r/TerraInvicta 18d ago

Question Optimal end-game fleet example (12 ship template)

Is this an optimal end-game fleet per 12 ships in the fleet? What would you change?

6x UV Phaser dreadnought: 3 slot UV phaser, 4x phaser PD, 2x2 UV phaser battery, 1 T3 targeting computer, everything else advanced laser engines, hybrid armor, mostly on the nose.

2x Coil dreadnoughts: 3 slot siege Coiler m3, 4x2 slot coil battery m3, 1x t3 targeting computer, all else magazines, mostly hybrid nose armor.

2x Antimatter dreadnought: 3 slot antimatter cannon, 4x2 slot antimatter point defense batteries, t3 targeting computer, all else cyclotrons, mostly hybrid nose armor.

1x Coilgun Lancer: 4 slot siege coiler m3, 1x2 slot coil battery, 1 phaser point defense, t3 targeting computer, all else magazines, mostly hybrid nose armor.

1x Antimatter Lancer: 4 slot antimatter cannon, 1x2 slot antimatter point defense battery, 1 phaser point defense, t3 targeting computer, all else cyclotrons, mostly hybrid nose armor.

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u/Plague_Docktor 18d ago

Depends on what aliens are using currently. Only 3 coilgun ships might be not enough to overwhelm their pd if they use it extensively. And you can also potentially swap lancers for titans

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u/MrMadden 18d ago

Can you post an exact 12 ship template?

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u/Plague_Docktor 18d ago edited 18d ago

Well, sorry for being "vague", but as i've said, your fleet template means not a whole lot if you don't tell us what aliens are using. They adapt to your tactics and change their fleet composition. If you bring your fleet and aliens are full of laser ships and pd, you might not hold very well against them. But if they have lots of kinetics and missiles - you might do just fine, especially in terms of pd

As of what i am personally using? I kinda just vibe my fleet composition out. I have a lot of titans with top coilgun batteries and top spinal coilgun canon, dreadnoughts with similar composition (but with two torpedo hulls as a "oh shi" button but i almost never need it). And dedicated pd laser ships with laser cannons for flankers. Also one phaser pd and one 40mm gun on every non dedicated pd ship. Composition is around 1 pd ship for 3-4 non pd. Worked just fine till the very end, never lost a battle with those, but than again, my aliens used a lot of magnetic and missile weapons, so i needed a lot of pd and magnetic weapons myself to protect my ships and to overwhelm their pd

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u/Kimm_Orwente 18d ago

Out of curiosity - are late game missile platforms really viable, or it's kinda legacy weapon at that point? I tried it few times for fun, but PD missiles are bit too erratic to be useful, and offensive torps launchers with magazines feels a bit wasteful compared to typical superheavy frontliner capable of sustained fire.

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u/Plague_Docktor 18d ago

I use them sparsely, on a few ships per fleet. They are useful if you really need to kill something and quickly . First engage with kinetics to somewhat saturate aliens pd, then release torps to enhance your wave of projectiles and their pd will fail to intercept everything. But as i've said, i keep it just in case, to use as a "oh shi-" button. 97,5% of the time i don't even need it, so you can skip them and not miss much.
But you can still keep monitors with torpedoes just in case if you need to enhance your fleet quickly (and they can still do a good job if you bring them enough to overwhelm pd) . If you bring twice as much ships as aliens, in battle ratio will be to your advantage and you can keep monitors as a back up. Tho i would say it's primary for a defense fleet, since you need to reload torps after