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Topics - Zardnaar

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1
Discussion, Suggestions & Feedback / Imperial Problems?
« on: January 11, 2022, 12:26:56 AM »

 I haven't played for a while so decreased the difficulty down to medium. As the imperial remnant a few of my world's keep flipping to unaligned.

 This is causing big economic problems as it's often my money world eg Hutt space, Thyferra, and deep core world's. Hell even bilbringi flipped.

It's causing lots of problems.

  Taking them back us often difficult

2
Discussion, Suggestions & Feedback / Best Factions Now
« on: January 15, 2020, 07:15:16 AM »
 Well we have a new faction with the CSA and no more Yevetha.

  The below list is a rough ranking based on unit roster, heroes and geography to a lesser extent on the art of war type maps.

 From the bottom.

7. Pentastar Alignment.
These guys got hit with the Nerf bat hard. They lost their ability to spam lots of units and a marginal unit like the clone wars frigate with two skiprays got nerfed to 1 skipray.

 And they get the TIE gt that seems a bit crap. They get a hodge podge of carriers and no decent frigates. A meh geographic position doesn't help. So so heros and Kane and Grant are nice they also lack a decent heavy capital and due to map changes the Praetor star destroyer they get has big pathfinding issues.

6. Empire if the Hand.

 These guys didn't change much but the other factions got buffed. They lack the damage of the imperial factions and the tankiness of the mon cal ships. Very average heros and an odd assortment of random ships mean they can be frustrating. Oh and their income got nerfed and they lack an economic adviser.

5. CSA
 The CSA is quite powerful in space due to Bulwarks, Marauder's, and good frigates but they have expensive capital ships. Lackluster fighters however and Uber expensive capital ships. They also lack decent ground units although their heavy transport types are decent. Fairly meh heros.

 4. The Empire
 How good the empire is varies by era. They don't suck as such but they often lack units and alternate between what heavy Star destroyers are available.

 The still have some if the best admirals in the game but they no longer get 2 tier 3/ admirals that gang around the whole game from era 1-5. They also got nerfed with no more free eclipse class SSD in Era 3. You have to build that puppy now. Still in era 5 you can have 5 super Star Destroyers assuming you don't lose the sovereign and eclipse ones from era 3.

 Some minor buffs here and there though. For example you pick up economic advisers era 4 and 5 now. Central location means everyone hates you.

 3. Eridu Authority.

 The EA got buffed out the wazoo. The main weakness they had was support frigates and they picked up 3 new ones. The get a new 2 point Corvette that's cheap, spammable and agile. Doesn't hit to hard but you can have 3 of them for a strike cruisers cost. Once shields are stripped a wolfpac can hurt. They also pick up the Victory II class frigate that is tanky for a 3 point unit. Doesn't hit t hard hard but had decent range. The MVP is the new Imperial 2 class that carries heavy TIE bombers.
 Heavy TIE bombers hurt and it carried 2 of them. Other EA units also carry the heavy bomber. And you have Tectors and new support frigates. You're a lot better at carrier fleet. In era 4 iirc you also get Adz class destroyers that can wolfpac and you are a lot better at smashing shields than the PA who also get them.

 Oh you also get the A6 Juggernaut on the ground. 2 point super unit.

 You also get a large amount of admirals, none to exciting but you can't have everything.

2. Greater Maldrood.

 Always good but got a slight nerf with the loss of it's clone wars era fighters. You still get your great frigates and heros however but not sure if secutors are worth using now. An overall big nerf to carrier fleets. The TIE sentinel load out is a poor replacement to the arc 170's.

1. Zsinj.
 Zjinj gets to start with a super Star Destroyer and a decent economic base. Zsinj has a great location. Zsinj is one if the best admirals in the game and can recruit a pirate admiral along with his starting admirals.

 Zsinj can also recruit another SSD admiral at Kuat. He also has great world's to turtle on and world's like Wayland, Lianna, Mandalore nearby.

 Zsinj also gets the fantastic TIE raptor and his escort carriers carry two. Throw in howl runners being fairly common as well and he can easily dominate the skies. With on of the strongest economies in the game with two economic advisers, Zsinj himself functions as one and Dathomir us a discount world as well.

 On the ground he gets hailfire droids and normal artillery, A5 juggernauts are decent now. Hailfire droids got discounted. He can also field 3 SSDs.

0. New Republic.
 Not a lot changed for the NR. Some load outs changed, they still get Marauder's, and can spam X-Wings. They also gave very tanky units with Mon Cal's and Dauntless. They start with one of the best admirals in the game and often have a lot available depending on the era.

 In the ground their heavy tanks are now tough but slow while they retain their great artllery. They can't really down cheap AA artillery any more though.
 
 That's my thoughts atm. EA might be rated to low, Zsinj seems easy mode.

3
Discussion, Suggestions & Feedback / Wayland lol
« on: December 26, 2019, 01:17:06 AM »
Wayland's always been good.

Now with the changes it's basically MVP of your empire. Units cost a lot more and a suitable horde of infantry is suitable to take down AT ATs.

 They also don't get wrecked as badly by artillery, turrets or anti infantry type tanks.

 At 1 credit a pop they are easily the best unit and decent at shooting down air units.

