Noob in need of help

Vasari build order

Hey all, just picked the game up and love it. But I am not doing to well lol. Can anyone here recommend or have good build order for Vasari. I dont wanna play TEC seems a lot of people play them and I want to be different. Any help would be appreciated. Also are the micro-expansions worthwhile? Should I get them as well? Thanks...

2,827 views 4 replies
Reply #1 Top

The basic approach is the same between factions, and it's the finer details that vary.  Your biggest difference is capital ships and support cruisers, and then there's some variation in combat frigates and economics.  Vasari have the most unique weapons and abilities, things the other factions simply have no equivalent to.  This makes them very deadly, but also the most difficult to learn and play effectively (though once mastered they are the most powerful faction by a longshot, so you a lot of Vasari online).

Anyways, your top priority at the start of the game is to scout.  You need to find out the layout of the map, where the resources lie, and most importantly where your opponents are.  In close second place is to begin your colonization efforts.  In the early minutes of the game, you'll lay the foundations of your empire, and that means spending your starting cash quicky and effectively to get yourself running.

The top consideration for your starting build order is where the nearest enemy is.  As a rule of thumb, if they're 4 or fewer jumps away, you want a military opener, and if they're 6 or more jumps away you want an economic opener.  This is a generalization; if there's a big desert planet with a bunch of powerful militia between you, this will probably prevent a rush, whereas a string of asteroids is like a chain of breadcrumbs leading both of you to an early conflict.  You need to scout quickly so you can make a decision quickly.

Your first order of business is to pick capital ships, and most of the time you don't have the luxury of knowing whether you're in a military or economic situation yet.  If you already know the relative size of the map, you can make a (pretty accurate) educated guess, but the problem is you just can't wait until you know for sure; you must pick immediately.  The carrier capital ships are your top pick for military situations, while the colony capital ships are generally your best economic bet.  For Vasari, most people go with the Skirantra all the time these days, but this is because its "scramble bombers" special ability got over-buffed last patch and the Jarrasul (your colony capital ship) is itself overdue for a buff. 

Your second priority is select your labs.  Generally people build two civic labs or two military labs at the start of the game.  Vasari has the option of demolishing their capital shipyard after their first capital ship is done and building two civics and one military.  While nothing stops the other factions from doing this, one military lab is completely insufficient for the needs of TEC or Advent, while Vasari can get by with it just fine.  The purpose of civic labs is to unlock colonization of ice and volcanic planets, while the purpose of military labs is to unlock superior unit types.  This early in the game you generally avoid other types of tech, instead focusing on making a bigger military and a bigger empire to get stronger.

For colonization, you should have a small group dedicated to pick off little asteroids that are out of your way.  Save your capital ship for the big and important targets, and use frigates to take out the little ones.  You should make a beeline for any strategically important planets while building up a military.  For Vasari, your top military unit in the early game is the assailant.  The repair platform is also a must-have, since you can retreat your capital ship if it's damage and restore it to full fighting order in almost no time flat (I've retreated capital ships, repaired them, and gotten them back to fighting in the same battle.  That's game-changing, and it's something you'll do on a fairly regular basis).

The biggest problem I find from beginners is that they spend too much cash on technology and structures, and too little time and effort colonizing planets and building a military.  In the first 30 minutes of the game, this is where 95% of your resources should be going: colonization and military units.

Reply #2 Top

Wow thank you for your reply. Very informative. I will use you advice and obviously come up with on the fly strategy as the game progresses. If anyone else wants to add to this that will help me I am all ears:) Thanks again...

Reply #3 Top

As Vasari, getting a trade system going can be good. After your second big(non-asteroid) planet, if you can get trade ports, your economy will be quite stable.

If you can also make it up to Phase Stabilizers(later in-game), you will have an economic(trade routes) and a strategic(quick mobilization) advantage.

Junsuraks(Sentinels), Lasuraks(Transporter/Carriers), and Kanraks(Assailants) are a good setup for an offensive Vasari fleet. Junsurak Sentinels will keep strikecraft away, and are necessary against Advent players. 45 Kanraks will get the job done against most medium-sized TEC fleets. Other Vasari players for some reason are not so good against Lasurak Transporters and their strikecraft. Keep a well-sized, varied, fleet to be ready for other fleets. If you can afford them, getting Skarovas Enforcers can help boost the total damage output of your fleet.

Note: These tactics are for Computer players, don't come blaming me if they fail against online players.

Reply #4 Top

After your second big(non-asteroid) planet, if you can get trade ports, your economy will be quite stable.
End of quote

Trade ports for Vasari require four civic labs.  That's doable with two large planets and your homeworld, but this is going to be risky to set up and you'll need additional planets to make it work well.  Ensure that there are no enemies nearby, as this is a big expenditure and it's going to reduce your military presence in the first few minutes.  I generally avoid logistic planetary upgrades in the early game (because they're very expensive, and this early it's easier just to find an uncolonized planet and capture it to get extra logistic slots) and it can be hard to set up trade quickly without doing this. 

If you are going to go trade, ensure you can build an adequately long trade port.  At least three planets in a row to begin with, with a fourth one coming online shortly.

These tactics are for Computer players, don't come blaming me if they fail against online players.
End of quote

Online players can be quite ruthless.  It's going to take more than just a cookbook of strategies to succeed here; it's going to take some technique and practice to match up to these players.