Fleet was built up from purely recovered ships. Version 0.9.1a. A wide variety of ships initially, but over time ended up chosing ships which were survivable and deal out a good amount of damage and could fight when outmatched in DP. Ships like Onslaught and Legion and Dominator and Mora were removed gradually. Doom can be assumed to be "flagship". The nice thing about Doom is that you can leave the Doom to go pilot another ship and when you come back, it is still there. Endgame tactics; concentrate firepower when appropriate, withdraw ships that need withdrawing, use personally piloted ship to exploit moments of opportunity. Initially games were played in 300 Battle size, but was changed near the end to 500 Battle size. Most of these ships have D-mods in the game but I restored each of them to show the fit.
This Conquest is a bit different to one I have posted in another thread as I must have written over or deleted a game save and I thought I had 4 but there is only 3. It has Heavy Burst laser instead of Graviton Beam. More useful against incoming missiles since AI Conquest fights at a funny angle. Not sure why I have all the other LR PD to be honest. I suspect it is due to beams looking nice and they provide a visual indication when observing the battlespace.
A typical Eagle. I imagine most players will make an Eagle like this. There are three Eagles. One of them is XIV Eagle, but it shouldn't matter to the general build since XIV Eagle has more OP. One of them replaces the pair of Salamanders with Advance optics for greater range so the ballistic projectile fades around the same range as the beam, as opposed to the beams being just under the ballistic weapon range. Doesn't seem to make much difference in effectiveness to be honest, though I suppose the Ion Beam should theoretically be more likely catch out withdrawing ships.
This Eagle fit was not used in the end fleet, but I thought to include it in as it is interesting to see the changes before reaching that point. This was attempt to create a higher DPS, more survivable Eagle, trading range and beams with PD and high DPS, to help finish off after retreating targets. These Eagles were gradually replaced by Conquests on a 2 for 1 basis. I am uncertain if a Mauler would be better than Heavy Mortar for DPS against high armour ships. Heavy Burst laser can possibly be replaced by Burst PD Laser especially since Heavy Burst Laser has a slight tendency to get into range and fire when unwanted. For some reason Heavy Needlers were extremely rare in my game, so I didn't use them despite being ideal. Their role was eventually taken by Conquests and Herons so I replaced them with the long range Eagles which can generally be left alone without using command points.
I am not entirely sure why I have a single Falcon in the end fleet but there it is. Pretty typical Falcon I suspect. Basically a mini-Eagle but with worse weapon ratios. Possibly there to fill Deployment Point gaps.
One of 2 Herons. I must have deleted a save as I thought I have more variants with Thunders and I thought I had a config with 1 Dagger and 2 Longbows. They came quite late into the fleet as I initially was trying a game without fighters, but then I realised I needed something that could quickly finish off ships. I realise that after posting, I forgot to restore the Heron before taking a picture but whatever. I normally leave them floating around on their own accord, directing an appropriate amount of them to fighter strike appropriate targets. Usually 2 is enough to be directed at for a capital. There's always a sad moment when you run out of command points and now you can't concentrate attacks. Oddly, they are vulnerable to fighters if for some reason the AI decides to harass a heron with fighters.
A Doom. Spends most of it's time phased, mine striking ships and surrounding them with mines to prevent escape or outright destroying them. Configuration is basically a reconfigured Strike autofit. 4 Sabot SRM, 2 Typhoon Reapers. I find that I have to carefully proportion the sabots and reapers, which can be tricky since generally you need more sabots than reapers. Sometimes reapers are fired on on shielded targets to increase the flux of the targets. Phasing means that you can reload the reapers faster than expected in "real time". The 2 Heavy Blasters are useful for fending off and finishing off ships at times. Can be replaced with Pulse Laser or Phase Lance I imagine. The 4 Burst PD Lasers might seem pointless, but are needed for deleting all sorts of missiles and fighters that would otherwise harrass you when unphased. The small energy mounts were initially left empty but were filled back up again due to this. Congratulations on whoever created the Strike autofit variant for the Doom. Though perhaps you can't go too wrong for weapons on a Doom. There's all sorts of combat "tricks" and skillful use to be done with the Doom. Not sure why I have reinforced Bulkheads instead of Hardened Subsystems or just more vents. I must have found myself in situations where the Doom lost a lot of HP.
There's also a 2 Tempests, an Omen, and a smattering of phase ships that get cycled through when the Doom runs out of PPT. To be honest the non-phase ships frigates don't see much play. They are all pretty typically built I imagine. Afflictor has 2 Antimatter Blasters, 2 Light Assault Guns, 1 Ion Cannon. Shade has 2 Antimatter Blaster, 1 Ion Cannon. The second Shade also has 2 IR Pulse lasers added, not sure why. Harbinger has 3 Phase Lance and the other has 2 Heavy Blasters.