Hovercraft Battles: Report

Introduction

Welcome to this first report on Hovercraft Battles. As war rages on, it is the duty of our fleet to get ready, and hone its strategy. Aspiring captains should look no further to pick up on new strategies, and tactics on hovercraft combat. I look forward to sharing my experience on the battlefield with the next generation of hovercraft captains.

EMP: worth the risk?

The Electro-Magnetic Pulse (EMP) is one of the most dangerous weapons in a ship's arsenal, and can inflict devastating results on an unsuspecting ship. In a nutshell, an EMP attack requires you to land your ship, shut down superfluous systems, and activate the weapon. If the enemy ship cannot sustain the high electrical discharge, its systems will crash, making the ship inoperable for a short time.

The most common mistake I've noticed regarding the use of EMPs is that some forget it doesn't have an effect on a ship without any actions left for the current turn! Furthermore, it doesn't have an immediate effect on the targeted ship since it takes a few seconds for the systems of the enemy ship to be overloaded. This means that if you were already in the ship's visor, and the gunman's fingers are on the trigger, you can still expect to get shot.

So don't be too eager to use an EMP. Wait for the right moment, and most important, anticipate. I personally prefer to use them when I'm out of reach of the target's cannons. An EMP followed by a ramming might be a daring move, but there's nothing better than a prone opponent!

And next time you get an offer to upgrade your ship, think twice before getting brand new cannons. Since EMPs win ties, this means a ship with one more Energy than the enemy ship will succeed almost every time! Eight out of nine times to be more precise. That's odds!

Until next time,
Captain Turgut