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Author Topic: Maldrood ships advice  (Read 1903 times)

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July 20, 2018, 08:59:02 PM

Offline Keran

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Maldrood ships advice
« on: July 20, 2018, 08:59:02 PM »
I'm curious as to what you all use when playing Greater Maldrood. Unfortunately haven't been able to try a go at them since the release of 2.2. Browsing the manual now actually.

 I was trying to find ships to fill the fleet that are good against shields. The NR has very heavy shields and from what I can tell the GM doesn't have ships that carry many ion cannons.

Thought about the ISD1 as it's got a decent capacity of them (thought you could get an Alliegance for the price of two of them). And it's not that much weaker (hull and shields) compared to the IS2. Maybe a Secutor as a bully since it's got plenty of ion cannons and hefty shields?

I can't figure out a Reason to take a Neutron Star Bulk over the Strike Cruiser. The Same goes for a Procursator when compared to a VSD.

Very curious about the Sorannon class Star Destroyer I see mentioned in the manual and what it's stats/weapons will be.

(Just want to mention yet again that I love everything about the Bellator and all the work that went into it. It's such a beautiful ship.)

July 20, 2018, 09:24:31 PMReply #1

Offline Slyguy3129

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Re: Maldrood ships advice
« Reply #1 on: July 20, 2018, 09:24:31 PM »
Haven't had a chance to play as the GM, but while I was playing my current as Empire and taking out EA, the era change to 1b opened up the Transmist to my NE near Kuat. While I was busy securing the space over EA, I sent a probe droid to the mist and found a huge GM fleet appearing to ready for an attack on Kuat. I have to say, that while Allegiance Class Battlecruisers don't seem that much stronger on paper than ISD2s, in practice they are terrifying. I almost lost Isard, and lost 3 Tectors to a squad of 5 ACBcs. Had I not diverted her fleet from the southern end of the Galaxy to head off that fleet, I have no idea what the AI would have done with them. Paper doesn't tell the whole story. But it's a good start.

July 21, 2018, 12:36:43 AMReply #2

Offline derp

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Re: Maldrood ships advice
« Reply #2 on: July 21, 2018, 12:36:43 AM »
I'm curious as to what you all use when playing Greater Maldrood. Unfortunately haven't been able to try a go at them since the release of 2.2. Browsing the manual now actually.

 I was trying to find ships to fill the fleet that are good against shields. The NR has very heavy shields and from what I can tell the GM doesn't have ships that carry many ion cannons.

Thought about the ISD1 as it's got a decent capacity of them (thought you could get an Alliegance for the price of two of them). And it's not that much weaker (hull and shields) compared to the IS2. Maybe a Secutor as a bully since it's got plenty of ion cannons and hefty shields?

I can't figure out a Reason to take a Neutron Star Bulk over the Strike Cruiser. The Same goes for a Procursator when compared to a VSD.

Very curious about the Sorannon class Star Destroyer I see mentioned in the manual and what it's stats/weapons will be.

(Just want to mention yet again that I love everything about the Bellator and all the work that went into it. It's such a beautiful ship.)
For Maldrood you actually get Tier II command (one of the best heroes) and you get three total in the late GCs so best not to let your Tier II command die. That being said your crimson commands can basically solo a Imperial Class I Star Destroyer and win. A great way of supporting your Crimson Command VSDs are going to be with Allegiance class Battlecruiser with carrier support or just use ISD II to be your shields for the Crimson Command VSD. Also the Dps is great for the Crimson Command VSD so they're great at taking down shields.
« Last Edit: July 22, 2018, 02:49:03 AM by derp »
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July 21, 2018, 06:13:10 AMReply #3

Offline rahulbridge

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Re: Maldrood ships advice
« Reply #3 on: July 21, 2018, 06:13:10 AM »
For Maldrood you actually get Tier II command (one of the best heroes) and you get three total in the late GCs so best not to let your Tier II command die. That being said your crimson commands can basically solo a Imperial Class I Star Destroyer and win. A great way of supporting your Crimson Command VSDs are going to be with Allegiance class Battlecruiser with carrier support or just use ISD II to be your shields from the Crimson Command VSD. Also the Dps is great for the Crimson Command VSD so they're great at taking down shields.
I agree, CC VSDs are amazing. My usual CC fleet consists of:
  • 6 Crimson Command VSDs as my front line
  • 3 Crusaders between the VSDs for anti-fighter
  • 1 Secutor for fighter support, placed right behind VSDs for extra firepower
  • A few frigates, especially Gladiators, to fill up the rest of the pop cap (one of them as my pathfinder)

If you want a more firepower-heavy fleet, I suggest a composition similar to this:
  • 2-3 Allegiances
  • 2-3 ISD IIs
  • A few anti-fighter corvettes to screen for the heavies
  • 1 Gladiator (I like to use them as pathfinders, but any small ship will work)
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July 24, 2018, 03:59:42 AMReply #4

