Need some advice

I have recently played a 5vs5 game as Vasari (Diplomacy vers.) and won, but I think it was too hard....

So, problems:

1) In the beginning I faced a MARZA! Rush by a newbie player. By 40th minute I had 2 Kortuls, Skirantra,10 skir, assail and  5 Destr/5 Sentinels. The enemy had 4 MArzas by that minute and about 16 Cobalts. After A large scale battle I had seriosly damaged fleet and my Kortul lvl 5 was lost, Why? I had an advantage in number and tech and the battle was lost, even though I took out all his LIght Frigs. How to improve battle skills?

2)Mid game gave me an economic problems. Excellent start (good, low-defended planets and neut.extr. in the beg. were not enough to support giant fleet of 7 caps and 75 frigs.) was changed by resource crisis, and I have spent too much on ports and MP to save my eco. Want any economy adv. for VAsari!

3)In the same period i faced another problem - In attack! Enemy had 35+5+8 Tactical Slots on his volcano, and he had 32 MslPlat, 1 HD wuth figters and 4 Repair bays, supported by 2 Skir, 20 Sent and 15 overseers. I failed in attack even with micoing and lost 2 caps and 40 frigs.

4) Late-game, our team began to win, but in large empires rebels sent by three TECs were a heavy problem (especially in mix with pirates))). HOw to fight them CHEAPLY (not spending a price of a cap to defend a single non-of-top-importance planet)?

Thanks.

6,322 views 9 replies
Reply #1 Top

1. What level were the Marza's? Most players like to use them for their ultimate ability (Missile Barrage, or just MB), which can lay down a world of hurt on your fleet if you don't have an interrupt ability (like disruptive strikes on the Kortul). If any of them were over level 6 or close to getting there, I would focus fire on it, or at least keep a Kortul with Disruptive strike firing on it.

2. Building trade ports to early can be cause for an early economic catastrophe. The things, while usually the best economic investment, are also very expensive and if you don't have enough planets under your control to support building them, you risk leaving yourself vulnerable. Also NEVER build trade ports if there is doubts over your military's ability to protect them.

3. Ouch, no star base though? That's kind of weird. Anyways, bombers are usually the best way to handle defense platforms, so if you had an adjacent planet with a good amount of repair bays, try just sending all of your carriers and stay out of the platform's range. Once the enemy fleet does enough damage you can retreat, repair and repeat until you've made a bit of a hole in his defenses. Other than that, Vasari don't have an antistructure ship, so try building a starbase (outside the turrets range) and after you've substantially upgraded it you should have a large enough advantage to win.

4. Any planet with a starbase can deal with rebels easily (Diplomacy pirates not so much, but they are usually turned off in multiplayer games). If that is too expensive, a good amount of repair bays, a hangar defense and some turrets all close to each other will eventually get the job done.

Reply #2 Top

By 40th minute I had 2 Kortuls, Skirantra,10 skir, assail and  5 Destr/5 Sentinels.
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Three capital ships is normal by the 40-minute mark, but a mere 30 frigates is way way way too few.  I'd say you should have at least 40 assailants by this point, not even counting other unit types.  I think your big problem was that your fleet was too small.

Marzas are pretty tough, but by this point in the game you should be able to throw enough missiles at them to keep the enemy on his toes.  The Marza is a close-range capital ship that must enter your threat range to use its abilities (similar to the Kortul) and as a result if you have enough firepower you can basically relegate it to a glorified planet bomber.

 

As for economy, it's a matter of what you need and what you have.  Often times I find the problem isn't the economy at all, but rather that a player isn't conserving his forces or spending smartly.  It's very much about getting maximum bang your buck, and that means preventing casualties and picking your technologies and upgrades wisely.  Trade ports work very well, but as GaoFan says you want to be careful since they're expensive and vulnerable.

 

and he had 32 MslPlat, 1 HD wuth figters and 4 Repair bays, supported by 2 Skir, 20 Sent and 15 overseers. I failed in attack even with micoing and lost 2 caps and 40 frigs.
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That's an extremely weak army there with almost no firepower.  You shouldn't have lost a single unit unless he got reinforcements, and certainly should not have lost a capital ship.  You must always retreat capital ships well before they reach critical damage so you can repair them and conserve them. 

Remember that missile defense platforms have limited range, and you can just pot shot them safely without ever getting attacked.  You're making a huge mistake if you get into missile turret range without good reason.  His overseers would give him strong healing capabilities, but if you have enough bombers or assailants you should be able to wear them down.

 

but in large empires rebels sent by three TECs were a heavy problem
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This can be a problem for bigger empires.  The best way to deal with these guys is to build a couple of turrets, a hanger, and a repair platform in a little circle on every planet.  This will clean up those small rebel forces (pirates, as mentioned, are another matter entirely).  As Vasari, you have it even easier; set up regular phase stabilizers and just keep a small force on standby to respond.  This can be a blessing in disguise, since capital ships will level up off of these rebels if they kill them, enabling you to cheaply raise new capital ships in the late game.

Personally, I don't research this upgrade as TEC because any empire large enough to be challenged by it has high enough income to set up a strong defense, and any empire too small to be challenged by it will actually benefit from the additional capital ship XP.  I can understanding how it challenges a new player, but once you learn to beat it, the rebels are purely an annoyance and not at all a threat.

 

 

Reply #3 Top

Thanks Darvin3!

About TP- yes, i got them too early for Vasari.

Thanks for advice about missile platforms. Both his Skirs were lvl 9, and with 15 Flaks of him it would have been a problem attacking with bombers...