4
Discussion, Suggestions & Feedback / Top 8/10 lists?
« on: April 14, 2019, 08:24:42 PM »
 As the title says I am thinking of doing some top 10 (or 8) type lists. Just wondering if anyone want to see them, or categories if you do. For example.

Top 10
Bank worlds
Fortress worlds
Special Production Buildings

etc.



5
Discussion, Suggestions & Feedback / Fleets A Guide.
« on: February 07, 2019, 10:43:26 PM »

 This guiide is roughly an attempt to cover the 3 fleet types and when/how to use them. Broadly speaking there are 4 fleet types in the game.

Carrier Fleet.
 This fleet uses a lot of carrier type ships such as escort carriers, quasar fires, venator's etc. Not you may still have some cruisers or hybrid carrier/battle cruisers in such a fleet but if 30+ points out of 60 are dedicated to carrier type ships you probably have a carrier fleet.

Balanced Fleet
These fleets tend to have 3 or 4 capital ships, 3-5 cruisers and an assortment of smaller ships.  A classic balanced fleet IMHO is 4 ISD's II, 4 Victory I/IIs and some combination of strike cruisers/AA frigates/acclaimators etc.

Kill Fleet
These fleets are built around pure fire power. Any craft carried are mostly incidental or are fighters to keep the skies clear of bombers. 4 Tectors +11 strike cruisers+ 3 lancers is a kill fleet, or 2-3 allegiances backed up with strike cruisers is also one. Imperial factions excel at this type of fleet as a general rule.

Super Fleet.
 This fleet is built around a super star destroyer. They are built around Bellators, Executors, or the Viscount New Republic equivalent.

 Those are the 4 basic fleet types. Not you can hybrid them as a balanced fleet for example could add some escort carriers/quasar fires instead of fire support ships.

 When/How to Use.

Carrier Fleet.
 Carrier fleets excel at a long drawn out combat and at droping shields. They tend to be poor at killing things in a hurry and running a few capital ships or cruisers (that also carry craft) is advised. Carrier fleets excel at mopping up weakly held systems, systems that are an asteroid field, and make good bully fleets as well where they canbeat up smaller fleets without any losses as strike craft regenerate. They are also good at countering super fleets espicially if the super ship lacks escorts. A large pile of bombers can nuke the super's shields and then you drop a few cruisers or whatever behind the SSd and take out its engines. Carrier fleets tend to be countered by fleets with more than 60 points, a large amount of tectors and those special AI fleets where they derp charge you with 15 Victory I's and II's as your craft can't blow them up fast enough and the concussion missiles wreck your shields. They are also decent on the defensive where you can use a ion cannon or X2 HVG to help them out.

 Balanced Fleet.

 When in doubt use a balanced fleet. If you don't know what you're advancing into or just need to defend a star base against all comers use a balanced fleet. They are never bad although sometimes they do not excel where one of the other fleets might be better.

Kill Fleet.
 Kill fleets tend to be used to try and win a battle as fast as possible using overwhelming firepower. They are usually built around allegiances and tectors either using them as pathfinder units. Tectors and allegiance tend to be tough as guts and pack a lot of firepower. You use them as a bullet sponge while things like strike cruisers hide behind them and fire over them, the idea is to have as many guns facing forward as possible. The New Republic mostly lacks the neccessary ships but you can cobble together something with Majestic Class cruisers, Nebula Star Destroyers and a large pile of Marauder corvettes. Kill fleets tend to come up short vs super fleets and large fleets as you are often racing opposing ships gambling that your shields and hard points last longer than the opposing fleets. Your few fighters are to keep the skies clear and in a drawn out slug fest reinforcements tend to ruin your day.

 Super Fleets

 A super fleet excels on the defensive especially when they are backed up by things like an HVG or two, a starbase and a several of the strongest defensive structures you can build. These fleets excel at wiping out enemy fleets for the loss of nothing as the super ship tends to soak all the hits. They can however be overwhelmed in heavily deafened systems due to the quantities of starfighters and bombers tat well be incoming. They tend to do poorly against factions such as Zsinj and the PA at least on the offensive as those factions tend to use lots of bombers and combined with a heavily defended system you might have a bad day or have to resort to a 90 or 120 point fleet to crack them open. Still you can pull off some truly lopsided battles using these ships but it can be a gamble.










6
Discussion, Suggestions & Feedback / Quantiy vs Quality?
« on: February 06, 2019, 08:06:44 PM »
 As the title says.

 Each faction generally has some very good units, but they tend to either cost more or cost less pop points so it will cost more to fill out a fleet.

 An example is the Nebulon B for the New Republic/Zsinj. For the pop points 2 of them are better than an quasar fire but for a 1 point unit it costs a lot of money, around 12k for 6 of them vs 6k (or less) for a capital ship costing 6 points.

 Another example is the strike cruiser, a 3 point unit that often costs around 1200 credits vs a Victory class that is a lot more expensive.

 For me I usually go with quantity, at least early on and then switching over to quality later on once I have my economy up and running. Cheap fleets often get used on the defensive or to fleesh out a fleet pop points. A good example of this is Zsinj with the Lucrehulks or filling out a NR fleet with cheap mon cal ships+ the quasar fire. Sure I would like a heap of marauder corvettes and Nebulon Bs but they cost money. For Zsinj 3 or 4 ISD IIs+ a pile of Lucrehulks is a cheap fleet and on the defensive a pile of Lucrehulks+Quasar fires+ HVG can be tough for the AI to crack.

