The Best Capital Ships

I just picked up the game and decided to work on my skills with TEC. I wanted to raise this topic for discussion; what capital ships do you prefer?

I normally choose the colonial ship first so that I can acquire asteroids and other easy pickins for my empire and gather more resources. Does anybody choose another first? Why?

What I build next changes from time to time, but I prefer the bombardment capital ship, because oh do I love to watch enemy planets engulfed in firestorms. Carriers seem kind of annoying to me, but embargo is a nice skill. If I feel that I need a tough ship to trudge through a hectic war, I usually pick the standard battleship. However, I've never picked the Dunov support capital ship before, though the AI seems to like it quite a bit.

What capital ships do you build in what order? Why?

I guess I'll start off formally,

1. Akkan Battlecruiser - quick acquisition of new colonies and targeting support for a fleet
2. Marza Dreadnought - heavy damage, quickly wipes out enemy colonies
3. Kol Battleship - tough centerpiece for a defense/support fleet
281,235 views 107 replies
Reply #1 Top
I like the Dunov, especially against strikecraft-heavy enemies, the hull magnetizing ability is just amusing, watching a carriers own fighters slam into it. The shield-regen ability also works very well in supporting other capitals, as a solo capital it's a bit vulnerable though.
Reply #2 Top
Sorry, but I all ready made a post just like yours, called "Best Capital Ship", just put it in the search section in the upper right hand con. There is around 57 post, the last time I looked, and they should be able to answer your question.

Thougth for me, an Vasari player, I go with the Kortul Devastator hands down

Reply #3 Top
I prefer the Kol as my first Cap ship. Great shields/armor and its adaptive shielding makes it the only TEC Cap ship capable of withstanding the Vasari phase missle attacks for a resonable period of time. Multiple firing arcs allow you to charge into the heart of an enemy formation and do significant damage.

My other favorite is the Sova. For one it employs all laser weapons so you can max out its offensive potential with just two military labs. Its heavy fighter ability adds respectability to the TEC Strikecraft Command to the tune of +3armor and +30% damage. Tech either ballistics or missles and you can add another 30% to the damage of the Sova heavy strikecraft. Heavy manufactoring allows you to instantly replace these potent strikecraft should they fall in battle.
Reply #4 Top
I like each of the TEC cap ships but for different reasons.

The Kol Battleship has bar none the greatest firepower and durability in the fleet and is the best bet for going toe to toe with another enemy cap ship. Its level 6 ability is a nice buff that gives the ship significant staying power in a protracted battle. This ship is the most independently powerful ship and will be my ship of choice in a rush game where I only intend to ever build 1 ship.

The Sova Carrier is a much more specialized ship, in my opinion, but its extremely good at its job. It might be the best ship in the game for economic harassment. Embargo is an absolutely amazing ability and combines very well with a ship that can load itself to bear with bombers and blow up enemy resource extractors easily while leeching tax income. The Sova can provide reasonable fleet support as well if you emphasized heavy fighters and the missile batteries instead, but I feel that this is not the ship's best role. The biggest weakness of the ship in my opinion is its incredibly poor level 6 ability.

The Akkan Cruiser is very good and I use it as my first cap ship in many games (almost any game that isn't an outright rush game). Facilitating early colonizing is always good, but most importantly I find it crucial to have this ship around later in the game to be able to capture territory near the frontlines (after nuking an enemy asteroid base for example) and build up a forward fleet base with repair bays and frigate factories. The Ion Bolt power is crucially important in taking out enemy cap ships as well. The targetting aura can be a critical advantage in LRM vs. LRM spams, but I still think its the least powerful ability on the ship. The level 6 power, Armistice, isn't always useful but sometimes its a total lifesaver either for getting your fleet away in-tact or if you use it carefully you can disable enemy ships with it and then jump in the rest of your fleet to raid the rest of the system unopposed.

The Dunov Cruiser has one critically important, but highly specialized ability. The EMP bomb is the only real anti-matter draining ability in the entire TEC arsenal and is in my opinion by far the best bet for dealing with enemy repair support cruisers (Iconus Guardians, Hoshiko Robotics Cruisers, and Serevun Overseers). I don't think Magnetize Hull is worth anything at all, you should just use Flak frigates instead. Shield Restore can be decent but most opponents will just fire on the Dunov first and since it can't restore its own shields this doesn't really help you absorb damage at all. The level 6 power that reduces your anti-matter costs is very strong in a long fight, particularly if you've got something like a Kol or Marza that can spam a high damage/low cooldown ability.

The Marza is a favorite ship of many but I don't use it as much as alot of people do. For pure firepower I prefer the Kol. The Marza has similar (or even slightly more) DPS as a Kol and longer range but it isn't as durable and its a little bit slower. This is a nice ship though and all of its abilities are good. The Radiation Bomb does a HUGE amount of damage, more than most people realize since as best as I can tell the damage completely ignores shield mitigation (someone correct me if I'm wrong). The Rad bomb can devastate clumps of enemy LRMs with frightening efficiency. The sige guns are great for blasting asteroids but not much else. Still, thats a worthy task and if you want to bomb planets fast a single Marza is infinitely better than any number of Siege Frigates you could build.

