Battlevoid: Harbinger

Battlevoid: Harbinger

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Silverlance's Guide to Beating the Game on Hard, Short Version
By Traeba
Battlestation : Harbinger is pretty hard. But this short guide of tips & tricks will help you to make all the right choices and get you through Hard mode without dying.
   
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All You Need to Know to Make All the Best Choices
I started playing last week and kept dying, regardless of difficulty – easy, normal, hard, I would always get wiped out by a massive force before I could jump out. I’d have tons of upgrade points and scrap by map 2, but I’d still get wiped out even after upgrading a lot. What I realized was that I was good at penny-pinching, but I was making two mistakes:

1. Not taking full advantage of maneuver tactics.
I’d plow through many sectors, and then I’d reach one where all the sectors ahead have heavy presences. Not seeing any choices, I’d pick one – and proceed to get blasted to bits by the mass of ships there. Finally, I learned: wait a turn, to see if you can draw out some of the enemies to you. Each time the enemy sent a few ships my way, I could handily outnumber them and wipe them out. Or, I’d use a distress beacon to bait a bunch of them, and then jump to one of the points they abandon to go chase me. While a swarm of them are charging into the spot I’d just left, I’m wrecking one of their sectors. By using such cut-and-run tactics, I was able to whittle down their forces while ensuring that as many battles as possible were ones where I had a distinct advantage (either in numbers, ally mercenaries, battlestations, or long range weapons). I also made sure to choose my jumps carefully so I don’t get trapped in an anomaly or asteroid field.

2. Not keeping up with the arms race.

I really like the Ion Cannon Mark 2. It’s good damage, long range, and traps ships. The problem is that it’s just not strong enough in later maps – and it’s far too weak at close range. By Map Two, it’s time to gradually move to other weapons like Photon Torpedoes (it seems they bypass shields, too) or Dual Plasmas. I also learned to mix weapons, having a blend of long range missiles (torpedoes or triple-burst missiles) together with long range energy (Ions < Plasmas < Death Ray), along with a solid close range gun (Gatling < Flak < Vulcan). I also wisely chose to buy very little in the way of point defense, simply sticking with basic bolters and only upgrading via freebies salvaged from combat. This left the bulk of my upgrade points for my weapons and such.

My ending loadout, essentially the same over three Valiant Heavy Cruiser Carriers:
  • 2x Nuke or MegaPlasma in rear
  • 1x Vulcan Cannon in center
  • 1x Death Ray in front
  • 4x Gatling Point Defense in Front
  • 2x Laser Point Defense in Front
  • 6x Shield Boosters in middle and rear slots.
  • 2x Bolter Fighters in both bays.

Other notes:
  • a. I bought a lot of shield boosters early on. This allowed me to take very little damage in many battles, allowing me to save money and not need to run back to battlestations for repairs.
  • b. I also bought Bolter Fighers early on as well. I used them primarily as cannon fodder – they shot down missiles, attacked close ships or fighters – but their primary value was in eating up damage. More often than not, incoming nukes or megaplasmas slammed into my fighters, wiping it out while leaving my carriers completely untouched.
  • c. My starting weapon choices were just a single energy cannon and a single projectile cannon, both un-upgraded. I saved my upgrade points for my bolter fighters, because I wanted more cannon fodder to shield my ships.
  • d. Since all my point defense faced forward, I made sure to always turn my ships whenever possible to face enemies.
  • e. The enemy will not destroy friendly ships unless you are in that sector as well. So, I took advantage of this to “drop off” ally ships at strategic places – but did not try to engage in pitched battles there unless I was ready. Secure in knowing that they’d be right where I left them, I took my time mopping up resistance using the hit and run tactics described above until I was fully ready to go into a pitched battle (like taking an enemy battlestation). At that point, I “picked up” my left-behind ally, took him into battle, and then used him as additional cannon fodder while I pounded the enemy from long range.
  • f. Because my ships were slow, I knew that if I tried to rescue a battlestation it would likely be destroyed before I could get to it. So, I used the hit-and-run tactics above to draw the enemy away from battlestation sectors, then jumped to it, set up camp around the station, and then lured the enemy back in.
  • g. nukes and megaplasmas are terrible. but not when you have multiples of them and a good blend of close/long range weapons. they can’t be shot down.
  • h. Want to unlock more ships? The XP system is wierd. The quickest way to power-level is to simply make a bunch of suicidal runs on hard mode. It doesn't matter if you die one or two sectors in; each time you die, you get a good chunk of XP. Every two suicide runs will basically unlock a ship.
13 Comments
Imkariel 13 Aug @ 6:02pm 
upgrade order :
number of light ships
range of your mains missiles
Burst of your bomber
Burst of your mains missiles
range of front them side light turret



