ok so basically my favorite race or nation is the Vasari, i have no clue how to play them as i just got this game and i need to know which cap ship i should build first, should i expand fast or slow, what frigates and cruisers do i focus on, should i rush with this race. I mainly play online with a couple of friends from school and we all just got the game and one likes TEC and learned by making a post asking for help. I just need a strategy for this race.
P.S. really good strategys +1 karma
Jerrasul Evacuator. Get one rank in colonize (so you don't need to purchase colony frigs), then get as many ranks as possible in nano-disassemblers.
Depends on the map and your overall strategy. That's a very tough question to give a general statement to. Make sure you can afford population upgrades before you capture a planet, but otherwise take what you can when you have the opportunity to do so.
Early on, the assailant long range frigate should make up the bulk of your fleet. Most Vasari players typically ignore the skirmisher because it gives very poor combat performance for its cost. Flak frigates and strike craft complement the assailant nicely, and also share weapon upgrades with it. Later on the overseer support cruiser and marauder heavy cruiser are good picks to round out your fleet.
Depends on how close your homeworlds are. Vasari are definitely the strongest rushing faction, so if you start even moderately close to the enemy a rush is a good idea. If you're within 4 jumps of the enemy homeworld, you should always rush as Vasari. If you're 8 or more jumps, you probably shouldn't. Anything in between is debatable depending on the map.
There's a nice combination Vasari have. The Evacuator (recommended starting capital ship) has an ability called "nano disassemblers". This deals damage to the target unit (damage that ignores shields, great against Advent!) and lowers its armour for the duration so it takes extra damage from attacks. The assailant (recommended early game frigate) has an upgrade that allows its weapons a small chance to ignore shields and shield mitigation. The combination can destroy enemy capital ships shockingly fast.
I have the following pointers.
1. Build the Space Egg (Evacuator, it's the middle capital ship on the cap selection screen). Get colonize, and then get nanite bomb, and then gravity bomb, and then the planet sucker at level six. This Capital ship is the jewel of your fleet. It has colonize (to help expand quickly early), nanite bomb (does damage to a ship and lowers it's armor temporarily), and gives you a resource income at level six. Pick it. Pick it hard.
2. In the early stages of the game, you should be sending out scouts to find neutrals. I mean a lot. I always send out six. You need them to survive. Your ships are expensive and you need an early source of income. Luckily, you've picked the only race that can get neutrals with its scouts, fast ships than can span out and find them quickly and efficiently early in a game. Use those extra resources to sell for the creds you'll desperately need.
3. For fleet, I recommend the following early. Assailants (the long range missile frigate) for your starting fleet. These help you expand quickly early. After that, it depends. Watch what your opponent is making. Is he making light frigates? Then make more assailants. Is he making fighters/bombers? Make light frigates to take out carriers. Is he making long range frigates? Then make carriers. Regardless, Vasari should always make at least 6-10 assailants to start. It's dirt cheap to upgrade to get them, and it frankly is to your advantage. You clear planets quicker with them than light frigates.
4. Expand quickly and efficiently. This is a difficult part to understand and it will come with experience. If there are a lot of neutrals, just make a beline to your opponents homeworld (unless he's vasari too). By beline, i mean colonize in his direction, and then build some frig factories close to him to start pushing into him. Your income WILL be higher than his if you have say 3-5 neutrals. If not, then expand quickly. Only buy 2 cred upgrades for the planets and DO NOT buy anything else for them unless it's a roid. Then buy the ship slot upgrade. Vasari suck at getting credits unless you go full out econ and get tradeports. If there aren't that many neutrals out there, you better get some planets and get them quick. You need income as Vasari. What you're not spending on upgrading your fleet you're spending on actually getting a fleet.
5. If you get a second capital ship, it should be only one of three choices. Another egg, the skinatra carrier, or possibly the siege cap which is the capital ship icon to the far right on the selection screen. The battleship is a pathetic ship. I never see anyone successful use that thing. The other capital ship, the Marauder, is a tactical ship that should only ever possilby come out in very late games as say your 4th capital ship. It has a nice ability that makes your ships move quicker, but other than that I find the thing rather ehhh.
Just some additions:
-at start, build 2-5 scouts, depending on the map-size. Set them on autoscout, but keep an eye on them and disable scouting and make them stop as soon as they pass neutral extractors. Your scouts can occupy those, which is extremely useful and boosts your economy A LOT!
-build an imperial lab and a military lab at start. Research assailants (military) and the terran population upgrade (civ tree)
-use the rest of your supply for assailants (should be 8-12, depending on how many scouts you've built). Upgrade your fleetsize then (you should've colonized the asteroid close to your planet in the meantime), and keep building assailants until you got at least 15. Set rally point of your planet on your cap, so you don't have to keep sending them after it.
