strategy for TEC and vasari

ive been playing as advent for awhile now and have a real good grasp of how to play as them.  however when i try to play as the other two races get hammered after like 30 minutes into the game....ive looked at a lot of the other posts but havent really seen anything that really helps.....any suggestions?
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Reply #1 Top
Well for the TEC you want to focus on Economy very early in the game. trade ports are a second teir tech for them so you want to get that as soon as possible then after you have a thriving economy build up you military more. near the beginning just use The free capitalship and some cobalts to capture planets. that should give an advantage over everyone else.

and for the vassari
they are slower to start off becasue their ships are more expensive than the other to races. what I usually do is try to find an asteroid and send a few ravistra skirmishers to it and then send a colony frigate. then for the more defended planets as much as other people might disagree send a capital ship just the capital ship, usualy the best ones are the battleship and the bombing one. and you pretty much leave it there to destroy the other ships unless it gets seriously damaged then you should have a repair bay at your capital and you can fix it fast. once all of the militia is removed from the planet you can send your colony frigate and with the money that you have been saving up you can get the planet upgrades. you basically continue along this stratagie buying a few skirmishers and when you get the tech you get assilients and using two separate fleets to capture planets but other than that i don't have much more
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Reply #2 Top
For the vasari, u should focus on resource gathering, not credit income. This might sound bad, but it is easier to sell crystal and metal for credits. The evacautor,aka 'The Egg' is a very good first cap ship choice as it has a nanite bomb special ability that is the best cap-ship killing ability in the game. The drain planet ability is also awesome. hope this helps.
Reply #3 Top
I haven't played as the Advent yet, seeing I'm relatively new to SoaSE.

For the TEC, you should worry about how you gather your resources. Things in the TEC are averagely-priced, but sometimes I've seen people immediately buy big Cap ships and make them attack a planet alone, ultimately bringing them to a demise. The TEC are average in combat. But to answer your question, resource gathering is best for the TEC, since their vehicles aren't as powerful and you need to keep an eye on credit income.

The Vasari are probably one of the more expensive factions. They are not combat-worthy in my opinion. Most of their ships are support-types, and therefore you need to keep your credits, crystal and metal as high as possible. The first thing I usually do as a Vasari Commander is take over nearby crystal and metal asteroids, and use those resources later to buy more combat-worthy Frigates, Cruisers and Cap Ships. In the initial parts of the game, I would say spread to a planet or two, get as many resources as possible, then buy some good ships for protection.

That's just me though. Hope it helps :D
Reply #5 Top
Most of their ships aren't good for dead-on attacks. Most of their Cap Ships are for supporting their frigates and cruisers.
Reply #6 Top
Assailants are great at killing other frigates and will put a hurting on cap ships and Cruisers due to Phase Missles. Enforcers are probably the nastiest HC in the game. Why would you not have the two ships in thier fleet that put the hurting on anything and everything?

The Subverters crowd control the enemy fleet, overseers heal specific units and delay incoming enemy ships, the Enforcer slows and destroys the enemy ships, Assailants torpedo the enemy ships with phase missles, Skirmishers double the Antimatter cost for abilities, and Lanuraks allow for Vasari Fighters and Bombers which are better then the other two factions...

Then for the cap ships the Kortul, Space Egg, and Desolater are good for anti cap ship and DPS. While the Skinatra keeps the fleet and strikecraft alive and the Marauder crowd controls enemy capships.

Everyship has a Specific purpose in the Vasari fleet. Stating they aren't combat worthy is grossly inaccurate...







Reply #7 Top
overseers can heal? which ability is that, never noticed it before.
Reply #8 Top
Looks to be Reactive Nanite Armor. I think it starts with that.
Reply #9 Top
The Overseer doesn't really heal it gives a ship temporary hull. So if your cap is at 1000/3000 a couple overseers would boost your hull to like 2000/3000, they can do this over and over. The enemy kills temporary points, until the enemy is dead, then your cap drops back down to 1000/3000. Yes actual healing sounds a lot better, but repair ships are slow, while 10 overseers can make a cap unkillable temporarily.
Reply #10 Top
For Vasari rush assailants so you can leverage the advantage of getting LRF's cheaper/faster.
20+ assailants will get the job done for quite a while and you will have the most powerful fleet in the game quickly if you rush these.

For TEC, build some (5-10) cobalts to supplement your colonizer and don't even worry about getting LRM's. They are the worst long range frigs in the game and have light armor to boot.
Just rush HOSHIKOS and kodiaks. Build the kodiaks first, but remember to build lots of hoshikos as well. Once you get 5 heavy cruiser with 3 hoshikos it's all downhill.
The advantage for TEC is that their units are cheap so build lots of them.

Oh and don't build trade ports. In fact, don't build any civic research stations (unless you really have to ie surrounded by volcano or arctic planets) until you have a good fleet and like 5 military labs.