Offline Grand Admiral Rufaan Tigellinus

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Re: Maldrood ships advice
« Reply #4 on: July 24, 2018, 03:59:42 AM »
My standard Maldrood fleet composition is:
2x Allegiance (1 if I have Okins as well)
1x Secutor (or 0, if I have Trier in the fleet)
4x ISD2
4x CCVSD2 (or Procursators when you exceed the CCVSD2 limit, but I use them anyway in some fleets, because they are pretty good as well, the only downside being the lack of a hangar bay)
2-3x Neutron Star (although I rarely use them in battle, and when I do, they usually stay behind protecting the Immobilizer)
5x IPV-1
1x Immobilizer 418
1x ISD/CCVSD2 space hero (T. Teradoc, Syn, K. Teradoc, Tavira, Gendarr, Pellaeon [Era 3.5]). Since Larm was downgraded from an ISD2 to a Carrack, he became pretty much a useless hero, but thankfully the only one, generally Maldrood's hero roster is one of the best in the mod.

Obviously this exceeds the limit of 60, so the actual ship composition I use in battle varies, depending on opposition. Thankfully Maldrood's roster allows significant versatility. I used to have different fleet compositions for the two Bellator fleets, namely I did not have Allegiances in them, but recently I have found that it is better to have an Allegiance or two even in a Bellator fleet, just in case, even if they stay in reserve most of the time. So now my Maldrood fleets are all pretty much the same, because this composition works brilliantly for me, and I see no point in changing it. As for Crusaders, I use them only to escort Bellators, due to their point defense system ability, because generally I do feel that they are inferior to IPVs, due to lesser rate of fire and range. But even then, I usually have 5x Crusaders and 5x IPVs. I used to be a huge Gladiator fan, back in the demo days, but now they've become a Zsinj-exclusive unit, and you only get a couple of them in your starting forces. Use them, of course, they are a great second-third line frigate, but know that you won't be able to replenish any losses if they occur, and Gladiators tend to die very quickly when they get into the line of fire, they only have 6 hardpoints after all.

It takes time to build such expansive fleets, but thankfully Maldrood's starting forces are usually good enough to stand up to most fights (and you can always combine all of your starting forces into one massive fleet and kick any fleet's ass, if necessary, although your undefended planets would start getting attacked immediately after, on hard, so keep that in mind). I usually start with ISD2s, and make sure I have at least 3 in every fleet (4 is ideal, if possible), and then build an Allegiance for every fleet as well, and then a Secutor. When I get to the point where I have 2 Allegiances per fleet I know that I'm already doing fine. And you'd want to build your Bellators asap as well, but that varies for me, depending on a GC. Sometimes you'd have to rush at the start, to improve your position on the galactic map (which is always problematic for Maldrood, but that's another reason for their appeal - the challenge), before you have the time to build anything of note, relying only on your starting forces.

That's about it, but I will say that Greater Maldrood is my favorite faction in ICW 2.2, exactly because they seem like the weakest one. They lack in SSDs, other factions' Executors are stronger 1v1 than a Bellator, as is the Viscount. ISD2 is weaker than Eriadu's Tectors, and Allegiances are weaker than Praetors. But because of all this, it becomes so much more satisfying when you do start kicking butt as the GM, when you know that it was much harder to arrive to this point, than it would be with any other Imperial faction. But they do have the best frigates in the mod. CCVSD2, Procursators and Providences (which to this day I barely ever used, despite beating 5 campaigns as Maldrood already) is just too good to be true.
« Last Edit: July 24, 2018, 04:05:07 AM by Grand Admiral Rufaan Tigellinus »
"To live is to suffer, to survive is to find some meaning in the suffering" - Friedrich Nietzsche

"Maybe those nihilist philosophers are right; maybe this is all we can expect of the universe, a relentless crushing of life and spirit, because the equilibrium state of the cosmos is death" - Arthur C. Clarke

"We even ignited the first atomic bomb on the day commemorating the transfiguration of Christ, thus unconsciously signaling that we intended likewise to transform the world, not only after the light but after darkness - with a blast that burned several times hotter than the surface of the sun." - Stanislav Grof, "Human Survival and Consciousness Evolution"


July 24, 2018, 03:42:10 PMReply #5

Offline Keran

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Re: Maldrood ships advice
« Reply #5 on: July 24, 2018, 03:42:10 PM »
My standard Maldrood fleet composition is:
2x Allegiance (1 if I have Okins as well)
1x Secutor (or 0, if I have Trier in the fleet)
4x ISD2
4x CCVSD2 (or Procursators when you exceed the CCVSD2 limit, but I use them anyway in some fleets, because they are pretty good as well, the only downside being the lack of a hangar bay)
2-3x Neutron Star (although I rarely use them in battle, and when I do, they usually stay behind protecting the Immobilizer)
5x IPV-1
1x Immobilizer 418
1x ISD/CCVSD2 space hero (T. Teradoc, Syn, K. Teradoc, Tavira, Gendarr, Pellaeon [Era 3.5]). Since Larm was downgraded from an ISD2 to a Carrack, he became pretty much a useless hero, but thankfully the only one, generally Maldrood's hero roster is one of the best in the mod.

