Boarding the Vallaha

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joelf2
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Boarding the Vallaha

Post by joelf2 » Wed, 25. Jun 14, 11:42

Hello, I finally found this massive behemoth of a ship The ATF Vallaha, and now i'm planning to cap it. The biggest ship ive capped so far is the aran , and now its being RE'd. problem is its a lot tougher when the ship has guns that shoot back when ur trying to lower his shields. How did u guys go about it? How many marines u guys use and wat stars were they? and recomendations? and perhaps guide links (the guide's ive read are mostly for capital ship that are readily available).

Cheers!
:D

Astronoid
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Joined: Fri, 8. Mar 13, 19:17
x3tc

Post by Astronoid » Wed, 25. Jun 14, 12:13

Dunno 'bout the others, but for Terran and especially ATF ships, maxed out five star marines are the minimum.
"Kiss my plasma vats"!

RayF
Posts: 454
Joined: Wed, 22. May 13, 12:30

Post by RayF » Wed, 25. Jun 14, 14:22

well,
first thing you want to do is to go into scan range and scan it.
If it has hull polarization then forget the idea of boarding that one unless you have more than 35 marines maxed at mechanical skill. I personally tried up to 30 and failed gloriously. Didnt have more marines at that time.

If it has HP blow it and wait for the next one.

hisazul
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xr

Post by hisazul » Wed, 25. Jun 14, 14:22

I was terran... with the good stuff and even then I used 30ish 5 star everything marines per Valhalla. If your not terran and that thing shoots back.... well... Mega is probably one of those weird combos that works. Gear it up with ion weaponry and make sure to get all IPG it can carry, as for the rest... doesn't matter really just fill it with flails to get rid of faster moving things. Then harass it enough so it follows and just tag it with IPGs like you mean it while circling around it. Be careful because Mega steering is BAD.

As for what to use for boarding... dual cobra or sirokos. Sirokos takes practice to use because it lacks any firepower due to it being M7M that doesn't shoot flails or hammers or anything really except for mossies and pods. But 30 marines on one ship is worth it. Just go in like your going for pu... err just get close and shoot pods point blank. Once you shot them switch to mega and order sirokos to go away.

Anyway practice...
Last edited by hisazul on Wed, 25. Jun 14, 14:25, edited 1 time in total.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein

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Black_hole_suN
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Post by Black_hole_suN » Wed, 25. Jun 14, 14:23

The only difficulty I encountered when capping Valhallas is the enormous amounts of escorts it brings when it decides to show up.. otherwise it is pretty easy to board because it usually doesn't have boarding defenses or marines onboard.

If you can, clear the sector first then call a big ship to lower the shields of the Valhalla and just launch marines remotely from an M7M

You can also just use the reward ship in Shady Business mission.. just sneak up to one of those enormous blinspot in Valhalla and fire until shields are low..

DO NOT COMPLETELY STRIP THE SHIELDS otherwise your Valhalla may just jump out and since they cannot exist anywhere except in war sectors they will be deleted from the game.. just try to keep it at 2-5% shields

8 elite marines (100 in every skills) is the minimum to successfully board any non xenon ships without boarding defense or marines onboard..


Valhalla can't be produced in Commonwealth PHQ because the requirements to produce it exceeds the storage space of C-PHQ.. they can be produced normally in Terran PHQ though..

hisazul
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Post by hisazul » Wed, 25. Jun 14, 14:27

Black_hole_suN wrote:The only difficulty I encountered when capping Valhallas is the enormous amounts of escorts it brings when it decides to show up.. otherwise it is pretty easy to board because it usually doesn't have boarding defenses or marines onboard.

If you can, clear the sector first then call a big ship to lower the shields of the Valhalla and just launch marines remotely from an M7M

You can also just use the reward ship in Shady Business mission.. just sneak up to one of those enormous blinspot in Valhalla and fire until shields are low..

DO NOT COMPLETELY STRIP THE SHIELDS otherwise your Valhalla may just jump out and since they cannot exist anywhere except in war sectors they will be deleted from the game.. just try to keep it at 2-5% shields

8 elite marines (100 in every skills) is the minimum to successfully board any non xenon ships without boarding defense or marines onboard..


Valhalla can't be produced in Commonwealth PHQ because the requirements to produce it exceeds the storage space of C-PHQ.. they can be produced normally in Terran PHQ though..
You aren't going to get anywhere with 8.

But good reminder about building it if you aren't terran. Terran PHQ > CW one in so many ways.... as if terrans> everyone enough as it is.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein

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Black_hole_suN
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Post by Black_hole_suN » Wed, 25. Jun 14, 16:03

You aren't going to get anywhere with 8.
To be honest, I only got to board Valhalla 4 times and of all those ops I use sirokos with 21 marines and snagged it every time.. so I just concluded that Valhalla might be just like other non xenon ships where I only need 8 elite marines on an Acinonyx Prototype to board..

That thing is HUGE and nearly useless (for my playstyle) so I just sold it for a good money

samoja
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Post by samoja » Wed, 25. Jun 14, 21:47

How much resources does it take to build it? I may try to cap one or more just so i can recycle it, i believe you get about 3/4 of resources back, i did this with Kyoto and got around 3000 microchips(microchips and quantum tubes seem to be limiting factor, everything else is abundant)

joelf2
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Post by joelf2 » Thu, 26. Jun 14, 02:13

Alrite so i Scanned it its does not Have Hull polarization, but... its got internal sentry lasers. as far as marines go ive got 62 total marines, that consist of

overall stars:
33 4 star marines
4 5 star marines i

fighting
13 in 4 star
13 in 5 star
22 in 3 star

Mech
31 in 4 star

ive not included 2 star and 3 star marines but i do have a them. (ive sent all for training again). As far as ships go ive got a cobra and a sirokos for boarding that i plan to use i'll probably buy an extra M7M thats pretty quick to load up any remaining marines. I have a osaka deked out with PSP on the front, which i might use to remove the Vallaha's shields.

Reckon ive got a chance or should i upgrade some more then give it a try?
:wink:

hisazul
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Post by hisazul » Thu, 26. Jun 14, 02:51

samoja wrote:How much resources does it take to build it? I may try to cap one or more just so i can recycle it, i believe you get about 3/4 of resources back, i did this with Kyoto and got around 3000 microchips(microchips and quantum tubes seem to be limiting factor, everything else is abundant)

Code: Select all

<headquarters>
  <upgrades>
    <upgrade index="0" typename="SS_DOCK_P_HQ" storage="500000">
      <blueprints>
        <blueprint typename="SS_SH_A_M4" />
      </blueprints>
      <production time="100" money="100" resources="100">
        <factor class="ship" value="1" />
      </production>
      <repair time="100" money="100" resources="100">
        <factor class="ship" value="2" />
        <factor class="hq" value="2" />
      </repair>
      <reverse time="100" money="0" resources="0">
        <factor class="ship" value="1" />
      </reverse>
      <recycle time="5" money="0" resources="80">
        <factor class="ship" value="1" />
      </recycle>
    </upgrade>
		<upgrade index="1" typename="SS_DOCK_TR_HQ" storage="700000">
			<blueprints>
				<blueprint typename="SS_SH_USC_M4" />
			</blueprints>
			<production time="100" money="100" resources="100">
				<factor class="ship" value="1" />
			</production>
			<repair time="100" money="100" resources="100">
				<factor class="ship" value="2" />
				<factor class="hq" value="2" />
			</repair>
			<reverse time="100" money="0" resources="0">
				<factor class="ship" value="1" />
			</reverse>
			<recycle time="5" money="0" resources="80">
				<factor class="ship" value="1" />
			</recycle>
		</upgrade>
	</upgrades>
So if you recycle you get 80% back. And terran phq holds 700000 while cw holds 500000.
Also terran phq has 3 docking arms on 2 levels and each arm docks 3 capital ships so in total 18 capital ship docking bays.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein

RayF
Posts: 454
Joined: Wed, 22. May 13, 12:30

Post by RayF » Thu, 26. Jun 14, 11:40

joelf2 wrote:Alrite so i Scanned it its does not Have Hull polarization, but... its got internal sentry lasers. as far as marines go ive got 62 total marines, that consist of

overall stars:
33 4 star marines
4 5 star marines i

fighting
13 in 4 star
13 in 5 star
22 in 3 star

Mech
31 in 4 star

ive not included 2 star and 3 star marines but i do have a them. (ive sent all for training again). As far as ships go ive got a cobra and a sirokos for boarding that i plan to use i'll probably buy an extra M7M thats pretty quick to load up any remaining marines. I have a osaka deked out with PSP on the front, which i might use to remove the Vallaha's shields.

Reckon ive got a chance or should i upgrade some more then give it a try?
:wink:
You are just fine. You have plenty of marines.
If you have a 5star at mech include him in the boarding party. Otherwise use at least 2 4star at mech.
Send 20 marines just to be sure since you have plenty.
Make sure you include at least 2 of your best marines at every category(fighting,mech, hack...)

and also remember to save just before you launch your pods. This way you can retry in case of troubles.

Use your cobra. No need for sirokos or M2. You can engage the target from a safe distance with hornets and flails, the usual routine...This way you wont have to destroy the escorts.
If you want something more challenging you can engage the escorts too. Your rep will go deep dive though.

Its not that hard.

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