As for getting stomped in the first 30 min. I have no clue how you can defend yourself as one race but get the opposite as another? I mean just your basic cap ship + some frigs is usually enough to fend off the first real attack.
Reply #11 Top
I'm mostly a Vasari player myself. As I see it, there are two main reasons to play Vasari:

1. The Navigator's ability to take neutral extractors. When you consider that the main benefit of colonizing asteroids is that it allows you to build on extractors, and everyone always takes their asteroids, you see what an insane advantage this is. If you build enough Navigators (usually at least 3) and scout aggressively, you can gain the metal/crystal equivalent of 2 asteroids very quickly for a very low cost. Vasari requires you to pay a bit more attention to your scouts than the other races (it really hurts to lose a Navigator early), but the payoff is huge. Also note that you can take the extractors on gas giants and other neutral sites defended by pirates. Using shift-right click, order your Navigator to move back and forth across the system until it has enough antimatter to use the ability. Then use it, and repeat if necessary. The pirate ships aren't fast enough to catch it.

2. Long range frigates at tier one. Vasari can get its LRFs with only one research building, compared to two for TEC and three for Advent. Since LRFs pretty much dominate the game, this is a big deal.

If you're losing in the first 30 minutes, that's a bad sign, because Vasari should actually have an advantage early because of free extractors and quick LRFs. In fact, it's important to be aggressive and apply pressure to your opponent early. This is especially true if you're fighting Advent because in the long game his fleet will outclass yours.

My usual starting build is buy 100 crystal, upgrade homeworld, queue cap factory, crystal extractor, 2 scouts, Evacuator. As soon as resources become available I then queue a third scout and the 2 metal extractors. The scouts immediately go to explore and take any free extractors that are available. When the Evacuator finishes it goes to colonize the nearest asteroid. As soon as you have enough resources, build a Military Lab and start researching Assailants. Start pumping Assailants as you take any other asteroids/lightly defended terran/desert that are available. Once your scouts find the opponent, send your fleet his way.

Of course there are a lot of other ways to go, but this build is pretty solid and should put the pressure on your opponent right away. Good luck.
Reply #12 Top
I also play as the Vasari, and i agree with #1vasari sending in a kortul to clear ot nearbuy planets is a good idea if u can keep it alive, cus after the 4th planet it can easaly bet at level 3.
Once you get your hand on 3 to 4 planet/planetoids, your set for econ for some time so you have a chance to build up the assalents, or wait for the enforcers.
as for caps the second one i build is the egg, and after that i build em as i need and i dont build all the some ones. haveing a veriety is very good.
Reply #13 Top
Noobs giving noobs advice.


Vasari econ not good? Slow starters? Uh, did their assailants get put as a Tier 4 tech while I wasn't looking or something, or are they still Tier 1? Sounds like they're pretty fast out the gate myself, especially since they're widely known as the "rushing civ".

Do yourself a favor and disregard most of the above posts about vasari. Am I being cocky? Yes. Am I going to give you better advice here in a minute than about 95% of whats above? Yes.


First off, the two very combat worthy (LOL) ships that Vas fields are the assailant and the enforcer. If your opponent is far enough away and/or you can get a feed from your teammates, I would typically recommend teching to enforcer as quick as possible and making a ton of those to start with, adding assailants after you have a number of enforcs (about 12-15). Enforcers counter Illuminators, the most spammed unit on ICO. They also provide a meatshield that absorbs damage while the assailants, which do awesome damage but are relatively frail, pick away at your enemies.

If your opponent is close, then tech assailants right away and try to put assailants at his worlds before he starts spamming his illuminators. Target the frigate factory first, and then the Hostilities. Usually you dump everything you have plus a little your buds have (AKA feeding) into assailant production so you can overwhelm him early.

Now med distance away is where you're sorta fucked as Vasari. The advent player will be able to tech illums before you get any functional number of enforcers out, and his illums will eat your assailants in 75% of the straight up battles. My advice? Make sure you have every neutral that you can get, expand as much as you can behind your home world so that he can't easily access your breadbasket, and build repair bays/turrets on your homeworld while spamming the crap out of assailants. Once you have a large blob of assailants, start teching up phase missiles, health upgrades, and Armor upgrades. Why? Because a 6 Armor assailant with as much HP as an enforcer and phase missiles at 20% or 30% will eat illums for breakfast, burp, and ask for more.



As far as vas combat strategy, the piper can't give away all the tricks. I doubt half of you guys care enough to do the stuff I do anyways, since it's very micro intensive and the payoff is relatively small in the grand scale of things. I will suggest that you leave your Evacuator, your first vasari cap 100% of the time, away from the battle unless you're taking down an enemy mothership. Why? Because you want the damned thing to get experience so that you can get drain planet so you have to leave it near the combat, but you don't want to lose it in 20 seconds, which is what seems to happen every time the egg is mixed with assailants right on the front line.
Reply #14 Top
unless its a massive map.

going econimics instead of mass rush to lrms for tec will get you DEAD DEAD DEAD.


Vasari have the best anti illum spam in game.
Vaulk dreadnaughts..

2 of these with a planet with a few regen bays and a few missiles can take on and destroy 20-40 illums depending on there level thanks to the missile barrage ability.. at level 5 it does 600 damage to about 6 targets and has a very quick recast delay and with full antimatter can be cast 4 times each.

Two ships doing with special ablity alone can do 28800 damage which is over 26 illums killed.

Because it can work behind, you can run your caps through the middile of the illums and away to the safty of the regen bays and missile batts before they can turn around to give chase.

I just had a game where 6 valks took on 35lrms 10 robotic crusiers around 20 cobalts and 10 carriers.

I had to withdraw I had no antimatter left, but no lrms survived only half the robotic crusiers and carriers and a few cobalts and most of these were heavily damaged and the robotic crusiers were out of power trying to heal everything.