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Effective fleet design using all ship classes.

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12 years ago
Nov 19, 2012, 2:56:21 PM
So the community seems to be of the opinion that there are really only 2 ways to design an effective fleet, either a DD spam or 4 DN's... While these strategies are certainly effective they're also a little boring.



I've had some fun mixing up different ships in my fleets. I've got a bit of destroyer spam, CA's for support, BB's for staying power and a DN as a flagship. It's probably not the most "effective" design, but it feels more like a real fleet.



At any rate, my breakdown is like so:



1x DN. 10x each defense, 20x kenetics or beams, 1x repair module, 2x invasion module, rest armour.



2x BB. 6x each defense, 10 beams/10 kenetics, 1x repair module, 1x invasion module, rest armour.



1x CA. 4x each defense, 5x missile, 1x repair module, 4x invasion module, rest armour.



?x DD's. At least half will be missile boats, 25% beams, 25% guns. At the start of the game I'll lower the gun count and add some defenses, by mid to late game though I'll have stripped the armour and up gunned them. I keep a reserve fleet consisting of nothing but DD's and support cruisers in the nearest friendly system to replace the inevitable losses.
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12 years ago
Nov 19, 2012, 7:24:38 PM
Well I'm mostly using CA/BB Fleets, but I normally use only one weapon type per fleet (to lower the defense efficiency of the enemy fleet).

My favourite weapon type is the beam cause it's quite effective in all battle phases and causes damage very fast in contrast to missiles.
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12 years ago
Dec 2, 2012, 4:31:51 PM
These are standard naval abbreviations. DD=destroyer, DN=dreadnought, BB=battleship. There are several abbreviations for cruiser, most people use "CA" for "attack cruiser".
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12 years ago
Jan 18, 2013, 9:48:59 AM
When I have "non disposable" fleets like that, I tend to up armor whatever my 1 cp ship is, so it can actually survive battle against the other player. Otherwise you lose the weakly armored ships every battle which...suckorz.
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