Highfleet (Microprose!) has a super cool interface

Am I supposed to just get wiped out at the end of what I assume is the tutorial? Should I stop restarting the battle and just give into it?

I thought I was sort of getting the hang of things after doing the battles leading up to Ur over and over again. Now I’m facing two missile trucks and a horde of ships and by the time I figure out where my ship is it’s getting hit by triangulated fire and missiles.

Playing “guess where your ship is” at the start of every battle is getting old fast. At least give us a pause at the start.

You are not supposed to get wiped out, no. The Nomad is a pretty damn good ship; I would use it first.

Ah, for some reason I thought the Nomad was supposed to be a support vessel and was keeping it last in the list. I kept having my smaller ships rapidly killed and restarting the battle in frustration.

It’s a cruiser and has good guns.

I’ve gotten a bit into the campaign but I have a lot of questions (that I’m not willing to spend hours on multiple failed playthroughs to try and figure out).

In the general strategy of this game should I be working to capture territory, or just generally trying to keep my force alive and getting north to the main objective while meeting allies and accumulating supplies on the way? Should I be sending out little strike forces to try and capture every city in the south before proceeding too far north? Other than the ability to revisit the place without battling a garrison again there doesn’t seem to be any reason to hold territory, so I’m assuming there’s little reason to garrison cities myself after I capture them? Other than maybe making sure to keep a fuel depot nearby secured.

If I hadn’t realized the game doesn’t save on alt-f4 I would have had to quit in frustration already. I don’t think I’ll ever be good enough at these battles involving 3 aimbots vs me struggling with the mouse to get the arrow to point where I want it to play this game the way the developer wants to force one to play it.

Very much the latter.

I don’t think so, but good players do split their forces and capture multiple things at once. I am not a good player.

Absolutely none. There is no “holding territory” in this game, and sitting in one place will actually get a message sent to the enemy about you and a bunch of missiles up your ass.

For as much effort as has obviously been spent on the combat, the game does ever everything possible to push you away from engaging in it. Winning strategies are very much hit and run (with the possible exception of quasi-cheating “flying brick” strategies alluded to previously in the thread but which I have not tried nor do I ever see players really advocating for elsewhere).

The steam forums actually have tons of good play advice in various threads, most of which I have yet to take.

Thanks for the advice.

I have done some hit and run things like sending a small ship in to launch missiles and retreat. I have multiple times now been hit by my own missile as it decides it wants to move in the same direction I am. It was funny the first time. Thankfully it was during the tutorial where I could restart the battle without penalty. That was part of my final tutorial battle frustration.

I so lovehate this game. I’m totally digging the strategic layer and want more. I even kind of like the combat. If it weren’t so merciless, and so instantly so.

Getting wrecked by the enemies initial laser accurate 3 on 1 volley remains not fun. Dodging fire seems only practical in the small ships like the lightning (which I’ve had some really satisfying early wins with). If I can get my bearings and not get wrecked by the initial volley (and if the enemies aren’t hidden by UI elements, or somehow firing at me from offscreen where I can’t see them but apparently then can see me, or I get hit by my own missile right after launch, etc.) then combat, while still brutal, can be satisfying. The rest of the game I am very much enjoying.

I bagged a transport using intercepted comms which was totally satisfying. After capturing an intel base I got the location of the strike group that was in the way of my progress north. Using those funds at a mercenary base I bought a little cruise missile platform (Yars mk2) and a carrier (Wasp). While at around the same time my detached lightning/skylark scouting squad found an ally that gave me another carrier (a second Wasp). Given that I knew where the first SG blocking my way was, and I had all these new toys, I figure why not go on the offensive. I approached with my main group with its new cruise missile platform and carrier from the south. My strike group with it’s allied carrier came in from the west. My harpoon instincts awakened by this game I try to position them about the same distance before I launch the strike.

