Ideal TEC Fleet

You can make (almost) 7 of these if you put enough effort and time into it. It works the very best in larger maps.  I found it to really be effective and can sometimes win battles where your outnumbered 2 - 1. 

Fleet Roster:
10 Cobalt Light Frigatess
10 Javelis LRM Frigates
10 Hoshiko Robotic Cruisers
10 Kodiak Heavy Cruisers
1 Akkan Battlecruiser + 2 Bomber squad + 1 Fighter Squad (get this as the first Cap)
1 Kol Battleship + Bomber, 1 Figher squad
1 Sova Carrier 4-3 figher to bomber ratio

And your all set to take over or defend any planet

Drawback was it was expensive.

Any opinnions or is this fleet just totally noob?

18,118 views 27 replies
Reply #1 Top
Swap out Sova with Dunov and you have yourself a decent combo.

Though I typically prefer more capships with my fleets.
Reply #2 Top
Me in games that the enemy allows me to build up my fleet and get max supply max caps i like to make a fleet along this line.

I make 2 Fleets, 1 combat/offense and 1 support/defense

:COMBAT:
5x KOL
2x MARZA
2x DUNOV
1x AKKAN
40x HC (more if supply allows)
40x LRM
30x Hoshikos
20x Cielo
10-20x Cobalt
10x Flak (if needed)

:SUPPORT:
4x SOVA
2x DUNOV
20-40x Percheron
10-20x Hoshiko (depending on supply)
10x Cielo
1x Flak

Basically use combat fleet to engage his fleet and support to sneak to and other undefended world and destroying all buildings. The support also give nice extra firepower to the combat if needed.
Reply #3 Top
the largest fleet ive ever used in game:

49 Colbalts
35 Javelis
40 Gardas
25 Percherons
10 Ceilos
15 Hoshikos
39 Kodiaks

6 Kols
3 Dunovs
3 Sovas
2 Akkans
2 Marzas

34 Fighter Squads
16 Bomber Squads
Reply #5 Top
Kol x6
Dunov x4

Javelis x375
End of quote


So, uh . . . what do you do when the massed fighters and bombers show up? :)
Reply #6 Top
So, uh . . . what do you do when the massed fighters and bombers show up?
End of quote


cry and start a new game :)
Reply #7 Top
uh . . . what do you do when the massed fighters and bombers show up?
End of quote


Or he could use the Kol ability to shred the fighter/bombers. Micro required.
Reply #8 Top
I usually forgo Cobalts completely, they seem to just get shredded in larger battles. Is there a point to placing them in the fleet? It seems to me that a pair of Dunovs would provide similar utility as their reactor sabotage at less supply cost and with the added bonus of shield restore and flux field.
Reply #9 Top
Uh, so non consensus on the ideal TEC fleet yet.
It would be good if the posters would tell on which map are they using this fleets.
Reply #10 Top
Of COURSE there's no concensus! :)

Might as well as post what you feel is the best movie of all time and expect everyone to agree with your answer.

-- Retro
Reply #11 Top
Of COURSE there's no concensus! Might as well as post what you feel is the best movie of all time and expect everyone to agree with your answer. -- Retro
End of quote


Star Wars!!  :CONGRAT: 

Kol x6Dunov x4Javelis x375So, uh . . . what do you do when the massed fighters and bombers show up?
End of quote



Build a few flaks
Reply #12 Top


Star Wars!!   
End of quote


Agreed!


Reply #13 Top
That fleet is solid, but I dont like Sova's. My favorite Tec fleet was

2 Dunovs
1 Kol (highest level and fleet leader)
1 Akkan

20 Kodiacs
10 Hoshikos
10 Flak Frigates
5 Cielos

Kol is the best cap ship, able to take massive abuse, has abilities to smash cap ships, strike craft, and has finest hour. Akkan is there to mostly disable cap ships when opossing fleet retreats, you can stop the cap ship cold and gang up on it by itself. The 2 Dunovs are there because I prefer having multiple cap ships for planet bombing over siege frigates, they can heal the other cap ships shields good, and the second prevents the enemy from easily being able to take a single dunov first.

Make no mistake, Kodiacs are the heart and soul of Tec firepower. Hoshikos are a way to keep your guys in the fight longer, Cielos add a nice bonus/light heal and are good for overall balance. Flak Frigates are there because they are tough to kill and cheap filler, and of course prevent strike craft from overwhelming you. I like LRM's early in the game with 10 plus, but they can too fragile for large and long battles. This fleet can chew through 2-3 cap ships before they lose many frigates, and the cap ships almost never die.

This is of course, for playing the AI.
Reply #14 Top
My usual attack fleet against the AI Fleets. Rarely play human opponents :

3 Kol's ( pops an enemy cap ship in a hurry ).
1 Dunov
40+ Kodiaks ( Charge Baby ! )
5 Hoshikos
No Flaks because I use the Kols flak burst.
No LRMs because I use the Kodiak charge abaility to close fast.


