Light Frigate Rush?

So I played SoSE last night for the first time. I played about 4 abbreviated games just to get my feet wet. I have been playing "random medium" maps with 4 enemies.

It was a lot of fun, but I noticed something that seemed consistent. In every game, the computer would come at me about an hour in with about 20 light frigates (the first combat ship in the game). By that time I had been researching higher end ships so I would have maybe 10 assorted frigates (missile boats, drone guys, etc).

Each time the computer kicked my booty...the last game I played I decided "to hell with the advanced ships" and took on their strat and it seems really effective.

I don't get it though. The more advanced frigates don't seem to be worth it. Am I missing something?

It seems like researching stuff and spending your research on the more advanced items (at least early on) doesn't give you the bang for your buck that building 20 more light frigates would. Even my capital ship would get swarmed and eventually start taking a beating. He would take quite a few out in the meantime, but it seems like the "light frigate rush" is the only real way to get up and running from a military standpoint.

I am enjoying the game, but I am a bit disappointed in that. Again, am I missing something?
13,700 views 13 replies
Reply #1 Top
you are missing that the ships u call "advanced" have just different strengths.
Missle ships for example are not the best choice to fight light frigate, they are better suited to kill caps.
Every ship has its role and light frigates are a good unit for a long time and i quite like that.
The ships in Sins dont get obosolete just because u research more and more. Though the Heavy Cruiser does replace the Light frigate later in the game but even then they are a cheap and fast to build alternative.
Reply #2 Top
^^^ What he said, but keep in mind that the upgraded armor and weapons for the light frigates plays into it. Having them maxed out (along with health and regen) helps a bunch.

But really, the answer to this game is diversity. It isn't quite a rock, paper, scissors setup, but the idea applies.
Reply #3 Top
I think what you are missing is that you will need a fair number of ships escorting your cap ship. If he's spamming 20 light frigates and sending them at you, you will normally need a similar-sized fleet, give or take, if you are talking the same class of ships (you could of course use less numbers of higher-classed ships, I'm guessing).

Pay attention to unit matchups, too. I'm by no means no expert on this game at this point, but in my last game I did build a carrier cap ship, and when I went into a system that had enemy flak ships, I made sure to take those out first with my light frigates, my assumption being that once those were taken care of, my bombers would be free to do damage without much of a counter. Seemed to work.

This game just takes a little getting used to is all. My first game I got owned by 2 AIs crashing in on my system together at the same time. My second and third game I'm doing much better.
Reply #4 Top
If you're just trying to defend your planet, I think that the orbital guns are the best "bang for your buck". Cost is similar to a light frigate but they're an order of magnitude more powerful.
Reply #5 Top
Hey thanks for the advice...is any of this stuff (i.e. frigates are good against X, not Y) written down anywhere? I have the digital download so I haven't seen a manual or anything.

The problem with the orbital guns is the tactical limitations...I always seem to be running out of tactical spots for a single planet.
Reply #6 Top

Hey thanks for the advice...is any of this stuff (i.e. frigates are good against X, not Y) written down anywhere? I have the digital download so I haven't seen a manual or anything.

The problem with the orbital guns is the tactical limitations...I always seem to be running out of tactical spots for a single planet.
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On the planet upgrades menu, max out the tactical upgrades for your key entrance planets; it's well worth the cost.
Reply #7 Top
SoaSE is different in that the early non-capital units available only really have one standard "fighting" unit: the light frigate. Flak Frigates, Siege Frigates, Colony Frigates, and Scout Frigates don't really stand a chance against a Light Frigate in a standing fight. LRM Frigates can do quite a bit of damage, but are intended for fire support rather than slugging it out (i.e. they can dish it out, but can't take it).

Even most of the cruisers aren't particularly good at I-punch-you-punch combat, the only exception (iirc) being the heavy cruiser which is essentially a really big light frigate ;)

So, unlike a lot of RTS/4X games, you don't have a ton of units to choose from for the "front line inexpensive fighter" role; you've got the light frigate. So build lots of them early on ;)

At least that's what I've seen, I could be wrong.

Edit: the manual.pdf file is in your installation directory (usually under program files/stardock/...)
Reply #8 Top
frigates should make up the majority of your fighting force i think.

and upgraded they do really good damage, and have good survivability.
Reply #9 Top
I don't really like the defensive guns due to their very short range, so unless you clump them to gather only one or so will actually be firing on a target. But if they are clumped together then they can be avoided completely.

I prefer the hangers much more, I usually build 4 of them with 7 bombers and 1 fighter. If the system is a on the front lines I will also have some light carriers and some basic attack frigs. If you can get around 15-20 bombers in one system they can put some serious hurt in an hostile assault, especially if you micro the bombers and get them to all attack the same target. With 15-20 bombers all attacking a frig they can usually pop it on their first fly by.

For secure systems that cannot be directly accessed without going through one of the front line systems I just stick with the 7 bombers and one fighter.

For a choke point system if you can get 30 bombers and put them into two different groups and have them target the hostile frigs, the rest of your fleet can attack the cap ships and cruisers.

The only thing you need to watch out for is a swarm of fighters or lots of flak ships, the best way to deal with this is to dock all your bombers and have your support fleet take care of the fighters and flak ships. So make sure you have at least a couple flak frigs in your fleet to stop fighters. Once most of the the anti-bomber ships are dead relaunch your bombers and finish up the fight.
Reply #10 Top
Odd...I've found the opposite to be true. Playing as the Vasari with the missile phasing halfway up the tree and nothing else military researched my Capital ship and 6 (max fleet cap to start with) missile frigates was having an easy time dealing with fleets of 20+ light frigates. I wasn't really watching the battle and it was at a friendly planet with some bombers so they might have been the ones doing the damage but I've never had any problem with the light frigates...

Heavy frigates, on the other hand, are very...very good against missile ones...especailly Kodiaks that intercept...ouch
Reply #11 Top
Gauss cannons are weak, they are supposed to be.

You have to build alot of them to be effective, at the very least, eight.

They should be backed up by at least two hangers and two repair bays, if you do that, you have a basic defence going.

Note: it is unwise to build just Hangers, which don't have the fire power, or just gauss defence, which don't have the range. You need BOTH to have a proper defence. the Gauss protecting your planet and your buildings, and the hanger attacking stuff outside of the guass range.
Reply #12 Top
I don't really like the defensive guns due to their very short range, so unless you clump them to gather only one or so will actually be firing on a target. But if they are clumped together then they can be avoided completely.
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I generally start out by building orbital guns so that their firing radius just overlaps and so that the inside of their firing radius is right on the planet surface in case any planetary bombardment craft slip through. Once I have about 4 in place, which can cover about 1 side of a planet I go back and put guns in the gaps in between. This makes it so that a target is almost always within range of two guns and usually 3 or 4 once I have the whole system in place and if you position them right enemies will have to trek pretty far to get around the guns to the other side of the planet. Combined with a half dozen light frigates and a hanger or two this is more than enough to stave off a small attack and should give you time to bring in reinforcements for a larger attack.
Reply #13 Top

If you're just trying to defend your planet, I think that the orbital guns are the best "bang for your buck". Cost is similar to a light frigate but they're an order of magnitude more powerful.
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Unfortunately, frigates quickly make me reach the fleet cap. Fighter hangars and gauss guns are awesome planet defenses when you're trying not to level up your fleet caps too quickly to avoid paying increased fleet costs.