Sorry, don't have much time now, see you in the evening))))

Reply #4 Top

Both his Skirs were lvl 9, and with 15 Flaks of him it would have been a problem attacking with bombers...
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Thought you meant Skirmisher; yeah, the Skirantra will present a more serious threat.  Against that he has some mobile damage output, and you'll need to step up your counter-measures appropriately.  With a thicket of missile platforms to hide behind and a big chunk of flak, you'll need to very carefully use your strike craft to break through.

You could try an attrition tactic, to use your own flaks and fighters defensively and slowly whittle your way through his defenses with long-range assailants.  Or, you could try shock tactics.  Flaks won't kill fighters and bombers (especially bombers) on a single pass, so you can get off some damage, and retreat to your own Skirantra to heal up. 

In any case, getting into turret range is definitely the wrong answer here.

Reply #5 Top

It's a little hard to imagine having resource problems with Vas - if you research extraction rates..  Vas has a real advantage here.  I generally am constrained by income, not resources, playing V.

 

The problem with using strikecraft to break through the defenses you describe is the hanger bay.  If the guy researches the upgrade, he can disable all your strikecraft.  {Talk about OP'd abbility}

Reply #6 Top

Enforcers are hardly destroyed by Defense Platforms, I tried today) also, 2 more questions:

Map is small and pre-made: Balance of Power, 3 humans, FFA, I play as TEC

1) Do I have to try to rush enemy positions through flanks or do smth else if I have the following desert neutrals: 6 LF 4 LRM 4 FLAKS 4 KODIES 3 KROSOV while enemy (one of, other has nearly the same as me) has 1/1/1/1/1?

2)How to fight early Destra spam? I and third vasari player have built a fleet or LRF to clear desert, and at the point we colonised these planets this Adventist already had two flagships because of easy good planets and 6 Neutral EXTR. and began to build HC. What to do with that if you have BASICALLY and POTENTIALLY weaker eco. SB - not answer.

Thanks.

Reply #7 Top

Just a comment on attacking the missile turret hardpoint.  The easiest way to take that is with an assailant fleet -- like 40-50 Assailants supported by your other ships.  You make sure your fleet is set to Hold Position so it doesn't try to fly into the turrets chasing something.  Flying into 30+ turrets is not recommended and probably why you lost everything.  Assailants out range turrets..you just park outside range, use your Skirantra for healing and your Kortul to jam his bombers, and peel back his position layer by layer with the Assailants.  You won't take many losses this way.

Reply #8 Top

Enforcers are hardly destroyed by Defense Platforms
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Yes, but enforcers are expensive and don't pack nearly as much punch (on a per-cost basis) as an assailant, plus they're weak to bombers.  They work very well in smaller engagements due to their toughness, and also will do well against a LRF-heavy opponent, but avoid them against someone whose has a large number of bombers.

Map is small and pre-made: Balance of Power, 3 humans, FFA, I play as TEC
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I just checked out the map in question.  To put it bluntly, it's a poorly designed map; I wouldn't play it personally.  First of all, hope that the uncolonizable gravity well next to you has plenty of extractors; if you have few or none (one person has a magnetic, which always has none) you're kinda screwed, whereas if you have three it's a major boon.  You should be building military units like mad and attacking your enemies voraciously.  Don't bother with the ice planets; if you waste money on civic labs you will probably get killed.  Defend yourself using an array of repair platforms and a couple turrets to back up your fleet.

The other problem is the desert.  Your economic prospects are entirely based on that one desert planet, and you can get completely screwed over by the militia count.  In fact, the way the map's designed there's a good 90% chance that at least one player is going to get screwed over in some fashion, and I'd say a 50% chance that one player is going to be at a significant advantage over both opponents.  This is why I call it a bad map.

1) Do I have to try to rush enemy positions through flanks or do smth else if I have the following desert neutrals: 6 LF 4 LRM 4 FLAKS 4 KODIES 3 KROSOV while enemy (one of, other has nearly the same as me) has 1/1/1/1/1?
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That kind of militia is well outside of your early-game take-down potential, especially with vultures (read: human opponents) nearby ready to steal your desert planet once you've painstakingly beaten down the militia.  You definitely need to do something underhanded, but the map layout isn't very helpful in that regard.  Going civic labs to capture the ice planet will screw you over military-wise, and with only one planet (not even an asteroid to complement it) you won't be able to maintain a competitive military.  I'd probably still try to take the desert, simply because the map gives you few counter-options.

2)How to fight early Destra spam?
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Uh... destras require 5 labs, and probably a couple logistics planetary upgrades because there are so few planets on which place them.  Anyone who goes for early destras early is going to cripple their fleet to afford the research.  Just attack them before the destras come out and you should be able to knock out the labs before the destras come online, probably completely knock the guy out of the game.  On a map this small, fast destras should be suicide.

If by chance he does get them out, and you don't have any other advantages to counter them, you're probably screwed.

this Adventist already had two flagships because of easy good planets and 6 Neutral EXTR
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Six neutral extractors?  How'd he get six?  This implies that he controlled all the neutral extractors on the map, including those right next to an enemy homeworld!  I could believe a Vasari player was capable of pulling this off with his speedy scouts, but an Advent player achieving this with slow and expensive missionaries means someone really dropped the ball. 

What to do with that if you have BASICALLY and POTENTIALLY weaker eco. SB - not answer.
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You needed to attack before he got to this stage.  From the sounds of things, this is no longer an early-game situation, the Advent player controls more than half of the map's wealth, has reached a high tech level, and has a bigger fleet.  That's game; it's time to surrender.

Reply #9 Top

it's time to surrender.
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I did that to in Fact((( >:(