Homeworld Remastered Collection

Homeworld Remastered Collection

Not enough ratings
Multiplayer Guides
By Cloaked and 1 collaborators
Multiplayer Guides created by high level players, for all players. The guides cover the basics of getting started, settings, and terminology. Then they go into multiplayer tips, tactics, strategies, builds, detailed write-ups, and tournament information.
   
Award
Favorite
Favorited
Unfavorite
Contents
The multiplayer guides below cover:
- YouTube Channels
- Tournaments
- Recommended Settings
- Terminology
- Macro
- Resourcing
- Tips
- HW2 Matchup Chart
- Tactics and Strategy Options
- Hiigaran Builds
- Vaygr Builds
- Playing HW1
YouTube Channels
Below is a list of youtube channels for Homeworld Remastered skilled multiplayer gameplay:
- Cloaked - First person gameplay and tournament casting/commentary.
- Fear - First person gameplay, tournament casting/commentary, and multiplayer guides/builds.
- Dreamlands - Multiplayer casting/commentary.
- Maddie (aka Madman) - First person gameplay.
- Agronom - First person gameplay.
- Homeworld 2 Classic - First person gameplay of high level multiplayer games from Homeworld 2 classic. Most strategies still apply to Homeworld Remastered.
Tournaments
For up-coming tournaments see the #tournament-announcements channel on the
Homeworld Discord[discordapp.com] chat server.

Tournament History
Balcora Cup 2 (2020)
- Info[battlefy.com], Videos 1, Videos 2, Videos 3[discordapp.com]
- Champions: Cloaked & Dark. Runner-ups: Tyguy & Battlestar.

Balcora Cup 1 (2019)
- Info[battlefy.com], Videos
- Champion: Fear. Runner-up: Cloaked.

We Want Homeworld 3 Tournament (2015)
- Info[challonge.com], Videos (dead link)
- Champion: Maddie. Runner-up: Cloaked.

HWR Masters 4 (2015)
- Info[challonge.com], Videos[www.twitch.tv]
- Champion: Maddie. Runner-up: Cloaked.

HWR Masters 3 (2015)
- Info[challonge.com], Videos[www.twitch.tv]
- Champion: Maddie. Runner-up: Hideki.

HWR Masters 2 - 2v2 (2015)
- Info[challonge.com], Videos[www.twitch.tv]
- Champions: Maddie & Agronom. Runner-ups: Cloaked & AOHNH.

HWR Masters 1 (2015)
- Info[challonge.com], Videos[www.twitch.tv]
- Champion: Cloaked. Runner-up: Sajuuk_Khar.
Recommended Settings
The following game settings have been optimized for multiplayer. Some settings
depend on the Players Patch. Feel free to tweak them to your liking, but this is a great base to start from.

Gameplay
- Arrow key users typically want to keep the Camera Pan Speed Scale at 1.
- Most players like the Mission Difficulty Scale between 0.5 and 1.0.

Audio

UI & HUD

Video part 1
- The video settings are optimized for a lag free multiplayer experience. Using high graphic settings (especially textures above 2048) often leads to bad lag in multiplayer.

Video part 2

Custom Grid Controls
- The following custom keyboard shortcuts have been optimized into a grid layout, and work quite well.
Terminology
By: Fear

Gathered here is a list of all the lingo used in the multiplayer scene for HW:RM. Formatted as Acronym = Meaning.

Races
hgn / hiig = Hiigaran
vgr / vay = Vaygr
kus = Kushan
tai = Taiidan
hw2 = Homeworld 2 (races / game)
hw1 = Homeworld 1 (races / game)

Units
ms = Mothership
fs = Flagship
sy = Shipyard
cc = Carrier
caps = Capital ships
ints = Interceptors / Assault Craft
acs = Assault Craft
bombs = Bombers
corvs / vettes = Corvettes
pulses = Pulsar Corvettes
missiles / mvettes = Missile Corvettes
lasers = Laser Corvettes
lights = Light Corvettes
heavies = Heavy Corvettes
multis = Multigun Corvettes
mines = Minelayer Corvettes
reps = Repair Corvettes
salvs = Salvage Corvettes
frigs = Frigates
torps = Torpedo Frigates
flaks = Flak Frigates / Vaygr Assault Frigates
ions = (Hiigaran / HW1) Ion Cannon Frigates (sometimes also for Ion Cannon Platforms)
marines = Marine Frigates (sometimes also for Infiltrator Frigates)
dff = (Hiigaran) Defense Field Frigate / (Taiidan) Field Frigate
afs = (Vaygr / HW1) Assault Frigates
hmfs = Heavy Missile Frigates
infils = Infiltrator Frigates
supps = Support Frigates
drones = Drone Frigates
dd = Destroyer
mdd = Missile Destroyer
bc = Battlecruiser
hc = Heavy Cruiser
plats = Platforms
colls = Resource Collectors
refs = Mobile Refineries / Resource Controllers
sd probe = Sensors Distortion Probe
proxy (probe) = Proximity Detector Probe
gws / gravs = Gravwell Generators (gw can sometimes also refer to Hyperspace Inhibitors)

Modules, Facilities, Subsystems
Disclaimer: All three terms (modules/facilites/subsystems) are interchangeable. Technically, modules and facilities are subcategories of subsystems, but who cares about that?
sub = Subsystem
mod = Module
facil = Facility
cs mod/facil/sub = Capital Ship Facility
cloak = Cloak Generator
gw / inhib = Hyperspace Inhibitor
res mod/facil/sub = Research Module
adv (res) mod/facil/sub = Advanced Research Module
FCTs = Fire Control Tower

Abilities
hyp / hs = Hyperspace
emp = (HW2 Scout) Electromagnetic Pulse
boost = (HW1 Scout) Speed Boost
stun = Usually HW1 Gravwell activated ability
burst = Heavy Corvette Burst Attack / Missile Destroyer Volley

General HWRM
tech = Technology (referring to research)
float = Floating (referring to having unspent rus)
hw = Homeworld
hwrm = Homeworld Remastered
hw1 = Homeworld 1 (races / game)
hw1c = Homeworld 1 classic
hw2 = Homeworld 2 (races / game)
hw2c = Homeworld 2 classic

General Internet / Gaming
gl = Good Luck
hf = Have fun
gg = Good game
wp = Well played
r(?) = Ready(?)
Macro
By: Fear

* Macro? Isn't that like turtling up and playing defensive?

Playing macro doesn't have to mean playing the long game. Macro is a part of any gameplan, whether you're rushing or aiming to stall the game into capital slugfests. Macro refers to the management, usage and optimization of the infrastructural and economic aspects of your fleet.

