Vasari key strategy

I've seen threads like these before, but nobody evolved into a comprehensive strategy guide for Vasari. If you know of someone who has actually done this, I'd appreciate a link. So, here we go with a collection of tips to help us noobs make Vasari great...

In general, Vasari have the strongest and most expensive frigates and cruisers. In the military side, the phase missiles are their strongest side. However their economy isn't as strong as TEC's and the fleet doesn't have nearly the same synergy as Advent's. Vasari's greatest advantage is their advanced phase technology, allowing them to fight their enemy in multiple locations at once. They also have a few other complementary abilities but these are minor in comparison.

Early game

Build a number of scouts early. These are important for taking extractors in non-colonizable grav wells. Later in the game you could use them for hit-and-run strikes, eg. taking out enemy constructors (do they have Light armor?). Note that you shouldn't do that in early game yet, because scout rushing is a cheap tactic and will get you shunned in multiplayer.

Assailants have the greatest range of any unit and are a very useful damage dealer even in the late game, so build many for your first fleet.

Phase inhibitors can be built with just 2 mil labs so use these to discourage the earliest serious attacks, and to protect central locations in your empire.

Mid game

This is the part of the game where Vasari seems the weakest. Your best bet may be to tech up and pray that you don't get squashed by the other factions.

In the economy side, your strength is refinery technology, which is not that stellar. Research the harvesting upgrades, they're cheap for you. Trade ports are probably worth the sacrifice, depending on circumstance. If you can do raiding, you should make sure to make use of your Evacuator's planet draining ability.

For military, it appears you don't have any particular advantages. Just tech up and build a complete fleet like everyone else. Max out phase missiles. I've never heard anybody praise Vasari for their superior support cruisers, but I guess they're eventually worth it. Vasari's strenghts are raw damage and tanking abilities. You also get a dps bonus in friendly culture.

The only cap ship that is very good is the Evacuator space egg. None of the others is very bad as such, but there is little synergy between the cap ships. For this reason I'd think it's best to divide your forces into different fleets, each with its own focus and a cap ship suitable for the purpose. Use this for raids and defense in multiple locations at once.

Check a capital ship guide for details, but here's the quick runup: Devastator is generally useful, surround it with assailants and you can use it to protect those from enemy fighters. Desolator is good for taking out planets. Marauder will allow you to do hit and run strikes, eg. against the enemy hw, with its phase gating abilities. The Skirantra carrier isn't especially popular, but some people swear by it because of its complementary abilities. Used in pairs, the repair cloud can be very effective and of course it stacks with your repair bays. Using the replicate forces ability on friendly destructor frigates is a good way to devastate planets quickly.

Nano weapons jammers are your best defensive structure, so get those up.

Late game

Getting your phase stabilizer network up will mean lots of trouble for the enemy and is the whole point of playing Vasari. You can hit hard - thanks to your good dps and offensive abilities - anywhere you want, at any time.

Returning armada will allow you to get reinforcements at a discount, thus you can offset your economic disadvantages.

8,018 views 5 replies
Reply #1 Top

i agree with everything you say Vasari do have strongest fleet that is once you get the economy. But how do you servive midgame becasue usually you get destroyed then by the TEC since their economy helps them so much.

Reply #2 Top

Just played Convergence against Unfair aggr advent, and capturing the 3 uncolonizable systems with scouts really helped. Early game, I was outharvesting the cpu on metal and credits by 300%, it just couldn't build fleets to match mine. Again I think the cpu doesn't adapt to this kind of map too well, there were some planets that were not colonized to the late game...

The vasari support vessels really bug me, because the abilities sound nice, but nobody ever comments on them. The overseer's nanite armor is not as nice as hoshiko's repair, because it's not permanent. It also helps detect incoming reinforcements, and it can slow down their phase jump, thus it can give you a slight tactical advantage. But neither ability is really stellar compared to other support ships. I think the 2nd ship, the subverter, could be the more interesting one by a certain margin. The offensive ability is pretty much like cielo's for TEC - you get a 10% penalty on the enemy ship's shield mitigation (does this stack from multiple subverters???) and also phase missiles are boosted. Not bad. In addition you can disable enemy frigates, which really seems to make this vessel worth it!

Reply #3 Top

The Domina Subjugator is an Advent vessel. What you're talking about is the Stilakus Subverter.

Their real power comes from Distortion Field (which did get nerfed in 1.1, though its still very effective) which completely disables enemy frigates leaving them open to attack.

The Overseer, though it doesn't repair as much as the Hoshi in terms of hull repaired per cast, but its effects are instant and stackable up to the ship's normal HP + 200 (the armor buff is NOT stackable, however). Five Overseers casting on one ship instantly repairs its hull by 1000 and gives it an armor boost of 2.

One possible synergy for Vasari capitals is a (minimum) level 6 Kortul and the Vulkoras (preferably with max Phase Missile Swarm). The Kortul can cast Volatile Nanites on a cluster of ships, dropping their damage reduction by 30%, and the Vulkoras uses Phase Missile Swarm on those ships. With other frigates pitching in, it can initiate a chain reaction of explosions as each destroyed ship damages its neighbours.

Reply #4 Top

the subjugator is an Advent ship. I assume you mean the Stilakus Subverter.  a good group of these can hold down a sizeable fleet, while strikecraft/frigates obliterate them.

My general mid-game strategy is to use RA, as I tend to have it pretty early.  all Vitsurka Imperial labs, and I resource boom with neutral extractors - which generate more resources than your home planet's, per extractor - and also use those late-game as an espionage tool, because they give you view of the gravity well.

Reply #5 Top

One strat i am using atm is using skirmishers second ability,they are fast have decent armour and fire in rapid succession compared to assailants,and can have their pulse guns upgraded as well.Not to mention they are front line and have the enemies focus upon them while your main damage dealers wait out the back dealing the real damage.They can be produced rather quickly compared to others.Now their second ability is very useful as interference,meaning it negates the enemies reliance on their support ships.To hell with hoshinkos and cielos and all advents marvellous support ships when they are'nt working.My two bobs worth anyhow.It works for me and makes better tactical sense in the early to mid game anyhow,after that you need all the help you can get.