Vasari it is

Okay after playing around a bit more I can say for sure I like the Vasari the best and its what I am going to learn to play the best. I had never used the planet drain before and when I saw what it did my jaw dropped.

Okay so I could use some tips.

1) Whats your order of priorities.

2)How quikcly do you expand territory.

3)How often should you up your fleet size/cap ratio

4)when do you want to add trade ports and how important are they to vasari.

5)Upgrading armor, weapons....ect what should be done in what order.

6)Lastly this is ships.  I know Vasari LRMS first.  And after that.

7) What should a well rounded fleet be for late game.  Also how big, and how many different fleets?

I have to basic fleet types I cam up with.  I need help picking the correct types of vessle for the two cans of fleets to work.

 1)Jarrasul Evacuator-This fleet is used to take planet

 2)Kortul Devastator-This fleet is to fight other fleets. 

Here are the other caps.

Skirantra Carrier-Should he be part of one of the above fleets or command his own?

Antorak Marauder-Seems to me he could be useful only as a support ship. Can call in extra attack ships or extra planit killers

Vulkoras Desolator- Seems to need need protecting better for planit or fleet killing support.

 

PS I will be updating after each reaply until I can get everything I am trying to ask out. on the table

33,161 views 28 replies
Reply #1 Top

i mostly always play vasari.

First thing i do is make atleast 3 scouts to hunt for asteriods. Then i build the egg capital ship (forget the name). Then i build frigates and build my crystal and metal asteriods around my home world. Then i have my capital ship and frigates attack the asteriod planet near my home world, cause every macth theres always an asteriod planet next to my homeworld. Then once i do that i build 2 civic research stations for upgrading my crystal / metal income and get my upgrade so i can colonize ice and lava worlds. Then i basicly expand as quick as i can. You tend to be a better vasari player the more planets you have. Next once i have around 6-8 planets i build all my cvilian and military research labs. i Also upgrade my resource gathering so i can get more crystal / metal. Next i research Phase stabilizers and research Returning Armada. Then i upgrade all my planets tactical capacity. Next i build atleast 2 Phase Stabilizers on every planet. Then I research every thing under military. to upgrade shields, Firepower etc...Then upgrade every thing under fleet logistics. (First i upgrade the ones to get more capital ships) then Fleet supply. Then once that is done your all basicly gonna lose to me. Reason....Phase Stabilizers give you unlimited amount of ships for free if you get returning armada..So you never have to spend money on buying ships or frigate factorys ( except you dont get capital ships free so you have to build them. Just have atleast 2 capital ship factorys if you plan on building them). Then once thats done i basicly own all. This plan never fails for me on larger maps. Only downside is the players around you, you have to make allies with them or your screwed.( I never backstap either) I only allie with people around me and stick with them. So if its a 3 or 5 star map allie with the people in your star. You will do fine. This strategy has never fail for me either.( PS i never upgrade my fleet logistics unitil i get returning Armada it's a little harder to work with only 10 ships but its worthet in the long run) Another tip is get phasic Transmissions to get more fleet supply for free its under civic research.

Reply #2 Top

I forgot To Mention i Build Trade Ports On most planets i have. If i have 8 planets alteast 5 of them consist of purely trade ports i get alot of money. ( make sure you increase the supply for your trade ships to get more money too)

Reply #3 Top

Okay,

Now onto my fleet ideas.  How should I be supporting my fleets for the rule.

Say one fleet has the Kortul Devastator command.  What ships should I support him with.  Also how big should his fleet be. 

Reply #4 Top

The thing I would suggest as playing Vasari is not to go looking for a fight until mid-game.  Vasari costs more, and you are at a disadvantage early-game. Until you get a good-sized fleet, I would suggest playing defensively.

My optimal fleet is a Devastator, a Carrier, the rest are half-Overseers, and the other half are the mighty Enforcers.  Enforcers so that you can withstand just about anything, and Overseers because of regen abilities.

Trade ports are important, esp since Vasari doesn't seem to get that much money compared to everyone else.

Reply #5 Top

when you find yourseld late in the game, this setup will Pwn.

