Intermediate Bombing

This article gives suggestions on how to bomb in an intermediate-level game--that is, a decent pickup game, or a low-level clue game. It's closely related to the Intermediate SC Play article, and is followed by the Advanced Bombing and Advanced SC Play articles, which are more geared towards top clue games and INL play.

Introduction

Full-time bombing is the most cereberal and least twitch-oriented task in netrek. It's also, not coincidentally, the most neglected. It's the ideal job for newer players, or anyone who isn't capable of dominating on the front; in intermediate games, the team which bombs better is nearly always the team which wins, and one full-time bomber is usally enough to make the difference. Unlike dogfighting and other front-line tasks, bombing is not physically difficult to do, and bombers get a better view of the flow of the game. If you are interested in raising your overall clue level, bombing is the best way to do it.

The reason bombing is neglected is that most players would rather twitch than think; bombing is often considered dull, but only by people who don't understand what is interesting about it. It's about positioning, communication, and decision-making, not about fighting. It's also not about DI; due to various factors inherent in the DI system, full-time bombing is a low-DI activity. It is about winning, which I consider to be the most interesting activity of all.

Bombing Goals

Control Armies
Some people believe that the goal of bombing is to kill all the enemy armies. This is incorrect--even the best bomber can't hope to kill much more half the enemy armies in a typical game. Your goal as a bomber is not to eliminate the enemy army supply, but to control it. They are going to pop, and sometimes they are going to pop when you've just been killed, or they'll pop in two places, or they'll pop underneath the starbase or the ASW (Anti-Scout Warfare). Don't worry about it. What you're trying to do is not to keep them from picking up, but to keep them from picking up cheaply.

If there is no bombing, or lackadasical bombing, then any time a ship gets a couple kills, it can quickly pick up from the nearest planet, or the nearest fuel planet, and start taking. Your team cannot easily react to that sort of carrier; the planet take happens too fast, especially when that sort of thing is happening all over the front. This is where the bomber comes in.

If you have dedicated bombing, the enemy will find it harder to pick up. They will not find it impossible, certainly; as noted above, you can't hope to bomb all armies. But what you can do is force the carrier to go further for armies. You can force him to go to a non-fuel planet for armies, and then go get fuel somewhere else (or vice-versa). Essentially, you increase the amount of time between when he gets kills and when he is ready to drop armies. By delaying enemy carriers, you make it easier for your team to react to them and keep them from dropping; if your team is more time-efficient when it comes to dropping armies, you'll usually do better.

Gather Information
The other major thing you accomplish with dedicated bombing is information-gathering. If your team has no ships deep in enemy space, enemies can pick up from rear planets without being seen. This makes it difficult to stop them from taking planets. When ships are cloaked in green alert, they cannot be seen on the galactic map; the presence of a bomber in enemy space reduces the number of places a carrier can hide. And, of course, the bomber is in the best position to call carriers when they pick up.

These two goals--controlling army supply, and gathering information--are things which are rarely done well in intermediate games, and often are neglected in top games. For example, in the Golden Bears at Sugarplums game in the Fall 1996 INL, Sugarplums stopped bombing in the last few minutes of regulation. This allowed me to get 2.5 kills with less than two minutes left in regulation, quickly go to our base to pick up while cloaked in green alert, and maxwarp cloaked to the Sugarplums AGRI. They didn't see me until too late. The lessons? Don't listen to Jitesh, and KEEP BOMBING.

Avoid ACC
"ACC" stands for "Actual Carriers Created." It's a measure of how many times someone got a kill off you and used that kill to pick up armies. The bomber is susceptible to creating carriers, because he's deep in the enemy backfield, and he's usually near where armies are. ACC are unavoidable, but as a bomber you need to be aware that you are giving the enemy what they want whenever they get an ACC off you. The worst thing you can do as a bomber is give a kill to someone who didn't have a kill before, and is right near armies so he can pick up--you lose your position, and they get a fast carrier for free. This also applies to attempting oggs as a bomber; it's normally the wrong thing to do, although there's a section below about when it can be useful.