Strat in battle :
Always spawn at the extremity of the map with the least ennemy.
concentrate the bomber on isolated target and your missile on ennemy pack (nuclear have aoe effect)
When your bomber destroy a target reassigne them on the ennemy with the less life.
Rince and repeat you win all your battle easly.
Have a great game actually farming the escort misssion (i hate their spawn rate)..
Imkariel 13 Aug @ 6:02pm 
come a lot of year after but the easier strat is using photo bomber (1250pt)
Use the ship unlocked at level 23 + 2 valiant.
2 laser or bolter bay on the level 23 ship + 2 photon bomber
2 photo bomber on the valiant
Use the valiant as left and right shield for your admiral.
Front gatling
Laser on side
For the main weapon Spam straight line /nuclear missile photon bomber and your missile will breack every PDC of the game even on high level difficulty.
iNol 16 Jun, 2020 @ 12:16pm 
Energy & particle cannons + bolter fighters seems like the most solid combo to me, cheap to start, solid till finish. In comparison, when i try to build missiles, they can be stopped by point defenses, which is depressing if lategame enemies clump together while at the same time i know i can put cannons there and enemies can clump as they please coz my cannons dont care. Shorter range weapons means i need to be closer to be at full efficiency, the problem with that is i am closer to reach by friends of my target (those lategame laser n stuff are pain).
iNol 16 Jun, 2020 @ 12:16pm 
Nice guide. I had a hunch that the 2 cheapest turret weapons (energy and particle cannons) would get the job done and I was right. I beat hard mode with 1x energy cannon + 3x particle cannon (on each Valiant heavy cruiser). Just need to strategize to start fights from max range of weapons and get enemies 1 by 1, backing away to maintain distance advantage if necessary (most of the time not needed). Most enemies get destroyed before they can put up real fight.

I use 1000 range most of the time and upgrade to 1100 on 4th upgrade. At 1000 range already outrange many outposts and opponents, easily smash them from afar (with fighter drones attacking from close range).
Dragonknight951 4 May, 2020 @ 8:46am 
If you grind for a long time you will have nearly infinite resources as well as a lot of good equipment, simply find a good route for running to an outpost to trade off the weapons you took from the enemies corpses and then come back to your farming spot. And that right there is my go-to setup for winning hard mode. on a side note, the longer you are in one sector the harder enemies get. and through that, the better the gear they drop. But when you move to the next sector you are suddenly back to 1x scaling, meaning that if you grinded for a long enough time your weapons that you took from the previous sector are many times stronger than the enemies in this new sector.
Dragonknight951 4 May, 2020 @ 8:46am 
Though i personally end up giving both valiants the mighty Plasma bomber spam, get them to max fighter wing size (4 bombers) then add the burst upgrade and suddenly those 16 bombers alone can wipe out most weaker ships in the game in moments, add on top of that the fact you can further boost their hull damage at the cost of a lot of upgrade points and you have a winner set up. If you really need to grind out a crap load of upgrade points then find a factory (the plus sign marked enemy bases) and camp outside of it to cause the enemies to ratchet up in difficulty.
Dragonknight951 4 May, 2020 @ 8:46am 
fun fact. the second tutorial level gives you 5k scrap just like all of them. and the reason you should chose tutorial 2 specifically is because it is extremely fast to complete, making both 1 and 3 look like marathons in comparison and those two combined makes hard mode suicide grinding look like a cross country sprint. So basically, play tutorial 2 over and over and over until you unlock the ship you want. the BSE Trademark is absolutely outstanding and can easily carry you solo through hard mode due to the good balance of hangars and gun ports as well as excellent point defense having the single most PD turret mounts of any ship i have found up to it. the only PD mounts on the trademark that aren't 360 degree are two forward corners on the disk in front, and even then their firing arcs are great and can even overlap eachother at head on facing. And having two valiants with the above builds are great.
Harrison 16 May, 2019 @ 1:28am 
Great post, much thanks! However suicide run on hard mode only gives me very little XP (around 360), and I have to do 8 or 9 times to level up. Im not sure if they changed this as it had been a few years.
Freestylah 4 Nov, 2018 @ 1:00pm 
Pro tip: always have a support ship in your squad. Place that ship behind your 'carries'. In its drones slots buy hull & shield restore drones. In its primary slots also place hull repairs and shield reenergizers, as well as item that 'steals' shields from enemies. Prioritize upgrades for healing drones. If you do it it right, all the incoming damage to any of your ships gets instantly compensated via restores. Hard mode is a breeze with a support ship.
4DD1 28 Aug, 2016 @ 1:10am 
Thanks alot. Your guide/notes helped me beating the game on hard. (And a bit luck combined with that ;) ) :ss13ok: