Vaygr Fighters


The Vaygr Fighters Corvettes Frigates Capital Craft Motherships Platforms

VaygrThe Vaygr's inferior technology starts to show early on in any multiplayer game. There's only one tier of research in a single Research Module. But the Vaygr have to unlock all their regular Strikecraft hulls by researching separate tech's. However, this is probably an act of game balancing by the developers to keep the Vaygr player from obliterating the Hiigarans too soon! Vaygr Strikecraft are designed to tackle everything their own size and dominate it - but they can also seriously savage targets far bigger than themselves. They get Corvette killing Fighters and Frigate killing Corvettes, reversing the usual size trumping between the different hull sizes.

Fighters are the most basic units to get off the ground. Apart from the trio of Scouts, all Vaygr Fighters come in squadrons of five to seven and lots of stripes. They enjoy a higher unit cap over the Hiigarans. While they might be more numerous, their lighter hulls suffer higher attrition rates and need a lot more backup and plenty of re-docking. The Fighter Facility does not require any prerequisites to be built, but most vaygr Fighter types don't become available until the Research Facility is finished and their respective tech's. are studied. Vaygr Fighters only get two Fighter Upgrades, and each upgrade applies collectively to your entire Fighter force. The first level is fairly cheap, but the second suddenly gets expensive.

Survey Scout
High Speed Scout
These are the high speed eyes and ears for your fleet. Survey Scouts are specialised spotters, and essential for keeping an eye on the map. In fact, these little guys, when fully upgraded, can outrun speeding Probes! This high speed is offset by a lack of any Sensor upgrade (enjoyed by the Hiigaran Scout), so while they might be very fast, they have to edge closer to the enemy. They're great for chasing down Probes and maybe Hiigaran Scouts but their negligible armour and weaponry are simply token gestures. Provided they don't make the mistake of stopping or turning they can outrun most shipping.

If upgraded with the EMP capability, they can even freeze other shipping for about half a minute. While EMP is short ranged, don't underestimate its capacity to paralyze and completely knobble enemy shipping. Its a great battle turner, but it does require some practice and fiddly micro management, and there's a 70 second recharge time.

Survey Scouts come in trios. You can build these immediately without any prerequisites in the game. They're great little spies - but need a little minding and they take up precious Fighter slots.

Prerequisites:

none

Perks

2 Fighter Engine Upgrades

EMP weapon upgrade

Pros

Excellent speed: when fully upgraded, can out run Probes

Good Probe repellant

EMP spell temporarily freezes all shipping with range

Cons

Hopeless at combat - steer clear of all action!

Massacred by any anti-Fighter systems

Vaygr version doesn't get a Sensor upgrade


Assault Craft
Anti-Fighter Fighter
Assault Craft flyby
This is the basic bare bones Vaygr Fighter; the lesser equivalent to the Hiigaran's Interceptor. What it lacks in firepower it makes up for with superior numbers. These swarmers are lighter, faster and more numerous. They form the first armed units the Vaygr can churn out in numbers and you can knock these out the moment your first Fighter Facility is built. They suffer high attrition rates and need frequent reinforcing. While the Vaygr player is struggling to tech their Strikecraft force up to scratch in the early stages of a game, the Assault Craft is there to watch over them.

They're excellent for countering Bombers, Lance Fighters and meeting Interceptors on their own terms. But it really is only capable of tackling targets its own size. You'll find them starting to struggle against Corvettes and Platforms unless you've darkened the sky with these things, y, and up against Frigates and Capitals they're all but useless except as distractions for point defences and other anti-Strikecraft weapons.

But don't ever leave home without them. Vaygr forces rely heavily on mixed forces where each type of ships is covering its comrades' shortcomings, and Assault Craft fill out a Vaygr Strikecraft cloud nicely, especially covering Bombers and Lance Fighters. You should also use them extensively to cover any Capital Shipping, keeping those enemy Bombers at bay.

Assault Craft fire 30 point bursts of rapid fire, missing 90% of the time. Since they have the numbers and fire pretty frequently, chances are a full squadron will always kill another Fighter or two with every salvo. One on one against an Interceptor, they have shorter range, shoot slower, and with less accuracy, but they don't suffer any weapon penalties like the Interceptor does: Assault Craft can actually inflict more damage against Frigates, but that isn't saying much. Its excellent mobility and speed is ideal for striking out across the map, but is offset by its slight strength.

But any deficiencies lone Assault Craft have are compensated for by coming in squadrons of seven. Weight for weight, an Interceptor squadron is moreorless comparable to an Assault Craft squadron with a slight edge on firepower - assuming no losses of course. You can identify these fighters by the dark "spear-point" shaped clouds they form. When set to Aggressive, they bunch together in a tight little knot, making them very susceptible to concentrations of enemy fire, especially from Flak Frigates. Their basic shape forms the foundation from which all Vaygr Fighters are based.

Prerequisites:

Fighter Facility

Perks

2 Fighter Engine Upgrades

Pros

Comes in squadrons of seven!

