

This along with the munitions which are on par for the slowest reload time, means one Adamant on it's own will quickly be overpowered by other vessels of superior weaponry.Īdamant's are strong enough to hold their own in a melee alongside gunships and Battlestars and this should be exploited whenever possible to make your firing lines just that much more powerful. While it is significant, it is not enough to hold any reasonable enemies at bay. While the Adamant does have the capability of supporting a fleet in many ways, it does suffer in a few aspects, specifically its firepower. This means it can stick around and keep fighting when many other vessels would tap out, even some that are considered superior.

This allows the Adamant to fill a lot of roles and be useful in almost any battle.ĭespite being one of the smaller and cheaper vessels in the game, it boasts greater total armour than a Phobos or a Ranger putting it almost on par with a Revenant. The Adamant is very much a "jack of all trades" vessel: housing a hanger for a squadron, a set of torpedo tubes for munitions, strong armour for its size and significant firepower to match. The Adamant's small caliber broadside creates a limited but reliable stream of damage. What it lacks in speed, it makes up with its constant presence and firepower on the battlefield. When attempting to destroy an Artemis other than hacking and boarding, remaining underneath or behind it is an easy way to make sure you take minimal damage and can destroy it with ease.Designed by Sinon Quade a decade before the start of the Cylon War, the Adamant carrier and cruiser combo has become the cornerstone of many Colonial fleet groups. It can also in a pinch be used as a shield for weaker vessels but caution should be advised when doing this as the armour on any single side of the vessel is only slightly above average and sustained fire will take it's toll. The Artemis is reasonably durable overall and when cleverly used can survive damage for an impressive amount of time. The flak field, as with every Battlestar is very useful and can and should be used to effectively protect multiple ships from incoming ordinance. However if the opposition is either level with or below you, the Artemis's damage output is reduced by a massive degree. The Artemis has almost all of its worthwhile weaponry situated along the dorsal edge of the ship, meaning that when attacking a foe from underneath it can do damage that would rival a Jupiter's. That being said it has no major weaknesses while still retaining all of the usefulness that comes with being a Battlestar: missile tubes, hanger bays, flak fields and Battlestar Artillery. It also has a huge bias in weapon positioning making it somewhat limiting to use in certain situations.

While well rounded in terms of defenses, the Artemis is far from invincible. As such if you need the power and versatility of a Battlestar but lack the means to field a Minerva or Jupiter then the Artemis is a more than suitable substitute. While expensive in comparison to most other vessels, it's still by far the cheapest Battlestar. The Artemis is a staple in any fleet and when used correctly can turn the tides of a fight in your favor. The progenitor Battlestar: well designed, decently armed and armored while still retaining a surprising amount of maneuverability. The Artemis's primary armament can only fire on targets above it. Moderate speed, high armor ratings and aggressive turret battery placements make this Battlestar a dominating force on the battlefield. The Artemis class Battlestar is the most commonly deployed command ship by Colonial Fleet.
