What is the Sensor Phalanx?
The Sensor Phalanx is an exclusive moon building that reveals fleet movements in neighbouring solar systems in real time. It is the most powerful reconnaissance tool in OGame — more important than espionage probes, because it requires no mission and delivers immediate results.
Anyone who owns a high-level Sensor Phalanx sees: which ships a player is moving, when they launch, when they arrive, and often the mission target too. This gives tactical superiority in PvP and is crucial for coordinated alliance attacks (ACS).
Range and Formula
The Sensor Phalanx sees solar systems left and right of the moon location. Range grows quadratically with level:
| Phalanx Level | Range (Solar Systems) | Build Costs (approx.) |
|---|---|---|
| 1 | 1 System | 2M M / 4M C / 2M D |
| 2 | 4 Systems | 4M M / 8M C / 4M D |
| 3 | 9 Systems | 8M M / 16M C / 8M D |
| 4 | 16 Systems | 16M M / 32M C / 16M D |
| 5 | 25 Systems | 32M M / 64M C / 32M D |
| 6 | 36 Systems | 64M M / 128M C / 64M D |
| 8 | 64 Systems | Very high |
| 10 | 100 Systems | Extremely high |
For most players, level 3–5 is the practical target. Level 3 already covers 9 systems — enough for intensive PvP activity in a dense galaxy.
What does the Sensor Phalanx see?
The phalanx shows all fleet movements within its range — with considerable detail:
- Launch time and arrival time of the fleet
- Coordinates of origin and destination
- Mission type (attack, transport, fleetsave etc.)
- Fleet composition (which ships, how many)
This allows precise determination of whether a player sends their fleetsave back "too early" and their fleet briefly stays in orbit — the classic attack window that fleeters exploit.
What the phalanx does NOT see
- Fleets stationed on a moon (not in movement)
- Fleets jumping to another moon (jumpgate missions)
- Espionage missions by probes (too fast and discreet)
Deuterium costs per use
Each phalanx use costs Deuterium — costs increase with distance. This keeps permanent use economically in check: anyone constantly observing everything spends a lot of Deuterium.
| Distance (Systems) | Deuterium cost |
|---|---|
| 1 (same system) | 0 D |
| 2 | 15,000 D |
| 5 | 120,000 D |
| 10 | 495,000 D |
Conclusion: Nearby systems are cheap to observe. Distant targets cost considerably — phalanx use at maximum range is only economical for high-value attack targets.
Discoverer class: Bonus on phalanx range
The Discoverer class receives a passive bonus on effective Sensor Phalanx range. This makes the Discoverer not only the optimal class for expeditions, but also for intelligence-based gameplay: a phalanx built to level 4 can achieve the effective range of level 5 or higher for a Discoverer.
For players who value both expeditions and phalanx reconnaissance, the Discoverer class is the natural choice — it synergises with both mechanics simultaneously.
Phalanx tactics in PvP
Exposing fleetsaves
The classic use: observe an active opponent with the phalanx. When their fleet returns in the morning and briefly lands in orbit, the attack window is open. Precise timing with phalanx is the foundation for profitable fleeting.
Coordinating ACS
In Alliance Coordinated Attacks (ACS), a designated phalanx player uses their range to monitor the target's fleet times. The alliance plans the attack timing based on this data.
Protecting your own fleet
Phalanx is also valuable defensively: if you know enemy fleets are heading in your direction, you have time to fleetsave or withdraw. Without phalanx you're dependent on espionage probe support from the alliance.
Calculating phalanx costs
Professionals keep their Deuterium production rate and phalanx expenses in balance. A phalanx used intensively daily and consuming 2 million Deuterium must be offset by loot found — otherwise it sabotages your own resource base.
Phalanx defence: How to protect yourself
The question of countermeasures is just as important as phalanx use itself. If you know an enemy has a strong phalanx in your region, you must adapt your behaviour:
- Fleetsave to moon: Stationed fleets are invisible to the phalanx — only fleets in movement are displayed
- Use jumpgate: Jumps between moons don't appear in the phalanx
- Irregular patterns: Anyone who always fleetsaves at the same time is easy to predict
- False trails: Send small fleets as decoys to increase the enemy's phalanx expenses
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