Good Fighter counter, perfect against Bombers or Lance Fighters

Faster than the Interceptor
No weapon penalties against different Armour types

Cons

Outclassed by Corvettes and Turrets

High attrition rate at the best of times

Massacred by any anti-Fighter systems, especially by Flak Frigates and Gunships


Vaygr Bomber
Anti-Capital Fighter
Vaygr Bombers bombard a target
The Vaygr Bomber is a specialised Capital ship killer, but its real claim to fame is its amazing ability to destroy Subsystems. No other unit in the games seems to clip those modules quite as effectively. Being a Fighter, its highly agile - although not by other Fighter standards - and in numbers Bombers can pose serious threats to any Capital shipping lacking any anti-Fighter escorts. Half a dozen Bomber squadrons easily strip Subsystems and blow away Frigates with ease.

Apart from looks, Hiigaran Bombers and Vaygr Bombers are very similar, with identical build times, speed, armour and range. Weight for weight, the Vaygr Bomber is slightly less powerful, fires a bit slower and is slightly less accurate than its rival, but this is offset by the Vaygr Bomber squadron having six members instead of five. The Vaygr Bomber delivers 110 points of damage; with the upgrade this jumps to 195, actually exceeding the Hiigaran version. An upgraded Vaygr Bomber squadron at full strength can drop 1170 points on a target, compared to a Hiigaran Squadron's 950. They score a 250% bonus against Subsystems, but only inflict 50% damage against Platforms.

When it comes to dog fighting and looking after itself, Vaygr Bombers fail badly, especially if they're busy concentrating on capital ships. They will be quickly swept from the skies by Interceptors and Assault Craft, and very vulnerable to every type of anti-Strikecraft system in the game. Even point defences can seriously take their toll. But this is more than offset but their incredible usefulness. With the Plasma Bomb upgrade a Bomber squadron can unleash astonishing amounts of firepower that wouldn't look out of place on a Frigate. They're great early on against those first Frigates, and just the thing to slip half a dozen squadrons under the guns of a Battlecruiser and knobble its main weapons - a tactic all good players should quickly learn. Against a Mothership or a Carrier you should be cherry picking those production Facilities to kill of any fresh reinforcements being built. Just make sure you look after them... you'll find their horrendous attrition rates forcing you to retreat them frequently.

Prerequisites:

Fighter Facility

Research Module

Fusion Bomb Tech

Perks

2 Fighter Engine Upgrades

Improved Bomb Upgrade

Pros

Utterly brilliant against Subsystems: 250% damage!

Excellent against Frigates

Very good against Capital craft

Better firepower (once upgraded) than the Hiigaran Bomber

Cons

Utterly, utterly wiped out by any kind of anti-Fighter technology: Interceptors, Assault Craft, Flak Frigates, Gunships, etc

Only 50% damage against Platforms


Lance Fighter
Anti-Corvette Fighter
Lance Fighters burn your retinas out
The Vaygr's extra Fighter is an ostentatious piece of work expressly designed to pop Corvettes, a job it does very well. Watch a squadron of Lance Fighters in action, and you'll see them burn through enemy Corvettes like Interceptors carving up a cloud of Bombers. Its trademark signature is an extraordinarily bright red laser beam that lights up the entire map. For all that bluster, a single Lance Fighter only packs double the firepower of an Interceptor, but since these guys come in wings of five, a few rounds from a few Lance Squadrons will destroy any Corvette squadron, if not an erase a significant chunk of a Frigate. Sprinkle a few Lance squadrons in a Vaygr strike cloud and you'll be pleasantly surprised at how fast even enemy Capital Craft disappear - they are definitely the hard edge of the Vaygr's otherwise light Fighter forces. To get the most out of them, there needs to be plenty of other ships to distract enemy fire for them to do their work.

Their light armour will see them getting massacred like every other Vaygr Fighter, but they easily dish out as much as they take. Its a great little number, but like the Bomber, a little vulnerable on its own, even when its dispatching Corvettes. In big battles I seem to notice Lance Fighters dying very quickly. They have no special rules or restrictions on anything, other than having 10% accuracy against all kinds of Strikecraft. With relatively their low rate of fire, they are outclassed by Assault Craft and Interceptor wings. You can identify Lance Fighters by their red noses and serrated edges. And those vivid red laser beams, of course.

Prerequisites:

Fighter Facility

Research Module

Lance Beam Tech

Perks

2 Fighter Engine Upgrades

Pros

Utterly brilliant against Corvettes

Excellent against Frigates

Very good against Capital craft and Platforms

Hiigarans don't have anything quite like it

Cons

Still gets nailed by any kind of anti-Fighter technology: Interceptors, Assault Craft, Flak Frigates, Gunships, etc. You'll lose a lot of 'em in action.


The Vaygr Fighters Corvettes Frigates Capital Craft Motherships Platforms

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Last modified Wed, Mar 30 2005 by Lindsay Fleay.