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Subject: Cruiser II needing advice rss

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J P
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Looking for some advice on Cruiser II. I am playing the Mentak next game so I was thinking of going Cruiser II. I usually focus on carriers and/or dreadnaughts so I am not familiar with Cruiser II strategy.

As I look over the stats the Cruiser upgrade just doesn’t seem worth it. Three mobility is great, but in most of my games, players fill up the blank spaces with ships, which means the mobility only helps in your own territory. Also, they are the only ship moving three, so you can’t use them in conjunction with anything else, unless you get gravity drives. The lack of deep fighter screens seems to put them at a big disadvantage in contested battles.

It takes two techs for the Mentak to get Cruiser II, so the speed will not help much in the crucial early phases of expansion.
Am I missing something here? How do you utilize Cruiser II to make it worth the investment?
 
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Ragh Gavar
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If your usual opponents fill all areas with ships then the mobility won’t be an advantage for you.
 
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Federico C.
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Mobility is nice, and helps when moving from place to place, but your main interest here lies in Capacity.
Move in that one lightly defended system (you can reach it), blast the small defending ships with your Ambush, then invade.
Your cruisers are now the ever-present running invasion strike force. Everyone is worried.

(As an addition, if you can get Technology round one and someone gives you 1 tg, you can steal the next one and get cruisers to be your second carrier - and with enough range to take a home system hostage. I like to poke my neighbour and tell him to take Trade so i don't have to take Warfare to his face. Works well. You're Mentak, make enemies. Blast the Muaat out of the sky if you have to.)
 
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Steve Williams
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Cruiser II is one of the most impactful technologies in the game.

Cruiser II's primary purpose is raiding. A single Cruiser II with Gravity Drive, or any number braving a gravity rift, can go 4 spaces which generally gets you anywhere on the board. This is perfect for nabbing tech specialty planets and/or specific planets to fulfill objectives. You can also assassinate lone carriers and dreadnoughts fairly consistently.

An ideal Mentak Cruiser II raiding party is 2 Cruisers carrying 1 Ground Force and 1 Fighter. This gives you the maximum Pre-Combat shots, the fighter is insurance to tank a hit when assassinating a dreadnought (or even some flagships should their owners be foolish enough to leave them unescorted), and 1 Ground Force is enough when the goal is stealing undefended targets of opportunity. Ideally, this raiding force will leave from a loaded base of operations, and have the choice of taking ground forces or fighters as is appropriate to the mission at hand.

Another ability that can be used instead of or in conjunction with raiding is simple proximity. This lets you get into ideal spots to have trade partners, both willing and unwilling.

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Necessary Evil
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Steve is correct, mobility is the best thing you can have on a ship. Late game objective grabbing or even jumping someplace to block movement is strong.

My group never has ships spread out all over the place save maybe around a HS, that wastes a lot of resources and a lot of command counters getting them there.
 
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PK Levine
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IMO, the ability to pick up an infantry and deposit him anywhere within 3 tiles is a wonderful ability even late in the game. Bring in dreadnoughts and/or war suns to bombard a planet to death, along with using a cruiser II to grab an infantry from a planet behind the lines, where you can afford to lose a defender, and drop him off to claim the planet.
 
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Ragh Gavar
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All very valid advice!

But.. if his opponents usually put ships in all available spaces, then the upgrade from 2 to 3 spaces isn't going to pay back the cost of the upgrade.
 
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Scott Lewis
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The added capacity alone is usually worthwhile. But the speed often comes in handy in the late game. If you are so penned in that it doesn't, I think your issues are a bit deeper than mobility at that point.
 
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Steve Williams
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Just get Light/Wave Deflectors and revel in your opponents wasted actions.
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Ian Lippert
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Mordenthral wrote:
All very valid advice!

But.. if his opponents usually put ships in all available spaces, then the upgrade from 2 to 3 spaces isn't going to pay back the cost of the upgrade.


If his opponents have ships in ALL available spaces they must be really short on command tokens. There is definitely going to be places open for opportunistic attacks.
 
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Ragh Gavar
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ianlippert wrote:
Mordenthral wrote:
All very valid advice!

But.. if his opponents usually put ships in all available spaces, then the upgrade from 2 to 3 spaces isn't going to pay back the cost of the upgrade.


If his opponents have ships in ALL available spaces they must be really short on command tokens. There is definitely going to be places open for opportunistic attacks.

That's true. I'm just basing my comments on what the OP indicated.
 
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