ok i guess this is due. many questions will be answered. Mjr. whoopass i thankyou for your patience. here is the confed ship list and ship role. i will post BW and BL over the course of the next few hrs.
Race: Confederation
Fighters:
Arrow – Strong vs Bombers. Aim is for these to be light scout and quick intercept. Cheap and quick to build. Buildable without any tech research.
Hellcat – Strong vs Medium/Light fighters. Mainstay fighters for space supremacy during the beginning of the game. Available without any tech research.
Excalibur – Strong vs Most fighter craft and light capships. The ultimate fighter for confed and perhaps the only one available to challenge the dragon. 1 tech research (Excalibur deployment) and 2 upgrades (Excalibur cloaking and Excalibur jump drives). Excellent for long range scout, intercept, space supremacy and hit and run.
Thunderbolt – Strong vs Heavy fighters, bombers and light capships. Lasting firepower, the thunderbolt serves as the heavy hitting backup to the lighter space supremacy fighters on the field such as the hellcat. Available early but only buildable on carriers, not cruisers.
Longbow – Strong vs Capships/motherships. Torpedo delivery at the expense of everything else. It has little protection from fighters and can battle ships with equally low mobility, but will almost always require escort of light or medium fighters to be effective. 1 research required (heavy fighter support) and 1 upgrade (increased torpedo strength). Not buildable on cruisers.
Frigates:
Scout Transport – Strong vs none. cheap recon ship. Most often to serve as fighter bait, luring the light ships in so that an ambush can be made on the heavier ships in the enemy fleet. No research required.
Caernaven – Strong vs Frigate class. The comfort of probing the enemy from your own home. This ship has improved weaponry from the scout transport, but can still be ripped apart by heavy fighters/bombers. Will allow increased sensor range for all neighboring ships and have the sensor ping ability which enables detection of all enemy fleet movements without moving into striking range. 1 tech research required (caernaven chassis) 2 upgrades (increased sensor range and sensor ping ability)
Capships:
Concordia – Strong vs Carrier and Light/Medium Fighters. Fleet deployment at its finest. Capable of carrying a large array of fighters and also has the ability to deploy marine troops and small utility stations such as turret stations and jump buoys. 3 tech upgrades (increased hull strength, increased speed and jump drives). 2 subsytems (bridge and engine)
Tallahasse – Strong vs All capships/mothership and light fighter craft. A pure capship smasher with high tactical value. Cruiser class has the ability to build light fighters (arrow, hellcat), excalibur, marine troops, jump buoys. Slower than any other capships in the fleet and with relatively less hull strength than the Concordia. However its firepower is unmatched. 1 tech research (Tallahassee chassis) 4 upgrades (increased hull strength, increased speed, jump drives, and light fighter support *required to build fighters on the Tallahassee*). 2 subsytems (bridge and engine control)
Destroyer – Strong vs Capships/light fighters. Excellent firepower for its size and speed, the destroyer will be the first line of heavy fire against fighters and capships alike, on any battlefield. Much cheaper and faster to build than the Tallahassee but lacks the tactical advantage of a functioning fighter bay. Carries capship missiles for that extra battle punch. 1 tech research (destroyer chassis) 3 upgrades (increased hull strength, increased speed and jump drives). 1 subsytem (ship control centre)
Utility/Platform:
Mining Transport – Strong vs none. Mining control and operations. Has very light defense against fighters. Generally needs to be kept behind well guarded areas or in reach of quick support from stronger capships/fighters. Docking ship for mining drones. Buildable only at confed HQ/Shipyard. No research required.
Marine Shuttle – Strong vs none. Special unit for capturing enemy ships. No self defence against fighters/capships. This is offset by its speed and mobility. 1 tech research required (marine boarding troops)
Turret Station – Strong vs light fighters. Ideal for catching that nosy enemy scout wing off guard. These cheap and powerful anti-fighter stations will eat through light/medium fighters provided there are no capships nearby. One shot move (like HW2 turrets). Buildable only at confed HQ/Shipyard and on concordias. No research required.
Jump Buoy – Strong vs none. Jump gates that connect fleets and facilitate quick transport of battleships. Ships can only use jump buoys once they have researched each ship type’s specific jump drive system. Excaliburs are the only fighters that can use jump gates. These are capture able allowing enemies to use your gates to jump their ships into your space and vise versa.
Mining Drone – Strong vs asteroids with RU on them. Just your average everyday mining drone. For the time being this will be the default mining drone that is in HW2 on the side of Hiigarians.