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Post  The Bear Jew Tue Jan 05, 2010 7:54 pm

Keeping your Fleets Alive

• When you are not online keep your fleets floating, with arrival time roughly when you estimate you'll be online again
• If you leave fleet in orbit, do it over YOUR planet, not guild's JG. Make sure you have at least 15CCs and Planetary Rings.
• When floating fleets, it's great idea to have 3 or more points to choose. If you always move fleets between same two points it's more likely to get ambushed.
• Carefully choose systems whit no enemy scanners to move your fleets to.
• Sometimes it's good idea to move to empty planets as destination when you are fleeing from enemy, in quadrant with no enemy scanners. If you move to allied base it's more likely to be seen by scouts. However you don't have advantages of JG then.


Use only Carriers when escorting Cruisers on "emergency missions";
Use FleetCarriers too when you move fleet with HeavyCruisers in it.

• 100+ Battleships can be added on top if you want to chase DS, but it's rare occasion.
• Ion frigates loaded with ion bombers are also good choice to chase/intercept DS, Levis, Titans.
• Ion bombers are good to make drops on them (DS,L,T) if you have enough time and opportunity to do so.
> Conclusion, ion units are good to fight heavily-shielded ships!

Recyclers are a key to victory, because the one who collect the debris is the one who wins the war. You need as much recyclers you can get to sweep the debris quickly. But they are also hard to protect, you need to have their safety in mind at all the times. Use Corvettes and Destroyers as a shield for them.

So ratios for smaller players are like this:

50 cruisers
5 heavy cruiser
1 carrier
+fighters

These are your basic ships. When fleets grow in numbers throw in the rest as well.
Also when you get over 5000 cruisers, start making HC's in ratio 50:10 instead of 50:5, to reach above mentioned ideal fleet.

Also - always keep big fighter reserve on your main CC planets. Fighters die in huge numbers during the war and are always the first unit that you'll end up having insufficient numbers, no matter how many you have.

The Bear Jew

Posts : 22
Join date : 2009-12-31

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Post  The Bear Jew Tue Jan 05, 2010 7:55 pm

-FLEET SPECIALISATION-

The point of specialization is so you only focus on a few types of ships. You do not need to build anything that isn't on the list ever. (ONLY Exception: Dreads for base defense)
Specializing in AE is important because it allows a fleet of comparatively smaller fleet size to complete a task that would originally otherwise only be able to be done by a much larger and balanced fleet. The goal for us is that by restructuring our fleets and convincing you to specialize, we can attain a level where our fleet as a guild is balanced, but individual fleets are not. This is good for two reasons. First, these individual, specialized fleets are more efficient at what they do. Second, by having many individually specialized fleets, the guild as a whole can be more efficient, both offensively and defensively as a direct consequence of the individual fleet becoming more efficient.


FT/FR specialization:
Build 100 fighters and 10 frigates for every carrier
or Build 600 fighters, 50 frigates for every FC [Prefer carriers]
Purpose: Serve as highly mobile fighter squads that are very capable at finishing fleets as well.
Weapon techs (in order of importance): Armor, Laser, Missile

CR specialization:
Build 100 fighters and 10 cruisers for every carrier
or build 600 fighters and 50 cruisers for every FC
Optional: Corvettes, Destroyers, HBombers (pick at most 2 to build (preferably only one); no more than 10% of total fleet of those three things combined)
Purpose: These do a bit of everything. Optionals spread damage to improve ratios slightly.
Weapon techs (in order of importance): Armor, Laser, Plasma, Shielding

HC specialization:
Build 100 fighters and 5 HC for every carrier
or build 600 fighters and 25 HC for every fleet carrier.
Optional: Corvettes, Destroyers, HBombers (pick any to build; no more than 10% of total fleet of those three things combined)
Purpose: Anti-fighter stack and capital stack, but can also do a bit of finishing if required as well. Optionals spread damage to improve ratios by a bit.
Weapon techs (in order of importance): Armor, Plasma, Laser.

BS specialization:
Build 440 fighters and 5 BS for every four carriers
or build 600 fighters and 5 BS for every fleet carrier
Optional: Corvettes, Destroyers, HBombers (pick any to build; no more than 10% of total fleet of those three things combined)
Purpose: Anti-fortress stack and a more specialized and more effecient capital killer stack. Also owns the *beep* out of enemy corvette spams. Probably more for the nosebleeders. Optionals spread damage to improve ratios by alot.
Weapon techs (in order of importance): Armor, Laser, Ion.

