![]() For example, three Artemis-class battlestars and three Rangers, bring the fleet point total to 7800, with combined nine munitions slots, six fighter/utility wings, and a lot of ballistic firepower. As such, it may seem tempting to want to build (and stock) as many as possible onto a high-ranking fleet officer. Upon first becoming available, players will immediately notice the upgrade in firepower, squadron support, and durability when compared to more common Colonial units, such as the Manticore and Adamant. The Artemis possesses point defense turrets on either side, generating a protective flak field to deter enemy fighters and destroy incoming munitions. Its firewall regerates at a rate of 100/s. The ship has a 25% base damage reduction and 100% base subsystem repair rate. ![]() Moderate speed, high armour ratings and aggressive turret battery placements make this battlestar a dominating force on the battlefield. Though enjoying a successful career during the Cylon War, it was a brief one as the Artemis had proved to be notoriously difficult to outfit with newer technology. Being a highly successful design, the Artemis would go on to influence later iterations of battlestars, from the famous Jupiter class to the advanced, post-war Mercury class. As such, players should not discount the utility of building a small fleet segment around a Heracles core.The Artemis class battlestar is the most commonly deployed command ship by Colonial Fleet. Three ships are often more difficult to destroy than one, and the whole may be greater than the sum of their parts. More ships = more targets on the field to draw fire, making it less likely that Cylons will target the fleet flagship alone. However, in prolonged engagements, the combination of ships may be an advantage. In terms of fleet dynamics, players will quickly note that it takes roughly three ships: the Heracles, an Atlas, and a Ranger/Janus to bring together all the components inherent to any battlestar. Alternately, pairing the Heracles with dual Minotaurs on either side help to create a powerful, line-breaking force, allowing the player to hold units with distance munitions in reserve in the rear of the formation. Depending on fleet composition, the Heracles can function well as close-in support for the Atlas carrier and battlestars by protecting it as a third party, generating a flak field for the Atlas or by covering the battlestar's unprotected side.įor escort support, the Heracles pairs well with the Ranger and Janus as their ample munitions slots can balance the Heracles' lack thereof. Its natural counterpart is the Atlas carrier, as the Atlas trades firepower for squadrons.īecause it lacks munitions or squadron support, the Heracles often functions as a stripped-down battlestar, offering supporting fire for friendly units as they move in towards closer combat, or as a strong vanguard ship to send into the center of the enemy lines. ![]() It has equal ballistic firepower to the Artemis battlestar and a comparable rate of fire to the Minerva, but lacks the squadron support and extra munitions of either. Where the Minotaur favors broadside placement, the Heracles can fire in all directions, with particularly powerful broadsides (from top and bottom turrets) and frontal fire. The Heracles is essentially an upgraded Minotaur gunship, with a more aggressive turret placement and greater armor. Standard ballistic weapons include Heavy Turrets for the front, top, and bottom, with point defense turrets on the sides.Īs a gunship, it holds no squadrons or munitions, but can generate a flak field for additional protection against incoming munitions and squadrons. Its spine is lined with heavy twin-barrel guns, and features a set of "doorkickers" for direct, head-to-head assaults. The ship possesses very little finesse, and where it isn't covered in layers of armor plating, it's lined with point defense turrets capable of sustaining high volume flak fields. ![]() The Heracles is an Imperial Wars-era gunship of Leonid descent.
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