* Oh, like harvesting?

Harvesting is just one aspect of macro. The goal of macromanagement is to outproduce your opponent. Against most players, this is a win condition. If you attack your opponent with 10 heavy missile frigates and they only have 3, you're gonna win the fight and get even further ahead.

To this end, you can identify some core aspects of macro play:
- optimal collection of rus for a given strategy
- ensuring all rus can be spent
- ensuring rus are spent efficiently

* That still sounds pretty defensive... I want to play super aggressive!

Macro is as much a part of a hard rush as micro is. In fact, you could make a good argument that rushes work primarily because of macro. Continuing to develop your macro is always a decision with the risk of being attacked before it pays off.

For example, if you are doing a 6-interceptor rush on Shield as Hiigaran, you will cut the production of collectors much earlier than usual. This decision to cut collectors is macroing. You have identified the correct amount of collectors you need to fund the strategy you're going for - you're also considering the opponents macro and aiming to undercut them.

* Then why do people always talk about macro when referring to long games?

To my mind this is just an unfortunate case of polysemy[en.wikipedia.org] (I definitely didn't need to google that one). When you're aiming for a longer game, you can be said to be 'macroing up', which means you are developing your economy and infastructure to build a fleet off of. However, macro itself is a core part of any gameplan.

Macro does become more complex as the game draws on. In HWRM, the increase stays fairly steady for the entire run of the game until superlate when the only thing left to do is push (i.e maxed out fleets on both sides).
Resourcing Part 1
By: Fear

Optimizing the collection of rus is absolutely essential in any game, whether you're rushing or playing the long game.

Saturation
Unlike SC2 and a few other games, there is no indication of how many collectors are needed to optimally harvest a patch of rus. Fortunately, RU patches basically only come in three sizes in RM:
- tiny patches can handle 3 (5) collectors
- standard patches can handle 6 (8) collectors
- large patches can handle 9 (11) collectors

Numbers in (parens) indicate the amount of collectors you can maximally assign to the patch before you get absolutely tiny or no return on investment.

For example, 6 collectors will mine a standard patch with minimal or no delays such as queuing. However, there will be a very small amount of downtime where some slots on the asteroids may be vacant for a short time, for example.

By adding another collector, you can mine just a little bit better, however the return on investment from this extra collector is less than from the first 6. Adding an eighth collector will just slightly make the collection more optimal; the ROI is pretty bad and won't pay off for a while.

Beyond this, the additional RUs spent on bonus collectors won't be regained until truly unfeasable amounts of time, so its generally not worth even considering.

Examples of these three types of patches:
- Rings of Hraal is full of tiny patches
- Crimson Bond primarily has standard patches in the spawn locations
- Shield's second patch with the large asteroid is a large patch.

One note: many larger maps have a central mega-patch which is actually 2-3 patches clumped together. In this case, just go mad.

Dropoffs
For all races, ru dropoffs come on production ships as well as controllers (ingame, hw2 controllers are called refineries, I'll just call them all controllers).

In the early game, it's almost always best to immediately send your carrier to your natural expansion. The natural is whichever RU patch is the most easily accessible to you aside from your main patch, which is almost always placed right beside your mothership at game start.

You can then go about saturating your patches (see the first section of this guide).

It's incredibly important to position your dropoff points correctly! Each race is different:
Hiigaran:
- Mothership: back facing the patch, vertically aligned
- Carrier: sit above the patch, slightly forwards to align the dropoff
horizontally
- Refinery: same as carrier, but can often be placed right inside the patch

Vaygr:
- Flagship: sit above the patch, slightly forwards to align the dropoff horizontally. Be very careful to leave a little vertical distance, as the FS has a huge collision box and can lock latch points out!
- Carrier: Vertically aligned, left side facing the patch, slightly forwards. Vertically aligned, back facing the patch is also acceptable.
- Refinery: Above or below the patch. Be very careful not to place inside or too close to the asteroids, as vaygr collectors can and will get jammed. Keep an eye on this!

Kushan:
- Mothership: Same as Hiigaran
- Carrier: Same as Hiigaran
- Controller: Same as Hiigaran. Be very careful not to place it too close to the asteroids horizontally, as the collectors can and will get jammed. Keep an eye on this!

Taiidan:
- Flagship: Sit below the patch, offset to the left, slightly forwards as the collectors have a long 'runway' to dock with the dropoff.
- Carrier: Sit below the patch, very slightly forwards. No forward offset is fine.
- Controller: Above or below the patch. Be very careful not to place it too close to the asteroids horizontally, as the collectors can and will get jammed. Keep an eye on this!

Just keep an eye out for jams. Hiigaran tends to be fine, but Vaygr is awful for this.
The HW1 races tend to be okay aside from their controllers.

Patch Acquisition
Knowing when to take a new patch is a skill that comes from planning but also from reactionary experience. You should only attempt to take a new patch when it's safe to do so, as the large investment in collectors doesn't immediately pay off. Your opponent can attack you with the same amount of RUs invested instead into military units. I cover this in detail in the Macro guide.

My personal rule of thumb: When expanding towards your opponent, leave a refinery behind and move your carrier to the new patch to serve as the dropoff. When expanding away, keep the carrier in position and send a refinery.

This is because carriers are more durable and also provide an immediate source of defending units for the patch as they can produce units. Refineries die very easily and also cannot defend themselves, so if your military is not in position to cover the refinery, its toast.

The maximal economy is one spread over four patches with a 5/5/6/6 collector
spread.

For HW1 this is a little more nuanced; HW1 controllers only have a single dropoff point. This means they cannot really handle more than than 6-7 collectors even if the patch can do so. Figuring out whether you need to leave two controllers at a patch or not, or to simply keep a carrier in that position, is not a clear call and varies between games.
Resourcing Part 2
By: Cloaked

Resourcing is sooo important, so I'd like to respond to Fear's resourcing guide (Part 1) with additional details and information (Part 2). Eventually I'll combine both sections together...

i. Determining the desired number of collectors per patch is key. But generalizing all patches as small/medium/large is not ideal, and will lead to over or under saturating your patches. A much better way is to count the asteroids. There are three types of asteroids and the Shield natural has one of each.
Key: {most efficient}, desired, (maximum)
- 1 latch small asteroids = {1}, 1, (2)
- 2 latch medium asteroids = {2}, 3, (4)
- 3 latch large asteroids = {3}, 5, (6)
99% of the time you want 3 colls per medium asteroid and 5 colls per large asteroid. This is very efficient as HW2, and pretty darn efficient for HW1 too. There's little to no gain going to the maximum colls on medium/large asteroids.
Small asteroids are where decisions get made. 1 is most efficient, but you get pretty decent returns with 2 as HW2 if you can't easily expand to another patch. I tend to avoid 2 as HW1, as returns are lower since their collectors spend more time on the asteroids.