I think most people probably go with the Kol or Marza as their first ship just because of the firepower, which is a perfectly good reason. Personally I like to build new capital ships throughout the game and utilize each one for its intended purpose. I like a Kol + Akkan working together in my main fleet, often joined by a Marza towards the end of the game where blowing up big clumps of enemy ships becomes more important. Sometimes I'll build a Sova first though and just try to embargo the enemy into the ground. If your opponent is slow in researching appropriate counters (such as Flak Frigates) you can catch them helpless and win almost automatically. The ship I use most rarely is the Dunov, but I like it quite a bit against Advent in particular where the EMP bomb is priceless.
Reply #5 Top
The Dunov is the best as the captain has a awesome Canadian accent.
Reply #6 Top
Halycon, Progenitor, Radiance

Haly has +22% dps aura and an insane amount of strike craft, not to mention the ability that pwns enemy strike craft.

Progenitor can colonize and has aoe invulnerability aura(at least close enough to it), oh and auto levels your replacement caps if one of your other caps dies.(haven't actually seen this work yet, but putting it on autocast seems to cast it whenever a cap dies in the game period, not just your own :/) and of course, malice, which is, imo, a bit over rated, but extremely useful all the same.

Radiance has animosity(aggro rotation ftw) detonate antimatter(disabling enemy abilities is always useful + dot!), and lets not forget the BFG, cleansing brilliance, if aimed right you can take out 3/4 of someones fleet in 2 shots. Radiance is also the highest DPS cap in the game, and is tough as hell, especially when you've got a progenitor sitting around.
Reply #7 Top
Depends on the situation. I think transitive did a pretty excellent job breaking down the TEC ships. For me as a starting ship I usually choose the colony ship or the carrier. The main reason I choose the carrier is that its really not that good of a ship until it gets some levels under its belt. Once its fielding 5 or so strike craft its amazing, but when its got only 2 its kind of lame.
Reply #8 Top
The Dunov is the best as the captain has a awesome Canadian accent.


Probably not the most significant reason to choose a capship...

Then again, I used to choose Admiral Hawkes in Conquest: Frontier Wars just to hear him say "Well now, look who's coming to dinner!" in that proper-like English accent whenever enemy ships entered the system.

Well, that and he was good with missile cruisers which were wtfawesome in the early game.
Reply #9 Top
Its interesting to read that there essay on the cap ships. Made me think, I prefer the Akkan as my starting ship for TEC and always have one in the fleet somewhere as colonise and Ion Bolt can come in pretty handy, the main workhorse of my TEC fleets are normally Marzas and Kols, Kols for their abilities and Marzas for the planet bombing and also the fact that I always max out my missile upgrades.

As Advent I normally go for the Progenitor as the shielding on that is spectacular, as a second best I go for the radience with it's beam weaponary that I like to max out.
Reply #10 Top
I enjoy the Radiance battleship, specifically for its animosity ability. It can save you a lot of money on frigates you otherwise would have lost had the battleship not taunted the enemy units off of them. Even in large fleet engagements it seems to hold up for an exceptionally long time. Of course like all Advent ships it's exponentially better the more ships you have backing it up.
Reply #11 Top
The first few times I played TEC, I also thought the Marza was weak compared to the Kol, but it's not bad. Recently I have tried building and using the Marzas more, and once they start getting levels under their belt, they are monsters.
Reply #12 Top
The level 6 power, Armistice, isn't always useful but sometimes its a total lifesaver either for getting your fleet away in-tact or if you use it carefully you can disable enemy ships with it and then jump in the rest of your fleet to raid the rest of the system unopposed.


Haha, funny tactic!

Reply #13 Top
The ship I use most rarely is the Dunov, but I like it quite a bit against Advent in particular where the EMP bomb is priceless.


In the late game, it's almost necessary against a well prepared Vasari opponent. If he has a dozen or so Overseers, he can repair his ships faster than you can damage them. You need EMP charge just as desperately against Vasari as against Advent. Also, the Cobalt gets sabotage reactor which helps in this role as well.
Reply #14 Top
I really need to work on my capital ships skills because I don't use them at all except for the free one.

I've been winning multiplayer games just fine without capital ships. Of course, I mostly play quick 1vs1 games which last about 2 hours.
Reply #15 Top
Probably not the most significant reason to choose a capship...


I play Advent just because I like one of their avatars and the radiance ship =P

Dont hate!

As an advent player, groups of dunov's are probably the most annoying tec cap.

I like the radiance the best just because it looks neat, all the advent caps have a sexy and sleek style, only one I don't like is the revelation.

