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Defense Build Strategies

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Different ratios of defensive structures provide different kinds of defense, each suited to repelling different types of fleets. This article presents a series of different ratios explaining the costs, benefits and disadvantages of each. If you have an alternate strategy you would recommend please add it to the end of this list, do NOT overwrite someone else's strategy

  • If you don't have time for your account very often, you should build defense that would cause slightly more damage than the value of any resources that can be plundered in your absence.
  • If the amount of resources that can be plundered are much greater than your defense, then you can be certain another player will target your planet for the resources. A possible solution is fleetsave.

Contents

[edit] Early Game Defense

Ratios


That means when you acquire 200 Light Lasers, you should have:

This strategy aims to offset your opponents likely use of Cruisers (which have Rapid Fire against Rocket Launchers) and scare off any smaller fleets. An appropriate amount of defense built at this ratio (relative to how many resources you leave on planet) should keep away any player without a fleet of Battleships and Bombers but you should be working on a Big Gun Defense before you reach the '200 Light Lasers' number in this example!

[edit] Big Gun Heavy

Ratios:

That means when you acquire 1000 Rocket Launchers, you should have:

The Total Cost of this method is:

Some critics of this setup would may point out that there are too many big guns (Gauss Cannons & Plasma Turrets) in this type of defense; however, in order to deter attack from higher level players, Gauss and Plasma Turrets are necessary in order to make sure a defender can damage an attacker's upper tier ships (i.e. Battleships, Bombers, and Destroyers), since upper tier vessels can easily break through defenses lacking in big guns.

The Heavy Lasers included in this strategy are included to clear a path through the Light Fighters that players like to use as fodder in their raiding fleets, and the Ion Cannons are there for their strong shields.

[edit] Fodder Heavy

Ratios

That means when you acquire 500 Rocket Launchers, you should have:

The Total Cost of this method is:

  • 1.486.000 Metal
  • 303.000 Crystal
  • 36.000 Deuterium

At this point it would be very difficult to have enough resources sitting on a planet to make attacking profitable. People would only be attacking you to crash or ninja your fleet. Therefore this defensive strategy is suited towards supporting a fleet of ships in orbit of the planet. You will achieve much more fodder for a comparable amount of res spent because the resources you are not building nearly as many big guns - you have big ships in orbit instead. Your large amount of fodder makes it much harder for people to kill your ships and profit from the attack, while your defense is killing their Light Fighter screen in droves.

Note that any defense built at this ratio will be more vulnerable to Death Star attack as shots from Rocket Launchers, Light Lasers, Heavy Lasers, and Ion Cannons are rendered pointless against the Bouncing Effect.

[edit] Endgame (against rips)

One thing you should be very careful with is the fact that only plasma turrets and shield domes do not have a rapid fire from RIPs against them. This means that if you have no or very very little of these compared to the rest of your defenses (lots of fodder) the rips will really go to town and can fire up to 160 times a piece in a single round shredding everything to bits. Whenever a rip hits a plasma turret or a shield dome, its turn will end however. (test this on a simulator if you need to)

Therefore the rules change when rips come into play, albeit this sort of defense won't disappoint against bombers either as their rapidfire can be annoying too.

Ratios

Of course, you should have both domes and as many ABMs as you can fit.

That means when you acquire 3000 Light Lasers (or 6000 Rocket Launchers), you should have:

Total Cost of this method:

You now have a plasma to fodder ratio of almost 1 to 10 and the point here is that the plasmas are numerous enough to actually be hit by rips, but have enough fodder to be fairly safe from the rest of the attackers' fleet.

The above defense by the way will kill 23 attacking RIPs (with no other ships as fodder) and kill most when 24 were to attack. More importantly, the attacker needs a minimum of 155 RIPs(!) to even have a chance of winning in one battle. Needless to say, you'll be needing massive amounts of ABMs.

[edit] Big Guns Mid-to-Late Game

This defense strategy is the one that will protect you against the most Battle Ship based fleets and Destroyer based fleets, you'll have enough fodder that will protect your big guns while they destroy the attacking fleets efectively.

Ratios:


By the time you have 1000 Rocket Launchers, you'll have:


The cost of this strategy is:

With the 50 Gauss Cannons:

Metal: 4,710,000

Crystal: 1,960,000

Deuterium: 400,000

Plus the cost of the ABM's you chosen to build.


With 25 Gauss Cannons:

Metal: 4,210,000

Crystal: 1,585,000

Deuterium: 350,000

Plus the cost of the ABM's you chosen to build

This Strategy covers most of fleets made by an average Raider with fleets of Cruiser, Battle Ship, Destroyer and shouldn't have much problem to take out Battlecruiser.


[edit] See Also