Capitals:
20k fighters for 5 levis. Nothing else except recyclers.
Optional 1: Some dreads or titans for meatshielding
Optional 2: Some CA/CV/DE/CR (no more than 15% of total fleet of those four things combined)
Purpose: Reduce guild-wide fleet loss in a guild-wide op, generate free debris from enemy cruiser stacks. Optionals if you are debilitated by the immobileness of capitals. Optionals 2 allow you to do something besides sitting on your *beep* with speed 1 ships.
Weapon techs: Shielding, Photon, Disruptor

The Bear Jew

Posts : 22
Join date : 2009-12-31

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Post  The Bear Jew Sun Feb 07, 2010 2:35 pm

Notes:
If you are an upgraded account, you should be striving for 6000 production as fast as you can. If you are free, your production cap will be determined by your total number of bases. Early guide for that is listed below. This will also be used for upgraded accounts that have gone free.

9 bases-3k econ/3k prod
10 bases-3300 econ/3300 prod
11 bases-3600 econ/3600 prod
12 bases-3900 econ/4k prod
13 bases-4200 econ/4500 prod
14 bases-4600 econ/5k prod
15 bases-5k econ/5500 prod
16 bases-5500 econ/6k prod
17 bases-6300econ/7k prod
18 bases-7000econ/8k prod
19 bases-9000econ/9.5k prod
20 bases - I guess you know better than everybody else

2)Once you achieve the above 2 goals, keep your Production queues full all the time over everything else. This includes research and building anything else on your bases. If you have to choose, build fleet. You will be using this fleet to make more cred, to build more fleet and if anything is left over, to build buildings and to do research. See BigRojito for fleet composition guidelines or any Captain. We will probably put some guides on the forum is there is not already one there.

3)Go out and kill other fleet and make profit. This is important because you will most likely have no cred left to do anything but build fleet if you are doing it right. You make profit by making derbs of other players' fleets.


Fighters:

Fighters kill the following ships easily

1x Fighter : 1 fighter OR 1 bomber OR 1 Recycler
2 x Fighter: 1 heavy bomber OR 1 Corvette OR 1 outpost ship
4 x Fighter: 1 ion bomber OR 1 destroyer
7 x Fighters : 1 Frigate
18 x Fighters : 1 Ion Frigate

Bombers:[Best for killing Ion bombers and ion frigates]

2 x Bomber: 1 corvette OR 1 heavy bomber OR 1 outpost ship OR 1 Ion Bomber
3 x Bomber: 1 Destroyer
4 x Bomber: 1 Frigate
5 x Bomber: 1 Ion Frigate
14 x Bomber: 1 Crusier OR 1 carrier

Heavy Bombers:

1 x Heavy Bomber: 4 Bombers Or 1 Destroyer Or 2 Corvettes Or 1 Ion Bomber Or 4 Recyclers
2 x Heavy Bomber: 1 Ion Frigate
3 x Heavy Bomber : 1 Cruiser Or 1 Carrier
9 x Heavy Bomber: 1 Heavy Cruiser

Destroyers:

1 x Destroyer: 1 Ion bomber
2 x Destroyer: 1 Frigate or 1 Ion Frigate
5 x Destroyer: 1 Cruiser (just under half destroyers will survive)
12 x Destroyer: 1 Heavy cruiser (Roughly Half destroyers will survive)

Cruisers:

3 x Cruiser: 1 Heavy Cruiser (just under half crusiers survive)
10 x Cruiser: 1 Battleship (just under half Cruisers will survive)
75 x cruiser: 1 Dreadnaught (roughly 22 cruisers die)
32000 x cruisers: 1 levy (300 cruisers die) thats a ratio of 60k to 200k

Heavy Cruisers:

4 x HC's : 1 Battleship (half HC's survive)
18 x HC's : 1 Dred (7 HC's survive)
110 x HC's : 1 titan (42 HC's die)
619 x HC's : 1 levy (148 HC's die) thats a ratio of 74000 to 200000

Deflection shields:

Cruisers: 200 kill 1 lvl, none die
HC's: 80 kill 1 lvl, none die

P.shields:

Cruisers: 1920 to kill each level, none die
HC's: 384 to kill each level, none die


P.rings:

Cruisers: 437 to kill each level, 305 die (61000)
HC's: 155 to kill each level, 151 die (75500)

How to kill Prings assassin style:

Take the cruisers you need to kill the Prings plus the following minimum of each ship per level of Prings:

800 Fighters
800 Bombers
360 Corvettes
180 Destroyers

This will drop your losses to roughly 35k per Pring lvl


Pillage

Base Econ / Minimum Pillage

10 54
20 216
30 486
40 864
50 1350
60 1944
70 2646
80 3456
90 4374
100 5400
110 6534
120 7776
130 9126
140 10584
150 12150
160 13824
170 15606
180 17496
190 19494
200 21600
210 23436
220 26136
230 28152
240 31104
250 33300
260 36504
270 38880
280 42336
290 44892
300 48600

The Bear Jew

Posts : 22
Join date : 2009-12-31

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