- Analysis of advantages and disadvantages of the
Shadow:
Advantages:
- Very litte micromanagement -> more time for strategy,
tactics, diplomacy.
- No need for logistics. Fuel is not needed, ordnance
automatically regenerates and repair units cannot be used.
- Long term ship movements can be planed without any need
for fuel considerations.
- Good scanners. Masses of small, hardly visible ships
that scan at 300LY distance.
- Extreme growth in middle and especially late game.
- Some very hard to detect big battleships at Tech 7&8
(Drowning, Black), however they can only scan 5LY (Drowning) or not at all
(Black).
- Very good in empty galaxies and maps with few players.
- Very strong if allied to another race, but hard to get
an ally who allows you to increase Delta Stress to 100. He would be completely
dependent on your Base Frequency Seal devices or require masses of HD Stress Dampers. This
adds to the 2% GA danger if your base is bigger than 10mio.
- Extremely mobile once tech 9 and especially tech 10
ships are built.
- Fast combat ships.
- Possibility to live on asteroids.
- Much Spy mana and extremely effective ship sabotage
missions.
- Extremely good T3 fighter, but very hard to produce
these in numbers or even at all.
- A Gate is immune to orbital bombing and naturally very
hard to ground assault.
- The Moloch can lay barbitic mines and is automatically
restoring 12,500 ordnance per turn. So you can permanently lay maximum size
minefields and your resource points probably allow it. Problem is the very low
speed of only 35LY/turn and that only the Afterlife can tow this ship. Since
you cannot influence where these ships are built (except indirectly via NEPs)
you are unable to use this unique ability for attacking unless you have a Gate
and the Afterlife.
- It is impossible to rush you. There is just nothing to
rush.
- Once you have a Gate on an asteroid you have almost won
the game :)
Disadvantages:
- Ships that the Shadow sends against an enemy are
completely known. Especially the weapons configuration.
- Totally inflexible ship list. No way to react to
weapons configurations of other races.
- No possibility to flee with minions, but to blow up the
planet, what is not always possible and quite predictable - especially
considering where you're going. Of course you could also try to TNT the base -
quite aggressive way of 'fleeing'.
- Very slow growth during about the first 20 turns
(because of extremely low starting populations).
- Unable to do any trade with other races, except
allowing them to mine and farm your planets.
- No Empires. Just scattered planets. Regions will evolve
that try to survive on their own. Each of these regions will be weak compared
to other races and they have to try to fight and connect each other.
No way to 'build' an empire. You have to wish for bases to appear at the right
spot and not appear where they only suck up minions that are created by evil
acts and get bombed into oblivion a few turns later. NEPs are very useful for
creating empires, but come for the price of losing your first big bases.
- No chance in a small galaxy with many players and no
ally.
- No way to use any exotic tech ever.
- The only way to sweep mines is the Dice. This ship is
very easy to blow up (1 Holo Decoy, 400shields, 100 armor, 43kt hull mass,
only 2 blaster cannons). Additionally it has a max speed of only 75LY/turn and
cannot be towed by any ships except for the Never-Dawn (tech 9) or the
Afterlife (tech 10).
- No defense against hyper jumps. Only Gates get a small
grav well.
- Very vulnerable against assault units and fighters in
ground assault, because the high Dark Powers of the Shadow do not affect these
and combat strength of minions is only 1.
- Most ships are easily to board. Remember Shadow Crew
has combat strength 1 and there are never guests. Many early ships are really
easy to board and even the bigger ships are still boardable (except for the
Afterlife).
- Usual early weapon against fighters is the Sand Caster.
If enemy fighters have Sand Caster immunity your only weapon is your T1
fighter. But if the enemy also has Sand Casters your T1 fighters will be
killed fast. This is the major problem of the Shadow.
Should you ever manage to get Afterlifes and their Nemesis Torpedo this gets
better, but Gates are very dangerous...
- Photon Torpedoes are very effective against your ships.
Only the Dice has one Holo Decoy PD weapon and the Dice is very slow (speed:
75) and easy to blow up. So it will seldom be part of a surprise attack fleet
before you have the Afterlife and its Jump Point Generator.
- Unable to build large fleets. The limit of the number
of a kind of a ship, depending on the tech level und the number of bases with
more then 10k minions, means that you can never have many ships of a higher
tech level. This adds to the fact that your 'empire' is usually scattered,
which makes it even harder to have ships come together and form a fleet.
Furthermore this makes the Shadow having to attack in waves which is very
reasonable considering the Sci-Fi background.
- A Gate attracts all enemies. You cannot move it and if
the enemies blow up your Base Frequency Seal devices in the orbit, the planet most probably
explodes within the next turns and you have lost the game. A Gate on an asteroid is the only way to circumvent this
problem. But this is very hard to create by NEPs.
- Very vulnerable to orbital bombing (if the base has
less than 50mio minions), super lasers and especially world crushers. Bases
with less than 1mio minions are defenseless if they are not, by coincident, in
the vicinity of bigger bases that defend them with their ships.
- Fighters cannot exist without a carrier and cannot fly
around on their own.
- Fighters are wasted if their carriers are destroyed.
Your major anti-fighter-fighter-carrier, Melted, is very easy to destroy.
- You always spawn a fixed number of ships per turn.
Enemies can predict how many ships are in a certain region in early and mid
game. In late game they will still have a good guess.
- Enemies can remove HD Stress to make it impossible to
ever colonize a planet.
- Almost impossible to colonize planets that have any
notable number of Chupanoid natives.
- A pod of 1mio Chupanoids kills any of your big bases
(for Gates you need 5mio) in
an UNEC. This additionally creates *masses* of Chupanoids - and it will be
almost impossible to ever colonize that region of space again. Still you need
to secure this area so that your enemies cannot gather all the new Chupanoids
and try to go for your Gate(s). It can also
lead to a chain reaction if there are several big bases in the area.
Your only way to avoid a cloaked ship to release such a pod is to either have
an ally with tachyon scanners or to live on asteroids.
- NEOs can kill your whole fleet and close your Gates, thus you would loose all Afterlifes.
- By effectively fighting you, your enemies might be
given 'The Elders'. This ship is really nasty!