[starbase ogg]

Overtime Tactics

by Jan (KIA)

These pages are maintained by Frank Niessink.
Last updated on 26 feb 1996.
Rules There are some simple rules to stick to in OT that you then combine with common sense and some luck.
  1. Kill Control! during the whole OT you have to keep the enemies kills to a minimum and its very essential to not give up kills to the other team.
  2. If their team has a base, stay the HELL away from it. If your team has a base try to stay near it and try to scum a kill from a careless defender that has got caught in the base tractor.

OT start When the OT starts and your frontline planets are very weak and you might even be 1 planet short, play extremely passive. The longer it takes before the enemy gets their first kill the bigger the chance that a weak planet of yours have popped. Don't chase that first kill, let them come to you.

First kill When your team gets the first kill, get a little more passive than you were before don't chase that kill as bad as before. You will get more kills later when they try to stop your takes.

Weak planets As a general rule in OT I always want the team to reinforce weak planets. If you can take a planet for the win of course you do it, but I've seen so many OT's lost because someone dropped 2 armies on one of their planets at 4 while we have several planets at 1 and 2 armies. First when you get a kill reinforce weak planets, second drop on enemy planets.

Enemy carriers Keep track of the enemies carriers at all time! It's amazing how people seem to forget to defend their own planets in OT. The escorting and carrying are #1 priority it seems, well thats wrong IMO. No more than 2 carriers at the time (1 escorted and 1 SC dropper) seem to work best. The rest of the team must control and stop takes.

Stick together Stick together, this goes in RT (regular time) as well as OT. Be there for your buddy, clean up crippled enemies and help him det a torp or two if he's in serious trouble. Never ever move alone into enemy space to ogg a enemy with a kill, you will end up as nothing but pure acc (if this can be done without risking too much, ie no enemy ships within miles and the enemy is crippled it might be worth the risk).

Well I stop there for now, other views and commenting on the above is welcomed. Flames to /dev/null :-)