Airships: Conquer the Skies

Airships: Conquer the Skies

57 ratings
Fleet Design
By greyhound
Good starting point for beginners, with a few examples of ships and buildings. Macro-level strategy, does not get into battle tactics.
   
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Notice
I would like to address some valid criticisms extended in the comments section. This guide is one of the oldest guides for Airships: Conquer the Skies, and I would contend that the broader strategy outlined in the guide is still sound. However the examples and any specifics, particularly concerning the economy, are now obsolete. This guide may still be useful to you, but it's old, so be gentle with it.
Introduction
This guide walks through the strategies needed for effective fleet design for single player, and also provides examples of ships. All ships and buildings are available for subscription on the workshop, just follow the links.
Ship Design
Before going in to fleet design, I would like to explain a little ship design. Ship design is more than just slapping parts together until they all connect and the ship flies. If your ships light up like torches or fall out of the sky, you should probably check the overlay tab. I would highly recommend keeping the water in all rooms below 3 seconds, ammo below 2 seconds, and coal below 4 seconds.
When designing medium or large ships, armor is key. Protect coal rooms, suspendium rooms, weapons, and ammo. This will increase the effective durability of the ship, and also reduce fires.

The Starter Ship
When the game begins, especially on harder difficulties, you will find yourself strapped for cash. It will take too long to build a medium or large type ship, so a small one will have to suffice to protect your starting city. Generally, a lot of cannon is a good thing, but also make sure it doesn't start on fire easily and waste your money. It should also be quick and maneuverable, for rapid reallocation or out-maneuvering opponents in battle.


The Vanguard Prometheus. Four cannon, and less than $900. It is rather effective, especially in a defensive capacity, but can run out of ammo pretty quick. Find it here.
The Medium Ship
The early game ends when you build your first medium sized ship. Medium ships are tough, but have a few weaknesses. They are far from perfect, but affordable.

The medium ship will form the backbone of your fleet. It should be somewhere in the $1000 to $1500 range, so it is easy to afford. You might want two different classes of ship: a general purpose grunt ship, and a specialist, either a rammer/boarder or a bomber. The first ship shown is more of a grunt ship, and should comprise around 60% of your fleet. The second, a specialist, should form another 30% of your fleet.



The Vanguard Sixteen. It is a major improvement on the Prometheus with armor, more ammo, and a higher service ceiling. Find it here.



The Vanguard Destroyer. It is slightly more expensive than the Sixteen, but has way more armament, notably bomb bays and a ventral turret. It's perfect for tough fortifications. Find it here.
The Big Ship
Even if you have a lot of medium ships, it is still a good idea to have huge, nigh invincible ships for various purposes. A big ship should be very large, and able to repel most attacks and counter with devastating power. It needs full (or nearly full) armor, and every type of weapon available. It should be maneuverable with a high service ceiling. This should be your flagship, your pièce de résistance, your raison d'être. Spare no expense! However, to be effective, try to keep it under $3500. You should make at most two or three of them at a time, as the upkeep is murder to your economy.



The Vanguard Victoria. Elegant, expensive, and virtually indestructable. It has plenty of bombs, cannon, flak, and turrets, is heavily armored, fast, maneuverable, and won't start on fire easily (Shown with water overlay in the Ship Design section). Find it here.
The Defensive Building
The final aspect of your fleet is a solid defensive building. Ideal building designs can put out fires, have plenty of ammo, and bristling with all sorts of weapons, especially dorsal turrets and flak. They should be relatively cheap, with a small footprint. $500 to $750 is a good target to shoot for. Each city should have at least one, and two or more if you do not leave behind any ships as a garrison.



The Vanguard Defender. Plenty of guns, and also a cockpit for control. Find it here.
The Landship
Honestly I don't really find landships too effective. It is essentially a mobile building that can be moved from city to city. If you find you really need a landship, take a building, add some coal, and put it on tracks. Their main weaknesses lie in not being able to maneuver effectively, and only in one dimension. A nimbler, less armed airship can easily take down a more powerful landship.

Nonetheless something could be said for a huge offensive landship. I don't currently have an effective design, but go big or go home. Tons of cannons and a ventral turret, definitely. Flak is also good to prevent bombing. I would also shy away from legs. They are super cool, but also pretty weak in my book.
Multiplayer Fleet Design
The rules of fleet design are completely upended in multiplayer. While single player AI do not use boarding too often, strong boarding prescence is key to any success in multiplayer. Variety of ship is also necessary to adapt to any opponent configuration and to keep your fleet under $10,000, when in single player a few general purpose ships will suffice. Use the rarer, more powerful weapons, such as suspendium cannon, heavy cannon, gatling guns, and arachnid boarders, as well as money and weight saving features such as fire extinguishers.

38 Comments
Jeb T. Firefly 20 Jun, 2024 @ 5:17pm 
$3500? What is this, amateur hour?
I built my flagship to complete the "Full Broadside" achievement - 10 heavy cannons, baby. Almost 10k, and worth every penny. I call it the "Savior Class" because it can solo any monster that can't outmaneuver it - especially those Giant Land Anenomes and Giant Tarantulas.
1030 29 Jan, 2024 @ 8:29am 
truly a quantity over quality moment
Jake_the_turkey 17 Dec, 2023 @ 12:38pm 
i somehow developed a strategy where i only use landships and somehow won on imperial difficulty on a large map. what i did was make small cheap but heavily armored tanks with 1 gun on them. i then made more with the cannon swapped out for other armaments that made up part of the fleet for specialized purposes. then there was ones with missiles in the back. i ended up basically mass producing these durable tanks to the point where the enemy couldn't really hold out for the drawn out battles against the tanks. that's how ive gotten landships to work for me
SexToilet 26 Jan, 2022 @ 11:40pm 
cool swastika :steamhappy:
WAFFEL E100 1 Nov, 2021 @ 12:43pm 
ngl, i make mobile fortress airships and solve most of the roles instantley because of how broken heavy plate armor seems to be
UwU 12 Jun, 2021 @ 3:50am 
I find this guide flawed for larger empires, I have around 7 capital cities and I basically doubled everything in this guide. I have 5 medium cruisers that cost around $2500 each, >10 bombers each costing $1000, 2 sawblade landships each costing ~$2000, and 3 battleships each costing ~$5500. I just have too much money.
BRUH MOMENT 26 Feb, 2021 @ 5:44am 
when I play campains, I spam mediam and small but armored landships and go and win.
tkwokw 25 Jan, 2021 @ 7:21am 
i also find that if you want to use a guided missle. use it on a building as the building can work with far more effectiveness. when fighting larger ships it is useful to have lots of aircraft
tkwokw 25 Jan, 2021 @ 7:19am 
even my medium ships are fairly powerful. I also have a line of ships named after birds that use turtledove shells as armor. this reduces the need for suspendium chambers and they are fairly powerful though most are a little expensive. they at least look nice. also, Ironicly is a line of ships I made that the first one which is about 4000, the later ones that are about 6000 could not beat. the first one is highly explosive and uses lots of sponsoons and a bomber to pull of a fight. heavy armor and lots of guns and various other things I have not identified for later use make it a good design
Goldminermac 21 Jun, 2020 @ 2:19pm 
My main uses for landships are either artillery, or aircraft carrying. A landship with two imperial cannons is a good fit for sieging, but needs support, same with an aircraft carrier one.