors have to endure. You
will also probably have 1 or 2 acolytes available when
the interceptors arrive – kamikaze them into the
interceptors to reduce the damage they can inflict.
Another method is to build recons and engage the
interceptors with them – you won't be able to do much if
any damage to them, but it will slow down the
interceptors. Finally, you can dock your workers with
your command ship and not relaunch them until the threat
has passed, but this has obvious drawbacks.

2. Command Ship Rushing: With the infection beam, the Beast
command ship can basically have its way with your
enemies. This is primarily a Beast vs. Somtaaw strategy,
since having your opponent do it to you will not only put
a damper on it, but if a beast player keeps his CS on his
ships he can just reinfect whatever it is you try to
claim. This strategy consists of exactly what it sounds
like: rushing your opponent with your command ship. To do
this requires only that you have infection researched
before you arrive at your opponent's resource fleet. What
you do is send out recons to determine where your
opponent is, and then start moving your CS there as soon
as you finish building a processor. You should then use
the interceptor rushing strategy described above to throw
your opponent off balance and to make him play
defensively. What a smart player will do at this point is
retreat his collection fleet rather than face having it
infected. This comes close to basically conceding the
game to the Beast player. If he doesn't run, infect as
much of his ships as possible and destroy the rest. If he
runs, make sure your collection fleet has adequate
protection and give chase, assured in the knowledge that
his collection abilities have been broken, perhaps
terminally. Keeping your opponent off balance is the key
to winning. Be certain to use the collection fleet
protection techniques described elsewhere to keep him
from turning the tide.

Beast Counters: If your opponent is doing this, you can
either do it to him or stay on defense and reinfect
whatever he tries to claim ( I don't recommend the
latter, since he will eventually start scuttling whatever
you try to take back).
Somtaaw Counters: The Somtaaw have a few interesting
options. They can send their CS after the Beast CS, but
this will leave their collection fleet largely
unprotected. However, if you do this, they just might be
able to take out the Beast CS, since it will be at half
health after using emergency power allocation for
research and building. The trick to that is keeping your
CS trained on your enemies CS long enough to destroy it,
a difficult task for a ship that turns and moves so
slowly. You would be forced to mimic the Beast CS's
movements almost exactly, and also to get into a position
where as many guns as possible on your CS are firing. The
other option is to rush your enemy's collection fleet
yourself. If you order your collection fleet to run from
your opponent's CS and then force his to do the same by
rushing them with your CS, you might just succeed in
starting a sort of poor man's cat and mouse (poor because
both of you will be bankrupt).

3. Corvette Power Builds: The Beast corvettes are effective
weapons and can be researched just as quick as any
fighter can, plus they carry the bonus of having one less
tech to research for cruise missiles. To start, put
emergency power into building and pump out a processor
and as many workers as you can queue. Start researching
support systems immediately since by the time you are
even able to build offensive ships you will already be
low on supply, and corvettes can eat up supply very
quickly. Once the processor is out, you don't need to
rush so fast to get more workers so divert emergency
power to research and start researching corvette drive
while building your first supply pod. The use of
emergency power on building at the beginning will give
you a very fast growing economy, and if you continue
building workers throughout the game until it starts
draining your maximum supply, you will ALWAYS have a
superior economy to any opponent who does not start that
way. Unfortunately you may be vulnerable to an
interceptor rush, so keep recons handy if you think your
opponent might try that, until you can produce your first
corvettes. Which corvette you research and build first is
entirely up to you. The heavy corvette seems to be the
corvette of choice but since many players feel it is
"cheap" for being such an overpowered unit, your in game
ethics may dictate that you choose another corvette. See
the unit section for comparisons between the three
offensive corvettes. Once you start building one, you
may want to research one other corvette as well,
especially if your opponent is going heavy on fighters.
At any rate, do not research more than two corvettes or
you'll fall behind in technology. Go for infection beam
next, and then cruise missiles (unless your opponent is
STILL bent on fighters and only fighters, in which case
you should consider that third corvette). Continuously
pump out your offensive corvettes and cruise missiles,
and use them wisely! Also, never let your opponent wreak
havoc on your harvesting operations, because that will
spell defeat for you quickly and effectively. What you do
from that point will depend on your opponent's race and
playing style, but you will have many possibilities open
to you no matter what happens.

