I tend to use strike groups of two or three ISD's or a Titan and a pair of ISD's or Allegiences as my heavy hitters. I usually escort each strike group with 2-3VSD, 4-6 Strike Cruisers, 6-8 Lancer's or Carrack Cruisers, and maybe 12-14 Correlian Heavy Gunships. In addition, several squads of Blastboats, TIE Interceptors, and TIE Defenders will tag along, either docked or guarding the other ships. So, each group ends up being around 30-35 capital ships plus fighters, and three strike groups is usually plenty to squash the AI's (pending good tactics). I may also use smaller specialized groups (10-14 lancer's and some heavy gunships as fighter hunters) or build strike groups around smaller cap ships like Strike Cruisers or VSD's. I agree with most of your ship reviews, but I think almost all of them have a place (some are redundant, but still useful). The T/I and the Blastboat are awesome. I've even noticed that the T/I will rack up just as many kills as the T/D's, though they die quicker. Lancer's are very effective in packs. You have to be careful to keep them away from capital ships, but in formation they will set up a crossfire that just rips fighter squadrens to shreds. In small numbers or in cap ship engagements, they're kinda useless, but they're awesome when you need to kill an entire wing of fighters. The Carrack Cruisers are kind of the same way. They're quick and can dish out some firepower, especially in groups, but they're not very durable. I use them more as anti-corvette and escort ships than front line warships. Correlian Heavy Gunships are nice. they're durable enough to survive late in the game, and can be good escorts. The ISDII and Allegience are THE ships of this game. ISDI's are nice at first, but they get outclassed pretty quickly. The ISDII's kick ass, and the Allegience of course can't help but be uber. The largest ships I've realistically built have been Titans. The super-caps are essentially overkill, since if you can muster the resources and time to build one, you've won the battle already anyway. Also, they are incredibly slow (Executer, not so much), but they can shoot pretty much all the way across the map (hell, they stretch half-way across it). Once they decide on a target, it simply ceases to be. The ships seriously are lumbering bringers of death. On a much larger map (>hyperspace arena), they could be useful as base-killers and general rampaging, but on the smaller maps they're just too cumbersome to be actually useful. Ships I've noticed aren't worth the money to build so far are the escort shuttle, dreadnaught, enforcer, and the T/F. I'll use them once in a while if I get attacked between research stages, but they really are almost useless compared to other similar ships. My one big gripe about the classes is the ISD's. I know this has been brought up before, but the ISDI and ISDII should be complimentary to each other. The ISDIII can be the "upgraded" ISD, but I and II should work with each other. the ISDI's supposedly had some positively massive turbolasers that the ISDII lacked in favor of more rounded weaponry. Used in combination, the ISDII should be something of a heavy escort for the ISDI's, who would basically ravage a base from afar while the II's kept them safe from other cap ships.