As the IR, I have to go conquering worlds like a psycho axe murderer - literally taking the train up to Gaitros IV and New Alderran down to Courlag and Harkriss(sp?) by week 10-16 on Admiral. I had one fleet of three Vic II's, 3 Escort Carriers, 3 Lancer Frigs with a comparative handful of AT-STs, stormies, and (by Gaitros IV) a few plex missle soldiers for planetary invasion work by week 14 narrowly beating the EotH to Gaitros IV which luckily for me has an easy to defend planet map for chokepoint purposes.
Then I have to build/use a lot of ground troops (5 plexes and 1 AT-ST and 4 stormies + barracks) at Gaitros IV to hold back the EotH and NR hordes. I had to retreat my space fleet from there since they hurl crazy numbers for week 15-16 (43 (NR - Week 17) - 54 (EotH - Week 15) unit strength - is way too much for my overworked fleet). The enemy AI is stupid and will dribble out forces against my bunkered and free turbolaser assisted ground forces. Sprinkle in a bunch of anti air and use your free speeder bikes as suicide bombers and nothing will touch you. The dumb AI will play around with the rancors on the south end of the map. This means that with the help of the local wildlife the enemy with its hordes will politely crush themselves upon my entrenched defenses one or two at a time like minions in a cheesy old school superhero movie.
This gives me a small bit of time to build up two defensive fleets (I lost one escort carrier early on but had at that point the ability to replace it and build two more).
I was reckless and desperate to get my weekly credit income to the level I could build a Vic II on one week's income since there is no way given the differences in starting strength of matching their space fleets in the beginning at all. They are like the Covenant in the books in that regard. They can lose forty-fifty unit cap fleets and still drop down your door the same week with 3 Viscounts + a horde of BACs, Assualt Frigs, and their equivalent of Escort carriers.
My favorite defensive fleet looks like this...with a unit strength of 36. Feel free to sprinkle on a few Tie Defenders or an Interdictor to flavor. I hope to build four of these sized fleets before I start mustering superweapons and ISD II's in place of Vic II's.
6 Vic II's for capital ship killing power
6 Lancers for killing the legions of fighters I always encounter that stray too close to my overly sensitive Vic II's and their single drone squadron
6 Escort Carriers to counter the starfighter hordes of the enemy with a TIE swarm of your very own!
Tactics are simple I break my ships up as I imagine everyone else does with the above setup.
Group 1: My first three Vic II's that always appear in a line on the left at the start of the space battle.
Group 2: The two idiot Vic II's that always autodeploy behind the fleet on the right and the one near the front to form the front right side of my skirmish line.
Group 3: Behind one and two, I keep my 6 lancers.
Group 4: I hit Ctrl-A to get everybody and auto-select my fighters and bombers with the Ctrl+left click on one of my 6 drones to get all fighters and bombers after they finish launching from the escort carriers set them to guard one of the Vic II's in the middle.
Group 5: I select group four and ctrl+left click on the scim bombers marking them for easy access with this key.
My Vic II's charge ahead in line abreast formation closely followed by the lancers with the escort carriers at the back of my three ranked skirmish line. I don't let my fighters + bombers go with ctrl-A (fighters) or the attack target command (bombers) until my Vic II's are almost(!) within range of the enemy defenses (I find the best defensive fleet is an offensive fleet :p) Works like a charm unless they are shooting Viscounts at me which since my entire fleet auto-deploys like a pack of morons just within the Viscount's cone of fire meaning I either have my fleet run away like rats off a sinking age of sail ship or scatter my fleet to the four corners and use the survivors to angle around the side with my fighter+bombers to distract everyone from my Vic II's long enough for them to shoot the Viscount in the back with a concentrated burst of maximum firepower! (with everyone else piling on en masse)
I don't bother trying to capture the cap shipyard at Bilbringi or Byss even after I put my factions colors on every easily obtainable world leading to them so the other factions can't have them either. With such a poor economy there is no point in building anything heavy and once you have taken your 11-12 planets (one barracks + as many tax centers), building defensive fleets to hold back the barbarians storming your gates are a much wiser and more economical strategy. I prefer to have at least one shipyard working pretty much all the time and given the massive disparity in space fleet numbers well...I learned my lesson about heavy frigate shipyards on the border at Gaitros IV!
As should be obvious by now I agree with Fuwious 112%...ISD's and ISD's II's are simply too rich a luxury item for the IR in this GC. Their economy at start sucks the root, man! Until I can make 6200+ credits/wk there is no point in using them at all and by then you are probably wanting to save for Sovereign or Eclipse to get a little superweapon of your very own to play against the AI's many Viscounts and Phalanx Destroyers!
Well, that's my FTGU strategy and it seems to be working very well as the NR has a very soft front around Bimissari and below! My - defensive - fleet must be ridiculously battle hardened and full of Spartan quality veterans by this point after facing so many orange NR meanies! Seriously, they must spawn into existence like rabbits all over the galactic map right from the start! Its almost like someone opened the Galactic Gates of Rebel Hell and let slip the dogs of war against the Galaxy! No matter how many I kill they just keep coming!