Beast Counters: Either do it yourself, or go heavy on
fighters, particularly attack bombers. Keep an equal or
greater amount of cruise missiles at all times and play
as you would any beast opponent, although concentrate on
eliminating his workers and/or processors. If you infect
anything with a cruise missile, scuttle it yourself if
your opponent tries to reclaim it.
Somtaaw Counters: Mimics, mimics, and mimics. You're
going to be building a LOT of these guys so get used to
them for a while. Mimics/MCV's will cost effectively kill
any of the beast corvettes, and you will also be using
mimics to target workers, since killing your enemy's
worker population will be integral in defeating this
opponent. Of course, the hard part is getting the mimics
to the corvettes and past the firepower of those
corvettes, which will involve some heavy diversionary
tactics through your game. Acolytes with missiles are
great for this purpose of course, as well as catching and
quickly killing incoming cruise missiles. (Corvette Power
Build strategy and counters contributed by [7th]Athexx)


Somtaaw Strategy and Openings

This section remains painfully open – given the slow start
of the Somtaaw they are forced to basically react to a
Beast opponent until they have put together the appropriate
research and funds. The Somtaaw can either go for frigates
ASAP or go for fighters instead.

1. Acolytes and Mimics: The acolyte and the mimic are two
the most effective weapons the Somtaaw have. To do this,
first build a hanger and a weapons module. When they are
complete, queue up a engineering module. Research
fighters drives and then either missiles or energy
cannons. Energy cannons if you expect fighters and to be
fighting defensively, or missiles if you expect corvettes
and also expect an offensive opening. When you are
finished researching fighter drive start on either
linking systems or advanced fighter drive, and then start
making acolytes and do not stop, ever. Research support
systems as soon as the engineering module is finished and
when that is finished researching start on holographic
projectors. Around the time you start researching the
projectors you should start on the quantum charge in the
weapons module. When holographic projectors are finished
begin producing mimics and do not stop. Use the mimics
and acolytes in all the different ways described
elsewhere.

Beast Counters: Since the Somtaaw have such a slow start,
you have an opening to put together a force and be able
to hurt the Somtaaw resource collection fleet, perhaps
terminally. If you opponent is going heavy fighters like
this, use large numbers of interceptors and corvettes.
And watch out for the mimics, they are your biggest
threat.
Somtaaw Counters: You really don't have anything to worry
about from a Somtaaw opponent for quite a while. Go for
this yourself or use frigates.

2. Frigates: Queue up a weapons (or a adv. engineering
module if you want hive frigs instead) module and a
hanger. When they are finished, queue up and engineering
module, and start researching advanced ion cannons (or
microship construction if you built a adv. engineering
module) and fighter drive, respectively. Queue up and
engineering module and wait. You have the option of
building acolytes soon after this point, which is
probably a wise decision if your opponent is fighter
happy. Research support systems as soon as the
engineering module is complete and start building a frig
as soon as the research is done. Proceed in the normal
way after this. (Note: If you are planning on using a lot
of fighters you may want to build an engineering module
for the support systems before a weapons/adv. engineering
module, as frigates use up a lot of support.)

Beast Counters: Ignore the frigates until you can infect
them. If the frigates are hive, then try to stay clear
and engage it's drones only if you have to, or if you are
going after workers try to get there fast and kill one by
kamikaze.
Somtaaw Counters: MCV's and acolyte missiles destroy
frigates easily.


Team Play: Strategy
(Contributed by [7th]Athexx)

Since a large amount of the games on WON, especially armada
games, compose of 2on2s, every player needs to know the
basics of team play. Playing with an ally can be very
different from playing solo since there are a number of
different points to keep in mind, based on what race you
and your ally choose, who you are going against, and the
positions that everyone starts in.

1. Beast and Beast: If both you and your ally are beast, you
can take advantage of the numerous openings available to
the beast at the start of the game and each pick one. For
instance, have one of you interceptor rush and the other
go power corvettes. This works out really well since the
power corvette player can give away some of his extra
resources to the interceptor player, and where the
interceptor player provides mobility, speed, and
protection from cruise missiles/mimics, the corvette
player can provide heavy firepower and quicker access to
the cruise missile. That's not to say one person with
cruise missiles is enough… both of you ought to get the
missiles ASAP, since with both of you producing, you can
bombard the enemies at an insane rate.