 I will go for quality over quantity is if the price is close say a Tector vs an ISD II where the extra 33% (roughly) doesn't matter so much.
 

7
Discussion, Suggestions & Feedback / How Do You Use Praetors?
« on: February 06, 2019, 07:58:11 PM »

 As the title says.

 This is basically how do you use them. UI used to build a double Praetor fleet, but have since been leaning towards 1 Praetor+ 2 Tectors and using it as a flagship. This is for the IR and Eridu. The Pentastar ALignment can build them but I am not a massive fan of them in that faction as I tend to build carrier type fleets and its hard to get a tector replacement (ISD IIs don't quite cut it).


8
Discussion, Suggestions & Feedback / Top 8 Faction Rankings
« on: September 04, 2018, 12:47:30 AM »
 The following is my purely subjective rankings of the factions in various categories. Generally I refer to 4 fleet types.

1. Balanced Fleets
This is a mixture of capital ships, cruisers, frigates, starfighters etc. All facitons can build these types of fleets.

2. Kill Fleets.
These fleets are all about pure firepower and are usually various types of imperial fleets or late era fleets.

3. Carriers Fleets
 These fleets are usually either 100% carriers of have a handful of capital and cruiser ships (that tend to carry craft) with at least half the fleets devoted to carrier type this.

4. Super fleets.

 These fleets are built around super star destroyers/Star defender ships (Bellators and up).

 Generally I rate the factions based on unit roster (due to FTGU scenarios), admirals, heroes and finally starting positions on the larger sand box type maps. Gnerally I think its easy for the top 2 facitons the bottom 2 but the middle is very subjective.

Top 8 Overall

8. Yevetha
Perhaps the only outright bad faction the Yevetha do not have enough going for them. They are missing a lot of basic imperial units, have weak heroes, and only have 1 unique ships which did not even seem that good.

7. Eriadu Authority.

 Tectors, Torpedo Spheres and a unique escort carrier make them very competitive. Praetors seem to have been nerfed though from 2.1 and there heroes are average at best. Good capital ship faction. Weak Admirals, a bad location and weakest Imperial on the land puts them down here.

6. Zsinj
 This faction is not bad as such more average and awkward to use. Mostly ranked this low simply because the other factions are better IMHO.


5. The Empire. They start off very good with Tectors and strike cruisers with good support ships. They peak in Era 3 with XR 85's, modular task force cruisers, heroes and Sovereign class Star Destroyers. During era 3 I would bump them up to 1 or 2 and everyone else shifts 1 position down the list.

4. Pentastar Alignment.

 Formally the best in the game they lost their 2 starting SSDs, they get one of them back at week 20. Compounding their problems the Praetor seems to have been nerfed along with the carrier strategy which they were the best at. They are beaten at carriers by Greater Maldrood and arguably Zsinj and they do not have the great unique units cruisers and 6 point ships (Tectors, Crimson Command VSDs, Allegiances etc)  to make up for it. Still Praetors will get the job done and they get Secutors and as well as Munificent's and the procursator. Since they are basically a era 4 or 5 Empire they have been placed ahead of the Imperial Remnant

3. The New Republic.
 Very good faction even inn era 1, but they take a bit to get going and their best units are era 4 and 5 where I would rate them as number 1 or 2 (1 in Era 5).

2. Greater Maldrood.
 Much like the Empire of the hand, great cruisers, capitals, heavy ships, can build Bellator SSD and Alegiance and has great units to go with them. Good on the ground,

1. Empire of the Hand.
 More or less blatantly overpowered on all the criteria I used. Best starting location, good heroes, great units good on land and space.

Top 8 Personal Favorites

 This list is based on what factions I find fun to play, generally on admiral difficulty and on the Art of War GC.

1. Greater Maldrood
2. Empire
3. Zsinj
4. Yevetha
5. New Republic
6. Pentastar Alignment
7. Eriadu Authority
8. Empire of the Hand

Top 8 Carrier Factions

8. Yevetha.
Well these guys can't build crriers at all and have no bomber units. At best they can have a cloud of trifoil fighters.

7. Eriadu Authority. Fairly generic units with shield equipped TIEs and no exclusive carrier units. Can spam lots of TIE hunters though they are btter used in the other fleet types.

6. Empire Better than the EA but not by much.
 Gets better in era 2,3 and 4 but its mostly less awful relative to the other factions.

5. Pentastar Alignment.
Very good carrier faction, only let down on a higher placing due to 4 other factions being better. The PA is also quantity over quality with its Secutors, Acclamators and Venator carriers.

4. Greater Maldrood
 Can go several ways with carrier fleets building around Secutors, ISD II's, or TIE Avengers/ARC 170's. Probably has 3 + types of viable carrier fleets.

3. Empire of the Hand
 Almost everything that launches out of an EotH fleets seems good. Would be placed higher but they lack the Nebulon B frigates and underpriced Lucrehulks and Zsinj level ISD II equivalents.