A rule of thumb I use is that you want your total planets bombed to be at least 5 times as high as your ACC. Unfortunately, you can only check this after clue games, because there's no system for recording these stats in vanilla servers, but it should give you an idea of the proper ratio of easy bombs to hard bombs you should be trying for. Even more so than when you're scumming planets, you should take what they give you as a bomber; it's better to take an easy bomb of a planet at 5 armies than to try for a conested bomb on a planet at 7.

Another thing to consider is the type of carrier the other team has. Many of the top carriers are at their least effective when they have exactly one kill; they don't want to die, they don't want to SC drop, and they can't effectively take planets using 2 armies at a time. If the other team has players like this, the second ACC is more important to avoid than the first one.

When To Bomb

Most other tasks in the game (space control, ogging, escorting, scumming) are fungible; you take out a CA, and then you can decide when you get to the front what you're going to do. Full-time bombing is usually done in a SC, and thus requires more forethought, and more of a commitment. So you have to decide, based on the game conditions, whether you should be bombing or instead accomplishing some front-line task. Here are some of the considerations:
Do You Rewl?
If you are a very strong front-line player, it probably would be better for your team if you play on the front, and one of the less tactically skilled players go bomb. However, in intermediate games there's often no one who will consistently bomb, and since consistent bombing is a key to victory, it can be a good idea for you to go do it, even if you are strong on the front.

Is Anyone Else Doing It?
This is a trick question. You have to consider two things; is someone doing it now, and is that person going to keep doing it? A part-time bomber isn't enough; to have effective bombing, your team needs to have someone back there all the time (the main reason for this is space control, which I'll get to later). If you have a dedicated bomber, you probably don't need another one, and you should concentrate on front-line tasks, perhaps combined with helping the bomber out if he's being ASW'ed. If you don't have a bomber, or if the bomber tends to stop bombing when he feels like it, it's a good idea for you to bomb, or to get someone else on your team to do it.

Are You Ahead?
If your team is ahead, bombing is crucial in an intermediate game. The only way you can genocide is to take both enemy AGRIs while the enemy has no army supply to take them back, and then you need to keep their army supply down while you take the rest of their planets. Without bombing, they will collect armies, get the AGRIs back, and you'll be back at square one.

Once you get them to core and below, bombing becomes difficult, but you must continue to try. Bombing often becomes combined with ogging here, but if you don't eliminate their armies one way or the other, you will not win.

Are You Behind?
If your team is behind, you need bombing to control the enemy's army supply, and to make it obvious when they are picking up. If you don't bomb, it's nearly guaranteed that you will not be able to turn the game around. However, bombing when you are behind, particularly if you're down to core or LPS, tends to be a pretty easy job. If at all possible, one of the less skilled players on the team should do it. If that's you, go for it. If not, you may have to do it anyway, or be resigned to an interminable core situation.

Do They Have Armies?
If your opponents have many armies, it can be good for you to go bomb, even if you're not the dedicated bomber. This can also be a good indicator that your team needs a dedicated bomber, and that could theoretically be you.

Do They Have ASW?
If your team has a dedicated bomber, but he is getting dedicated ASW, the team needs to provide help. The easiest way to do this is to extend forward along the open side, in the ship you're already in. You can engage the ASW so he can't keep chasing the bomber, or you can try to bomb yourself, so he has to be two places at once to stop your team's bombing. Usually you should try engaging if you're in a big ship; if you're in a SC or (shudder) DD, you should try bombing.

What Ship To Use

By far the most common ship used for bombing is the scout (SC). The SC is ideal for bombing because its speed gives it the greatest ability to get into the enemy backfield, to jockey for position in the enemy backfield, and to run away from the enemy backfield if anyone tries to kill it. The DD can be useful in a very limited role. CA's and BB's are too slow to cover much ground in the enemy backfield, but they can be used to patrol a side AGRI or to help counter enemy ASW. The extra bombing power of AS ships are great for opening bombing, and can also be useful in late-game and OT situations, or even during normal play if the enemy is not ASW'ing.

