I usually play as Imperial and do the exact opposite. I almost never build TIEs (or TIE bombers) and not many interceptors (and most games are over before Defenders become an issue). In the very early game, I just mooch off of Coruscants initial garrison of TIEs and try to avoid comitted the SDs against any rebel fleet with more than 6-8 fighter squadrons until i have a few carracks around for anti-fighter duty. I like the cruisers because they are multipe-duty: anti-starfighter and quick (100 build time) and cheap personel transport (hyperdrive = 60 - team them up with VSDs and you have a fleet that gets there in 3/4 of the time). Fighters, on the other hand, are a logistics nightmare when going on a long excursion into enemy territory as you squads slowly get decimated by the superior Rebel fighters. Once lancers are available, I beleive Imperial fighters (Defender nonwithstanding) are a waste of money. 1 ISD (sub 1 or 2 VSDs if you need bombardment) , 2 carracks and 6 lancers will absolute eat any early rebel fleet for breakfast without any TIES. I just target the VSDs on the enemy capital ships and have the lancers escort them (one group on each flank). At this point, I have seen a little bit of the Rebel fleet and build to counter that (or just an even blend of SDs and lancers if you don't know). For the rebels, my ship strategy is a little bit convulted. In the very early game, I build only escort carriers and xwings (and 'vettes if the opponen is TIE crazy) until MCs, which i build at all major facilities but try to keep a secret. This usually has the effect of causing the opponent to invest too heavily in lancer frigates, which MCs can eat for lunch. Because of the MCs high damage control rating, they can take SD pounding while they target the lancers and usually still be in some condition to fight back (depending on the numbers). If the opponent is really TIE-happy (which I haven't seen too much . . .) I get a few nebs to help the fighters chew them up. It should also go without saying that you should build interdictos as soon as possible and station two in each major fleet. Past that, late-game strategy simply requires decent intelligence about the fleet you will be fighting against. Send espionage/recon missions around. Remember that even a foiled espionage mission will reveal the content of an enemy fleet. There is no best overall fleet - it's a game of rock-paper-scissors. <> Also (this is getting offtopic but what the hell), I think people overrate the importance of ship to ship combat in the early game (it gets more important as you get along). Interdictors don't usually show up until day 500 or so and retreat is free. For this reason, i prefer to have more, weaker fleets flying around doing more things in more places than one uber-fleet in one place only accomplishing one thing at a time. I've also discovered that most games are over long before you can build an uber fleet (i've never build an SSD in MP) and that games that do go long tend to be terrible attrition wars wherin many planets are totally flattened and maintenance is waay too tight to assemble a proper fleet. (Warning, GROSS simplification). Large ships eat small ships small ships eat fighters fighters eat each other and large ships For reference; Try attacking 8 x-wings with an SSD and a full complement of TIES. The xwings will always win. It's all in the combination of shielding and torpedos. 4 xwings will take out a naked SSD. The SSD kills two by the time it's shield dies and then one more while being pounded by torpedos but the last xwing will ALWAYS kill it. Xwings are also at least 4:1 at killing TIEs and 2.5:1 killing interceptors. Also, the Death Star is NEVER a good idea unless you plan to leave it at Coruscant with a Death star shield (or two . . . ) AND your opponent has 10 Bulwarks heading for you. It is way too expensive and vulnerable to be useful even with all the bonuses because of the reprecussions if it get's blown up. Most of all - be reasonable. You don't need "the ultimate fleet", you need the fleet that can do the job AS EARLY AS POSSIBLE.