2. Zsinj
 Zsinj doesn't have the variety of the PA and GM but makes up with in cheap spammable TIE Raptors and the Lucrehulks. Zsinj ISD II's carry 2 TIE Raptors while quasar fires and Nebulon B offer quantity and quality.

1. New Republic
 The best carrier faction in era 1 and doesn't really lose the crown although you could make the argument that in era 4 and 5 Zsinj or the EotH might be better due to the loss of the Nebulon B but they pick up E and K-Wings and various support ships so they mostly have quantity and quality in most eras.

Kill Fleets.

8. The New Republic
The New Republic ships tend towards the carrier side of things and they lack the required units to make dedicated kill fleets not really picking up the right ships until era 3 or  4. An era 1-3 NR kill fleet looks a bit more like a balanced fleet and/or still has lots of X-WIngs attached.

7. Yevetha.

 The Yevetha only really get the Allegiances but lack the required support units such as good AA corvettes and srike cruisers to really make them shine. Still they get allegiances.

6. Pentastar Alignment.
 These guys ge Praetors over Allegiances but lack a good AA unit to suport them but they do aquire procursator cruisers and Accalmators which helps and its enough to put them 1 ahead of the Yevetha

5. Zsinj. Zsinj gets Allegiances and is rich enough to afford them. He is in a similar boat to the Pentastar Alignment but has better 1 and 2 point units to support said kill fleet. Still its not really this factions specialty.

4. Empire of the Hand
 While the EotH lends itself to building carrier and balanced fleets they have a good selection of capitals, cruisers and frigates they can use to cobble togather a kill fleet. At least better than the factions ranked lower than them.

3. Eriadu Authority.
 The Eriadu Authority gets Praetors, Tectors and good support ships to back them up such as TIE Hunter escort carriers, tartan patrol vessels and Torpedo Spheres. Would be rated higher but faction 1 and 2 get strike cruisers.

2. The Empire.
 The Empire gets tectors era 1,4 and 5 along with Allegiances Era 2 and 3, the lancer right through and Praetors era 5. They also have the incomparable strike cruiser which is the work horse of these types of fleets as the other factions have to make do with Victory/Procursator Cruisers.

1. Greater Maldrood.
 Allegiance check. Strike cruisers check *2 allegiances, 9 strike cruisers is not to bad). Good AA corvette check. Additionally they get 2 more good choices of cruisers to help with the CC VSD, and the Procursator. Even the venerable VSD I and the Bulk Cruisers can be used here. If I had the choice I would probably pick Tectors over Allegiances but nothing is perfect.




9
Discussion, Suggestions & Feedback / Ranking the ISD II's
« on: September 03, 2018, 12:26:01 AM »
 Out of the 8 factions in the game, 6 of them can build the ISD's. Not all ISD II's are created equal however as they vary by what craft they can carry. Generally most facitons have something else you should be building over the ISD's. They are not bas as such but they are inferior to things like the Tector, Allegiances etc.  Starting from the bottom placed faction I will rate them

6. Pentastar Alignment
 AFAIK these ISDs carry the bog standard TIE's.

5. Eriadu Auhority
In last place we have the EA which has a completely bog standard SSD. They carry TIE, TIE interceptors and TIE Bombers. Apparently the TIE interceptors have shields though.

4. The Empire. What comes out of an ISD for the empire does vary on the era as they tend to have a different load out in era 2-5. Still not that exciting however although in some eras they are better than number 4.

3. Duskan League
 THe Duskan leagues ISDs do notcarry any TIEs or bombers just 100% Trifoil fighters. Si do Yevetha Victory class ships. THe other factions get maybe 1-2 replacements for their TIES, the Yevetha get 100%. WHile missing out on a bomber is annoying the Trifoil fighters is very good at chopping other fighters out of the sky including vs the New Republic and Empire of the Hand.

2. Greater Maldrood. The GM ISD's carry a TIE Avenger and ARC 190. This means you can build very good carrier fleets or replace things like strke cruisers and victory class ships with Providence class frigates and Bulk Cruisers so you get to use many ARC 190's and TIE Avengers.

1. Zsinj. Zinjs ISDII's carry TIE Raptors and the TIE Raptor is very very good. ALso comes on Zsinj Nebulon Bs and Quasar FIres so you can chop opposing fighters out of the sky and TIE raptors have missiles as well.

 


10
Discussion, Suggestions & Feedback / Top 10 Star Ships in the Game
« on: August 25, 2018, 11:14:14 PM »
 The following is a list of what I think are the best ships in the game. This is overall and takes into account cost, when you can get them and how effective they are in their role. Counting Down

10. Lancer Frigate
 I put this in the number 10 slot as I quite like them. The lancer is exclusive to the empire and why I rated it so high is that out of all the cheap AA uits in the game I like this one the best. Its a bit slow but when you have clouds of fighters incoming it will shred things like TIE fighters and kill the tougher ones fast than other AA corvettes. Its fast enough to keep up with the capitals and suffers from the same problems every other AA corvette has if it gets caught near the front lines. I epxect some pushback on this placement but ever been in a situation where your AA corvettes can't shoot down a swarm fast enough? Well the lancer handles that the best.

