I am playing the hornwasp in two game and have NO idea...

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1106 days, 1 hours, 44 minutes ago
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captain storm
I am playing the hornwasp in two game and have NO idea...Write Reply
I am playing the hornwasp in two game and have NO idea exactly how to play them. I have read everything I can find about them.

How do you defend your planets and pods or ships from attacks?

You can expand only so far, then it gets to be an 8 or 10 turn trip to other planets. Severely limiting hornwasp expansion at that point!

Also, how can you invade the "soft" races territory and win?
1106 days, 0 hours, 9 minutes ago
View whisperer's profile
whisperer
RE: I am playing the hornwasp in two game and have NO idea...Write Reply
> You can expand only so far, then it gets to be an 8 or 10 turn trip to other planets. Severely limiting hornwasp expansion at that point!

When you colonize a planet, you need to start harvesting the natives to expand your population. You also need to start mining. Within a few turns you'll be able to send a Nest to another planet.
1105 days, 23 hours, 11 minutes ago
View joshua's profile
joshua
RE: I am playing the hornwasp in two game and have NO idea...Write Reply
My experience says that continuous expansion is key. So as soon as you take a new area you want to use up its resources fairly quickly to create a massive assault to the next area.

However, your older more established colonies can also provide a big power base. But you have to be patient. Liquify lots of clans to create big reserves of fuel and just start launching pods on 10+ turn journeys through accelerators to support your forward attack. If you launch a pod every turn then it doesn't matter that it takes 10 turns to arrive. In 10 turns you'll have a major assault in progress with attack pods landing every turn. Stingers and Jackers are best as they don't require as much fuel for the long journeys.

Also, keep in mind that accelerators are also there to "group" pods onto the same path. So different combinations like Jacker, Jacker, Brood can take down a lot of ships and force your opponent to lose ships if they want to defend a planet.

We will continue to learn more over time. Both for and against.
1105 days, 12 hours, 11 minutes ago
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hays
RE: I am playing the hornwasp in two game and have NO idea...Write Reply
One for the horwasp pact and all for the swarm!

Of course joshua is right, but then you are like a Borg. My philosophy playing horwasp is diffrent. I cant say its more successful but in several 1vs1 and vs AI it worked fine.

You depend on your planets as the other races depend on their ships. Your planets are limited as the ships from the other races are.

Your natives are food and their growth equals your growth. Dont harvest over native population growth exept in an emergency situation.

So expand like a explosion with minimum clans that means less fuel and you can travel pods with warp 9.
stingers vs torp races, jackers vs carrier races.
Vary your speed on crossing space voids to avoid predictable interception and minelaying.
Use your Soldiers to transport minerals, they are not formidable warships in my opinion. Accelerators are high expensive invasion tools and work like medival casles.

If you have enough workers for terraform priorise terraform on too hot or too cold planets.
Transfer natives from too hot/Cold planets.
Don t defend planets. Attack planets and protect good native temp planets near frontlines with overlapping protofields if you cant advance any further in this region.

Hope it helped a little.
1105 days, 8 hours, 24 minutes ago
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donaldworrell
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Minefields are important in defense against Horswasp. every time a hive,soldier,brood, hit a mine they loose clans. ,

Question for the board. Do web mines stop broods or do they continue on ?
1105 days, 8 hours, 10 minutes ago
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crimzonzun
RE: I am playing the hornwasp in two game and have NO idea...Write Reply
Yea Jackers are not your 1st choice.
I am going send Max Stingers out to worlds if the world has alot of resources and natives i send a brood instead.

When sending out Pods. IF i find a Starbase or carrier race then i might switch in a Jack. Otherwise Stingers and Broods are you Bread and Butter to expand.

Only the on the first 5 turns in the game can you safety fly a Nest to a world. Otherwise Armor specially more than 200 light years away from home world.

Later on the nest you could used send to worlds you are strip mining and have not a lot of natives in the area, Or no Soldier in the area which should be your Drop Clans off pick up resources back to worlds that you have 5 million plus on turning that 10% every turn into fuel.

You Land on a World No Natives your 100% mine, and see if you can get a farm into the area.

2nd choice you send a soldier to drop off clans used that world either fire 2 broods off if you dropped the full 1800 clans. Or 5-6 Stingers if you do not mine the last couple being 200 clans over 300.

3rd You send every clan on the world to the next in a Stinger Which do not take a lot resources in fact.

IF world right next reached in a turn if resources on hand launch stinger that turn. Worst launch it the next.

Always try save 3000 (30 when loading on ships) or so clans on a world to mine it.

You still collect anywhere from 2-7 resources for each type. Give that 10-15 turns when a ship could stop by and pick it up nice. Or a Farm or nest reaches the world and you launch a brood or 3 stingers off it.
No difference if playing a Normal race that has say 50-120 Factorys and mines on it. How got think of those worlds.

Worlds with Natives Less than 2 Million you can used and Abuse some but not forever unless that world is sitting on a Ton of Resources you will bring Natives to it if need be will want the Pop to be at 5 million clans. (Your using the extra Clans on these worlds to make between 150-400 fuel each turn.)

Worlds with more than 5 Million Natives on them will be your Major Worlds. AT min you spending 3 turns on 100% harvest to get your clans up there.

then its 20-40% mining 10% for Fuel spend another 3-5 turns still harvesting natives Once you got the Food down to 3 million. You Stop the Harvest even if 250k pop is eaten a turn give it 5-8 turns you still have bit 2 million and As you should brought resources to the world to do Accelerators or Hive Ships. Or Solider every turn that will burn off some those extra clans and get your food cost down to 50k or such a turn.


IF your on a large native world and there is at least 6 worlds that are reachable about 30-50 light years out from the world and all from that point of space within a 100 light years your going bring the Hive in.

Going build a Hive and load it max clans so take 2.4 million Clans divided among the worlds if you leave it to Open Swarm I know last time i did this each world got 240k each as 10 worlds in reach.

I have not done it but i believe swarm can target just one world so 2.4 million Clans dropped on any world is going be painful.
Would be only on i think on a world with a ton of defenders and mine fields.

That is More than enough to get the Hang on how to Play with the Hive Mindset of Move and Expand.

You need to defend and such let you figure that out some depends on the race your fighting and such and Hate say i had more Counter offense with other Hives than i had on many other races even in my test games. If i had lost a world i sent in stingers or broods most the time. Pesty mine fields it was broods and i would move soldiers in about 10 light years a turn to help clear them out. And with Soldiers near them if i needed to they could act as extra guardians for most parts Broods are stronger. You need the Soldiers to Drop off clans, Sweep Mines or Bring in resources so right off the bat if the world has the native life your sending out Broods to Attack other worlds within 4 turns.

ANY Worlds that are more than 10 turns away you should have all reach launched them from worlds 8-12 turns earlier as you expand.


And i am counting the turns as warp 6 or 7 actions. I Rarely use warp 9 cost to much fuel. I have no problem with Accelerators but doubt i would build one before i had at least 20 planets going with 10-30 more Pods spreading out. Then you would have idea what is considered your Zone of control is. And which worlds really can used the booster to be sending out Stingers/Jacks or Broods from. Or in the Odd effect a 1000 ton Planet killer but that action would require your Stingers or broods on the front line to have found the target.