AFS/Stages of the game

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Allegiance Flight School
Gameplay Index · Edit


Phases of the game - Game Opening


Certainly each game is different, but in general terms Allegiance can be broken down into some basic phases where certain actions are going to help your team almost every time.

Game Opening

This phase starts at the launch of the game and ends about the same time that the map is fully explored and the first set of constructors have planted. During the game opening the most important thing is to fully explore the map so your commander can begin forming plans on where he will place your techbase and second set of constructors.

Equally important is to escort your opening constructors. Most of the time, the team which loses its opening constructor will lose the game.

  • Find every tech rock, every helium rock, and every aleph.
  • Set up probes to detect enemy miners and enemy cons. Extended probing is best accomplished after the map is complete, however.
  • Find the enemy mining sectors so your team can attack the enemy miners.
  • Defend your miners as they come under attack.
  • Pick up tech and bring it home.



Phases of the Game - Midgame

Either a rush for dominance, or stable wait-for-end-tech stalemate

Expansion/Tech rush

This phase lasts between the initial constructor placement and until the map is more or less solidly staked out with sector control established in most places. Here, the most important thing is to aid your team's expansion and economy while stunting your opponent's.

  • Scout and probe the enemy home to spot constructors early so your team knows where they are going and can attack them.
  • Spot enemy miners and attack them.
  • Defend your own constructors as they head out. A good nan can make the difference between a brand new station or just a dead constructor.
  • Defend your own miners by blockading alephs leading to your mining sectors. If the enemy breaks through then move to a per-miner defense.
  • Set up more probes to allow your team to spot bomb runs, constructors, miners, and enemy attack groups going after your own miners. Remove enemy probes that do the same.
  • Support team actions such as bomb runs against enemy bases.
  • Collect tech that matches your chosen tech path.

Stabilized waiting game

This phase doesn't always occur, but it's essentially when both teams have equal midrange tech and the map is more or less split equally between them. Basic bombing runs consistently fail for both sides, so there's nothing to do but wait for better tech.

  • Waiting for better tech? Prevent the enemy from getting it. Kill enemy miners.
  • You won't get tech if you have no miners. Protect your own.
  • Keep probe nets up to ensure that those bombing runs of the enemy continue to fail.
  • Remove their probes so one of your bombing runs can succeed.
  • Collect cashboxes to nudge your team's research along.



Advanced Tech End Game


This phase is characterized by acquiring the best ships for at least one tech path and using them to push into enemy territory and begin eliminating their bases.

  • Use your advanced tech to push the enemy back. This means Galving enemy minor bases, using HTT runs to capture bases, and SBs to eliminate bases.
  • If the enemy still has unmined sectors, keep pressure up against their miners.
  • If you still have unmined sectors, maintain a strong defense on your miners.
  • Even more probes.
  • Eliminate enemy probes and the scouts that drop them.


Once you've pushed forward you may enter another "Waiting Game" phase while you consolidate and build up another tech base to enable another forward push (very common if the enemy have galvs). If you or they have depleted all your helium resources you can afford to back off anti-miner/miner-defense operations to help with pushing forward more. Defending your own cons as they push into enemy-held sectors, participating in major offensive runs, that sort of thing. Miners are only priority objectives when there is something to mine.


Old video game reference ftw