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I keep seeing "You need one or two of these in your fleet" but that just doesn't work for me. Emipre is throwing 1000 popcap doomstack with like 30 star destroyers and 40 tie defenders endlessly. Aything short of a pure capital ship + extreme anti starfighter build falls flat on it's face as anything less than a capital ship is instantly vaporised.
You can't use these beautiful, mixed fleets with interesting combinations, varied stuff like a nice roleplay... i think it's the mod's fault for this. Being on a defense is a looot worse... you don't get to choose the ships you defend with, the AI chooses for you, and you either have a fixed tactical cap fleet to get your combo, or you exceed it and the AI leaves you vulnerable via ship selection.
The best bet is having your 1500+ popcap pure keldabe fleet and just autoresolving, it's just not worth your real life time to fight a 1000 popcap star destroyer armada for a whole ass hour
As the Empire: The most you can do against them is tracker beam them to slow them down, if you can get close enough. Then use hybrid fighters (bombers are too slow and the gunship will destroy them first) to take them down and Tartan gunship to provide missile defense.
As Underworld: Actually really simple. Use the Turbo-Sailer gunship; their ability to strafe while firing makes it difficult for the DP 20's guns and missiles to lock on. Supplement the attack with a few ugly squadrons and your set.
If you don't have the cap space for all that, spam your fighters instead as bait and use artillery marauders (x10 if you can) and hit the G3's from range starting with the torpedos, (by the grace of God, always take out the torpedos first).
The normal variant is good at taking down capital ships and bases; Average speed missiles with good accuracy and notable damage, but weak against anything smaller than a frigate
The advanced variant is best used against bases and large structures; Very slow, very inaccurate high damaging missiles with an AoE as big as a corvette. The AoE makes it an option to take out fighters (only if they are already engaged); the slow reload renders 2nd and 3rd attack rounds nearly pointless if directly attacked.