New Goals
# 16 Bases
# All members to reach 4500 Econ., 2500 Econ for free accounts
# All members defenses to 5 PShield / 10 Pring / 15CC's
# All members fleet to 4.5MM minimum
# Production Capacity to 5000
# 4 Research Bases Minimum
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A SIMPLE GUIDE TO SPECIALIZED FLEET COMPOSITIONS
Gone were the days when cruisers and fighters alone rule the universe. Due to these changing times, the ships that compose your fleet should also change accordingly. If not, you'll become a living fossil in AE history.
“OMG !!! Fantastic Ratio !!!” (Ideally, less than 2% of the guild should have this)
Fleet Composition Includes: At least 10 Leviathans, and/or 2 Death Stars
Strengths: Against large fleets w/o adequate ion ships or BS/HC screens, these get the 0/500,000 ratios. Awesome indeed.
Weaknesses: Very Slow when travelling ( will get you to sleep most of the time ). Need credits to repair. Vulnerable to HC fleets. Infrequently used.
Tech: Armour ( should be lvl 28 at least )
“The Power” (ideally 35% of guild should have this)
Fleet Composition Includes: At least 2000 HCs; 200 FCs; 96,000 FTs
Strengths: Deadly against Titan and Leviathan Fleets. Useless against Death Stars ( but Death Stars shouldn't be able to catch you unless you sleep for 1 month straight ) Good against Bases with heavy FT screens. Very Heavy use.
Weaknesses: Slower than a Cruiser fleet.
Tech: Plasma (at least 22) & Laser (at least 24) & Shielding (at least 18 )
“The Monster” (ideally 20% of Guild should have this)
Fleet Composition Includes:At least 100,000 FTs; 10,000 HBs (with the corresponding Fleet Carriers or Carriers to transport)
Strengths: Excellent at peeling away FT screens of large fleets and around bases. Excellent in decimating exposed cruiser fleets.
Weaknesses: Carriers are always at risk. Good to have 1000 HCs in support of FCs.
Tech: Laser (at least 26) and Plasma (at least 20)
“The Killer” (ideally 50% of Guild should have this)
Fleet Composition Includes: At 1000 HCs; 4000 CRs; 5000 DEs; 5000 CVs; 100,000 FTs
Strengths: Excellent for fighting outside Core galaxies as the Shield Ships (Cruisers and HCs) stay longer and the CVs and DEs are quicker to resupply. Good ratios against PRING assaults. Versatile – CVs can be used for RC fleet attacks, and also for scouting if badly needed.
Weaknesses: Logistics Involved in getting replacement DEs and CVs. Vulnerable to FT drops. Requires smart queuing to get right fleet mix.
Tech: Armour (at least 26) Laser (at least 25) Plasma (at least 21) & Shielding (at least 18 )
"The Obliterator" ( ideally, only 10% of guild should have this)
Fleet Composition Includes: at 10000 cruisers, carriers only ( Krapek used this type of fleet, reaching to about 70k cruisers, which is by that time is terribly scary, no fcs ), corvettes and 150,000 fighters
Strengths: very fast, especially if launched from a high lvl jumpgate, able to kill everything from fighter up to dreadnought, and even able to kill isolated titans.
Weaknesses: Vulnerable to Leviathan fleets
Tech: Armour (at least 26) Laser (at least 25) Plasma (at least 21) & Shielding (at least 18 )
* These values are open for discussion and modification