-when you got that roid, choose (depends a lot on the map as well):get a mil. lab there and get some sentinels(about half as much as your assailants should do fine) for fighter-cover (your current fleet is pretty much screwed if your opponent has carriers) or build an imperial lab for ice/volcanic planets. Basically, if you're rushing don't bother with too much civic upgrades.
-while your fleet is on the move, or if you can afford it (did you grab those neutrals?) even earlier, upgrade phase missiles and your hull upgrade (it's cheap, so it's a must-have!). The first 2 hull upgrades suffice for the moment, but upgrade the missiles whenever you got enough labs!
-again, your scouts are useful: keep building them in case your enemy is trying to keep posession of neutral extractors. Those things are, again, worth A LOT. 0.7metal/crystal per second translates to about 2creds/s if you sell them. That's more than a tradeport, and it's virtually free! Moreover you should keep an eye on your opponent with them, see what his fleet consists of and counter it (he got illums? get carriers fast. LRM? your assailants can handle those. carriers? I Hope you got those sentinels, then).
Oh, on a sidenote: the heavy cruisers are called enforcers (and their slow is pretty awesome, costs no antimatter so the enemy fleet is perma-slowed!). Marauders are one of your capital ship classes, though a fleet of them would surely help
Edit: Aw, man...Amish...stick to questions about your scout-rush, this is finally something I can help with as well
Edit2: The marauder is a viable counter to the Marza's Missile Barrage, so since your friend plays them: you might want to get that as your 2nd cap to phase out the Marza as soon as it starts the Barrage, he'll be infuriated. TEC-people really don't like wasting a MB
hmmm...my first thoughts are how can you know that this is your favorite race if you have no clue how to play them? Try experimenting with other races as well.
nice post azrak!
I wish someone had told me this I played a mp with Amish there and got my butt kicked by this same strategy and whats a 'roid' ive never heard that before
'roid = Asteroid - Aster
a "roid" is a non-dead asteroid. You will almost always start with one within 2 jumps of your HW. They are extremely lightly defended and almost always should be colonized first.
Also, don't bother with dead asteroids unless they have some VERY significant tactical position. Having no logistics slots and producing no income, they are a drain on your valuable resources. If they do have a significant position, say as a good choke point, some repair bays and static defenses can help you defend the path to your HW. Otherwise just ignore them.
Ah i understand, I had a game where the only path out from my planets was a dead asteroid whose phase lane headed into a pirate base so it was where I had a large number of tactical emplacements to ward off the pirate raids because I couldnt waste money paying them off
Azrak, Amish and Darvin pretty much nailed the Varari, but I'll add a few other notes:
. Vasari's strength late game is their mobility. Use phase stabilizers to move your fleets quickly from place to place. The vasari superweapon, the Kostura, can also stabilize phase space, allowing you to jump behind enemy lines, its damaging effects also do not effect your ships, but its disabling effect does. Firing a Kostura on a battle in an enemy system can give you time to bring in reinforcements and deal some extra damage to every enemy vessel and structure in the gravity well with the exception of strike craft.
. If you come across a problem with a weaker enemy doing hit and runs on your planets, Phase Jump Inhibitors can really help you out. Combined with the Evacuators Gravity Warhead, or the Subverters Distortion Field, you can annihilate an enemy fleet as they desperately try and escape.
. The abilities of Capital Ships, Frigates and Cruisers are what keep the game from being a "who can build the biggest fleet the fastest" contest. Every ability has a practical application, learn what all the abilities do, which ones will be more useful than others, and how best to utilize the ability and the ship.
. Every ship class in the game has a mortal enemy (a counter). Light frigates are the enemy of carriers and support cruisers, long range frigates are the enemy of light frigates, fighter strikecraft are the enemy of long range frigates.. and so on and so forth. Learn the ship classes for each race, so you can identify and target a ship with its mortal enemy, and turn it into debris as fast as possible.
. Vasari are masters of the "free fleet". Returning armada technology gives you free ships as well as the Skirantra carriers lvl 6 ability. Try sending your lvl 6 carrier with an Enforcer heavy cruiser to a star (which grants rapid antimatter regeneration), with the lvl 6 ability set to autocast. When you come back to it a couple minutes later, you'll have a nice sized fleet of Enforcers ready to go, and you didn't have to pay for it.
. If you ever need help with anything in the game, check the forums! The answers you're looking for will almost always be there. Run a search for early game strategies, and you'll likely find a step by step guide that you can practice in single player, and then crush your friends with.
The Skirantra army won't last long, the cloned ships only exist for about 3min I think. Still, it's useful to get some free HC/carrier in a battle.
or a couple extra subverters to keep your enemy frozen for a little longer.
Yup. It's far from useless, but you can't get a free army with it either
thanks everyone i hope to crush my friends
Returning Armada is no longer "free". It might still be a good deal, but it was neutered when v1.1 was released.
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