9. Escort Carriers (Eriadu Authority)
 The EA has 2 escort carriers, I am referring to the 1 point version that has the enhance fire ability, carries 2 TIE hunters and is fast and cheap. 10 of these can be built for 7500 credits. That is 20 TIE hunters and 10 fast corvettes that can be used on mop up or in emergencies to break up corvette swarms.

8. Secutor Class Star Destroyers.
 Are you playing as Greater Maldrrod or the Pentastar Alignment and need to spam a lot of fighters? Well the Secutor is for you. Its one of the best carriers in the game and costs 8 points. THye tend to kjeep pumping out the fightrers and bombers and they can defend themsleves aqaint squishy units or help finsh off wounded prey Better than the Lucrehul that unit is rated higher for one main reason. Cost.

7. Lucrehulk
 The Lucrehulk is available to Zinj and it costs 8 points and carriers a large amount of fighters and bombers, most of which are crap. Hwever quantity has some advanatges and this thing is dirt cheap at 4000 credits or more like 3200with the Zsinj economic adviser. That its almost half the price of the Secutor. It has virtually no fire power worth mentioning but it also makes for a nice bullet sponge and the IA can strugle to blow them up quick enough. A key unit in the explosicve blob starts the Zsinj faction is capable of due to the wealth of the corporate sector worlds and this thing which can be built on Etti IV and Ession.

6. Mon Calamari 80b
 This thing is a toiugh as guts flying fishbowl that carries some good fighters, is reasonably cheap on Mon Calamari or with one of the NRs economic advisers and can recharge its shields. If I could build these as an imperial faction even with TIEs over the excellent NR fighters I probably would. NR fleet losses tend to be a lot lower due to the toughness of ships like this.

5. Chav Cruiser. The Empire of the Hand may not have the best ships in the game but everything they have is usually above average to very very good with only a few duds on the unit roster. This thing here just outclasses all the other 4 point cruisers in the game including the Crimson Command VSD IMHO. Its fast, has enhance fire and can absorb a relative beating compared to things like the VSDs.

4. Nebulon B Frigate.
 A 1 point unit that carries 2 X-Wings sign me up. The only real downside is the cost of these things as bulding a lot of them starts becoming comparable to things like SSD's. Chucking any where from a half dozen to 20+ in a fleet tends to win you a lot of battles. But the cost....

3. Quasar Fire Carrier
 Not as efficient as the Nebulon b but its a lot cheaper and carries 3 fighters- an X-Wing, A-Wing and a Y-Wing, or a TIE Raptor, TIE fighter and TIE Bomber for Zsinj. That is is some high quality fighters for a low price and it only costs 2 fleet points.  The Nebulon B is kind of better but this is good enough for the price. Cheaper cost means more ships early on and more ships early on is > better ships later due to the snowball effect. Snowball hard enough and you can afford to mass produce Nebulon B frigates. Even then I still build these with the logic of more fleets> 1 less fleets.

2. Tector Class Star Destroyer.

 These things are very tough and hit like a truck. The Eridu Authority and the Empire in Era 1, 4 and 5 are the only ones who can build this. It more or less takes care of the major problem Imperial ships have which is they are fragile. If the Imperial ships are battle cruisers or British designed type ships the Tector is a Bismarck or Iowa class BB equivalent. ISD IIs are basically for carrier fleets, this thing should be the bread and butter for your fleets in the eras you can build them.

1. Strike Cruiser

What is the best unit in the game? IMHO it is the imperial strike cruiser, a 3 point ship that hits hard, has the enhance fire ability and costs around 1200 or 1180 credits if you build them with economic advisers or on Antemeridas as Greater Maldrood or Corellia as the Empire. At that price you can mass produce them and can spam them early for the snowball effect. 4 capital ships and 12 of these (or 11 + 3 AA corvettes) works very very well. You can build 3 of them roughly for every VSD but they are faster, agile and have a very good range so they can fire over units. Park them behind Tectors, Allegiances, and SSD for example. Once shieelds are down having a few of these use the enhance fire ability tens to shred ships along with AI derp charges or lots of squishy but annoying corvettes. also benefits from the excellent imperial Admirals and wolf pacs of these under Thrawn are quite entertaining especially if you build a few spare Tectors in era 1 to carry over into era 2. 







 



11
Discussion, Suggestions & Feedback / Cheap and Not So Nasty Fleets
« on: August 25, 2018, 03:10:18 AM »
As the title says what are some cheap and effective fleets you can put togather.? Here are a couple I have tested.


Imperial Era 5

15 TIE Defenders
30 Preybirds

 TIE Defenders got nerfed not to long ago They are still good, just not worth building that many of them. However when combined with Preybirds that are cheap enough, effective enough and can take some hits, This fleet costs 21750 credits.

 And the other one.

Cheap And Cheerful Carriers- Zsinj

5 Lucrehulks (3200 each with adviser)
10 Escort Carriers (around 1700)

 Total coast is around 32k. Scary thing is this fleet can chew up some serious fleets. For the low low price of hald a fleet of capitals you can annihilate a Validusia space staiton, a couple of Torpedo spheres+ 2 ISD II+ base defense+ support ships.


12
Discussion, Suggestions & Feedback / Dark Empire Bugged?
« on: August 23, 2018, 11:33:22 AM »
 I was playing the Art of War and Thrawn died. The emperor turned up without the Sovereign. Do you only get it if you pay the 60k? However the Emperor and Carnor Jax hung around long after the era 3 and were still in Byss in era 5 although they were only a 1 population size unit.