For Assults against heavily defended planets ( like the pirate base ):

3 Marza's ( radiation bomb or missile barrage for clusters of frigates )
2 Kol's ( for Flak protection and enemy caps )
2 Dunov's ( keep my caps alive )
60 Kodiaks ( Charge those LRM's )
40 LRMs ( target enemy caps with the Kol's or static defenses ).
5 Hoshikos
5 Flaks

I tend not to use repair ships much, but then neither does the AI.
Reply #15 Top
45x Illuminator
15x Iconis Guardian
20x Domina Subjugator
15x Disciple Vessel
15x Defense Vessel

2 Progenitors
2 Halycon
1 Radiance
1 Rapture
1 Revelation
Reply #16 Top
My usual fleet is balanced conisting of:
Akkan (My Fleet leader with targeting maxed and in tight formation around.)
3 Marza or/and Sova (Depending on the situation of bombing and raiding usually a 2:1 situation.)
2 Dunov or Kol
10 - 15 Colbalts
25 - 35 Kodiaks
35 - 50 Lrms
15 - 20 Hoshikos
10 - 20 Cielos
15 - 25 Flaks
30 Carriers (15 bombers, 15 fighters)

I can usually build two sets of these maybe 3 some times.

Reply #17 Top
Hmm, I go a bit more by the seat of my pants, although I favor HCs, LRMs, and Perchion Carriers. Usually, I build them all in groups of 10 . . a larger fleet then gets a few 10 ship squadrons, depending on attack or defense. This way, I can adjust fleets, especially if on a 2 front war, and often can use 2 or 3 left over ships from a 10 ship group as decoys or something else
Reply #18 Top
my best one was

25 x Cielo Command Cruisers
20 x Kodiak's
20 x Percheron's
30 x LRM's
30 x Cobalt's
25 x Flak's

5 x Kol's
2-3 x Sova's
1 x Battlecruiser

It varies with your fleet limitations. On small maps i only go up to 48% upkeep, there's no point in more, on mid's its around the 60's, but i'd max it out anyway ;))
Reply #19 Top
Guys, it's pretty silly to try and make up a perfect fleet roster. You're making the assumption that you 1) need a certain fleet mix (but you can't make that assumption until you SEE what the enemy has) and 2) that there is a perfect fleet.

Instead try to understand what each ship is good at and build accordingly, with an eye to what your enemy is building.

Here are some rules of thumb:

a) LRMs are your early-mid game workhorse unit. They're primary advantage is their cheap cost and extended range.

b) Kodiaks are your mid-late game workhorse unit. These guys take a beating and dish it out. They just get better and better as they game goes on. Importantly, small squadrons of Kodiaks can "tank" larger enemy fleets and can often solo well defended worlds.

c) Flak should only be built if the enemy builds carriers. Sure, they are tough, but they are a weak fighter and almost useless against enemy structures. Better to invest in labs and tech up to Kodiaks.

d) Hoshikos are useful late game. They will rarely turn the tide in battle, but they will make your fleet just a bit tougher. Not a priority. Maybe a 20th of the fleet.

e) Cielo's are an excellent support unit -- you'll need only a handful of these to get all their benefits. Maybe a 10th of the fleet.

f) Cobalts -- these are GREAT for leaving laying around your worlds as a reserve against a siege ship attack. Otherwise... I mean, they CAN be useful if you upgrade their special ability. In most games you'll need to built maybe a grand total of six of these and then only to help your first cap clear worlds.


As for capitals, Dreadnought, Dreadnought, Akkan. If you're in a game where you end up building more caps than three, either you're doing something wrong (you're better off with more ships of the line) or you're screwing around.
Reply #21 Top
I personally tend to build fleets consisting of ~20 Kodiaks, 2 Hoshikos, 1 Cielo, an Akkan and one other cap, depending on what I'm gonna use it for - I have a personal liking for Sovas, but the Marzas are good for bombardment, and the others caps have their own advantages. The good thing is, you can field 3 of them with 40% upkeep, allowing you to be everywhere at once (Almost). Bad thing is, they aren't that hard to destroy, though pooling them helps.
Reply #22 Top
It may sound noobish, but I only like to play with 2-3 Capital ships MAX. Until the very late game, when I need to bomb planets hardcore.

I use an assault/colonize fleet made up of:

AKKAN, bombers
SOVA, fighters
Javelis
Garda = to Javelis numbers
Koshiko ~ close to half the number of Javelis
Cielo x5

Then I make smaller fleets en masse of this set up:

Javelis x10
Garda x10
Cielo x5
Percheron x5, all fighters
Koshiko x5 (add up to 10 depending on supply)

The fleet is only about 170 supply (I think Cielos are 6 supply?) These fleets are very hardy and annoying to kill. They can destroy infrastructure on undefended planets relatively fast and runaway quickly if need be. They can hold off fleets much larger than them for a long period of time. And once you have 3+ of these in play, you can synchronize attacks with them on a well defended planet.

Or merge them into a huge damage absorption fleet.

Then for planet bombing I'll just make this:

MARZA
KOL = to marza
GARDA x10 to deal with fighters/bombers

This fleet either attacks in concert with the smaller fleets I use, or comes in later as mop ups for planet bombing.
Reply #23 Top
Small Cap fleets isn't noobish, it's common sense. Especially mid-late game, and there's no way you can get more than three in the early game without tanking yourself in the long run.
Reply #24 Top
So what about the Cielo command cruiser? I have put up to ten in a fleet and didn't seem like they really did any good except get blown up! Everyone seems to use them in their fleets but what are the benifits (embolden/designate target)? Designate target seems pointless bc ships do that on their own. What's the real benifit? Anybooty know why they come so highly recommended?
Reply #25 Top

The Cielo's are pretty noobish and useless in large quanities. The word Cielo 'Command' cruiser does state that there has to be one per large fleet of 50 odd ships. They are pretty vulnerable but they pin-point the ships that are of greatest priority to be gunned down. I've learnt my lesson and having too many of these suckers don't particularly get you anywhere.

Big up the Kodiak's