Bombing In SC
See also the Intermediate SC Play article

The speed of the SC allows it to control a wide region of space while bombing. "Space control" in the context of bombing means the ability to beat enemy ships to a potential pop. Any planet which you can get to, bomb, and get away before any enemy can stop you can be said to be controlled by you. Your goal as a SC bomber is to control at least one AGRI planet and as many other planets as possible. If the enemy has two open-side rear AGRIs, you should try to position yourself between them or near them. If they have one open-side AGRI and one wall-side core or front AGRI, you should usually give up on the wall-side AGRI and concentrate on controlling the open-side one. If both AGRIs are wall-side, you can try to live over by the wall, but it's hard to avoid attracting attention and getting trapped.

You do not need to be directly on top of a planet, or even near it, to be controlling it. For example, if you are FED vs. ROM, and the ROMs have ERI AGRI, you can move within a region of space that extends down to REG and over past TAU and still have control of that AGRI because it's so far from the normal battle lines. On the other hand, if they have DRA/SIR AGRI, you need to be close because ships entering the game can quickly get to DRA, and SIR isn't far beyond that. A rule of thumb is that if they have just one AGRI you can control, you should try to be as far away from it as you can be while still controlling it, but if they have two AGRIs close together, you should be near or between them.

If there's only one enemy pop, you should move through the space you control towards it. You almost always want to use maxwarp; you can fuel up after you bomb the planet. If there is enemy ASW at the planet, normally you should remain out of his tractor/phaser range, but stay close enough to continue to threaten the armies while controlling as much space as possible. For example, if there is a pop at TAU and a CA sitting on it, you can move to just outside of CA tractor range of TAU and tack back and forth at warp 4-6. This way, you still control ERI, SIR, REG, and mostly DRA, and the CA at TAU has to remain there to keep you from bombing it. If he's any good, he'll move off TAU and try to push you out of his space; when this happens, keep out of tractor range, and keep trying to threaten to go around him and bomb TAU.

If there are multiple enemy pops, you should prioritize them by ease of bombing, proximity to your ship, and the number of armies on the planets. If you're sitting between ERI and SIR, and ERI pops to 7 and SIR pops to 5, go for ERI first (assuming no defense at either place). But if ROM pops to 7 and SIR pops to 5, bomb SIR first; always take the quick, easy bomb when it's there.

When considering ease of bombing, think about not only the ease of bombing given the current game state, but the general difficulty of bombing that specific planet. Give more weight to planets which are not normally easy to bomb, but which you can easily get to at the moment. For example, if DRA pops to 5 and SIR pops to 6, and you can get to DRA unmolested, go for DRA first, because it will be easy to pick up SIR later, and it probably won't be easy to pick up DRA.

Always be careful when trying to bomb the homeworld or a close core world. It's generally not worth it to try to get your teammates to stop killing people so you can bomb; it's better to sit behind the homeworld and watch the messages and the game flow until you see an opportunity to bomb the planet without having an enemy pop up on top of you. As you go in, keep an eye on the kill messages, and be ready to cloak if any opponent dies. It's usually best to be cloaked whenever you're bombing the homeworld; usually entering ships won't react immediately if they can't see you.

When there are no enemy pops, you should find the position that gives you the most control of enemy space, and hang out there at warp 4 or 5. Warp 4 or 5 is better than 0 because it's faster to turn at that speed than it is to accelerate to that speed. So, if you're between DRA and SIR at warp 5, you'll get to a pop at ERI faster by turning at warp 5 and maxwarping than you would by accelerating in the right direction from warp 0, even if the patrolling at warp 5 took you further away from ERI. Being at warp 5 also makes it much easier to retreat from big ships who try to harass you.

