Crikey! I go away for a week and look what happens. That’s a lot of comments.
Well, here goes. I have had 2 ideas. I will try and keep them brief, but also provide a reasonable explanation for why they might be useful. I think I have made these suggestions already, but I don’t think I explained them well enough, and I want to do a better job of it.
For Maldrood, the idea I suggested here already was the PX-10. I shall go into more detail here.
The primary element of the PX-10’s usefulness would be the numbers in each company. If you took the in-game unit with the most numerous individual tanks per company, you might add 2 more to get the required company strength for the PX-10.
A cheap scouting vehicle with a reasonable armament, I imagined that a company might have the firepower and toughness of a century tank or 2, but only as an entire company. Essentially such a unit loses its effectiveness more gradually as each tank is destroyed, but individually they are weaker than the tougher tanks employed by the other factions. Beware area effect weapons!
Thus when you examine the existing Maldrood roster, such a tank would be slightly tougher/ less powerful than the swamp speeder or ATPT, whilst possessing more anti-vehicle firepower in groups. It would thus as an individual tank be below these units in the hierarchy, but as a company would be superior (and slightly more expensive).
Is that too complicated? :/
(lore-wise, Kosch grabs a loud from some Deep-Core Expeditions, and bunches them together to make them more militarily effective)
The other suggestion I made previously was the Broadside cruiser, but it was a very hap hazard suggestion. I will try and explain better.
Essentially, the cruiser would have long range concussion missiles (as explained here on the wookiewiki- http://starwars.wikia.com/wiki/Broadside-class_cruiser_kdb-1
) whilst having little else in defensive capabilities. It could replace either one of the VSDs, or one of the frigates the Eriadu Authority has in its possession. This would have a number of effects for the EA’s playstyle.
1. It gives the EA a specialisation that isn’t in the usual “capitals versus carriers versus frigates” category. The other factions seem to have this trichotomy, and so it can distinguish the EA from the other factions even more. You can still use the other frigates for something or have a carrier fleet, but the EA’s primary strengths would be slow capital ship advances under space artillery fire. Counters to this would be fighters or dashing with fast frigates to close the range.
2. It allows the EA to distinguish itself from the other factions with long range artillery. The NR’s Majestic, and the EotH’s Peltast are excellent ships, but the EA might have a slight edge over them in long- range combat due to the presence of two such ships. Consequently, this also means that the EotH, an excellent faction as it is, “gains” another weakness.
3. It makes long range fleets more complex- do you want multiple Broadsides, or a torpedo sphere, or a mix? Would you use Broadsides for the offense, and spheres for defence?
Care would have to be taken to makes sure that whatever ship the Broadside replaced was not critical to the EA, and that it was a ship it shares with the other warlord factions. The EA must not be allowed to become too cripplingly specialised.
(in terms of lore, you could say it was a rare ship that the ruling families of Eriadu obtained through back-channels, or something)
Of course, I do not know of the team's plans, so feel free to take/ignore whatever as necessary.