Progenitor – This has now become my starting cap. It performs nearly as well at keeping my initial frigates alive, but I still can’t bring myself to abandon the ‘Malice’ option in favour of the colonize ability (plus I still need a colony frigate for neutrals).
There are lots of compelling reasons to get colonize. The biggest one is antimatter; colony frigates get drained dry after 2-3 jumps, which can slow down your colonization to a snail's pace. Unless you're rushing (
always lead with Halcyon for that) your capital ship will actually be clearing new planets faster than your colony frigates can regenerate antimatter to colonize them. At best, those delays will cost you significant cash and opportunity. At worst, the enemy could show up and capture it before you colonize it and build defenses.
Colony frigates are also expensive and slow. Every colony frigate you don't have to build is money well saved. Not having to colonize planets cuts back on the antimatter consumption of what few colony frigates you do have, allowing them to capture other planets or neutral extractors sooner and more efficiently. Most of the time you'll still need colony frigates, but you won't need as many because your capital ship can handle most of the colonization itself.
So yes, I would
definitely pick colonize as my first ability every time on the Progenitor. If you don't want colonize, you're almost certainly better off with a Halcyon for a pure combat capital ship in the early game.
When I first started, I was doubtful of this ability, as well. However, once you get more experienced you'll realize that most of the time victory and defeat all comes down to how you establish your empire in the first 10-40 minutes of the game (depending on map size). Every
tiny advantage you can get here is critical.
5 x Destra
30 x Illuminator
One or the other, you typically don't mix both destras and illuminators.
Otherwise your fleet is still too capital ship heavy. I'd cut out the Rapture altogether and replace it with more illuminators or destras. You need more firepower in that fleet. It's all about firepower; in big fleet battles the only way to protect your capital ships is to torch anything that gets within firing range, and you don't have enough firepower to do that. Carrier spam is another alternative, but such a strategy should be highly dedicated to carrier use and be very minimal with capital ship presence (a Rapture and a Halcyon, no more).
One of the big problem with too many capital ships is that it spreads your xp too thin. Against the AI you can get away with this because it tends to suicide its units and is bad at killing your capital ships. Against a player, you will have to fight hard for every kill and you'll lose capital ships from time to time, and combined with those set backs having too many capital ships can leave you with level 2's and 3's when your opponent has a few 5's and 6's.
Secondly, I'd consider
either going with 3 Halcyons or with 1-2 Halcyons and some drone hosts on the side. Unless your enemy is making lots of bombers (in which case extra fighter support is well worth your time) three Halcyons are more than sufficient for all your strike craft needs and you're probably better off putting that 100 command points into heavies or illuminators.
Does anyone know of a ‘fleet-calculator’ I could use or am I gonna have to resort to my sub-standard maths skills?
Just eyeball it. Once you get an idea of proper ratios you can tell these things at a glance. Because we're here on the forums I gave you a rough number to go by, but in reality I don't pay attention to those sorts of numbers, I just eyeball my fleet and decide what I need more of.
You may have noticed that I’ve still not got any flak. This isn’t me being stubborn….well, maybe just a little.
Flaks aren't only good against strike craft, they're pretty decent damage support against long range frigates, plus they actually have the best health:cost ratio of any unit in the game. They're great for whittling away enemy strike craft, particularly if they come in staggered groups. Human players will stagger their strike craft assault so that they don't all get slapped by one use of telekinetic push. As well, fighters will often dogfight outside of Halcyon support range. If you can get your enemy to fly his fighters over a couple flaks, it will thin them out greatly. Very useful units, you don't need very many.
If this is the case, I’d appreciate some suggestions for fleet composition using the 5 capital ships above.
Five capital Advent fleet? That's a little odd since when you research the 4th capital ship upgrade you get 6 crew slots, but anyways, here are a couple options.
Classic illuminator swarm: 2 Progenitors (both with SR, one with colonize), 2 Halcyons (at least one with energy amplification), 1 of your choice. For units: 80 illuminators, 14 guardians, 14 flaks.
This will give you one
hell of a punch. Fleets of primarily light units will simply get minced by this in seconds, and capital ships... well, focus your beams on one target and they'll melt in 15-20 seconds. Make sure you research repulse.
A more strike-craft oriented fleet might be like this: 1-2 Rapture, 1-3 Halcyons, 1 Progenitor. For units, maybe 30-40 drone hosts, 10 guardians. That'll give you over a hundred strike craft squads, enough to vapourize entire enemy fleets before they can approach. Use your guardians as sacrificial lambs to make your retreats back to friendly space if the enemy successfully closes the distance, keep falling back and picking off enemies as you do so.
Now, usually you don't see this so late, but a Halcyon spamming strategy is also viable. You'd have 5-6 Halcyons with maybe a Progenitor, Rapture, or Radiance. Mostly adept drone anima. If you can get those Halcyons up to level 3 each and put two points into ADA, that gives you about 30 squads worth of
capital strike craft. That's pretty devastating early on. Mix in with a big swarm of disciples and/or illuminators and it can be pretty devastating.
Just to clarify, I’m running the original RIGINAL version 1.0 of Sins
Oh, then just play as TEC and spam nothing but Javelis LRM's and a whole bunch of Krosovs. Or play as Vasari and research returning armada. It's all about overwhelming the enemy with sheer overpowering frigate power in that version.
Also never use adept drone anima; before its version 1.18 buff it was a complete waste of a skill point. You're better off putting the point into energy amplification in case your other Halcyon dies (which is
still a good idea even after ADA was buffed). Adept Drone Anima is a solid ability now, but only after the 1.18 patch that changed its effect (it now gives +1 squad per level, rather than +1 fighter per squad. This both increases the amount of strike craft the capital ship can support plus the speed at which it replaces dead ones).