  In other news the EMpire can also field 4 SSD's, an Executor, Era 4 Daala in Knight Hammer, a Sovereign, and era 5 Pellaeon. Not sure if that is working as intended. Era 4 ended due to time and Daala stuck around.

 For epic fights the GM can throw 10 Allegiances at you it a never ending wave of them


13
Discussion, Suggestions & Feedback / Faction Guide 2.25
« on: August 21, 2018, 09:16:37 AM »
 I thought I would redo my old faction review thread and try and make it more concise and update it. The last time for example the Yevetha were removed form the game and I did not get as much playtime as I wanted with them. Also I have figured out a few new tricks.  So the game has 8 faciotn, the imperials, Yevetha, New Republic, Empire of the Hand and the 3 warlord factions. All Imperial factions share basic units but they often vary their fighter load outs. This for example makes Greater Maldrood ISD II's better than the default imperial ones. Not all factions can build basic units such as strike cruisers.

 I use the following terminology when referring to my ships fleets.

Capital. Large ships 6+ points
Cruisers. Game calls them frigates, generally 4 point ships.
Frigates. 2 and 3 point support ships.
Corvettes. Generally 1 point ships.


Balanced
 A balanced fleet is usually something like 4 capital ships, 5 cruisers and the remainder a variety of support ships. To many capitals in one place tends to create issues ships spinning or tripping over each other.

Carrier Fleet
This fleet is built around carriers. You will have more fighters and bombers than a balanced fleet but less firepower. The main advantage is it doesn't matter what type of map you are on, fighters and bombers can zip around the map.

Kill Fleet.
 These fleets are generally pure firepower. Any fighters and bombers are incidental. Generally built around Allegiances, PraetorsTectors,  and Procursator star destroyers. Usually has more AA corvettes than the other fleets and very few if any fighters and bombers relative to the other fleets.

Super Fleet.
 Built around SSD as a key component.  Includes Bellators, Eclipse, Sovereign, Executor type ships and the Star Defender.

14
Discussion, Suggestions & Feedback / Yevetha Buffed?
« on: August 19, 2018, 08:10:59 AM »

 Tested out a game as the Yevetha and I remember them as the worst faction in the gme. This time around fairly standard imperial units and the amidala thrustships. They are cheap and I spam them and put VSD/VSD IIand ISD IIs behind them. The thrust ships are there for bullet sponge. Well between them and coulds of Type D fighters they are clearing house.

 The thrustships are good for clearing out fodder and being bullet sponges while the D types keep TIEs or whatever off my head. I lose a fe victories but tend to have 3 VSD/VSDII, 4 or 5 ISD IIs and most of the rest is thrustships. I have 30 odd points in reserve often an ISD , 2 VSD/VSD II and some more thrust ships. Due to hyper velocty guns its not to unusual to lose more ISDs than thrustships.

 Have not played for a bit but running 90 point fleets over 60 point ones as reinforcements are nice and commanders are getting killed a lot more.


15
Discussion, Suggestions & Feedback / Lopsided Battles
« on: May 10, 2018, 11:41:28 PM »
 This thread is to post results of very lopsided battles in terms of casualties. Playing on Admiral defending Kuat. Capital shipyard, 0 Golans, X2 HVG.

Fleet

Zsinnj
1 Allegiance class
7 Quasar Fire

Casualties
1 Quasar Fire

NR Casualies

16 A-Wing Squadrons
13 Assault Frgates
1 B-Wing
15-cc-7700
5 Corellion Gunships
1 Dauntless
1 MC 80
8 MC 80 Home Ones
3 Marauder Cruiser
4 Nebulon B2 Frigates
2 Nebulon B
2 Quasar Fires
2 X-Wings
2 Y-Wings

 Not bad for the loss of 1 Quasar fire.

16
Discussion, Suggestions & Feedback / SSD's Unplayable?
« on: May 10, 2018, 08:57:31 PM »
 As the title says. I am having a huge amount of trouble using jinj and an Executor on most of the planets I travel to. They ether spin or get stuck and refuse to move or shoot stuff very close to them. If the AI YOLOs into them at the start of the battle they seem to work ok and on the defensive where you don;t have to move them they can be ok but on the offensive they seem barely usable with the other 25 points of the fleet either carrying the battle or getting chewed to bit.

 I don't expect them to be sed on Vergesso asteroids but on Kuat in particular which seems reasonably wide I have a huge amount of trouble trying to get one to move in a straight line and I had on get stuck just over the middle of the map. Antemeridas is almost 100% open an I could not get one to go from A to B either, same deal on Centares and Thanos.

 Zsinj has been relegated to parking in orbit over Kuat whlie the other one is having a holiday in Thanos and I am fortifying the system. 60k for a defensive emplacement seems a bit steep.

17
Discussion, Suggestions & Feedback / 2.2 Unit Review
« on: May 02, 2018, 08:13:14 PM »
 The following is a work in progress. I have played all the factions through all of the eras and have a reasonable idea of what is good, what is not and how to rate them. I will be using a 1-5 rating system including halfves (2.5, 3.5 etc). Each unit will have a brief description of its role and how to use it.