So in brief its:
- 1 latch small asteroids = 1, (2)
- 2 latch medium asteroids = 3
- 3 latch large asteroids = 5

Here's some example patches:
- Crimsons Bond MS_1 medium+3 small: 6, (9)
- Crimsons Bond CC back_1 big+2 small: 7, (9)
- Crimsons Bond CC side_3 small: 3, (6)
- Crimsons Bond CC front_4 small: 4, (8)
- Shield MS_6 small: 6, (12)
- Shield CC_1 big+1 medium+1 small: 9, (10)
Counting by asteroid type is critically important to mine the most RU.

ii. Its important to position the ru drop off next to the biggest asteroid. First colls prioritize going to an open asteroid latch point. Second colls prioritize going to an asteroid latch point that doesn't already have a line. In both situations, colls try to go to the closest asteroid first. If its a medium or large asteroid with multiple latch points, its more likely to be a short wait in line. If the patch has one big, one medium, and multiple small asteroids. Do your best to position the drop off so the big asteroid is closest, the medium asteroid is 2nd closest, and the small asteroids are farthest away.

iii. The Vaygr Carrier should only be placed with the back facing the patch. This way colls move straight into the drop off, then turn 180 to harvest. The left side facing the patch is inferior, as colls must turn twice: 90 degrees to go into the drop off, then 90 degrees to go harvest. Two 90 degree turns is much slower than one 180 degree turn.

iii. The Tai Controller should only be placed above the patch, as the drop-off is towards the bottom of the ship.

ix. In order of best at harvesting: Hiig MS, Hiig MOB, Hiig CC, Vay CC, Vay MOB, Vay MS. I need to re-perform this test with SYs and all HW1 ships too at middle of Crimsons Bond.

x. Max collectors per ship Hiig MS 14, Hiig CC 12, Hiig MOB 10, Vay MS 14, Vay CC 8, Vay MOB 10. I need to re-perform this test with SYs and all HW1 ships too at the middle of Crimsons Bond. I tested last month and HW1 refineries can handle 8 collectors smoothly, so I'd delete the last sentence of the guide.

xi. On medium ru multiplier, patches start running out of ru after 23-30mins depending on the map. So be sure to relocate your collectors!
Tips
By: Cloaked

Below is a list of useful advanced tips for owning your opponents in multiplayer.

Controls
- Ctrl+F11 can bind the mouse in full-screen with multiple monitors
- Hold Alt to pan up/down with your mouse
- Hold Ctrl to select multiple damaged units within a control group

Harvesting
- In order of best at harvesting:
-- Hiig MS, Hiig MOB, Hiig CC
-- Vay CC, Vay MOB, Vay MS
-- Add HW1 info
- Max collectors per ship:
-- Hiig MS 14, Hiig CC 12, Hiig MOB 10
-- Vay MS 14, Vay CC 8, Vay MOB 10
-- Add HW1 info
- Use that idle collector hotkey
- On medium ru multiplier, patches start running out of ru after 23-30mins depending on the map

Scouting
- Probe your base and deny enemy probes. Make offensive probes in addition to your scout. Scouting is everything.
- Always get control of situation at base before you ever jump away, then scout/probe before attacking.

Swarm
- When fighting swarm over docks, your priority is to dock your first 2 damaged ints.
- Don't lose swarm, or get too greedy w/ it.

Avoid Blunders
- Rarely set ships to passive in game!!! This frequently leads to blunders/losses, if you forget to set ships back to defensive in combat. An alternative for swarm is to patrol waypoint them deep in your base on defensive.
- Don't forget the fighter speed upgrade
- Don't forget a hyperspace inhibitor
- Watch for Vaygr and Hiigaran emp, be fearful
- Watch for cloaked fighters, proxy your base if needed
- Watch for HW1 GW
- Watch out for marines/infiltrators and salvage corvs
- Watch for mothership scuttle, which doubles the blast radius over a normal death
- Watch for cruiser production
- Big frig balls can quickly snipe production ships, be ready with cloak/hyp/hull ups/repair.

The above covered the essential tips, and additional extra tips are below:
Shield Tips
- If enemy pressures swarm early, keep cc ints docked so his lv1 ints don't own your lv0 ints out of cc.
- If enemy attacks your MOB only patch, go attack his MOB only patch. Swarm fights away from your docks can be risky.
- Move colls and your cc to enemy ms patch if your secondary patch gets blown out.
- Defending your patches vs DD is rough, think about cloaked marines and DFF.

Movement
- You can move most capital ships in reverse for a short range like this example.
-- The real center of the ships are actually to the left/right of the displayed center.
- Force attack a friendly ship, to continue backing up in reverse while out of range of the enemy.
- Move CC/SY up to screw up fighters from killing mods. The fighters have a shorter attack run and only do 50-75% damage. For the MS you have to rotate it left/right depending on the mod.

Units
- Move frigs below pulsars to get below their turret arc.
- You can micro Hiig Torp's long range vs all other frig's shorter ranges
- You can send a probe next to your enemy, force target it with missiles, and then scuttle the probe next to your enemy. The missiles will re-target the enemy, allowing them to attack targets out of range.

Special Abilities
- FCTs don't help Sphereburst weapons like missile corvs.
- You can bandbox repair

Research
- On big maps get hyperspace cost research. For 500ru, you reduce jumps by 25-40%, your gonna save ru after a couple BC jumps.

Team Games
- Transfer units and share upgrades with your teammates to save cash.

Vs HW1
- You must respect the HW1 corvettes and the production capabilities. You can't just spam ints, or corvettes will crush your swarm. Need to get corvettes or lance, and maybe some ints. Torps are good but slow and weak to bombers, so a few can compliment corvs. A 2nd cc early on helps to be able to react to the HW1 production capabilities.
- Bombers and Vaygr Laser Corvettes can slide in and shoot down an active gravity well.

As HW1
- In HW1 vs HW1, corvette dominance is key.
- HW1 repair corvettes are great units. Use them more.
- Grav well applies an accuracy DEBUFF to all enemy units, within the special ability range. Its about 0.93^number of GW's.
Hideki’s Do’s & Don'ts
By: Hideki

1) Scout/probe. Can’t emphasize more... Since the game has no one solid strat that owns all, every move has strength and weakness. So, how do you always win? You do not choose a strat... but pick a strat to counter other side... how do you do that? scout...probe... watch... pick your move... The most effective strat, simple rule, yet it seems the hardest for many players to do this. All you have to know is how to counter every strat.

