AI War:Zenith Bombard
This page is up to date for game version 5.025 and should still be correct |
Fires very powerful, very long-range energy bombs, but is expensive and has a very slow reload time. Part of the Zenith Fleet |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Antimatter Bomb | Artillery | Sniper Shots Mines | 2 Heavy, 2 Ultra-Heavy, 2 Structural |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 24 | 180,000 | 33,000 | 30 sec | 378,000 | 300 | 44 | 100 | 6,000 dmg/sec | 144,000 dmg/sec | Retreat Range 15,000 Armor Piercing 10,000 |
II | 22 | 360,000 | 33,000 | 30 sec | 756,000 | 600 | 44 | 100 | 12,000 dmg/sec | 264,000 dmg/sec | Retreat Range 15,000 Armor Piercing 10,000 |
III | 19 | 540,000 | 33,000 | 30 sec | 1,134,000 | 900 | 44 | 100 | 18,000 dmg/sec | 342,000 dmg/sec | Retreat Range 15,000 Armor Piercing 10,000 |
IV | 17 | 720,000 | 33,000 | 30 sec | 1,512,000 | 1,200 | 44 | 100 | 24,000 dmg/sec | 408,000 dmg/sec | Retreat Range 15,000 Armor Piercing 10,000 |
V | 12 | 900,000 | 33,000 | 30 sec | 1,890,000 | 1,500 | 44 | 100 | 30,000 dmg/sec | 360,000 dmg/sec | Retreat Range 15,000 Armor Piercing 10,000 |
Mark | Knowledge | Metal Cost | Crystal Cost | Total Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Crystal Cost | Cap Total Cost | Cap Energy Cost | Ship Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 800 | 8,000 | 8,800 | 400 | 00:01:07 | 19,200 | 192,000 | 211,200 | 9,600 | 00:26:48 |
II | 2,500 | 1,600 | 16,000 | 17,600 | 800 | 00:02:14 | 35,200 | 352,000 | 387,200 | 17,600 | 00:49:08 |
III | 6,000 | 3,200 | 32,000 | 35,200 | 800 | 00:04:27 | 60,800 | 608,000 | 668,800 | 15,200 | 01:24:33 |
IV | Adv Fac | 4,800 | 48,000 | 52,800 | 800 | 00:06:40 | 81,600 | 816,000 | 897,600 | 13,600 | 01:53:20 |
V | Core Fab | 6,400 | 64,000 | 70,400 | 800 | 00:08:54 | 76,800 | 768,000 | 844,800 | 9,600 | 01:46:48 |
How to use in your fleet
Zenith Bombards are the ultimate in long-range fire-support of all the fleet ships and starships in the human arsenal. With each powerful volley, a portion of the opposition will disappear. They are best used as a separate control group steering away from enterprising Bombers and melee-ships while remaining in range of the main battle.
Their corresponding large crystal cost should be factored in both resource management (when building these beasts) and fleet management (keeping them alive). A cap of bombards is about equal in cost to two starships, but worth much more. If necessary, retreat these out of the wormhole while they are recharging. Unless it's safe, never evac the rest of your fleet and leave them lagging far behind for an ill-timed AI-reinforcement to tear apart.
How to counter when in the AI fleet
An AI attack-wave consisting entirely of bombards is a good way to test your resolve. Bombards can be goaded into wasting their one-hit-KO on puny Fighters and not on more expensive ships. One can then charge in and eliminate them before the 30-seconds recharge finishes. Forcefields are also immune to their Antimatter Bombs, so you can use them to make your turrets and/or fleet invincible to bombard fire.
On attack scenarios, the large retreat range of bombards becomes a serious pain. It's best to utilise ships with lots of speed and damage (e.g. Raid Starships, Spire Ion Blasters, Raptors) and beeline every bombard in the system. Etherjets are also potential solutions, able to tractor them and pull them into you fleet until its next shot obliterates the flimsy craft. An alternative solution is to use similarly long-ranged ships and duke it out, or take out their engines so they can't run (Spiders, and sometimes Riot starships if they can avoid the initial pounding).
Users of Botnet Golems should note that bombards are one of the few fleet-ships that are perfectly suited to take it out.