Overview
The Attack Fleet is the purest expression of offence in Starforge MMO: stack burst damage, open with overwhelming alpha, and end fights before attrition matters. It trades sustain for kill speed.
You bring a kinetic-heavy core that punches through shields, a screen of fast fighters to pin enemy escorts, and a commander who amplifies first-strike damage. Played correctly, the enemy never gets a second volley.
Ships
Main-line DPS — carries the heavy weapon batteries.
Assault cruisers that flank and finish wounded targets.
Cheap screen — soaks point-defence and pins escorts.
Modules by Slot
| Slot | Module | Why |
|---|---|---|
| Weapon | Railgun Mk.III | High single-shot kinetic damage to crack shields fast. |
| Weapon | Plasma Cannon III | Hull melt once shields are down. |
| Defense | Shield Generator III | Just enough buffer to survive the return volley. |
| Utility | Engine Boost I | Reach optimal range before the enemy does. |
Commander
Storm's doctrine front-loads damage on the opening salvo, turning an already alpha-focused fleet into a one-volley executioner. His aggression aura is wasted on a defensive line but perfect here.
Required Technologies
- Kinetic Weapons III
- Fusion Reactors
- Targeting Computers
How to Play This Build
- 1
Pick the target
Identify the single highest-value enemy hull (carrier or healer) before the fight. Your whole alpha goes there.
- 2
Close to optimal range
Use Engine Boost to reach railgun optimal before firing. Firing early wastes your alpha on falloff damage.
- 3
Open with everything
Fire all railguns simultaneously on the priority target. The goal is to delete it in the first volley.
- 4
Roll to the next target
Do not let fighters scatter. Collapse fire onto the next priority while the screen pins escorts.
- 5
Disengage on attrition
If the first two volleys do not break the enemy line, withdraw. This fleet loses extended fights.
Strengths & Weaknesses
Strengths
- +Highest burst damage in the game
- +Wins fast or not at all — minimal time exposed
- +Forces the enemy to react to you
Weaknesses
- −Poor sustain — bleeds out in long fights
- −Thin shields; punished by sustained DPS
- −Expensive to replace losses
Hard Counters
- ⚠Defense Fleet shield-walls that survive the alpha
- ⚠ECM/disruptor fleets that scatter your opening volley
Budget Alternative
Swap the two Kraken Battleships for four Corvette Mk.I with Railgun Mk.III. You lose tankiness but keep most of the alpha at a fraction of the cost — ideal before you can field battleships.
FAQ
Is the Attack Fleet good for PvP?
Yes, in short decisive engagements. It excels at ganks and target-priority kills but loses drawn-out attrition fights, so disengage if your alpha does not break the enemy line.
What if I cannot afford battleships yet?
Use the budget alternative — Corvette Mk.I hulls with Railgun Mk.III keep most of the burst damage at a fraction of the cost.