 As per usual if I have missed something or have evaluated something wrong feel free to disagree. Alot of these type of games are mostly about playstyle and personal preferences, as long as I am in the ball park I do not mind. The rating system.

1. Terrible unit, do not build and probably sell any you start with at some point.
2. Below average unit or outclassed by another. Generally only used due to starting unit or if your faction has nothing better or perhaps a specific niche.
3. Average unit. Perfectly serviceable, all around useful but not very exciting.
4. Very good unit, you probably build fleets around this and/or use it in most of your fleets.
5. Excellent unit, probably one of the best in the game, more often than not the only real question should be why are you not using it. The only reason perhaps would be in a fleet where its role is not needed.

 Rather than do a faction by faction breakdown I will rate them in the following categories.

Empire
Warlords
New Republic
Empire of the Hand


 This is mostly due to the warlords sharing a lot of units with other factions. The focus will also be on space units, I may do ground units later own. Note that some units might get a different score based on what faction they are in this is because they may have different unit load outs (starfighters), or be  better or worse in that faciton due to how it interacts with the other units on the roster. The role more or less us what the units job is. Cruisers are more or less light capital ships, fire support is ships that deal decent damage but are to squishy for front line use (at least most of the time.

Role descriptions.
 The role is basically what the ship is designed to do. OSMe ships have multiple roles whie others might have a touch of another role but are not an exact hybrid.
Capital
 A capital ship is designed for front line combat and usually has a decent amount of weaponry, shields, hull etc although that can vary by faction. For example Mon Cal ships have fewer weapons than Imperials and EotH.

Cruisers
Cruisers are to back up the capital ships and some are hybrids between cruisers and capitals.

Fire Support

Fire support ships are generally long ranged ships or ships that are to squishy to be in front line service.Generally you use them to shoot over the capital ships and/or cruisers.

Super Star Destroyer
These ships are more or less a fleet by themselves. They include some ships that are not technically SSD's but function the same such as the Viscount.

Carrier
 This ships primary role is to carry fighter and bombers into combat. Dedicated carriers launch replacements while other ships do not replace losses. All factions have a basic carrier while some factions have advanced options.

Fighter
A fighter is a ship designed to shoot down other fighters, bombers and fighter/bombers.

AA
An AA ship is designed to shoot down fighters, bombers and fighter bombers. They tend to be more durable than fighters and bombers but trade things like speed for it. Some of the better ones can swarm larger ships (IPVs and Tartans come to mind).

Interdictor
 This ship class has a simple job. Stop the AI from jumping to hyperspace and escaping.



18
Discussion, Suggestions & Feedback / The Strike Cruiser- Imperial MVP
« on: April 29, 2018, 05:28:49 PM »
 In my rate the factions and basic strategy thread I have mentioned the Strike Cruiser more than a few times. I have been a fan of these since the mid 90's when I saw the stats for them in the D6 RPG material and used them in the old Rebellion game.

 Anyway I perhaps rated the Imperials higher than some would and a large part of this is due to the strike cruiser. Its not quite exclusive to the Imperials as the Greater Maldrrod can use them as well (and I rated them very high as well the SC is just part of the puzzle for them). No other faction has such a competitive package for a 3 point light cruiser. Generally I assume you use 305 capital ships in a fleet along with 2-5 cruisers (VSDs, Dauntless etc) with the rest of the points spent on support ships.

 However the Strike Cruiser I am finding can just out right replace almost every ship type in fleets except for the capitals. What makes this ship so good and why do I feel the other factions come up short in the 3 Point light cruiser spot.

1. Its cheap. Base price of 1600, real price 1200 (Corellia, Antemeridas, Economic advisers). Put simply you can get around 3 of them for every VSD.
2. It hits hard and can enhance its fire.
3. It has a TIE and TIE Interceptor
4. It has Ion Cannons
5. Its agile
6. It has a great range.
7. They can be built fast.

Cons
Its squishy (but so are VSD's).

Generally when I am playing as Imperials or Greater Maldrood my default plan is to go on the immediate offensive (to be fair ths more or less my defualt plan for all factions apart from Zsinj). Usually I can cobble togather a 60 point fleet out of whatever the starting units are that I can live with. Strike Cruisers fill in a lot of gaps when used En Masse. Basically you can rapidly build up to multiple 60 point lfeets very rapidly. For a simialr price to a Victory you can fill 9 points of a 60 point fleet. Two victories may cost slightly less and have more firepower than 3 Strike Cruisers but you can produce them faster and you get 6 TIEs vs 4.

 Sometimes Triangle ships also like to spin or otherwise not fly in a straight line so ig you build say 4 or 5 victories as your fire support only 1-2 of them will be available to open fire at once. Strike Cruisers have a decent range opn them so they can hide behind Tectors, SSD,s Allegances etc but more importantly they can support them better. A wolfpac of 8-12 strike cruisers can actually be in the right place at the right time and rapidly change facing to shoot different targets since they are so agile.