2) Move at once. This is such a simple rule, yet once again, no one follows it... (except a few...) Even if you have 30 fighters, if they engage 10 by 10, while other side having 20, you will lose. So simple. Just watch what your team is doing... Communication is such an important action. Without knowing what the team is up to, people all do sudden moves, which ends up as uncoordinated attacks, leading into simple loss. This is what I see most that average players lose from even their builds are decent. This becomes especially visible on BC managements. One guy moves in his bc, while other 3 bc move slowly, first bc gets fried so fast, that it won't even damage half of other side's bc, leading to fast 'gg'.

3) Stop wasting ru... Yet again, the obvious one... This includes many topics, but for one, start docking your damaged ships... saving 1 ship usually saves more than 500 ru, saving 2, saves more than 1000, now that is getting big as you keep saving ships... Then, start selling unnecessary mods... I always see people with bunch of mods (fighter/frig/cap mod on ms etc), but do you really need them? no... just sell them all and keep the one that is necessary, this includes selling advanced res mod when you have queued enough researches. Also, start putting more cols when you have chance. For Vaygr, having 12 cols, only gets you to pump from 2 ships, but by just adding 4 more cols and reaching 16, it can go triple pump. (Again, sell cap fac, when new cc is out) Which is 1.5 times more build you're doing, which is a huge difference. And another part of it is, say, if you're preparing for hyper torp and other side simply looks ready with gravs and bombers... don't be stubborn and send it and waste 1200 (even more if you do improved torp research) for nothing. Screw your stubborn mind and sell the torp, you save over 2000 ru for just stopping your useless torp from going suicide mission.

4) Stop stocking ru. I sometimes receive ru from a teammate and say 'no i don't need it, use for your own' and i get replied as 'no i have lot of ru', then why don't you build a few more cols and start building a bc... some people feel skilled for just having much ru, but in fact, keeping ru means, you aren't building enough, which meeans... less skilled...

5) Stop being a chicken and keep worrying for every possibility... You have limited amount of attack force and ru. By spreading ru and attack force for every possible scenario, you will never win. As, if other side concentrates all of the force at one location, you won't have enough to stand it. Once again, scout and probing becomes important to crop out any unneeded scenarios... If you're
worried about angle dd or hyper dd on far patches, just ready 3 or so marines with 2 bombers and be done with it. So many people just go blind fast grav even if other side only makes fighters and a shipyard... This leads to make other side feel safe, as going grav early for no reason will not lead into any fast attack strat. I usually feel easy when other side go early grav for no reason,
because it means other side isn't really watching this side.

6) Stop being cocky and think you're skilled. lol. until you have no one to beat you always...

7) Please start to learn how to stop hyper torps... Because so many people play the game as 'ok, my role is this, I'm gonna do this, so cover my ass up' but in reality, it's saying 'Ok, I'm doing this strat but nothing else, so feel free to pwn me with the exact counter to it, coz I'm not changing my mind ever until I satisfy with my build'.
HW2 Matchup Chart
By: Fear

Below is a chart of the unit matchups for HW2 races as of the Players Patch build 12:

This is all somewhat opinionated, and based on my own experience with the game.

Cloaked's comment: Looks pretty accurate. If I were to make a couple minor tweaks I'd draw a red line from torps to pulsar and a green line from torps to gunships.
Tactics and Strategy Options
By: Cloaked

Below is a list of tactics and strategy options to deploy in multiplayer. There's plenty more options, but this is a pretty decent list.

Tactics
- Cloaked Collectors
- Cloaked Swarm Docking
- Cloaked Marines/Salvage
- Cloaked Defense Fields
- Cloaked Minelayers (need to test)
- Cloaked Command Corvettes
- Marines + Defense Fields
- Flank collectors
- Flank refineries
- Minelayers to kill collectors
- Sneak expo of MOB+4colls
- Command Corvettes + BC
- Stacking units, such as Frigs/DDs/BCs
- Stacking units over unit cap
- Double jumping behind an inhibitor, as HW2 or HW1.
- etc, etc

Hiigaran Strats
Strats
- Plat rush
- Fighter rush
- Corv rush
- Adv Frig Rush
- DD rush
- BC Rush
- Hyper Torp
- Hyper-Cap w/ any unit
- Angle Torp
- Angle DD
- Sneak Shipyard

Int Openers
- Int->Corvs
- 10 coll Int->Torps
- Int->Adv Frigs
- Int->DD

Corv openers
- Gunships->Bombers
- Gunships->Torps
- etc

Vs Hiig
- Meta: Int->DD->Frigs

Vaygr Strats
Strats
- Plat rush
- Fighter rush
- Corv rush
- Frig Rush
- DD rush
- BC Rush
- Hyper Assault Frig (1min slower than torp)
- Hyper-Cap w/ any unit
- Angle Assault Frig
- Angle DD
- Sneak Shipyard
- Early 2nd (or 3rd) carrier, then scuttle MS to harvest 5k in debris, rush 2x any units.

Int Openers
- Int->Corvs
- Int->Frigs
- Int->DD

Vs Vaygr
- Meta: Int->EMP->Corv->DD
Hiigaran Builds
By: Cloaked

Here's a short list of Hiigaran build orders. Some are from Homeworld 2 classic, but still 95% apply to Homeworld Remastered.

Hiigaran's research and advanced research modules have a long build time. Because of this, build orders are more important for Hiigaran to ensure units hit the field sooner than later.

Ints are a good opener vs Hiigaran and Vaygr. Gunships might be countered by Torps or Lance. Gunships are probably a better opener than Ints vs Kushan and Taiidan. Ints might be countered by Light Corvettes.

10+ Colls: Ints to Torps
Outline:
- Get 10+ Colls
- Open 2x Ints
- Go 2x Torps
- Profit

14 Colls: Ints to Double Ions
- See the hw2c build on Demon Clan here[demonclan.org].

15 Colls: Ints to Destroyers
- See the hw2c build on Demon Clan here[demonclan.org], scroll half way down.

Ints to Double Destroyers
- Improvise based on the title. =)

Hiigaran Battlecruiser Build
- MS: 2 Colls
- CC: 4 Colls

- MS: Res
- CC: Adv

- Wait till 2:05, when Adv is ~20% done
- MS: Hyp, Cap

- Wait till 3:35, when Cap is ~40% done
- MS: SY

- Research: Imp SY
- Sell Res

- Research: BC
- Sell Cap

- BC will be out at 9:40. If I want more resource collectors, I just delay everything by 30, 60, or 90secs. I think you can get about 20 collectors, and still get a Battlecruiser around 10:40.
Original Post[demonclan.org]

Hyper Torp
- See the hw2c page on Demon Clan here[demonclan.org].

Angle Destroyer
- See the hw2c page on Demon Clan here[demonclan.org].

Other Builds
- See the hw2c Strategies forum on Demon Clan here[demonclan.org]. Note: transferring capital ships and level 2 upgrades are not a thing in HWR.
Hyper Torp
By: RoBeY

Objective
This opener sends a torpedo frigate to an enemy patch to harass their resource operation, and forces build adjustments. When properly done this build should hit pre 4:00. You can expand or add extra steps as you see fit depending on situation.

Build Order
- Mothership 1 Scout => 1 Collector
-- Research Module
--- Frigate Module: Queue 1 Torp and Start Imp Torpedo Research while Torp is producing
--- Hyperspace Module: Should finish at same time as torpedo frigate and upgrade (pause upgrade if needed)
- Carrier
-- Collectors: Build no more than 4
--- Expand? No expanding until after rush

Notes
It's important to scout or probe to find at which location you should attack. Sending a single torp costs you 1250 ru for the hyper and unit cost. So make sure every torp you send counts, if you see scouts buzzing around make sure to juggle your modules so you're still building one of them and not showing the enemy whats in store. Enjoy spreading the word of Sajuuk via hyper torp!
Vaygr Builds
By: Cloaked

Here's a short list of Vaygr build orders. Some are from Homeworld 2 classic, but still 95% apply to Homeworld Remastered.

Vaygr's research module builds quickly, and the tech paths to any unit are pretty straight-forward. Because of this, build orders aren't as important for Vaygr.

Fighters are a good opener vs all races. Missile Corvettes aren't the best antifighter unit.

Assault Craft to Destroyer to Corvs
Outline:
- Get 15+ colls
- Open 2x AC
- Get EMP
- Get a 2nd CC, and go DD
- Get corvettes
- Micro that swarm!

Vaygr Battlecruiser Build
- MS: 2 Colls
- CC: 4 Colls

- Wait till 1:15
- MS: Cap

- Wait till 1:25
- CC: Res

- Research: Hyp Gates (40s after starting Cap, about 1:56)

- CC: Hyp (after Cap finishes, about 2:32)
- Research: BC (after Cap finishes, about 2:32)

- CC: SY
- Research: Imp SY (move ahead of BC research)
- Sell Cap

- SY: Cap
- Sell Hyp

- BC will be out at 9:40 in hw2c. In HWR I got 9:38 on my first try, even faster than hw2c due to staring with 7 colls.

Team Strategy
Me and tayos used to do this a lot, and it would save a ton of cash and allow us to progress to the next class faster. We'd both go vay, 12+ colls, 2x ac. Tayos would get emp and all the figher upgrades. Once I built about 2/3 unit caps, I'd pass him all my ac to upgrade them. Then i'd switch to corvs and do all the corv research. He would finish building ac for us both, then he'd switch to frigs and do all the frig, research. After i made enough corvs for both of us, I'd sell my corv mods and get frig mods. Then we'd 4x pump hmf - and i'd give my frigs to tayos for the hull upgrades.

This saved us a ton of money and allowed us to basically rape anyone who challenged us with typical vaygr emp swarm domanace, plus fast corvs and hmf.
Original Post[demonclan.org]

Other Builds
See the hw2c Strategies forum on Demon Clan here[demonclan.org]. Note: transferring capital ships and level 2 upgrades are not a thing in HWR.
HMF Style
By: RoBeY

(NOTICE THIS GUIDE IS STILL WIP)

Overview
This is a hyper aggressive-teamwork dependant strat that abuses Vaygr production power and can be done in a few different ways depending on map size and game size/situation. It is also one of the most deadly pushes in the game, not even a Battlecruiser rush can stop it.

Build
It's quite a sensitive build, for starters you must decide what kind of style you want to do. The main ways I decide are as follows:
1) First gauge map and size of game, exp: game is 3vs3 and we are on a Crimson Bond size map. As long as you're not in the forward position you can do what I call a “greedy macro HMF rush” style. By this I mean the rush isn't so much as to when your first HMF comes out but moreso how quickly you can produce a large number of them.

2) Smaller maps like MicroBond or MicroSarum. In this case whether it be 2vs2 or 3vs3 you won't have time to get a good eco going so you forget this and do one of the following. Start off with fighters and work your way to frigates semi quickly (getting a second carrier when you have “free space”). Forget the fighter start and just roll the dice with a few extra coll to try get an assault frigate out before your teammate(s) are overwhelmed by enemy strike craft.

3) A map such as Sarum Dust clouds/TFL-Fallen Lords which can be extremely brutal so you’d want to have HMF fairly quickly with the ability to mass produce.

Execution
1) “Greedy Economy” First thing to do here is start your research module ASAP and select your collectors as they come out of your flagship. Send your carrier to your natural expansion and queue up 4 or 5 collector’s while positioning your flagship on top of your main RU patch and queue up 4-5 collector's on it as well. When Research module is done start a Capital Ship Facility on flagship, queue a scout(no more than 2 squads) on your carrier after the collectors are done. When
your flagship is done making collector’s if you have time before capital ship facility is done make a mobile refinery(if there isn't enough time to make a MR then produce a carrier instead). Queue Frigate research when capital facility is 50-60% done. When the carrier comes out build a MR(if viable take a 3rd RU patch and build extra collector’s on both carriers then send a MR to the 3rd patch unless its mid then just send all production to mid with team) and have 1 MR at each RU
patch. By the time you sort out all of your RU patch options and collectors it’s time to triple pump HMFs. Once you have frig research underway queue “Imp Manufacturing” for both carrier and Flagship, once this is queued sell the capital ship facility on Flagship. Upgrade frigates as needed/allowed by your eco. You can also go up-to a third carrier for QUAD pumping but you won't be able to tech to BC’s very well and if you're not adept with macro it won't be effective. Tech to battlecruisers eventually

2) “Small map” For this again you want to start your research module on Flagship and fighter fac on carrier ASAP but instead of building 4-5 coll at the start, you want to only build 4 from your Flagship and 3 from your carrier. Build fighter facility on Flagship once research module is finished, and when collector’s are done start making fighters and research fighter speed upgrade IMMEDIATELY. If the game is going slow for any reason don't be afraid to add a few coll here and there, at the same time (if around 500-800 RU) start frigate research. Should be around 4-5 min mark-ish. As the match progresses you will want to sell the fighter facility on carrier and replace it with a frigate facility and obviously put one on your Flagship as well.

-Once you have a decent foothold in combat (i.e not being killed more or less) Start up a capital ship facility and produce a second carrier ideally around 6 min mark but no later than 8 min. Once your capital ship facility is finished research “Imp Manufacturing” for carrier, you can start flagship imp later if you have spare RU. Remember to replace some of your fighters via Flagship (and to keep dock micro up because you will NOT be making that many fighters to replace lost squads so this MATTERS A LOT). Transition to Destroyers if your eco isn’t being hit and are winning, a “win more” thing than anything tactical.

3) “Brutal maps” Here we do something pretty close to #1 but the main difference is the order in which you build your infrastructure. Instead of building a Cap Fac just go straight into researching frigates. And build 2 facs one on carrier and one on Flagship. After you build 4-5 collector’s on both production ships make a mobile refinery on both and move your production ships to where your team is setting up. As you are making HMFs and have spare RU start your Cap fac then research “imp manufacture” and slot in an extra carrier or two when you get a break in combat/won’t cost you much in way of combat effectiveness. Adapt to enemy builds as you push onward.

Notes
- (IMPORTANT) Make sure to keep micro up on HMF’s, after a salvo move HMF’s vertically or horizontally to dodge incoming ion/pulsar/kinetic weapon shots and to stay out of range of enemy frigates.
- Transfer frigates to allies as you reach cap so that you can produce more.
- Positioning HMF’s above(or below) and on-top(point blank) of Hiigaran BC’s to avoid damage from ion and kinetic cannons.
- Building cloak on carriers is useful if enemy counters with bombers to try and snipe subsystems or is focusing your carriers with their own frigates.
- Most obvious weakness of this build is in 2.3 vs pulsars gunships, hopefully you have an ally who can deal with them but if not you might want to invest in missile vetts and or lance fighters.
- Sniping enemy carriers is very easy and extremely effective.
- I wouldn't recommend putting the frigates in a formation as it makes it much harder to micro damaged ones back.
- Having a HW1 ally is very preferred as their repair vetts/support frigates can make this strat even more devastating. Also gravwell + Missile destroyer will kill any pulsar gunship blobs h3h3!
- Research modules, I personally prefer mine on Flagship due to it being harder to kill but it can be put on the carrier to speed things up a bit in the first few minutes of the game if RU permits. Just a little risker!(multiple res mods = faster research speeds)
Playing HW1 Part 1
By: Fear

Preface
This competitively play guide will cover both HW1 races simultaneously.

The two HW1 factions are practically identical, although as of writing (Players Patch build 13), Kushan debatably edges out with the new drone frigates. It's better just to choose the race you think looks best, outside of edge cases (which I'll cover).

Race Overview
Homeworld 1 are a very interesting addition to HWRM, and interact uniquely with various situations. The ship designs are fantastic (especially the destroyers...), and are always fun and dynamic to play.

HW1 is best used by a player who understands how to force their opponent to play the game in a certain way, and build the units the HW1 player wants them to build. This is because HW1 lacks a cut-and-dry winning unit composition outside of rushes, and must force openings in their opponents play to capitalise on. With their superior per-class production and always-online facilities, HW1 is uniquely positioned to rapidly change their composition on the fly and must use this advantage to bring home wins.

Race strengths:
- Highest production rate when focusing on a class of units
- Great production early game
- Strong corvette options
- Very adept at punishing holes in opponent's tech
- Great vision control with scouts and moveable proximity sensors
- Permanently available production after research
- Very powerful repair units
- Strong active abilities such as gravwell stun
- Unique usage of fields such as inhibitors and cloaks as they are mounted on movable ships

Race weaknesses:
- Very very expensive capitals
- Strikecraft can't dock to replace lost units (as they don't come in squads), meaning every lost fighter is a permanent blow
- Carriers are very slow to build, and expensive
- Capitals only producable from mothership
- Mothership is not replacable if lost
- Weaker resource controllers (one slot, no point defence)
- Slower, costlier frigates mid-late game
- Critical fields such as inhibs on gravwells must be babysat as nearly any unit can kill them easily
- Usually lose maxed-out fleet battles due to lack of upgrades and slow capital/frigate production
- Costlier to expand to extra patches due to higher prices on collectors and controllers
-- Collectors and controllers slower and larger, meaning projectiles never miss (mining rate is identical with higher cargo capacity)
- Must be active on the map at all times to prevent opponent maxing out

Universal Guidelines
As HW1, how you play is extremely dependent on your opponent. Outside of a couple of dedicated rushes, your entire gameplan must remain dynamic and you should be ready to give up on ideas and tech choices in an instant to switch to something more appropriate. Homeworld 1 cannot afford to miss a single beat, as they must avoid maxed-out fleet duels at all costs - lategame in general is a scary place for the HW1 player

Because of this, it is not just good to scout, but absolutely essential. You will also need a good understanding of unit matchups - a slighly inefficient unit composition can end the game for HW1 as they will be out-muscled and allow the opponent's deathball to build out of control.

HW1 should also look to hamper their opponents economy as best they can, for the same reasons. Kushan have cloaked fighters which are especially adept at killing collectors. Both races have strong bombers which are easy to split off for refinery sniping and backstabs. HW1 corvettes, especially Heavy Corvettes, are very strong at sniping collectors. All HW1 frigate+ class units always have access to hyperspace, meaning assault frigates are a permanent threat for your opponent to guard against.

Build Order
Because HW1 have no clear builds outside of cheesy all-ins, it is difficult to create a build guide for them. In my experience, I will generally open a game like so:
1. Immediate queue:
- 3-4 collectors on MS and carrier (depending on opponent proximity)
- one scout from MS and carrier
2. Carrier is sent to natural expansion, scouts are immediately boosted across map to scout opponent
3. After first two collectors pop, queue research ship from one ship, probe from the other (probe should be produced from whichever ship is closer to opponent)
Beyond this, the build has no set path.

Generally, fighters are a good first tech, although you may want to go for corvettes against another HW1 player. You can go for fast assault frigates on larger maps or against very greedy play from your opponent (late modules and such).

HW1's dual-queue production allows them to produce utility and supporting units in tandem with more essential units. This means it's very easy as HW1 to produce probes and scouts whenever you need them, as you should always keep your vision network up and running. This concept applies for gravwell generators and cloak generators too.