1 Devastator

1 carrier

1 Maruader (for its movement ability)

1 Desolator

15 Enforcers

20 assailants

20 skirmishers

5 transporters (fighters only)

5 Overseers

this setup is purely basic, so that you can alter it at will. however try to keep the ratios similar to this

Reply #6 Top

"The thing I would suggest as playing Vasari is not to go looking for a fight until mid-game. Vasari costs more, and you are at a disadvantage early-game. Until you get a good-sized fleet, I would suggest playing defensively."

 

Not true; the Vasari can do extremely well in their beginning game. Although the Vasari ships are more expensive, they are much better than those of other races. A rush of Kanrak Assailants and a Whale Ship (Jarrasul Evacuator) with nano-disassembler (try to get to lvl 2 or 3; if you need another ability to get this one to lvl 3, go for the gravity bomb; with it you can trap enemy capital ships + destroy them) and colonize abilities (colonize is optional in this case) can easily destroy your opponents.

Reply #7 Top

Okay, I will look into your what you say.  I noticed no one said anything about the subverters.  Should that be part of my fleet or maybe I will make them their own thing and just bring them in at the same time. 

I like the idea of a big fleet but I think with them a couple of decent sized fleets jumping into the same planet would do better.  Agaist say Advent.  Tec are easy enoght to fight that I don't worry about it. 

Reply #8 Top

Quoting Josef086, reply 7
Okay, I will look into your what you say.  I noticed no one said anything about the subverters.  Should that be part of my fleet or maybe I will make them their own thing and just bring them in at the same time.  

You should definately use subvertors. They have probably one of the best support ship abilities in the game. the distortion feild can disable a number of ships that are grouped together so you can use subverters tor disable most of the enemy frigate fleet while the main warships take out their caps and other ships. 

unfortunately Returning Armada is no longer useful becasue it cost a massive amount of reasources to activate. but still make sure that you have phase gates. they make travelling to other star systems far faster. they especially help if your fleet is across the galaxy and one of your planets is under attack.

Reply #9 Top

Yeah, I think I have found the phase gates are more useful then RA it self.  Its a shame they neaferd it so much.  It was randome but I swear the only thing I would ever get was HC and Transports. 

Reply #10 Top

 

I like Vasari too, but I want to point out that it's also important to learn how to play the Advent, a race that, in the hands of a competent player, isn't exactly a pushover.  I normally play Advent on some maps and Vasari on others depending on the size of the map, the number of players, and the races the other players are choosing.

Reply #11 Top

I am going to learn to better play the advent.  But I don't really like them.  Voice acting bothers me to much.

Reply #13 Top

FTW?  I am bad at acronyms, AOE is another one I can never figure out. 

As far as advent goes. I feel they have a very strong fleet that will win in any old fashion fireline style combat.  I do feel however, that their strenght is also the their weakness.

The Vasari strengh is different.  I feel if both players battle the winner is going to be the better man not the better fleet. 

Advent need to try and keep the fleet togather to cover each other.  Vasari need to play the hit and run tactics.  Maybe bring in a first wave fleet then bring it your planet killers and switch out the 1st wave for your reservers. 

I think thats just how I like to play. 

Fleet 1 strikes

Fleet 2 gets to killing planet and support fleet 1

Fleet 3 will come in and give team 1 abreak.

Reply #14 Top

 

FTW - For The Win (it means "this is good")

AOE = Age Of Empires (reference to a classic RTS--Real Time Strategy game)

Reply #15 Top

Quoting CenturionJixra, reply 14
 

FTW - For The Win (it means "this is good")

AOE = Age Of Empires (reference to a classic RTS--Real Time Strategy game)

Heh, I always thought AOE was Area of Effect.  I played World of Warcraft way too much.  But those people use so many abbreviations, it's like a different language O.o

Reply #16 Top

 

Oh yeah, that's right.  AOE could also mean Area of Effect, silly me.

Reply #17 Top

Okay area of effect makes sense as well does FTW now.

Reply #18 Top

1) Capital ship yard, mines (crystal first), scouts, infrastructure, labs

2) Gain as much ground as you can as quickly as possible. This means usually going for the colony capital ship (more antimatter), wich is in the Vasari case the so called "Space Egg" or Evacuator. It also has some use in planetary assaults later (level 6 as already mentioned), but the ability has quite some cooldown - i really prefer vulkoras later on. Leveling your planet eredicators to level 6 before actual use is a questionable tactic if you ask me and it seems slow. Even if you spread forces thin and you can not really defend all conquered planets, it adds to production and you will soon be able cranking out swarms of LRF (long range frigates, Assilants). I recomend creating a fleet watching its position and adjacent jumps each. Its not a secure wall, but good enough. If you can, secure strategic strongholds - or chockepoints for jumplanes if there are any. Place at least one frigate in every orbit to keep nasty scouts busy and out of your systems.

