In an effort to make this forum a bit livelier, I thought maybe I would jot down some thoughts on the various TI3 units and compare notes with other players. This is all my opionions of course, based on various play experience. Not included here are ground forces, space docks, pds, or carriers. I find these units all to be very straightforward, or (in the case of carriers) covered by other entries.
Fighters: Lets start small. Fighters are often toted as one of the greatest ti3 units, and I won't necessarily smudge their badge of honor here. They're great, allowing you maximum hits for minimal fleet supply. Thanks to a lot of 'stackable' damage boosts when combining techs, action cards, and race abilities, these little guys have the potential to hit pretty darn hard too. Fighters have only a few drawbacks, the main one being transport space. Fighters have to share a ride with Ground Forces. If you want to take a planet over that has enemy ground forces on it, it means less space for your fighters. The second major problem with fighters is production. This varies greatly depending on number of players, but I find with less players you often have resources in enough abundance that you can easily max out your docks capacity for building fighters and still have enough resources to wish you could build more.
Destroyers: I've often heard these called a weak unit, but I tend to like them. In general, I think I like them better than cruisers, in fact. Defense-wise, they are the same as a cruiser, and in terms of cost the Destroyer is obviously cheaper. The destroyer falls behind then only in terms of offensive power. While its true that cruisers will hit a full 20% more than a destroyer, the destroyer anti-fighter barrage can make up for that. Since fighters are so awesome, chances are good that the enemy fleet will contain them, lets assume that is the case for this example. Each Destroyer (unupgaded) has 2 shots, each with a 20% chance to hit, overall roughly a 30% chance to hit a fighter per destroyer. This increase in firepower in the first round IMO makes up for the decrease in firepower in subsequent rounds. After the anti-fighter barrage, your destroyers can easily be used as cannon fodder, whereas in order for your Cruisers to really benifit from their increased firepower, they need to stay alive a bit longer.
Cruisers: If you were reading the previous entry, you may have come to the conclusion that I don't especially like cruisers. But this is only half true. As far as economically priced combat ships are concerned, its true that I prefer Destroyers. But the cruisers have big tactical advantages of their own. They can get in the way rather nicely, but their main draw is Stasis Capsules. This tech makes the cruiser worth building, IMO. Especially where races such as the L1z1x are concerned who are slow to get XRD transporters, stasis capsules + Cruisers give you an early fast ship that is capable of taking over lots of neuteral planets, which is exactly what the L1z1x need early. Stasis capsules on Cruisers can also help trasnport extra ground forces into a tough battle ahead, allowing more space on your carriers for Fighters. Late game, the Cruiser with stasis capsules still shines in terms of disruption, able to take over undefended planets and deny your opponents valuble resources. You can have lots of fun with cruisers when using action cards, specifically "In the Silence of Space" or "Flank Speed". The rarer card "minelayers" is always great fun too.
Dreadnaughts: Another unit I hear called weak, which I dont think it deserves at all. Sure, they're a tad on the expensive side, but they have sustain damage and bombardment, which prove their worth time and time again. Ok, so the other problem is their speed. This is sometimes a bit difficult to get around, but it can be done. It's probably the case that you won't make it to Type4 drives for the lions share of the game, but not to worry. The key to dreadnaughts is to build them in a place that's already in the front lines. A dreanaught built in your home system does you little good, but a dreadnaught built right next to Mecatol Rex can be supremely helpful, as it's already within striking distance of the most important planet in the game.
War Suns: As I prepare to dodge some tomatoes, I'll say that in general, I don't like war suns. If you thought Dreadnaughts were expensive, these are more than twice the price. Yes, they are the biggest, baddest ship around. They've got a host of special rules, transport ability and there isn't anything better at destroying ground forces. Still, having to tech up to be allowed the privilege of building them alone is a setback. Did I mention the extremely prohibitive resource cost? Beyond that, if you dont want your war sun hunted down and demolished, you've got to put it in the middle of a big fleet, which costs even more resources. Fighters/Ground forces are a must, so even after you've got war sun tech, you're looking at a couple turns until your fleet is good enough so that you can use them securely. Ouch. Beyond that, even their Sustain Damage is less than useful, because nobody in their right mind would dare risk a hit on a War Sun in case somebody has a Direct Hit lying around. That said, the Sardaak Nor seem to make good use of War Suns (I don't have the expansion, So I'm not mentioning the other race that I know is good with them). The Sardaak Nor have their tech started in the right direction to get War Suns at least as quick as anybody else, and thier War Suns hit on a 2+, on d10s!. Toss in a morale boost and you dont even have to roll the dice. Now that's entertainment.
Ok, well I guess that's all I have to say about that. Hope you enjoyed my unit overview, if things go well enough maybe I'll start posting other random tactical theads that people can share thier ti3 knowledge on.
-awp832