Since the morpher's only ability is to change into
other ship types, it might seem at first glance
that a morpher cannot possibly achieve anything
above and beyond the abilities of the existing
ship types. This is a serious misconception.
Here are some interesting uses for the morpher:
Cheap substitute for more expensive ships
that have higher build, maintenance, and fuel costs.
For instance, a morpher emulation of an engineer,
stargate, or jumpgate may be cheaper than the real
thing. Other emulated ship types may also prove
economical, depending on the exact series
settings.
Cheap substitute for planning. By bringing
a morpher with your fleet, you gain more flexibility
in situations that are difficult to anticipate. For
instance, due to the random effects of battle, you
may lose all the ships of some critically important
type (e.g. minesweeper, or
perhaps engineer, depending on
your situation and plans). With a morpher or two
present, you can quickly replace such casualties.
Bait and switch. What do you do when your opponent
presents you with massive fleet of attack ships but no minesweeper?
Build a minefield and maybe a few sats, right? That's the reason
this trick works so well. Some of the attacks are actually morphers,
and they turn into sweepers on the same turn that the others nuke
the system. Ouch.
Putting a stationary ship in places where you
cannot build (e.g. an allied, enemy, unoccupied,
or annihilated system):
Minefield
great for causing surprise explosions on enemy
systems. On both Stargate and Lugdunum, this is
best achieved if you can conceal the fact that
you have morphers. In other words, don't change
directly from a "morpher" to a "minefield". On
Stargate, this is because the morpher is visible
to other players as a morpher, and should be changed
to something else before the other players can see
it. On Lugdunum, the reason is that changing
straight to minefield allows the other player to
see the minefield one turn before it can explode.
Jumpgate not one,
but two devastating applications:
Daisy chaining if all of the worthwhile
targets are outside of jumpgate
range, you can
assemble a series of jumpgates whose terminus
is within range of something desirable. If
the chain is constructed correctly, any ships at
the ultimate origin can be transported all the
way to the final destination in a single turn.
The Tempo Trick if you have a jumpgate present
as part of your attacking fleet, then your
fleet can nuke one system and be transported to a new
target on the same turn. The fleet can nuke another
target on the very next turn, without wasting any
orders on movement.
Harrasment (on Lugdunum) morph from
cloaker to some aggressive ship type and then
immediately back to cloaker. The ship will be
immune to combat throughout this process, which
can be repeated at irregular intervals. This
may serve as a decoy, or a genuine attack, perhaps
by changing to minefield, or giving a nuke order
backed by true cloakers.
The unkillable ship (on Lugdunum) a
variant of Harrassment. What the opponent sees
is a ship that just won't die. It's actually
a pair of morphers in opposite phases. As one
turns into a visible ship, the other turns
into a cloaker. Only one is visible at a time, and
neither enters combat (until a time of the owner's
choosing, of course).