Obviously, you need some fuel, too, but if you've got over 3000 fuel, it's probably better to be moving than to be at warp 0.

Bombing in DD
DD's are practically worthless for bombing. The only time I've seen them used effectively is by Red Shirt while attacking core; the DD can survive a little longer, and becomes a serious threat to carry if it butt-torps a kill.

You are not Red Shirt. Don't fly DD's. I refuse to say any more on the subject.

Bombing in CA
CA's are normally important in supporting the primary SC bomber, as well as bombing the front-line planets which the SC cannot reach. Bombing is a team goal, and every member of the team needs to be aware of pops and make sure they are bombed. In addition, the CA can be useful as a deep bomber, especially along the open side, although it is hard to use a CA as effectively as a SC due to the CA's limited range. But the CA is much more of a threat to carriers, and cannot be easily pushed around, so it can be advantageous to have a deep CA when the other team is using ASW, particularly carrier-based ASW.

The most common way to get a CA deep is to space control on the open side. When your team gets a numerical advantage, you can extend the front by pushing up past REG to SIR or beyond. This is especially effective when SIR is AGRI; a CA can sit at SIR, controlling its army production from any SC droppers, and also causing significant problems for any CA's wishing to pick up. A CA carrier usually will not try to engage a deep CA alone, so your presence up there forces your opponents to dedicate a ship to clearing you out, or give up on the AGRI on that side. If a 0-kill ship tries to clear you out, butt-torp and give ground into third space, especially if there's a convenient fuel planet. Your position is valuable, so you don't want to die without a good reason. Even if you're being engaged by a 0-kill ship, you can still harass carriers, and you are still helping the SC bomber and your space controllers.

If a CA with kills and/or armies tries to engage you, you also have the option of mutualling. You should resist the impulse to ogg, because often what the CA wants, especially if he has only one kill, is to get another kill. Because the ship with kills will not fight as aggressively as the 0-kill ship, you probably can engage without giving ground. Keep him away from the planet you want to control, and try to kill him if you get a good chance. Don't give up your position to run headlong into his butt-torps.

A low-fuel CA is in more trouble than a low-fuel SC, so regaining fuel is more important for CA's than SC's. For this reason, when you're low on fuel it's usually best to sit at warp 0 rather than tack back and forth, although it's still better to tack back and forth at warp 3 or 4 if you're at full fuel. If they are trying to get you out of their space, you often have to be content with keeping their ships busy, instead of doing actual bombing.

Bombing in BB
BB's are probably the hardest ship in which to bomb. They are slow, and their reliance on fuel planets makes living in enemy space difficult unless you've declared peace, and if you've declared peace you can't bomb. The only time a BB can be used effectively to deep bomb is in a situation where they have one or more open-side AGRIs, and there's a close fuel planet in third space. The BB's ability to win every dogfight can allow it to stay alive a long time in that situation, but the lack of speed will still make it hard to control even two enemy planets. In general, use a BB for bombing only when it's convenient, such as when you are space controlling the open side and there's an undefended deep pop that your SC bomber can't get to.

Bombing in AS
The AS has significant advantages when it comes to bombing. It bombs better (per tick) than any other ship; it always bombs at least 2 armies (unless it bombs 0--see advanced bombing for a table of bomb rates), and it's the only ship which can bomb 4 armies in one tick. This makes it ideal for bombing planets at 5 armies, since they can be bombed to 1. AS'es are not the ideal ship for bombing planets at 6 armies, since they will most often bomb exactly 2 armies; in these cases, it's best, if you have the time, to have another ship try to bomb the planet to 5, and have the AS bomb it from there. As a rule of thumb, the AS bombs planets at odd numbers of armies better than any other ship, but planets at even numbers should be bombed to an odd number by another ship. This bombing advantage makes the AS the ship of choice when you're trying to recover from an LPS, or at the beginning of a game when planets are all at 17+.

The AS can take 280 points of damage, which is not much more than a BB's 260, but while a BB can take only 130 points of hull damage, the AS can take 200. Since your shields are down when you're bombing, this gives the AS a significant advantage in bombing defended planets; it takes a lot of fuel to do 200 damage to a cloaked ship that's detting. This is most relevant when you're attacking core or LPS; the AS's cheap cloaking, combined with its ability to take damage, make it much more likely to get in to bomb under those 3 BB's.

The AS'es dogfighting weakness and slowness make it difficult to use as a full-time ship. In the course of a normal game, it can be useful to pull one out when you see a front-line planet at 5 armies; you'll always bomb it to 3, and often bomb it to 2 or 1. In the course of a typical clue/INL game, this adds up to about a 10 army advantage if you do it consistently.

When To Ogg

As a deep bomber, you will have more one-on-one situations with carriers than any other player on your team. As a SC, most of these will be situations where you have no reasonable chance to kill the other guy if he's any good. Even if you're in a bigger ship, the carrier has significant advantages: he has friends close by, he has fuel and repair planets, and he doesn't need to kill you to win the engagement. For these reasons and others, bombers should generally avoid trying to ogg carriers, however tempting it may be. There are some specific situations where ogging is particularly bad:
There are easy bombs available
It is nearly always wrong to attempt to ogg a carrier when you could instead bomb some armies cheaply. Your oggs will fail most of the time, giving the carrier more kills to pick up the armies you should have bombed instead. Take what they give you--take the easy bombs.

They have multiple carriers
If the other team has a number of people who tend to carry, you want to be dedicated to bombing; even if you manage to ogg the guy, there will be another carrier picking up the armies that didn't get bombed because you had to get back into position.

The carrier has escort
Don't even think about ogging in 1-on-2 situations when you're supposed to be bombing. It's too low-percentage a play to be worth it.
Having made those points, your position deep in enemy space can be a useful one for killing carriers in certain situations. Here are some situations where ogging can be good:
Cutting off the retreat
Sometimes a carrier will be chased off the front line, especially from the open side. As a bomber, you can often put your ship between the carrier and the homeworld. What this does is force a temporary 2-on-1 situation. If you spot the retreat fast enough, you can cloak in at maxwarp and often catch the carrier busy watching his butt-torps. If not, you can just go in uncloaked and force the carrier to engage either you or your teammate following him. In either case, you don't expect to be the one doing the major damage to the carrier (although that happens sometimes); you are expecting to use your temporary 2-on-1 advantage to overwhelm him.

Finishing weak ships
After a dogfight at the front, a ship will often be low on fuel and damaged, and will then maxwarp back with his kills to try to pick up. He'll often be heading for the same planet that you are as you try to bomb. If you have all your fuel, you have a tactical advantage against the weak CA that you can exploit if you use it correctly. A simple ploy sometimes works; maxwarp towards the planet, cloak, and then instead of bombing, ogg the carrier. This is likely to be effective only if the carrier is low on fuel, so be sure he is before you use it. Alternately, you can just harass him; if he's low on fuel, he can't afford to waste it phasering you down at long range, so you can afford to get within about 30 point CA phaser range, where your warp 16 torps will cause real problems even for good players.

The main thing you want to avoid in this situation is giving a second kill to a primary scummer. Again, they usually won't be able to phaser you down, so be very careful to avoid any torps he sends out; as long as you do that, you'll probably be safe.

One other caution: a weak ship will usually run towards his teammates. If you are chasing the weak ship, you'll have a relative speed of warp 21 with the teammate he's running towards. At that speed, you'll be trapped if you don't decelerate or turn by the time the ship coming towards you is on your tactical. Don't give out another free kill; if he gets defenders, just peel off and resume bombing.

Base oggs
Normally, you should participate in base oggs when you're SC bombing. You should work your way behind the base, and usually uncloak slightly before your teammates, at long range, torping backwards. You will usually not do much damage to the base in a SC, but your torps can confuse him, and he may burn wtemp trying to kill you if you are far enough away.