The relevation has a crummy version of the ion bolt. You cant leave it on auto fire because it'll get used on your focus fire target. It makes your ships stop attacking the target and you cant force them to attack it again til the effect wears off. Some times ships will take pot shots at the disabled enemy ship but I havent figured out any sort of pattern to it =/

Reply #16 Top
Best to start out with for the TEC is the Marza. The beastliness is only amplified by the presence of a Dunov
Reply #17 Top
All around the best cap in the game is the skinatra carrier. Micro-phase aura, repair cloud and at level six replicate forces makes this thing an ae repair bay and ship factory thats mobile, replicate forces gets insane when your talking 4 or more of these things at lvl 6 esp with anti matter upgrades and 4 or so of things kicking off repair cloud is as good as sitting your fleet on 4 repair bays. Not to mention they bring plenty of strike craft, I only build a few battleships to go with em I dont even bother with the other vasari caps.
Reply #18 Top
I like the Dunov, especially against strikecraft-heavy enemies, the hull magnetizing ability is just amusing, watching a carriers own fighters slam into it. The shield-regen ability also works very well in supporting other capitals, as a solo capital it's a bit vulnerable though.


I dont get it! How do you know this? (that "shield restore" does this? - restores for other ships). It's not in the manual and the in-game info just says "shield restore". How do you find out what that means? (I'm not doubting what you say - just wondering if there's something that I'm missing).
Reply #19 Top
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 jump back works fine. I get the Akkans for the Ion Bolt and Targeting Aura. An extra 5 percent is 40 points for the Kol's gauss/rail gun per shot. Ion bolt keeps an enemy cap 'in system' long enough for the Kols/kodiaks to finish the job.


The Dunov EMP bomb is kind of useless for my style. If my opponent has a lot of repair ships/platforms, I'll keep the Kol's on the designated cap ship, and direct the kodiaks to start smoking the repair vessels. Anti-fighter functions are better left to the cheaper flaks.

The Marza never really impressed me. Nice, but not as good as a Kol. Planetary bombardment isn't a time critical function, IMO. Early game I'm not assulting enemy planets, I'm scooping up non-aligned ones. Mid game I can use siege frigates. Late game I use novaliths.

I never had the time to get a Sova to level 6. But I've been meaning to experiment with one for hit and run raids using heavy fighters and maxed research. You could boost a bombers damage by 60 percent. Damage would be more then a cobalt, approaching a kodiak. Add the speed of the bombers, and you could, in theory, kill a few frigates or a cruiser before they even got close enough to open fire.
Reply #20 Top
The Kol is my hands down choice for a first Cap. The 800 point level 3 main gun is it's main selling point.


Actually, I find that I prefer adaptive forcefield. When the Kol's shields get low, fire up adaptive forcefield, if it's level 6 use Finest Hour, use an accompanying Dunov to recharge it's shields, and have your Cielos and Hoshikos use their hull repair and shield regen buffs on it. With this set up it's effectively invincible. It can soak up the entire enemy fleet's fire and just keep shooting back. Run her right down the middle of the enemy formation so she can fire all her guns simultaneously at as many enemies as possible. While they're spending their firepower trying to destroy your Kol, the rest of your fleet is eating their fleet for breakfast.

Only weakness is that the Dunov is kind of a soft target as far as caps go. If they get wise to that, then use two Dunovs. One can shield recharge the one that's being focus fired on and also re task your support cruisers to buff it's shields and hull. The Dunov that's being focus fired will having staying power and it can use its abilities to buff up your Kol, or use EMP charge to knock out the other guy's anti matter.

Kol / Dunov and Kol / 2 Dunovs is very potent for the TEC.
Reply #21 Top
Embargo is an absolutely amazing ability and combines very well with a ship that can load itself to bear with bombers and blow up enemy resource extractors easily while leeching tax income.


There you go again! "embargo", "leeching tax income" - are these described anywhere? I feel like I must be missing something here.
Reply #22 Top
Embargo is an absolutely amazing ability and combines very well with a ship that can load itself to bear with bombers and blow up enemy resource extractors easily while leeching tax income.There you go again! "embargo", "leeching tax income" - are these described anywhere? I feel like I must be missing something here.


https://www.sinsofasolarempire.wikia.com/wiki/Embargo :)

Embargo is a capital ship ability of the Sova Carrier. You use it on an enemy planet, and it takes income away from the planets owner and gives it to you instead ("leeching").
Reply #23 Top
The Kol for me, by far. It just spins around and deals out punishment from all sides. It can also take quite a few hits as well.
Reply #24 Top
https://www.sinsofasolarempire.wikia.com/wiki/Embargo Embargo is a capital ship ability of the Sova Carrier. You use it on an enemy planet, and it takes income away from the planets owner and gives it to you instead ("leeching").


Thanks Tridus. That's what I'm looking for. (Sorry to be a pest.)
Reply #25 Top
I have to give some kudos to the Marza. It has abilities which ignore damage mitigation such as radiation bomb and incindiary shells. Furthermore, those weapons do DoT and in the case of radiation bomb have AoE. IIRC, the incindiary shells and their DoT carry over to its standard armament,missles included. While I believe that the Kol is the better overall combat vessel, no other TEC cap ship can take down an enemy face to face faster than a Marza.