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- Squads are based on Fleet Specs
- There are four basic fleet specs that cover all fleet formations. Some formations may have different variations but are basically the same.
- FIGHTER SWARMS
- FINISHING FLEETS
- ANTI CAPITAL FLEETS
- CAPITAL FLEETS
- FIGHTER SWARMS
- Fighter swarms are used to clear away all fleets up to and sometimes including cruisers (if enough fighters are present). They can also be used in large enough quantities to take pringed bases with the best profit possible.
- TECH :- Laser, Armour
- Additional Info: You are advised to build more fighters than you can carry in your hangar space. Anything from 50% to 100% more than you can carry as this will allow you to resupply quickly and rejoin the battle.
- FINISHING FLEETS
- These fleets are used for finishing off a target once all units up to (and perhaps including) cruisers. All ships up to BSs are normally disposed of, with capitals left. It is by far the most varied formation due to the many variations of fleet used. They are also used for taking the target base.
- Heavy Bomber stack
- Mass produce Heavy Bombers. These aren't to be used in excess. Use a battle calc to get the best possible ratios. (You may need another finisher fleet as HBs cannot take bases)
- TECH :- Plasma, Armour
- Frigate stack
- Frigates are by far one of the better finishing fleets as they can take on all ships up to capitals with minimal losses (as well as transporting figs to support themselves). They will get very good ratios against HC stacks.
- TECH :- Missile, Armour
- Cruiser stack
- Cruisers are the most used and versatile ship in the game. Unfortunately this also means they do not get the best ratios against any other ship except Dreadnoughts. They are still extremely effective against other CR stacks and HCs, and are also useful for taking out bases with high levels of pshields. High shields will help protect against fighters, but it's not as important as plasma and armour.
- TECH :- Plasma, Armour, Shields
- Additional Info: All finisher fleets should be used with fighters to spread out the damage (with the exception of Heavy Bombers). In the case of taking bases with cruisers, an additional unit should also be used (destroyers are recommended).
- ANTI CAPITAL FLEETS
- Anti capital fleets are used to remove any and all capitals. This includes dreads, titans, levis and deathstars (battleships are required for deathstars).
- Heavy Cruiser stack
- HCs get the best ratio against capitals and are thus favoured over battleships. They can also be used to shield rape large numbers of figs. Plasma is the most important tech here especially vs levis as to penetrate their shields effectively.
- TECH :- Plasma, Armour, Shields
- Battleship stack
- Used for a little more fire power. These can take on deathstars. They are also useful against large numbers of corvettes and destroyers (as well as fighters) to shield rape if there are little or no stronger units.
- TECH :- Ion, Armour, Shields
- Additional Info: Like the finisher fleets, use fighters to spread out the damage
- CAPITAL FLEETS
- Levis are the primary capital fleet used. Titans can also be used in conjunction (as they will help your ratios a slight amount) but you'll only be able to use option one. Never use dreadnoughts as an attacking fleet.
- Option 1 :- Power levis
- Tactic :- Inflict as much damage on fleets of Cruisers and less. Focus on photon tech.
- TECH :- Photon, Armour, Shielding
- Option 2 :- Levi tanks
- Tactic :- Hit the HC fleets that would cause more damage to option 1 (large HC stacks). Try not to lose any levis however. Shields are the most important here.
- TECH :- Shields, armour
- ADDITIONAL POINTS
- Fighters are the most important unit in the game. Therefore, every member is to have at least 300k total portable fighters in their mobile fleet. You should also always keep your laser tech up to scratch (not as high as your primary tech, but still reasonable).
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