 Since they are so cheap you can rapidly expand your early fleets as well. Additionally they carry 2 TIES and as the Imperials you do not need space superiority but space neutrality works well enough. As long as you're not being bombed its all good. Consider

SSD
+2 Escort Carriers
+7 Strike Cruisers

4 Tectors (Or ISD's)
12 Strike Cruisers (-2 SC +3 escort carriers works)

3 Allegiances
9 Strike Cruisers

1 Bellator
11 Strike Cruisers

 These are all fleets I have used and like using. Now obviously I will use other ship types but these are often early fleets of mine. And games like EaW it often comes down to how hard you can snowball, the faster out the gate you are the more powerful you become. The strike Cruisers squisiness is minimised by the stronger units, or with ISDs you just have a lot of firepower available

 Even in the Caamas Campaign (era 5) I am still using ye olde humble Strike cruisers to escort the Bellators.

 In my current test (on Admiral) its week 37, I have 39 000 credits in the bank (6500 weekly)and 4 60 point fleets and 1 90 point fleet at Corellia and Isard and her strike cruisers (Isard, 2 escort carriers, 7 strike cruisers) havecut the map in half, the north is secure (1 fleet at Bilbringi, Ord Trasi and Bandomeer fortified to hell). and I have 3 fleets to play with on the offensive. I have built 8 Tectors and mostly strike cruisers to fill the fleets out. I don't think I have built anyVictories at all, it seems I have a total of 7 VSD I's I think the Imperials started with.  2 of the ISD/tector fleets fleets have 10 ot 11 strike cruisaers, Isard has 7, Corellia has 5, and my only fleet with significant amount of Victories has 3.

 I have lost a grand total of 1 planet which was rapidly recaptured.

Saving for an SSD, a Validusia staiton and to summon Thrawn.

 And all because of the humble strike cruiser;).




19

 I'm testing an Imperial GC where I mostly turtle and tech up. Era 3 rolled around and I got the Eclipse and the optionof building World Devastators. They were a 15 point unit and I was expecting something similar to a Praetor.So I built for of them and had dreams of bwa ha ha unlimited power.

 And it turns out they seem to inflict sod all damage. When my strike cruisers behind them were not firing overhead they seemed to struggle to kill a Nebulon B frigate. They were not even that good at tanking damage. That fight I lost multiple smaller ships and had to jump to hyperspace.

 So now I have deployed them to defensive locations. If I could name fleets I would call them "Deep Core Emergency Defence Fleet" or " Imperial Holdings Defensive Fleet" or something similar.


20
Discussion, Suggestions & Feedback / Ranking the Factions
« on: April 25, 2018, 07:37:35 PM »
 The following is my rankings of the relative power of the factions. This is a general guideline only and  will make 2 lists. One will be what I think are the most powerful, the second will be my favourites. Since they do vary based on what GC you are playing I will try and evaluate them overall and make note for specific eras. Which are mostly applicable to the Empire and New Republic. In general I have used the following criteria in order of importance.

1. Unit roster. What units does this faction get and how good are they. This is because you might play From the Ground Up as well and things like staring position etc matter a lot less.
2. Leaders. THis is mostly the quality of your admirals. YOu can always build more ships or expand the empire, you can't change your hero roster though.
3. Starting position. Mostly on the larger GCs such as Art of War. This matters a lot less in FTGU and other GCs so is ranked the lowest.

 From the bottom to the top.

8. Yevetha
They have been disabled but they are really the only out right bad faction. They are missing a lot of basic imperial units, have weak heroes, and only have 1 unique ships which did not even seem that good.

7. Zsinj
 This faction is not ba as such more average and awkward to use. Mostly ranked this low simply because the other factions are better IMHO.


6. Eriadu Authority.

 Tectors, Torpedo Spheres and a unique escort carrier make them very competitive. Praetors seem to have been nerfed though from 2.1 and there heroes are average at best. Good capital ship faction. Weak Admirals, a bad location and weakest Imperial on the land puts them down here.


5. The Empire. They start off very good with Tectors and strike cruisers with good support ships. They peak in Era 3 with XR 85's, modular task force cruisers, heroes and Sovereign class Star Destroyers. During era 3 I would bump them up to 1 or 2 and everyone else shifts 1 position down the list.

4. Pentastar Alignment.

 Formally the best in the game they lost their 2 starting SSDs, they get one of them back at week 20. Compounding their problems the Praetor seems to have been nerfed along with the carrier strategy which they were the best at. They are beaten at carriers by Greater Maldrood and arguably Zsinj and they do not have the great unique units cruisers and 6 point ships (Tectors, Crimson Command VSDs, Allegiances etc)  to make up for it. Still Praetors will get the job done and they get Secutors and as well as Munificent's and the procursator. SInce they are basically a era 4 or 5 Empire they have been placed ahead of

3. The New Republic.
 Very good faction even inn era 1, but they take a bit to get going and their best units are era 4 and 5 where I would rate them as number 1 or 2 (1 in Era 5).

2. Greater Maldrood.
 Much like the Empire of the hand, great cruisers, capitals, heavy ships, can build Bellator SSD and Alegiance and has great units to go with them. Good on the ground,

1. Empire of the Hand.
 More or less blatantly overpowered on all the criteria I used. Best starting location, good heroes, great units good on land and space.

 My personal favourites though.

1. Greater Maldrood
2. Empire
3. Eriadu Authority
4. Pentastar Alignment
5. New Republic
6. Zsinj
7. Empire of the Hand
8. Yevetha




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