Then there is always the possibility to salvage the capital ship yard after building your first capital for additional resources early on (you are supposed to rebuild it at a later point, mind this). Whilst this is absolutely great for Advent and useful as TEC i advise against it as Vasari - you do not need the extra early resources since you save a lot on labs on your way to LRF and will gain resources for your next capital more quickly - its simply annoying, giving not much advantage in this case.

There is an exception on small maps where you can sacrifice expansion speed by making a planet destroyer (Vulkoras) your first capital and send it right to the newly founded colonies of your opponent to disrupt his progress early, reinforcing it quickly with LRF and proceed to smash your opponent from the very beginning taking over enemy colonies and establish a beachhead in enemy territory (building repair bays and a frigate factory to take the fight there).

3) As fast as you can. Usually you will be interrupted by a certain stage during your colonization efford where you have to consider either arctic or vulcanic colonies (just look at what type is most common in your reach). The Vasari get usually a good headstart because they need only one weapon lab for their LRF (as oposed to Advent wich need three) and can then quickly proceed to the two needed civillian labs. It takes some resources though and shifts resources away from fleet construction briefly (also research improved ore mining and population enhancements quickly after that, think of it as thrown in bonus, the rest is not really important). Also constantly upgrade your infrastructure as need if population grows on your new colonies, it will soon bring your war engine to full production. Then you should tech up to flaks as a next step and produce like a dozen to deal with any light carrier support your opponent might come up with. Even if he doesn't those are durable ships, capable of soaking quite some firepower. Just be sure to back them up with something WITH firepower, because they are lacking in this category.

4) Trade ports are not as important for Vasari as for other races. Vasari have them on civil tech 4 wich makes them quite... late. I would advise against trade ports as Vasari until much later (much, much, much later) because you need to get up phase missile tech and that is in the military tree. A big no. Go conquer some slaves. Do not trade.

5) If you go LRF or strikecraft (and there are few alternatives) phase missile tech has absolute priority. Especially when facing Advent opponents. Subverters augment that effect. They are late but definetly along the military road. That is the way to go. Just do not be to hasty. Fleet size is more important than tech (except for colonization tech, wich should be achived quickly to add worlds to your empire fast). Usually i build military labs if i need to raise the fleet cap, ordering a capital with the resources piling up during lab construction, building up step by step whilst keeping a good balance.

6) Siege capital. Flaks. More LRF/Strikecraft. More capitals. Subverters.

As far as capitals being concerned Vasari offer lots of variety. You should have your colony capital first (unless rushing as mentioned above), then siege engines (Vulkoras, bombers can pull it off too, but they are slow and vulnerable like colony vessels capitalships get the job done better - it can be advantageous under special conditions sometimes, though). Next is personal preference. If you want strikecraft focus on strikecraft then build carrier capitals mixed with Transporters. Even if you don't two carrier capitals will be beneficial in your spearhead fleet because of the repair ability. If you are cornered Kortuls might provide the firepower in breaking enemy fleets. And even a single Marauder can be a mayor annoyance to the enemy due its invulnerability ability and area-speed-enhancer either for rethreating or as offensive weapon raiding enemy colonies (for an example with an 6Egg to soak up resources and harass infrastructure accompanied by swarm of bombers aming directly at the colony).

7) Difficult to answer because it heavily depends on the opposition you are facing.

By default you need 3 key elements:

-firepower (lots of firepower)

-a way to deal with strikecraft (depending on what you are facing)

-siege power (some, just to get the job done quickly)

Repair would not hurt but it is not really exclusively required.

 

Reply #19 Top

Okay thank for breaking down my questiosns and answering them in the same them.

7)Okay I need to fight a good sized advent fleet. So I would want to fight them plus kill the planets or what ever at the sam etime.  So I gues I will need to come in wiht two fleets. 

Reply #20 Top

Quoting Josef086, reply 19
7)Okay I need to fight a good sized advent fleet. So I would want to fight them plus kill the planets or what ever at the sam etime.  So I gues I will need to come in wiht two fleets. 

