Ideal TEC Fleet

Hey There,

Quick question (with 2 scenarios) regarding TEC fleet make-up. Basically, what is the ideal number of each ship to have? I am often confused regarding how many of each I should get. So, let's look at that question in two scenarios:

1) At 5 available cap-ships (mid game-ish), what would you have?

2) If the game goes extremely long, how many of each at max capacity?

Thanks!

9,175 views 8 replies
Reply #1 Top
Mid game : 3 Kol's, 1 Akkan, 1 Akkan or Dunov. I like the quick punch 3 Kol's can seriously mess up any other ship, even with healing, sheild repair, etc.. ( 3 level 3 guass per Kol is 9 x 800 points = 7200 points.. ). I usally don't take Marza's, bombing the planet is for my Novalith or seige frigates. Battle ships have other things to do unless I am deep in enemy territory on a raid.. Never use Sovas.

End game, I usually never have more then 8 or 10. Same Mix : 6 Kol's, 3 Akkans, 1 Dunov.
Reply #2 Top
Never use Sovas.
End of quote


I disagree. Obviously the Sova rush is an option but aside from that, the 2-7 fighter/bomber squadron it supports tend to help make enemy long range frigates impotent.

Of course, they are pretty bad at planetary bombardment, but I love squadrons so what can I say...
Reply #3 Top
Late in the game, is it typically considered better to have max cap ships and then cap your fleet pop with other units, or is it more beneficialy to get to a "special number" of caps (maybe 10 or so?) and then just do frigates/cruisers for the rest?
Reply #4 Top
Hey There,
Quick question (with 2 scenarios) regarding TEC fleet make-up. Basically, what is the ideal number of each ship to have? I am often confused regarding how many of each I should get. So, let's look at that question in two scenarios:
1) At 5 available cap-ships (mid game-ish), what would you have?
2) If the game goes extremely long, how many of each at max capacity?
Thanks!
End of quote








Midgame:

2 Kols/1 Marza/1 Sova/1 Dunov

Late game:

2 Kols/1 Marza/1 Sova/1 Dunov/1 Akkan + lots of Hoshikos and Cielos

I don't see any purpose in building more than five or six Caps. Their value begins to diminish as games become more lengthy and frigate/HC fleets become oppressive in size and firepower.


I have on an occassion employed five Kols (midgame) simply because the ship is one of the best stand alone vessels in the game.



Reply #5 Top
Depends on map size and number of desired fleets.

My base strategy midgame is have 3-4 hangers, 2 repair stations on each planet. 1 sweeping defense fleet and 1 base attack fleet. The defense fleet has an akon or sova, usually sova with 5+ Garda's. The defense fleet should be reinforced with frigate factories no more than 1 hop away.

My main force will have 1 Kol, 1 Marza and 1 Dunov as the capital ships. Kol does good damage and has great defense, while Marza's offense is incredible and the defense is good enough. Dunov fills in the gaps with shield repair (i disable the other crap it does). By midgame you should have 10-15 Garda's and 5-8 Hashika's in the main fleet.

I prefer to tech up to Kodiacs and build a dominant force of them (10-30+) which is a punishing fleet. Add about 5 Cielo's and you will have a very well rounded fleet.

Side note, I sub divide my attack fleet with Hashika's and Cielo's in their own fleet with no auto attacking.
Reply #6 Top
I normally stride towards this fleet composition:

50% Kodiaks
15% Cielos
15% Hoshikos
20% Percherons

If my opponent has a lot of strikecraft, add to the above Flaks at minimum a 1:2 ratio to the amount of strikecraft he has. And the composition of my own strikecraft naturally depends on what ships he favours.

With regards to capitol ships, I normally end the game with 6, since it seems to be the threshold after which the fleet sizes are so large that low level cap ships don't stand a chance if targetted.

I normally have:

1 Akkan
1 Kol
4 Dunovs

The Akkan is, if not destroyed, the cap I've started the game with, and a cap I love not only due to its colonize ability, but also due to Targeting Uplink and Armistice. The Kol, on the other hand, packs a punch and is an excellent tank. To focus fire on a Kol is normally not the best decision you can make, especially so if it's supported by 4 Dunovs with level 3 Shield Restore. I've fought battles against equal sized opponent fleets and won without loosing more than one or two frigates, because my opponent focus fired on one of my capitol ships (doesn't have to be the Kol). And if they would have succeeded in bringing the cap to the brink of destruction: Armistice. I love Shield Restore (the Dunov's other abilities are some of the best TEC cap abilites as well).
Reply #7 Top
My ideal fleet is typically all cruisers and capitals with a few Gardas tossed in if I've got spare supply.
It's normally something like...

4 Kol Battleships > All strike craft are fighters.
3 Akkans > Strike craft are two fighter squads, then one bomber squad, trained in that order.
3 Dunovs > See above.
3 Sovas > All strike craft are bombers.
3 Marzas > Squadron support is a bomber squad.
100-120 Kodiak Heavy Cruisers
30 Hoshiko Robotics Cruisers
30 Cielo Command Cruisers
40 Percheon Carriers > All strike craft are bombers.
1-10 Garda Flak Frigates, depending on if I have spare supply from my battlefleet.

You should see how fast my framerate drops when that thing is on-screen.
Reply #8 Top
You know I don't usually have more than 2 or 3 caps ships even in a really big fleet. I think of them like big support ships. It is too easy to lose them or have them disabled for the battle. I like the abilities but I don't rely on them for firepower...I can usually get more damage from regular ships...

What I get depends on the map a lot. If I am going to have a lot of asteroids I will get the Akkan. Otherwise I will get either a pair of Kols with damage reduction and anti-fighter flak ( better for the fleet over all I think after trying it both ways...Gauss is nice but better to kill hoards of fighters rather than 400 damage on one unit...). My alternate is all Sovas with fighters for the same reason... change to bombers if need be. I found the missile platforms do a lot of damage and you get a lot of them... like motionless LRM's with more hp... and they sort of "attract fire" or "taunt".