I always leave them up. As mentioned earlier, it chews up an enemy raiding party. A little bit at each jump point hurts. By the time they decide to retreat it's already too late. Also, they make excellent fall back points. If your fleet is forced to retreat, having multiple defense platforms, hangars, and a repair bay is a nice addition if the enenmy decides they want to 'finish the job'. Static defenses have turned the tide several times for myself. You never know what might happen la
General_Harada
The Kol is my hands down choice for a first Cap. The 800 point level 3 main gun is it's main selling point. Not much stands up to a few Kol's pounding away with a level 3 guass/rail guns. It also has a nice firing arc for most of the other weapons. Later in the game, with fighters, three or four Kol's make a 'phantom' Sova. After mid game, when I have two or three caps, I'll start building one Akkan to every 4 Kols. It's nice to have a colonizer, but really, a colony frigate one phase j
Wow. You know, I hadn't thought of this, but a whole rush wave of 20+ scouts dropping timed explosives would CRIPPLE an opponent early in the game. Remove his frigate factory, cap ship factory, and a few labs, and they'd be back to square one. And early in the game they'd have less of a fleet/defense to stop the scouts. Only takes a few Military labs to research while you're spamming scouts. Cheap too.. I'm going to have to run this scenario in a game. Might also be a
Great discussion ! In my own games, I've found that carriers work great as harrassment forces. As stand up forces, no way. In huge fleet battles, I keep a few flaks around, and generally ignore fighters/bombers. But they do have huge strategic uses. Assume the original scenario of 10 frigates against a single carrier. Granted the carrier gets wiped if it stays to slug it out. BUT, if it jumps in and stays at the edge of the gravity well, pops a few ( 2 or 3 ) frigates using mic