No...you need to fight a good-sized Advent fleet managed by a competent human opponent in online multiplayer and then you will know the power of the Advent.

Reply #21 Top

What you really want is a multipurpose fleet. You will most likely start out with an Evacuator, so that ship should be level 6 very quickly. Its not exactly a battleship, but you can order it to drain the planet right away. If you bring two Vulkoras for an example and picked the siege platform ability those platforms will add to the drain effect planet damage. Instead of ordering the Vulkoras to join the planet assault you let them rather deal with the guarding fleet. Vulkoras are formidable combat ships as well, and using their firepower will minimize your losses (serving for combat and sieging). If the enemy fleet is defeated/rethreating you can still order them to join the bombardment. If the colony is dead your Evacuator can instantly colonize the planet, adding another world to your empire (serving for colonization and sieging).

That would provide you with siege power, quite some firepower and the nice gadget of instantly aviable colonization. Still you will need more firepower and a solution to the strikecraft problem (the few fighters from your capitals will not make the cut, even if it adds a little).

If you face Advent that means usually facing lots of Illuminators, probably a Motherhip with Malice (mirroring focus fire) and very likely some Halycons (amplifying energy weapons around them). Since Halycons are THE carrier in the game you will face also a lot of strikecraft, probably fighters because that eliminates the need for strikecraft protection on Advent side, especially with the strikecraft push from the Halycons. Also you can bet on some Guardians luring around.

Some impressive opposition. There is only one weakness you can exploit.

Advent are relying on strong shields (augmented by Guardians), but the ships - especially Halycons and Illuminators - are extremely fragile. Thats why i can not stress enough how important phase missile tech is.

Phase missile technology ignores shields to a degree. This is furter augmented by Subverters wich can also stun enemy ships (the Guardians can push your ships away, so thats an equal i guess). Because of the Halycons i would not recomend strikecraft - rather loads of Assilants. Interestingly Vulkoras have an ability wich unleashes swarms of phase missiles on a single target - perfect to kill those Halycons wich are your primary target.

Reply #22 Top

Teching up the weapons tree sounds like one of the best thing that can be done.

By more then one fleet I ment 1 fleet jumps in but I have say 2 3 or 4 different fleet leaders as I like to call them.  Each leader gets a few of its own guys. For example one subfleet will have the evacuator and its supports.

Another sub fleet can attack the planet but is also able to fight (think Vulkoras) and of course there may be some other basic attack wing with out and extra missions.   

Every patch changes how to fight the Advent.  Strike craft are the new thing I need to look into since I don;t have the current beta.

Reply #23 Top

Volitile Nanites (Kortul) + Phase Missile Swarm (Vulkoras) = amazing combo

MRDred, Phase Missile Swarm targets random ships in range as far as I know. I dont think Ive ever seen all 7 salvos of Phase Missiles hit the same target.

Your starting cap should be the Space Egg. Any caps thereafter should be Carriers, Kortul Devastators, and Vulkoras (SP?) Desolators, preferably in that order. Carriers are without a doubt the best support caps in the game, espically when used in pairs so you can keep Repair Cloud up almost indefinitely. When used in combonation a Devastator and Desolator can cause a chain reaction that annihilates an entire fleet.

Fun fact: I've seen my Kortul Devastator's Pulse Beams be rated at over 190 damage when in friendly culture with upgrades and Power Surge activated. Finding the Kenetic Intensifier brings it up to over 200.

Reply #24 Top

Quoting Cataclysm2000, reply 23

MRDred, Phase Missile Swarm targets random ships in range as far as I know. I dont think Ive ever seen all 7 salvos of Phase Missiles hit the same target.

You are right of course, the ability strikes multiple targets, my bad. Not all will hit the carrier (except the carrier is the only ship in the radius) but considering we talk a few hundred points damage per missile its a valid option. Its no missile barrage or gauss cannon. But the really important point is it are phase missiles able to bypass shields.

Reply #25 Top

The Vasari are very tough with their advance tech base and when they come after your empire with a hate on  then you have better have your planets well protected because they are going to take a beating:waaaa:   

However I like the Traders even though their military is mix match of modified ships and trade agreements, its their superior econmic might that is truly staggeringXD .