Flagship

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The Flagship page is very important, as it shows both the ship you use as well as the tactical settings you fight under. It is split into two pages: Hangar mode and Tactical mode. Beneath this is a trade window similar to that on the Uniform page.

Contents

[edit] Hangar mode

On Hangar mode, you have the main ship you fly under, as well as the parts within your storage. Your ship quality is shown, as well as any damage that the parts have taken. You are also given the option to Upgrade (the star burst), Repair (the wrench), or Refit (the little sign with many wrenches) each module. Your ship is broken down into three modules: the Engine (which fights in the second stage of combat: movement), the Bridge (which fights in the first stage of combat: command), and the Weapon (which fights in the third stage of combat: combat). You also get a bonus in combat if your ship is all of one “Tek”, and higher bonuses determined on the quality of your ship. An all Imperial Guard ship of one tek will get a high bonus. An Obsolete ship with three different teks will get no bonuses and maybe some drawbacks. Be careful with your ship upgrades: modules that are damaged won't be upgraded!

The ship Tek also gives bonuses in combat. In a rock-paper-scissors style, Psi beats Bi beats Mek beats Psi. A Psi module against a Bi module will get a +2 bonus in combat, whereas the Bi module will get -2. So it's important to line up the right tek. Tek bonuses do not apply in duels. However, the bonus for having your ship be composed of only one Tek does apply.

[edit] Tactical mode

Clicking on "Hangar mode" opens up the Tactical mode. This screen lists what tactics you wish to use in combat. I would suggest that if you have few healing/upgrading/repair cards, that you go with a Defence Defence Attack ship. If you have heaps of cards though, go for an all Attack ship. This is because you have to actually TAKE damage to draw from the Combat deck – the only way to get Proficiency cards.

Beneath this is a window listing your actual settings. Hover your mouse over each option to see what they do. I suggest a wound limit of 3-4, and Maximum Enemies around 4-5. Also check out the radio boxes to the right and hover your mouse over these to see what they do.

For more information on this, see Recommended Tactical Settings.

[edit] Trade window

This area won't be displayed by default; you'll see a heading that says "Propose a trade", then a link saying "show". Clicking on that link opens the trade window. If you have proposed trades, or someone has proposed some to you, you'll see the corresponding headings before "Propose a trade".

The trade area proper has a list of the modules you have, then a window listing your cousins and fleet-cousins. You need to select an equal number of modules in your list, then on one of your cousins/fleet-cousins, optionally type a message, and press the "Propose the trade" button.

The list of modules you have may be outdated, if you have replaced some (R&R, Space Junk, etc.); to be on the safe side, it's a good idea to reload the whole Flagship page before proposing a trade.

Sometimes, however, it can seem a bit daunting wading through all those cousins to propose a trade which may not even go through. An alternative is to post a request on the forum, but you should read the suggested Trading Etiquette beforehand.

[edit] Ship parts quality

  • Imperial Guard
  • Special Issue
  • Standard Issue
  • Unreliable
  • Obsolete
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