September 14, 2009
Now that you know all the intergalactic units that will participate at the Intergalactic Tournament, we can start talking about advanced combat techniques and tactics. One of the most common overlooked aspects of the game are the bonus. Each unit can have several bonus: bonus targeting against other units (by type or air/ground), bonus when defending against other units(by type or air/ground), bonus on a specific terrain. We’ll now sum up all the bonuts of the intergalactic fleet.
The Raptor
The raptor has a major bonus against light units. It’s the only bonus that it has, but it’s a very important one, because it makes the Raptor a major unit on the game.
The Panther
This unit doesn’t have any bnus you should be aware of.
The Kamikaze
This unit doesn’t have any bnus you should be aware of.
The Eagle
The Eagle has an attack bonus against medium and heavy units of 400. It’s not a major bonus, but it is still something to be aware of.
The Vector
This unit doesn’t have any bnus you should be aware of.
The Spider
This unit doesn’t have any bnus you should be aware of.
The Fenix Unit Analysis
This unit doesn’t have any bnus you should be aware of.
The Taurus Unit Analysis
This unit doesn’t have any bnus you should be aware of.
Overview
As you can see there aren’t many bonuses that you should be aware of. There are no unit that has bonus on specific terrains, so you’ll have the same game play independently on the battle terrain. The major bonus is the Raptor’s, against light units. This means that the Raptor is special deadly against the Raptor and the Panther.
September 13, 2009
On the last days we’ve been presenting the combat units that will fight on the Intergalactic Tournament. You can see all related posts about the units under the Intergalactic Units tag. Here are the unit analysis links:
The Raptor Unit Analysis
The Panther Unit Analysis
The Kamikaze Unit Analysis
The Eagle Unit Analysis
The Vector Unit Analysis
The Spider Unit Analysis
The Fenix Unit Analysis
The Taurus Unit Analysis
All these articles will give you a good insight about these units. On the next posts we’ll talk about specific tactics and deploy considerations.
September 12, 2009
And the last unit of this series is the most powerful unit in Orion’s Belt: The Taurus.

The Taurus is a Castle. It can handle almost any attack. It as the most higher defense ( 6800 ) and the second most powerful Attack ( 5000 ), just behind the Doomer.
It’s excellent for both defense and attack, so it’s perfect to put in the front line protecting weaker units. Also it has 2 Powerful special attacks: Rebound and Triple Attack. this means that one attack from the Taurus can damage 4 groups of units.
The only problem of this unit it has limited movement. It can only be moved in front. This means that this unit cannot be left on the sides. Must be in the center of the board where the action usually is!
September 11, 2009
Now it’s time to talk about the Fenix, a royal unit from the Intergalactic Units participating on the Intergalactic Tournament.

The Fenix is a majestic unit that strikes fear and respect on every player. It is very strong and capable of dealing heavy damage. It has a range of 4 squares, and the rebound ability. Both of these features allow the Fenix to possibly strike a unit 5 squares away. There’s nothing better than destroying your opponent’s units from far behind, and the Fenix excels at that. It’s a great unit for zone control and it should always be at the center of the action.
Being a heavy unit, it has movement penalties. Namely, it has a movement cost of 3 and only normal movement. It isn’t very fast but the long range attack compensates for it. When you target an enemy group, your opponent will have a hard time protecting it. Because of the rebound, he can’t just put a cannon fodder group on the front to protect. He may put a group one square ahead, this way the Fenix wouldn’t be able to use the rebound. But keep in mind that the intergalactic fleet has the Kamikaze, meaning that players can’t let open squares on front of their units (because of the kamikaze menace).
You should take extra caution protecting your Fenix against the opponent’s Kamikaze, Vector and Eagle. The Kamikaze because a small quantity of them will destroy your Fenix. The others because they have catapult, and that’s very hard to defend. And with the Fenix’s movement penalties, you can’t run away easily. Also, on the end game the Fenix will be an easy prey for the Spider! If the Spider paralyzes the Fenix it may be the end.
September 10, 2009
The only organic unit in the intergalactic tournament is: The Spider.

Spider is a mythical unit. Great movement (it moves in all directions), above average attack (1800), Strike Back and the feared Paralyze Attack. All good things that makes this unit unique and very powerful.
This unit should be split into several groups. Some groups to do a lot of damage, and smaller groups to paralyze important units. Only one spider can paralyze a group of Taurus. Because of its movement type and cost (only 2 points), this unit is very fast and can usually sneak between other units and make its appearance in places the adversary might not be expecting.
And be careful when attacking a group of spiders. They have Strike Back manual, so if you do not destroy them all, they will respond to your attack and paralyze your unit. Always use catapult units to destroy the Spiders. If you have a unit protecting your unit with catapult, the strike back will not occur (see more information about this subject in the Strike Back manual page).
September 9, 2009
And the next in line is: The Vector

Vector is the one of the deadliest units in the game. Not for its attack, but for its special power and range.
With 4 of range and Catapult, the Vector it’s ideal for long range attacks. Because it has catapult, you don’t need to remove the unit in front of it, so you spend less moves to make an attack. And if it stays in the front line, it only needs one move to reach the front line of your adversary. This characteristics make the Vector an excellent unit both for attack players and defensive players, and a nightmare for your adversary.
Regarding it movement, the normal movement it excellent for cleaning your adversary’s units. You only need to move it left or right and attack.
If you protect it, the only unit that usually annoys the Vector in a combat is another unit with Catapult: Another Vector or Eagle. So you need to be careful. Vectors can usually make the difference between victory and defeat. It’s difficult to hit and excellent to attack.
September 8, 2009
Now it’s time to talk about my favorite unit: the Eagle. The Intergalactic Tournament has almost all the best combat units of the game. But in my opinion the Eagle is the best of these Intergalactic Units.