I passively pick up the radar of the enemy strike group as I approach. Apparently I get too close as some cruise missiles and planes show up heading in my direction. Fortunately I’ve got some anti-missile missiles, and I took an AA platform (Gephart) as one of my starter ships. I survive the missiles. The planes do unfortunately get in some licks. I try to launch fighters against them, but being my first time I work the UI wrong and launch not a wing but a trickle of lone fighters. They are ineffective.

With the element of surprise clearly lost I flick on the radar. The enemy strike group has left the city and is approaching. However there is also a carrier group in the city. That explains the planes. I’m still in a good position to try and hit them simultaneously on two sides so I launch. Four cruise missiles, the remaining planes in the main group and everything the second carrier has. I even work the UI right on the second carrier and launch all six planes as a group. They are only armed with 37mm cannon, no bombs or missiles like the planes I’ve been attacked with. Not sure if I need different planes or if I was supposed to buy supplemental arms from them at a supply city, but the game isn’t going to tell me and it’s too late now.

My strike lands. Turns out the simultaneous attack doesn’t seem to matter as each group is resolved in turn. There may be some other way it is taking it into account but it’s not obvious. That or I needed to time it more perfectly. I used the compass and everything! The planes are the same so should be going the same speed. I had resisted the urge to go and google to if there’s a wiki to tell me the exact speeds of the planes and cruise missiles to fully time the launch so I didn’t expect them to hit at the same time but it would have been nice to see the planes do so.

Anyway, the first set of planes get shot down quickly with only one making it back. The second which I properly launched as a group does better, especially since I took notice of the “retreat” button after watching the first planes linger long enough to get killed after making their initial strafing runs. The planes aren’t super effective but they appear to do some damage.

The cruise missiles do better. Three of four connect. One confirmed kill. Not really sure how big a strike group is in the first place or how much I’ve really damaged it. Acting cautiously I turn both of fleets around. I can’t escape as I’ll need to land the main group to fuel soon. Maybe if I can keep away long enough I can get another sortie off with my surviving planes. If nothing else but to scout the enemy’s strength by entering and immediately retreating from combat.

Then I see it happen. The strike group turns around. They are retreating! (I also notice it shows me an indication how long they need to repair so I do get some gauge of how much I damaged them. That’s nice.)

I gather an assault force. I start with my main brawler the Paladin Mk2 I got from a grateful city. I also include the Gephardt I started with. My most experienced lightning rounds out the group. It’s the one ship I can reliably dodge fire with and have more practice with from taking on the tiny garrisons of the southernmost cities.

Turns out I did more damage than I thought. When I catch up to the strike group it’s just one cruiser and it’s looking pretty damaged with gaps behind its armor where I assume components should be. I had planned to open up with the brawler, but since it’s just one ship, and I can dodge one ship’s fire with the lightning for a while, I opt for the little interceptor.

I have only one real “tactic” in the combat of this game. Given the vast disparity in long range fire accuracy between me and the AI, and given that I’ve only played early game battles where I’ve been flying the lightning a lot, stand off tactics are right out. Especially if there are multiple enemies that can triangulate fire on me making it hard to consistently dodge. So I’ve developed a tactic I’d like to call the enema. I try to get below an enemy at a distance. Wait for them to fire a volley. Dodge it. Fly up into their bottom and unleash everything. Then of course I try to flee to dodging distance before it can fire back.

I gave that cruiser one hell of an enema.

The lightning took a couple of hard knocks in the process but it brought down the enemy. Another air strike hit while I was salvaging. Reminding me that carrier group is still up north of me. It didn’t get any kills but their bombs did a good job of hollowing out out one of my ships.

I joined the strike group up with the main group and started to fuel up. Cash was running a bit low. With 5/6 planes from one of the carriers destroyed I sold it off. I had acquired a Meteor mk3 earlier which I sold too. I figured I’ve got to make it north to the fuel depot city that the strike group came from (and the carrier group is still at). I buy enough fuel to make it there with some safety margin. Not entirely because I’m short on cash, but with my position known and the active carrier threat I feel don’t have time to top off.

Sure enough before I can get enough fuel onboard to make it to the depot I get an alert. Contact to the northwest. Missiles incoming. A second strike group is closing in. S#*t.

