Useful Strategies |

Two things I've been doing lately that have helped:
Fighter Classes
Design three classes of fighters, based on speed:
- Fast Intercepter - speed-18 (36). These are only for engaging unarmed ships that will run away. Don't let them persue "through" a main assault force though. Either go around, or hang back until the engagement begins.
- Fast Escourt - Speed-7(14). These fighters will stay near the main fighting force, as it approaches the enemy. Speed-8(16) can work, if the initial distance is right.
- Slow Escourts - speed-5~6(10~12). These will stay with the Carrier as a guard group.
Muli-role Colonizers
Early on, the main body of my fleet is colonizers. But I have two additional needs during that time: Setting up Observation Sattelites, and mining warp points. I also don't have room for all that. So I design three colonizers:
- Personnel Only - for the green worlds. I usually take one Sensor Buoy and several mines for setup on the planet.
- Sattelite deployment Colonizer. Can usually drop one sattelite on route.
- Mine Colonizer - Mines my side of a warp point on it's way out.
Anyone else got some cool strategies?

AngleWyrm wrote:Slow
Submitted by ChiggyVonRichtoven on Thu, 2006-10-05 18:54.
[*]Slow Escourts - speed-5~6(10~12). These will stay with the Carrier as a guard group.
I keep point defense ships and pure missile boats in tight with my carriers; also guarded by the "slow escorts"; for more versatile protection and some long range fire power. 
I Want The 58th In My Sky And Raining Fire!!




Fighter Waves
Breaking a squadron into speed waves of a bit more than a full frigate kill each.
First wave, speed-9(18), second wave speed-7(14). It takes me about 10~12 fighters to kill one frigate (out of a six pack), so that's maybe two waves in a light carrier, two frigates dead, no surviving fighters.