What does "Crashing" mean in OGame?
Crashing is the targeted attack on an enemy fleet with the aim of destroying it. The term derives from the fact that the enemy fleet is "crashed" — i.e. destroyed — after a successful attack. The resulting debris field from the destroyed ships of both sides is harvested with recycler ships. A profitable crash means: profit from debris field and captured resources exceeds the value of your own lost ships.
Crashing is the General class playstyle. The General class provides bonuses to fleet speed and recycler capacity — both directly relevant for efficient raiding.
Step 1: Finding targets
Analysing the highscore
The first step is searching for profitable targets. The OGame highscore distinguishes between building, research, fleet and defence points. A player with high fleet points and relatively low building points has invested many resources in ships — making them a large, valuable target.
Observing activity
A good crash target is a fleet sitting unsecured in orbit. Players who don't consistently maintain their fleetsave routine leave windows of opportunity open. Signs of insecure fleets:
- Player has been offline for a long time (activity stamp in highscore is outdated)
- Fleet points remain stable despite no active player being visible
- Espionage probe reports fleet on planet despite night-time hours
- No moon jumpgate available (no instant fleetsave possible)
Scanning the galaxy
The galaxy view shows players in your solar system. Planets without moon symbols = no moon, thus limited defence options. Avoid planets with heavy defence — defence creates debris fields but often prevents profitable combat.
Step 2: Espionage
Thorough espionage
Before every crash: spy. The goal is a complete espionage report with resources, fleet, defence and — most importantly — technology levels (weapons/shields/armour). This requires sufficiently high espionage technology. Rule of thumb: your espionage technology should be at least equal to the target's, preferably 2–3 levels higher.
What's relevant in the report
- Fleet composition: Which ship types, how many? This determines the required fleet composition.
- Defence: Heavy defence increases the opponent's debris field, but also your own losses.
- Resources on the planet: High resources = additional profit besides the debris field.
- Technology levels: Crucial for battle simulation.
Step 3: Battle simulation
Always simulate before attacking
Without simulation, a crash is risky gambling. A battle simulator calculates the likely battle outcome using espionage data: your losses, enemy losses, debris field size and profitability. OGame has no official simulation tool — the community uses external simulators.
Calculating profitability
The basic formula for a profitable crash:
- Profit = (Debris field × Recycler quota) + captured resources
- Costs = Value of your own lost ships
- Net profit = Profit − Costs
A crash is profitable when net profit is positive. Debris fields consist of 30% of the destroyed ships from both sides (metal + crystal). Recycler capacity must be large enough to harvest the entire debris field.
Include safety margin
OGame battles have a random factor. Simulators show average values from 1,000 simulations. For the real attack always send more ships than the simulation minimally suggests — a safety margin of 20–30% protects against unfavourable dice rolls.
Step 4: Fleet composition for crashers
Typical attack fleets
| Target type | Recommended ships | Why |
|---|---|---|
| Light fighters (mass) | Cruiser, Battleship | Rapid fire against LF, efficient |
| Mixed fleet | Battleship, Destroyer | Broad firepower |
| Heavy fighters / Cruisers | Battlecruiser | Rapid fire advantage |
| Crash defence | Bomber | Rapid fire against defence |
| Harvest debris field | Recycler (mass) | Capacity is crucial |
Always send recyclers
The debris field only exists for a limited time. Send recyclers coordinated with the attack so they can harvest the debris field immediately after combat. The General class provides recycler capacity bonus — ideal for crashers.
Step 5: Timing and attack windows
Using offline windows
The best time for a crash is when the target is offline and their fleet is standing unsecured. Observe activity patterns: When is the player typically not logged in? Calculate night attacks with long flight times so the fleet arrives during the offline phase.
Observing bash rules
OGame limits attacks on the same player to a maximum of 6 within 24 hours. This rule protects against endless farming of a single target. Pause accordingly after a successful crash.
AKS — Attacking together
The Alliance Combat System (AKS) allows alliance members to attack the same target simultaneously. This is often necessary for very large fleets — no single player has enough ships to crash a top-10 fleeter alone. AKS attacks require precise coordination of arrival times.
Common crashing mistakes
- No simulation: Without battle sim, the attack is blind — often costly.
- Too few recyclers: The debris field sits there and others harvest it.
- Wrong espionage data: Outdated reports — target had time to reinforce.
- Ignoring moon jumpgate: Target jumps fleet away upon approach — empty orbit.
- Exceeding bash limit: Rule violation → possible sanction.
- Own fleet not secured: While you're attacking, you get crashed yourself.
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