Ace Units
- Missile destroyers are THE answer for corvettes in HWRM
- Gravwells can wipe out entire unit caps of strikecraft if well supported
-- Gravwells in cloaks can be utterly ruinous
- Destroyers are very expensive to tech, but are very tanky due to repair corvettes / support frigates
- Bombers can be very tricky to clear away, as hw1 has many excellent options to keep fighters at bay from their opponents
- Light corvettes are very cheap and do very well against interceptors and collectors
- If you can get heavy cruisers, they are the best cruiser in the game (although they lack fire controls) due to very evenly spread damage which is accurate and effective against frigates and capitals alike
-- HW2 cruisers tend to overkill their targets, HW1 cruisers don't suffer in this way
-- Support frigates can turn HCs into game-enders as they absorb potentially millions of hitpoints worth of damage
Playing HW1 Part 2
By: Fear

HW1 in a 1v1
vs Hiigaran
TL;DR: ints + bombs -> frigates -> {situational}

Problem scope:
HW1 must never allow a HW2 player to play at their own pace. HW2's lategame is extremely strong, and a well-played deathball is unassailable for HW1.

Hiigarans are especially threatening here, as their versatile frigate class can spare a handlful of population slots for anti-X units to shore up any potential threats to their capitals. In addition, defense field frigates are a unique unit for Hiigarans which will block 70% of incoming fire from any non-HW2 cruiser main weapons for a time (this is distinct from the Taiidan field frigate, which will only block small projectiles, with exceptions for Hiigaran destroyers and HW1 cruisers).

In addition, Hiigaran destroyers are extremely tough to deal with, as HW1 ions are the most kitable frigate in the game; if a ball of destroyers gets rolling, it can be a massive challenge to stop.

Hiigarans also have an extremely easy time in rapidly expanding their economy - although they can't go quite as hard on this as Vaygr, they will massively outpace a HW1 player who tries to match them on this front.

Hiigaran unit tier list vs HW1:
S: (Best)
- Torpedo frigates
- Destroyers
- Defense fields
A: (Good)
- Battlecruisers
- Ion cannon platforms
- Pulsar corvettes
- Ion cannon frigates
- Interceptors

Most of these units simply outrange most HW1 units and so can kite for days accruing massive value. Defense fields are a unique unit which shut down attempts to stop a deathball. Pulsar corvettes are amazing generalists which can pose a game-ending threat if HW1 is not prepared to deal with them (although strong answers exist). Interceptors are the core unit for HWRM in general; they are always relevant.

Solutions:
With this in mind, HW1 is tasked to apply pressure as early and as often as possible, and to ensure the Hiigaran player is constantly in a state of trading units - this is because the HW2 races both have intrinsic costs to pay for swapping their unit composition. Although Hiigaran can field all production types at once,
- HW2 can only produce one unit at a time
- Facilities cost ru and time to produce
- HW2 units are quite weak without their upgrades

As such, HW1 should aim to strain the Hiigaran economy to the point where they can't afford to swap unit their composition - this will allow the HW1 player to swap their own composition for a much lower price and run away with the game with a composition the Hiigaran is not prepared to deal with.

Keep in mind - although HW1 should be trading aggressively, HW2 strike squads can replenish lost members and HP for free if they manage to dock. This means you should try to ensure squads are killed entirely rather than firing evenly at all targets. In addition, it can be extremely tough to take a strike fight if HW2 is fighting close to their dock points - later on, they may also have fire control fields in place.

Conversely, hw1 have access to support frigates and repair corvettes, the former of which heals about as fast as 3 resource collectors. This means smaller frigate skirmishes can be very cost efficient for HW1, and destroyers/cruisers can absorb absurd amounts of damage if the supports are left unchecked.

HW1 unit tier list vs Hiigarans:
S:
- Bombers
- Missile destroyers
- Heavy corvettes
A:
- Gravwell generators
- Support frigates
- Assault frigates
- Light corvettes
Playing HW1 Part 3
By: Fear

Gameplans:
Typically I'll open fighters into frigates against a Hiigaran. This is because torpedo frigates are the most threatening unit Hiigarans have to offer against an early to midgame HW1 opponent, and these counter corvettes very hard. Torpedo frigates outrange all of these units and hit for effective or critical damage:
- Light corvettes
- Multigun corvettes
- Heavy corvettes
- Minelayer corvettes
- Assault frigates
- Ion cannon frigates

Torpedo frigates also build faster and cost less than any HW1 frigate, and do
extremely high damage to collectors.

Because of this (and destroyers), we want to make torpedo frigates as unappealing
as possible:
1. After initial opener, start massing int/bomber soup
- keep these docked until you have maybe 30 or more
2. Without stopping production, undock and stage your units near the Hiigaran's weakest expansion - usually the carrier expansion (if they have a third patch with just a refinery, you've probably won here)
3. While en route, if your opponent has decent defense or is otherwise unlikely to lose to the initial swarm, cut bombers if needed to begin teching assault frigates
- sometimes it's wise here to cut bombers entirely and begin taking a third patch - vs skilled opponents this is usually the stage I take my third
4. Never stop making ints. Use your ints on the field to kill opposing ints or resource collectors
- Bombers are used to try killing the carrier or any refineries
- If you can kill the carrier, you should have a confirmed win
5. At this point we go one of two ways:
5a. If the hiigaran is stabilising (due to close dock points and point defense):
- withdraw and cut bombers and potentially interceptors if you have enough to repel a counterattack
- You ideally want corvettes to handle high numbers of Hiigaran ints - if you can switch to lights or multis it's a good idea as hw1 ints trade poorly
- Focus on taking your third, and add an extra collector to your two initial patches
- The game is very free-form from here; in general you should try to keep applying pressure - build units your opponent is weak against and try to prevent them from taking any more economy
5b. If they're still struggling to clear the initial cloud:
- Continue re-enforcing with ints, and begin producing assaults (which are your 'upgrade' over bombers)
-- You can cut an interceptor stream and make supports instead if your fighter cloud isn't in danger
- Finish off the carrier with your assaults
- You've probably won; kill all his collectors

Playing vs Hiigaran midgame is very stressful, and I consider it a 60-40 in their favour. Destroyers and torpedoes are both incredibly strong units against HW1 - torpedoes beat every single unit HW1 can field beyond Destroyers, HCs and bombers - HW1 capitals are extremely expensive and bombers drop like flies to midgame interceptor clouds. Covering for the bombers is rarely possible unless you've managed to severely dent the Hiigaran's int cloud.

My best recommendation here is to mass ion frigates, which beat torpedoes decently (although theoretically lose this matchup due to range). They are also okay against destroyers, if you pair them with repair corvettes which the destroyers can't shoot easily.

Through all of this, you are looking for a hole in the Hiigaran composition:
- If they lack torpedoes, switch very hard into heavy corvettes
- If they lack interceptors, switch hard into bombers
- If they lack Destroyers or ions, mass your own ions or even assault frigates

If you're kushan, you can try to snipe collectors with cloaked fighters. Hiigaran unforunately don't need to research proximity probes to have cloak detection however - be wary of their production ships.

