Star Trek: Armada
Don't group scout ships with artillery ones, set them to guard an artillery group. This way they will keep at the same pace as the group instead of racing ahead when you tell the group to attack a target, and getting destroyed before the big guns arrive. At the same time, you can make use of the scout's longer sensors, enabling your big ships to see and shoot further.
It's always a good idea to have two bases on the go, that way, if your main one gets destroyed, everything is not lost. The best thing to do is send off a construction ship to a quiet area of space, build a couple of basics and start mining dilithium so as not to be a pull on the resources.
Don't make the mistake of keeping lots of newly created ships clogged up together in the same area; they could all be destroyed in one swift attack. Instead, keep them moving, never too far from one another, in case they need to race to a particular hot spot.
Decommissioning ships, bases and other units can be a very smart thing to do when you're running low on resources. If, for example, you've already built all the ships you're going to need, you can get rid of the construction yard. It you already have so much dilithium you don't know what to do with it, you can get rid of the mining facilities.
Wormholes are an ideal way to get to other parts of the map (and there are quite a few more of them than the Star Trek series seems to suggest there should be, but we'll ignore that). The Borg's Transwarp Gates work in the same way, except that, when you've researched it you can choose where in the map you want it to open. Of course, if the Borg is the enemy you a shouldn't be surprised to find one opening right next to your base. If this should happen, don't wait for them to start pouring out with their Dalek-like cries of r "assimilate, assimilate". Instead, send everything you've got through it. Suddenly, it's them dealing with a nasty surprise.
Another great special weapon is the Romulan Phoenix's rift creator, which causes an expanding tear in the space-time continuum, destroying anything that stands in its way. Unfortunately, such a powerful unit is also very weak and susceptible to attacks. So, if you suffer one of these rifts you should hunt down the Phoenix and blow it up. If it's you who is messing about with space and time, make sure you've built adequate defences around it.
The more crew there are on a ship, the faster it will repair, so try to keep all your vessels' crews balanced. Transporting people from ship to ship is an effective way to do this. Don't forget that those red-shirted people are just another resource for you to use up, your heartless villain you.
These nebulae emit a strong radiation that kills the crew of any ship that enters. However, you can use the radiation to your advantage. The Al always seems to be on red alert, meaning they will attack any of your ships it sees and chase them until one or the other is destroyed. A good tactic, then, is to send a big vessel with a high number of crew to lure some smaller enemy ships after it Once they're on your tail, you can fly through the yellow nebula losing only a fifth of your human resources while they lose their whole crew.
As you can imagine from the environmentally friendly color of this one, its effects are highly salubrious and beneficial. If your ship has been adversely affected by an enemy weapon, going through this nebula will restore all systems to normal. In addition, the rate at which your ship repairs itself and the shields recharge are speeded up. If you find one of these rare galactic oases try to set up camp next to it at the very least keep in mind where it's located and, when things start to go badly in battle, go there to restore your health.
Red. Don't go there. Simple as that. There's an electrical thunderstorm swimming about this nebula, waiting to strike shields, wearing them down until it can attack your hull. You could use it in the same way as the yellow radioactive nebula, only this time you will have to sacrifice your ship. It's worth it if you can get three or four ships chasing an unimportant unit of yours. The red nebulae is not quite as risky if you're playing as the Borg as you can take advantage of their higher shield regeneration rate.
Purple nebulae slow down ships and disable their shields and sensors. As a result, they're perfect locations for staging an ambush. The best way to take advantage of them is to get some enemy units to follow you and have lots of firepower assembled around the sides of the nebula. When the enemy ships enter, they won't be able to detect you and should fall apart in no time. Or, if you have Klingon commandos, you could overpower their crew and take the ships over.
This is the closest thing there is in the game to a safe zone. In here, shields are disabled, but so are weapons. You can sit in a blue nebula for as long as you like and there's nothing that can harm you. It's a useful place to be H you have a ship that's about to be destroyed - you can hide it in here while you build reinforcements. You can also use blue nebulae to protect small, defenseless vessels against being chased by larger ships when you're trying to get to a particular point in the map.
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Systems: Windows 9x, Windows 2000 Windows XP, Vista, Win 7, Win 8, Win 10.
Game features:Single game mode
Star Trek: Armada Screenshots and Media
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