Counters: Use LOTS of strike craft to take down the
overflow of cruise missiles and pick one enemy to raid
workers from. Concentrate all your effort on that enemy
until he is really weak, then instead of finishing him
off, start weakening the other opponent. Your goal
against two beasts is for both you and your ally to
survive until cap ships enter the fray, and to ensure
that your opponents will not be able to produce cap ships
as fast as you and your ally can. To accomplish this, use
as many cruise missiles of your own or mimics, and of
course, never approach your enemies' motherships, and
NEVER build any frigates, or you are just asking to be
infected, no matter how well defended from missiles you
think it may be.

2. Somtaaw and Somtaaw: Going up against any beast opponents
means fighting an upscale battle in this game, but hey,
what's wrong with a little challenge? Diversify, defend,
destroy… but only destroy if you can get away with it.
Make sure both of you get acolytes and mimics, but split
it so that one concentrates on one of them first… i.e.
Quantum and Engineering starts for one of you, although
building up on acolytes as well, and flat out acolytes
for the other with Missiles and then Energy Weapons ASAP,
although picking up on mimics soon too. After those, it's
the rush to destroyers and dreadnoughts, although don't
be afraid to experiment. Try to keep your motherships
close together for maximum defense, although not so
close that a successful Siege Cannon will do damage to
both of you. Since both of you are Somtaaw, you will
REALLY need to work to evade and prevent any Somtaaw
opponents from getting Siege Cannon before you can
repulse it away with Dreadnoughts.

Counters: Corvettes and kamikaze fighters will do
wonders, especially if one of you is beast and you need
to get rid of all the fighters to get you or your ally's
Cruise Missiles through. If one of you is Somtaaw then
make your goal getting Siege Cannon out ASAP without
losing economic ground while your ally and your acolytes
do whatever they can meanwhile. Defend your resources
well, because you can be almost sure they will target
your workers.

3. Somtaaw and Beast: This is the fun one, since you can use
the strengths of the beast to help cover up the primary
weaknesses of Somtaaw and the Somtaaw can really shine.
First off, the beast player should always help out his
ally in resources, especially in the early game, although
not to the point that he will be lacking in resources
himself. It is always a good idea to move close together,
even with threat of Siege Cannon, because if the beast
gets Field Frigates then staying close together means
less Field Frigates to cover the area. Which is vital
when playing against a Somtaaw opponent or two, the beast
player must provide Siege Cannon protection for his ally.
While the Somtaaw player can use his fighters, that is
acolytes and mimics, the beast should concentrate on
heavier ships such as Corvettes, and both should go for
super caps after a while. If the Somtaaw player uses
mimics effectively in battles then the Beast player is
freed to use cruise missiles solely for infection, like
they are meant for. The theme in this game is sharing to
eliminate weaknesses and enhance each other's strengths.
Important: If you are going to use a siege cannon, be
sure your Beast ally sends his field frigates away first
so they don't detonate your blasts!

Counters: Kill the Somtaaw player first. Don't bother
feeling sorry that the Somtaaw player is always being
picked on, but the fact is that the Beast player won't be
as vulnerable until much later in the game, and you
should always take every advantage you can get. When
going after workers, go after the beast workers, but when
making an offensive, target the Somtaaw. You have to try
to divide the enemy so that they can't cooperate and
share defenses – divide them and conquer. If you can
successfully divide them, just use basic 1on1 strategies
against each.


General: Strategy

1. Guarding Your Workers/Processors: The most effective way
I have found is to guard the processor with a recon (to
see attacks coming, and once upgraded, to see cloaked and
disguised units) and a wing of 10 interceptors/acolytes.
The defense fighters will be able to destroy any
mimics/MCV's or cruise missiles that come in, and they
will be able to put a dent in any other attack force.
Just be sure to replace any of your strike craft
destroyed. The end result of this is that your workers
will only be destroyed by a really determined assault,
something difficult to do with a long-range attack. Be
prepared to make your workers run away; it's better than
having them destroyed.

Beast Counters: The earliest strike force that could
reasonably destroy a defense group of
interceptors/acolytes is a group of interceptors and
attack bombers. You should be able to kamikaze the
defense fighters fairly easily, but this will generally
result in you losing all of your interceptors. The
processor will be able to give your fighters much more
trouble. The processor is pretty well armed and armored,
so if that situation arrives you are probably best off
ignoring the processor and taking as many workers as you
can. Cruise missiles will also work well, but a good
beast player will have the interceptors focus entirely on
killing the missiles before they get in range and ignore
the defense. If you want to use them, try to keep them
behind the fighters until the defense has been destroyed.
A single cruise missile is all it takes to convert a
processor.
Somtaaw Counters: The best long-range strike force the
Somtaaw can use against this is a mix of acolytes and
mimics/MCV's. Use the acolytes to destroy the defense,
and try to keep the mimics from being noticed. If the
defense is corvettes, effective micromanagement of
acolyte missiles works really well. 5 acolytes to a heavy
corvette are a good example of this. Also, if there is a
corvette presence try to use the mimics on them, just be
sure not to approach from the front, where they will be
easily noticed and destroyed. Once the defense is
destroyed, send in the mimics and use the acolyte
missiles to the best effect you can.

