Talk:After Ether
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SCOUT PHASE
- Scout sweep air standard
- maritime patrol air endurance
- aggressive CAP air defensive (combat)
- off-axis deception air defensive (operational)
- pervasive orbit air stealthy, non reactive
- boost scout air Fast, reactive
- umbral dip air vs sub
- swarm scout air expendible
- fleet scout ship standard
- heavy scout ship combat scouting
- SAM trap ship defensive (anti-air)
- full sensor sweep ship powerful, obvious
- decoy force ship deceptive (operational)
- Recon by fire ship charge in
- pirate sailing ship avoidance; only in star ways/nebula
- Q-scout ship sneaky
- Hunt and sink ship evasive, hunting lone targets or merchantment
- picket sub/ship passive
- run silent sub/ship stealthy (operational)
- lurk and report sub/ship most passive
- evade and track sub/ship defensive
- spiderweb sub/ship only for defender; fixed position
- umbral stalk sub best vs sub or lone targets
- wolfpack sub more active
BATTLE PHASE
- Big wing air air cover
- torpedo wall ship lots of torps!
- gun and torpedo battle ship mixed engagement
- togo turn ship battleline maneuver (higher difficulty?)
- beaty blast ship fixed battleline
- standoff ship extended range
- moscow missile massacre ship expend all missiles
- opportunity strike ship missile conservation
- Cross the T ship concentrated damage
- superweapon smash ship POW
- Hit and fade ship hit and retreat
- mighty wall ship slow moving
- stealthy snipe ship stealthy, ranged
- big brawl ship chaotic and close
- Death ride ship close and torpedo
- killbox volley ship boosts range
- support and rush ship split in two groups; fast and range