There is no real winning composition HW1 can field here, you must try to swing your composition around often to open holes in the Hiigaran's play and capitalise ASAP.
Playing HW1 Part 4
By: Fear

vs Vaygr
TL;DR: ints + bombers -> frigates -> { situational }

Problem scope:
The matchup with Vaygr is extremely similar to the matchup with Hiigarans. Vaygr have a very diverse fighter class - it's capable of dealing with any unit in the game to at least some degree. Lance fighters are especially powerful, and trade generally favourably vs anti-fighter corvettes, especially since they can dock.

Their fighter class complements their second unit choice, which is ideally corvettes - both missile and laser corvettes are amazing units with very strong matchups in their domains, and which utterly ruin resourcing operations.

Vagyr is also free to skip to frigates or destroyers. Genrally, destroyers are a more solid option, however HMF balls grow very quickly and will beat out any frigate option HW1 can field.

One saving grace HW1 has against Vaygr: Vaygr cruisers are almost as expensive to fully field as HW1 cruisers. This means there is slightly less time pressure to deal with Vaygr, as they usually won't have disposable income to tech to cruisers during the middle of a high pressure game.

Vaygr economy is perfectly suited to 'booming' - minimal focus on military early will produce a huge boom of units shortly after. Vaygr can achieve this better than any other race with their super cheap carriers, which means they can capitalise faster than the other races on a 22 collector economy.

Vaygr tier list vs HW1:
S:
- Heavy missile frigates
- Laser corvettes
- Lance fighters
- Missile corvettes
A:
- Destroyers
- Command corvettes
- Assault craft

Solutions:
Similar to the Hiigaran matchup, you should apply pressure as fast as possible to prevent Vaygr from rapidly expanding to 22 collectors + 5 production queues - if they reach this point you will need a miracle to prevent them from forcing straight through your military and taking the game.

As with the Hiigarans:
- HW2 can only produce one unit at a time
- Facilities cost ru and time to produce
- HW2 units are quite weak without their upgrades

Vaygr are especially vulnerable to being exploited on point 2 - Vaygr carriers can only field one type of production facility at a time. This means HW1's easy and rapid unit switching / mixing capabilities come into full force.

This is offset by HW1 units having losing matchups across the board (except destroyers and cruisers). No unit clash will be cost effective for HW1, however HW1 must trade aggressively with Vaygr. By trading, you can then rapidly switch your tech around to regain the rus you lost by trading with superior Vaygr units. The goal is to switch at such times and to such units that Vaygr can't keep up with you and begin to bleed thousands of RUs trying to tech swap - if they are slow to the punch, you can sometimes just win the game by tech switching hard.

Vaygr relies heavily on their fighter class - HW1 is uniquely suited to wipe out fighters in the mid-lategame with gravwells, drones (kushan only), missile destroyers, light corvettes and multigun corvettes. Multiguns will work quite effectively even if caught in a gravwell themselves, as their turrets can each fire in a seperate direction and have decent range of rotation.

Vaygr carriers are also the lightest armoured in the game. This is a big deal - Players Patch carriers are more expensive than they've ever been for Vaygr (although they are still by far the cheapest). Their armour is so light, they can fall to concerted pressure from:
- Bombers
- Assault frigates
- Heavy corvettes
- Obviously, any unit like ion cannons or destroyers

Often it's not worth wasting your dps on carriers, as you can lose too many units in the process resulting in an even or losing trade. However, Vaygr carriers are so weak it's often not a time sink to snipe one.

Finally, Vaygr have the weakest vision game, especially early on. Before their fighter speed upgrade, Vaygr scouts have a pitiful 350 movement speed. Your own scouts can easily pick them off. Vaygr is usually forced to make probes for their early vision - your scouts can obviously snipe these too. Keeping Vaygr's vision down early on is very easy and you should do so.

Later on, their scouts become very fast and you will have a harder time denying them - however keep in mind it's annoying for HW2 to replace supporting units such as scouts as they don't have two queues in tandem - your scouts can be produced in parallel with more important things.

HW1 tier list vs Vaygr:
S:
- Bombers
- Assault frigates
- Gravwell generators
- Missile destroyers
- Support frigates

A:
- Interceptors
- Heavy corvettes
- Multigun corvettes
- Light corvettes
- Destroyers

Gameplans:
The opening 5-10 minutes are extremely similar to playing against Hiigarans. In fact, you can refer to that section of the guide for how to play the early game. There are only a few key differences:
- It can be viable to go for corvettes after fighters. This is a little suprising with lance fighters, however lances die almost as fast as bombers to interceptors. If you're rolling hard with fighters, corvettes can be a faster way to hammer home your advantage.
- Opening frigates (before fighters!) is more viable than vs Hiigarans. Vaygr have much worse earlygame vision, and require more investment to deal with frigates (Hiigarans can make torpedoes for very small investment). Frigates are also more viable for longer, and if you have a sufficient number, can even beat HMFs for a time.

The midgame vs Vaygr is my favourite matchup in all of HWRM. Many units are viable and the tech switch dance is very interesting. Unit compositions are quite complex and require micro from both fronts.

Vaygr present two main threats:
- Corvette clouds
- HMF balls

Both of these can be game ending if not pre-empted and deal with appropiately. Ideally you will win in the earlygame, however if we reach midgame (players on at least 3 patches, Vaygr has three carriers, you have 2), I usually recommend switching very hard into heavy corvettes.

The reason is that HW1 frigates are hopelessly outmatched by HMFs, and assault frigates struggle to deal with laser corvettes 1-1. Gravwells also struggle against lasers, as the laser will continue firing even during the initial stun - gravwell HP is low enough that it will usually die. If you have a sizable count of assaults when your opponent is attempting to make lasers, you should continue to produce them however.

Heavy corvettes handle all of Vaygr's options outside of lance fighters very effectively (although can struggle to put a HMF ball down before it does critical damage). With correct coverage from interceptors / multiguns, heavy vettes can be extremely difficult for Vaygr to hanlde. Remember to use burst fire on cooldown!. Mix in 6 or so repair corvettes if possible.

If your opponent went frigates, you can mix in minelayers. Minelayers can also be sent around the battle to try and snipe collectors.

If your opponent went corvettes, you can go for missile destroyers.

If your opponent went destroyers, you should just kill all of their collectors with your heavies. Have minelayers and bombers ready for the destroyers - heavies have only mediocre dps against HeavyArmour.

vs HW1
WIP