(there was much alt-f4ing within the first 10 seconds of combat in the making of this story)

That was a terrific write-up. I hope you survive.

Someone on the steam forums said that the ELINT has twice the range of radar, so presumably if the warning bars fill up to four, I guess, they can see you.

It’s really unintuitive!

Also, “the enema” is the way you’ve got to do it, practically. Few ships are armored on the bottom…including yours.

Writeups like this weakened my resolve.

I actually need to take a break. This game is stressful. My wife told me I shouldn’t play it anymore because I slightly shake during combat. That’s not even a joke.

Maybe a relaxing city builder for a while before I give in to getting my ass kicked.

“EndZone”

I do need to figure out the ship builder. I need a fast top armored short range shotgun.

Just be warned that this game is like trying to convert to Judaism. It will reject you at least three times.

After beating my head against this for many hours, I think it’s starting to click for me. I’ve had more success than in all my prior runs by just parking the Sevastopol in the middle of nowhere and flying two strike groups of two Lightnings and a Skylark. They’re stealthy enough to nearly always Sudden Strike, and powerful / nimble enough to destroy most defenders. They do struggle a bit with heavily escorted prize ships, but most of the time they’re enough to handle almost everything. Meanwhile the parked Sevastopol means you’re not scrambling for cash and fuel and the Lightnings and Skylark refill and repair pretty quickly, allowing you to get out of dodge before the city becomes Dangerous. Seems fairly effective, at least for the scout-for-Tarkhans early phase of the campaign.

One question about Tarkhan recruiting: I’ve run into a couple that say “I won’t join you but I will help you”. Anyone know if that’s just the nature of some Tarkhans or is it instead that I just wasn’t convincing enough when playing the diplomacy card game?

I believe you weren’t convincing enough when playing the card game. If you score high enough they will always join (in my experience).

Decent sized patch today:

Fixed a lot of crashes, added the first version of the easy difficulty and started rebalancing the game.

A list of all the changes (well, almost) is below:

  • Easy mode with free saves.

  • Large rebalancing of armor.

  • Numerous fixes related to missile interception and logic.

  • Fixed crash during ship repair, after evacuation.

  • Fixed a bug with the disappearance of transport in the player’s squadron when meeting a missile / aircraft and the disappearance of transport after the death of an escort from missile strikes.

  • Fixed a bug where missiles / planes did not attack single transport.

  • Fixed a bug with explosions of objects on the map (for example, the explosion of an anti-missile and ballistic missile).

  • Fixed the logic of aircraft returning to aircraft carriers: correct direction, correct position on the deck.

  • The game no longer minimizes on ALT-TAB.

  • An exploit in the editor has been fixed: when a module is attached to 2 hull parts, one could be removed and the module remained in place.

  • The entire ship can no longer be rotated in the editor.

  • Removing antennas by RMB.

  • Fixed an error of incorrect operation of modules when connecting two large parts of the ship.

  • Fixed an error occurred when attaching a ship to an object in the editor if it was rotated.

  • Fixed entries in error.log when logging into Shipworks.

  • The possibility of starting the landing of a non-flying ship has been excluded.

  • Fixed a bug due to which when the last ship (flagship) hard landing, the game ended in defeat even if the flagship survived.

  • Added one more, the lowest, level of graphics.

  • Fixed a bug with calculating the time until the end of the repair in the presence of spare parts.

  • Fixed a bug with instant repair of squadrons when they were connected.

  • Fixed a bug in Yehuda’s quest.

  • Fixed a bug in the dialogue with admiral Wan.

  • Fixed bugs in the Alsahir’s Revenge event.

  • Fixed a bug in the quest Matter of Honor.

  • Fixed exploit with the final battle.

  • Fixed a bug in the final briefing.

  • Fixed a bug in the dialogue with the Steward.

  • Fixed bug with buttons on the GAME OVER screen.

  • Fixed a bug with the spawn of the Varyag in Khiva.

  • The game cannot be unpaused in menues.

So the forum consensus is this is a good game? I see its less than $20 on Humble.