Aren't Gates and Never Dawns / Afterlifes overpowered?
Well - That depends. It depends on whether you look at the ships
themselves or at the whole race. If you just do not want to have ships in VGAP
that are even stronger than a Gorbi (without fighters), you obviously do not
like the Tech 9 or Tech 10 ships.
However, you can also look at what a Never Dawn means:
If a Shadow has a Never Dawn he has a base with 35mio minions. Since by normal
growth he can never have more than 20mio, he must have gained 15mio minions by
evil acts and NEPs. The first just depends on the other players and the second
means a constant fallback of the power of The Shadow. A NEP makes The Shadow
stronger after a period of about 10-15 turns - but it weakens him while these
turns pass by.
If a Shadow even has an Afterlife, he has a Gate. Afterlifes are limited to 3
per Planet Gate and 7 per Asteroid Gate. However, a Gate is most probably on a
planet and that means that The Shadow is very vulnerable now. Once a Shadow has a Gate
he can be killed forever by just destroying the Gate. Ways to
destroy a Planet Gate are:
- Ground Assault it and then bomb it to pieces (once
there are less than 50mio in the base)
- Enough NEOs and orbital Bombing afterwards.
- Super Laser the planet.
- Drop pods with 5mio Chupanoids (but be prepared -
the Universe will never be the same again :)
- Have enough pods with Chupanoids explode in a 300
distance so that at least 5mio Chupanoids appear at the planet with the Gate.
Once again: The Universe will look differently after that :)
- Kill the majority of the Base Frequency Seal Devices
in the Orbit. That will make the planet gain massive HD Stress per turn. If
a Gate does a NEP the game is lost for The Shadow.
- Use Glory Devices
- Use a Ragnarok Device
Actually The Shadow needs an Afterlife eventually. He
has no tools at his disposal to fight fighters with Sand Caster Immunity
combined with ships with Sand Casters. Only the Afterlife with their T3
fighters and the Nemesis Torpedo can defend against such combinations.
A Gate on an asteroid is very hard to create. But it can only be killed by:
- Enough NEOs and orbital Bombing afterwards.
- A Proto-Matter Cannon that rebuilds the asteroid into
a planet.
- A Ground Assault by a race that can live on asteroids
and if needed: orbital bombing afterwards.
- Establish a base with a race that can live on
asteroids and put 5mio Chupanoids in this base the same turn. The Gate will
attack the base and 'capture' 5mio Chupanoids the next turn. That will
create an UNEC at the Gate and the game is won. This is the only way to use
Chupanoids against asteroid bases and Gates on asteroids.
- A Ragnarok Device
- If you don't have have less light than dark powers: By chance
The Elders with their Proto-Matter Cannon might appear. Use them to destroy
the Gate.
- If you don't have less light than dark powers: Put a big
fleet of ships above the Gate. Destroy the ships of The Shadow the turn they
spawn before they get fighters. Destroy them with PTT and fighters with SC
immunity. Eventually The Elders will appear. Use their Proto-Matter Cannon to
destroy the Gate.
The fact that ship building at a Gate cannot be
blockaded ever, might make this seem rather overpowering, but you do not need
to destroy the Gate on the asteroid to neutralize it. Just put a fleet in the
orbit with massive numbers of Photon Torpedoes. Since The Shadow has no
fighters when his ships spawn and he only has 1 Holo Decoy per spawned fleet
(Tech 1- Tech 10), his ships are very easy to kill this way. However, that
also means a massive use of ordnance per turn. The penalty for allowing The
Shadow to create a Gate on an asteroid that is.
Why is it so hard to create a Gate on an asteroid?
Bases on asteroids already stop growing at 5mio minions. You need to gain
45mio minions just by evil acts and NEPs. The NEPs have to be done in an area
that has several very big bases that all do NEPing. A NEPed base is lost and
thus The Shadow looses support of about 10 big bases to gain one Gate on an
Asteroid. Let alone the danger that someone interrupts The Shadow in the
process of NEPing.