2. Destroying Enemy Workers/Processors: Destroying workers
and processors consists of first destroying whatever
defense force is present. After that, you need to make
the decision of whether or not you have the firepower to
take on the processor or if you should ignore it and
destroy the workers. See the counters listed in the
guarding processors/workers for more suggestions.


3. Detonating/Avoiding Crystals: Detonating a crystal has a
very similar effect to a siege cannon blast. It will
destroy all strike craft in the area, destroy any ships
in the center of the blast, and it will damage everything
above a fighter outside of the blast. Crystals can be
detonated by: kamikaze, ships with energy cannons, all
missile types, ion cannons, ramming frigates, and siege
cannon blasts. Do not allow your ships to get near
crystals if there is any chance the crystals will get
attacked. The key to that is too keep recons all over
your opponents so they can't surprise you. If you are
going to operate near crystals, you might want to guard
them (the crystals) and react violently to anything red
that gets near them. On the offensive front, you should
keep a sharp eye for any enemy ships that get near
crystals. You might have a chance to kill a collection
fleet, or to burn all the pods off of a Somtaaw CS.

Beast/Somtaaw Counters: Processing crystals is the most
cost-efficient way to get rid of them. Failing that, you
should seriously consider whether or not it would be
worth the cost to destroy any crystals in an area you
plan to move into.

4. Tactics: For any sort of movement, use neutral tactics.
The AI in Cataclysm seems to have been "improved" so that
your units now have a mind of their own in the different
tactical settings, and that is a Bad Thing, provided you
want to have total control over your units. Aggressive
tactics will engage any nearby enemy ships – the last
thing you want your ships to do when retreating from
battle – and Evasive tactics will make a ship either go
out of its way to run away from an enemy ship or even
attempt to return to the nearest dock-capable vessel!
Since the shortest distance between two points never
involves docking with your Command Ship every two
minutes, keep your ships on neutral unless you don't have
enough attention to spare to that unit or fleet. The
tactical settings for attacks are quite unchanged from
Homeworld except that capital ships can't be set to
evasive tactics, not really a big loss there. As a recap
to the usefulness of the various tactical settings,
evasive is useful for fast strike craft that can dodge
slow projectiles, aggressive is useful for practically
anything else, and neutral is only useful for movement.
This is not concrete however, the most effective tactics
in any given situation will change depending on how you
approach it and what you want to get out of it. It is
also deeply correlated to what formation you are using
(see next section). (Contributed by [7th]Athexx)

5. Formations: The biggest change between Homeworld's
formations and Cataclysm's is that you can no longer
assign units to multiple hotkey groupings, making it
harder to control microformations or any complex
formation involving two or more formations grouped
together. As a result, the "e" key is more useful than
ever and so is selecting specific types of ships from the
list on the top right of the screen. Uses for the
formations remain more or less the same though. X and
Claw formations are good general one-fighter formations
for making passes, wall is decent for slow turrets like
heavy corvettes or sentinels, sphere is good for both
defense and attacking targets with short ranges like
ramming frigates, and no formation at all is useful
whenever commanding a variety of forces or any frigates.
(Contributed by [7th]Athexx)




Notes:

Strike Craft – Strike craft refers to all fighters,
although in some cases it also applies to corvettes.
Whether or not it applies to fighters only or includes
corvettes varies depending on whom you ask.

CS – CS is an acronym for command ship.


Contributions:
[7th]Athexx, for unit info, editing, testing, and major
contributions to:
Missile Corvette counters
Cruise Missiles
Beast Command Ship
Hive Frigate
Somtaaw Workers
Beast Game Theory: Beast Workers
Beast Game Theory: Emergency Power Allocation
Team Play: Strategy
Tactics
Formations
[7th]RipperT, for editing


Unpublished work Copyright 2000 David Poe
Reprint only with permission