The Eagle is a medium unit that is both fast and deadly. It doesn’t have a huge fire power, but it has a major ability: the Catapult. Having the catapult attack means that the Eagle can strike targets even if they are protected by cannon fodder. The powerful attack and the fast movement makes it a great unit for zone control. The Eagle only has a movement cost of two, that means that it can easily win a one on one with stronger units that have movement cost of three.
But this unit does have its flaws. The major flaw of the Eagle is the diagonal movement type, that severely restricts it’s movement. You need to be extra careful when placing your Eagle. There is even a special battle tactic that focus on making the Eagle useless: The Diagonal Trap. To prevent this situations, you should be careful and don’t take the Eagle to the edges of the board. Bear in mind that an Eagle on a corner has its movement options limited.
There is also a battle tactic that focus on the Eagle’s strenghts: The Eagle Strike. This tactic puts several small eagle groups on the front row, and on the first turn it moves them. Because of the speed and catapult, it may be very difficult to protect more fragile units from it, and you may trade a small group of Eagle for a large amount of cannon fodder or Kamikaze.
Summing up: the Eagle can be a great asset, but if you’re not careful, it can be quite useless. Plan it well, save it for the end game, and you’ll have a greater shot at winning your matches.
September 7, 2009
In Orion’s Belt there is one Unit that is destiny for destruction. But, on the other hand, that unit maybe the most useful unit that you can have in our game (and the most fragile to!).

kamikaze is a quick and powerful unit. It has 4000 of attack power and only 1 of movement cost. This means that your adversary will protect his main units or they will be destroy. Is an excellent unit to put all the units of your adversary in check.
Its fire power is so huge that 1 kamikaze can destroy all units with just one hit, except 3: the Praetorian, the Hive Protector and Taurus.
Although is very powerful, it also has a downturn: you can only use them once. Because after you use it, they are usually destroyed. Its defense is very low, only 1, which means that every unit in the game, including all the light units, can destroy it in just one hit. for example, 1 Rain (that has 120 of attack power) can destroy 120 kamikazes.
One of the best tactics to use with the kamikaze is the KamikazeMenace. This tactic allows that you can check all you adversary units. This means that he will have to protect and his game will be conditioning by that fact. His options will be fewer and you can use that into an advantage and organize better your attack.
Other strategy that is normally used is to deploy a small group of kamikazes in the front line (a kind of front line KamikazeMenace). This allows you to have a group in a better position to make a check to your adversary. If you are the first to play, you will have to protected it, but if you are second, you will force your adversary to protect or he might lose some important units in the next turn.
September 6, 2009
The next light unit on the Intergalactic Units for the Intergalactic Tournament is the Panther.

The panther is a very fast and useful ground tank. It has no movement restrictions, witch makes it ideal for cannon fodder. It isn’t very strong, but it has a special ability that makes this combat unit a menace for other specific units. The Panther has rebound: this means that when it hits something, if the target is destroyed, the remaining damage is given to the unit behind the target. There are several combat units with this power, but the fast velocity of the panther makes it ideal to break the enemy’s cannon fodder. On an attack, and you may destroy 2 groups of cannon fodder.
But the best use for the Panther is against the Kamikaze. The Kamikaze is one of the most powerful units on the game. It deals massive damage, but it has almost no hit points. Players normally use the kamikaze menace to threat the adversaries. And to do so, usually protect the Kamikaze with a few light units as cannon fodder. This means that if the Panther strikes and destroys the protection, the kamikaze will also be destroyed. That’s why we put the Panther on Intergalactic Tournament.
Players will need to use extra caution for their Kamikazes. For the deploy I’d have a big panther group and other small groups. My main objective would be to spend the Panther to destroy the opponent’s Kamikaze.
September 5, 2009
We’ll start the Intergalactic Units overview with the Raptor.

The Raptor is my favorite light unit, and one of my overall favorite units. It only costs 1 movement point and it has a range of 2, that means that it can hit almost anywhere. Because of the low movement cost and global movement type, it can also be used for protection as cannon fodder. But the major ability of this combat unit is hunting for other light units. It has a major bonus against other light units, that makes the Raptor the best light hunter on the Orion’s Belt Universe!
Experienced players know that the key to the game may be to eliminate all the opponent’s cannon fodder. And for that, the Raptor is one of the best weapons you can use. The Intergalactic Tournament has two light units: the Raptor and the Panther. It’ll be very important if you manage to take out the majority of your opponent’s light units. I imagine that there will be players that will focus their battle tactics on that, so you better prepare for that and properly defend your Raptor.
For the deploy, I’d leave 2 big groups of raptor on each side of the board, the redundancy is for protection. And I’d have several small groups up front to take on the enemy’s cannon fodder.
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reborned: http://forum.orionsbelt.eu/vie wtopic.php?f=24&t=4889& ;p=37088#p37087 more to come in the following...
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vranasm: I made some kind of plan how to test tweaks in units and their costs. I base it on things we already have in...
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