Vasari Build Order

This is how you win as Vasari

 

Starting Vasari Build order.  Let me know what you think.

 


1. Buy 2 units of crystal and Sell 1 unit of metal


2. Upgrade Home World Population Cap


3. 1 Worker on Cap ship factory, 1 worker on crystal


4. Build 2 Navigators and find your close asteroid.


5. Build Your Cap Ship (Kortul or Skirantra are easy to use.. repair is good for the carrier repairing itself only.. get the bomber squadrons first.. the kortul mana burn is great against an embargo rush)


6. Build a colony ship as soon as your first 2 scouts are done (get this early to cap your asteroid sooner).

7. Build 2 metal extractors (should happen as soon as your crytal mine and cap fact are done)

8. Get 2 more navigators (Use these to continue scouting and to capture neutral extractors.  Good reason to play vasari is because their scouts cap the neutrals.  Use this to your advantage.  Watch your navigators and as soon as they discover a neutral mine cap it, or have it regen its mana somewhere and then cap it).

9. Get 1 Millitary Lab.  Queue assailant prototype as soon as resources permit. DO NOT MAKE ANY CIVIC LABS.

10. Take Nearby Asteroid (You have one of these.  Have your mitigator warp there as soon as it has 180 antimatter and no later!  Send cap ship to take out pirates, starting with the siege ship).

11. While taking asteroid, scuttle capital ship factory (extra resources + you shouldn't be getting other caps).

12. colonize asteroid and upgrade its pop limit so you don't ooze credits.


13. get all of the mines at your asteroid

14. Start producing assailants.  When they max your pop upgrade your fleet research but only if you are not saving up to upgrade a planet capacity or make mines etc. (Also, when you get to 15ish assailants upgrade the ship armor twice.)

15. Clear and acquire a second asteroid or desert/terran planet, building it up as before (minimize the amount of antimatter your mitigator loses to travel in phase space)!  Only get civic labs if you cannot get 3 planets without civic research.  Only get economic upgrades if you have to build these labs for the planet research anyway.

16. Your navigators should be contesting the neutrals.  Either A) take planet #4 or B) Rush with your assailants. (Attack with your entire fleet.. it is waistful to split resources.  Set factory rally on cap ship). Rushing is better at this stage most players haven't gotten a lot of lrms.  Assailants destroy light assault frigates.

17. Take one of your opponents 'roids or a planet near them to build your second/third frig fact.  Keep pumping assailants.  If they make defense vessel type ships to counter your assailants get a ton of skirmishers (but only in this case), otherwise, if they have nothing but lrm type ships rush a second military lab and research sentinels and start producing.  Get another frig factory if necessary.

18. To Quote huntingx, "Win or lose, it's up to you!"


 

6,726 views 6 replies
Reply #1 Top
I dunno...I tend to build the Evacuator first.
Reply #2 Top
Oh I do too. The Evacuator is the best ship to use against skilled players in multiplayer maps.

My comments next to the cap ship build order were that those two were "easy to use".

The Evacuator is better in the general case. In fact, even the siege cap is good sometimes as a second cap if you like to get such things.

Regardless, the build order remains the same. If you get the Evacuator you need not construct a colony frigate though, obviously, and so you can get your 2 scouts, then 2 metal extractors, and then 2 more scouts without constructing the mitigator.
Reply #3 Top
I have to disagree. I like the Evacuator, as it makes the ultimate seige engine late in a game, but i prefer the Devastator as the starting Vasari cap.

Devastator: I don't remember exact names, but its abilities and strength are much more useful early on. It kills antimatter, perfect when your opponent has only 1 cap, it ups it's own attack, and has volatile nanites if you can get it there. The anti fighter ability is frankly forgettable.

Evacuator: The colonize bonus is garbage. The nanite ability and gravity bomb are nice, but it doesn't do you much good early on without a fleet to back it up. It takes longer to help clear planets of pirates early on, and time is critical in the beginning to expand. I will say, however, this is my ship of choice for larger maps, especially because of that wonderful lvl 6 ability. It's so much fun to steal colonizable asteroids with that ability.

Not to mention 1v1 between an equal level Devastator and Kol, the Devastator wins. More guns focused in the front compared to the Kol which has more of it's guns aiming in all directions. Devestatorr is just a beast, better for early on when the fleet is small.
Reply #4 Top

stop with those "magic" build order

Build order depends MAP size, game type(MP, FFA, 1vs1), and more important SCOUT !!!

sometime, it is interesting to start with some civic research first
other time, u need a military upgrade asap!

Reply #5 Top
This is specifically a Vasari Assailant Rush order for smaller maps.

Civic is viable if you're rushing returning armada.. otherwise you need ships first.
Reply #6 Top
agreed. don't build civic. i play advent, and this is an especially bad idea. get more money by taking more planets.