Obviously this exceeds the limit of 60, so the actual ship composition I use in battle varies, depending on opposition. Thankfully Maldrood's roster allows significant versatility. I used to have different fleet compositions for the two Bellator fleets, namely I did not have Allegiances in them, but recently I have found that it is better to have an Allegiance or two even in a Bellator fleet, just in case, even if they stay in reserve most of the time. So now my Maldrood fleets are all pretty much the same, because this composition works brilliantly for me, and I see no point in changing it. As for Crusaders, I use them only to escort Bellators, due to their point defense system ability, because generally I do feel that they are inferior to IPVs, due to lesser rate of fire and range. But even then, I usually have 5x Crusaders and 5x IPVs. I used to be a huge Gladiator fan, back in the demo days, but now they've become a Zsinj-exclusive unit, and you only get a couple of them in your starting forces. Use them, of course, they are a great second-third line frigate, but know that you won't be able to replenish any losses if they occur, and Gladiators tend to die very quickly when they get into the line of fire, they only have 6 hardpoints after all.

It takes time to build such expansive fleets, but thankfully Maldrood's starting forces are usually good enough to stand up to most fights (and you can always combine all of your starting forces into one massive fleet and kick any fleet's ass, if necessary, although your undefended planets would start getting attacked immediately after, on hard, so keep that in mind). I usually start with ISD2s, and make sure I have at least 3 in every fleet (4 is ideal, if possible), and then build an Allegiance for every fleet as well, and then a Secutor. When I get to the point where I have 2 Allegiances per fleet I know that I'm already doing fine. And you'd want to build your Bellators asap as well, but that varies for me, depending on a GC. Sometimes you'd have to rush at the start, to improve your position on the galactic map (which is always problematic for Maldrood, but that's another reason for their appeal - the challenge), before you have the time to build anything of note, relying only on your starting forces.

That's about it, but I will say that Greater Maldrood is my favorite faction in ICW 2.2, exactly because they seem like the weakest one. They lack in SSDs, other factions' Executors are stronger 1v1 than a Bellator, as is the Viscount. ISD2 is weaker than Eriadu's Tectors, and Allegiances are weaker than Praetors. But because of all this, it becomes so much more satisfying when you do start kicking butt as the GM, when you know that it was much harder to arrive to this point, than it would be with any other Imperial faction. But they do have the best frigates in the mod. CCVSD2, Procursators and Providences (which to this day I barely ever used, despite beating 5 campaigns as Maldrood already) is just too good to be true.

I love the position GM is in (though I can only play the smallest Era progressive GC) and their roster is a unique blend of Imperial and Pirate. Always a good day when I can get that Bellator out. I'm using their frigates more than I thought I would, but the AI seems to be leaning hard into their Alliegances/ISD2s/Tectors against that.

I've been playing a bit more and found myself really enjoying the Procursators a lot. Once the shields are down on a ship if you have just 3 or 4 of them they absolutely wreck most anything. Wish they were a bit cheaper/less fragile (a Gladiator can look at it and inflict a startling amount of damage; or if they had the range of a Strike Cruiser but hey I can dream) but I've found them to be great support ships for extra firepower or dealing with enemy medium ships. Really should

Typically I've been getting three or four of them in a fleet with about the same amount of Victory/CCVSD, several Ton Falks, and two Secutors (and the obligatory IPVs) for defensive fleets. (Actually managed to fighter swarm an Executor to death using one of those fleets with some ISD2s of my own but it was a very close fight). Though seeing 8 lancers in an enemy fleet is a sure way to ruin that if you aren't careful with the fighters.

I had a nasty shock when the AI bypassed using ISD2s a lot and came at me with 6 Allegiance SDs in fleets several times (with ISD2s and lots of other support craft). Quickly had to build a couple of my own per fleet just to make sure I had something that could tank the damage they could put out.

I was incredibly sad to lose the Gladiator upon release but I'm pretty happy with the GM roster of ships (and Larm in a Carrack still gets me). Tectors and Allegiances are a bit alarming if my ISD2 heavy and Bellator fleets aren't the ones fighting them and it's down to my defensive fleet that didn't get heavier ships. Shields can be a bit tough to get through with them before you lose some firepower if you've got two Alliegances bearing down on your line.

Does GM get anything from Era changes?

July 24, 2018, 05:29:30 PMReply #6

Offline derp

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Re: Maldrood ships advice
« Reply #6 on: July 24, 2018, 05:29:30 PM »
My standard Maldrood fleet composition is:
2x Allegiance (1 if I have Okins as well)
1x Secutor (or 0, if I have Trier in the fleet)
4x ISD2
4x CCVSD2 (or Procursators when you exceed the CCVSD2 limit, but I use them anyway in some fleets, because they are pretty good as well, the only downside being the lack of a hangar bay)
2-3x Neutron Star (although I rarely use them in battle, and when I do, they usually stay behind protecting the Immobilizer)
5x IPV-1
1x Immobilizer 418
1x ISD/CCVSD2 space hero (T. Teradoc, Syn, K. Teradoc, Tavira, Gendarr, Pellaeon [Era 3.5]). Since Larm was downgraded from an ISD2 to a Carrack, he became pretty much a useless hero, but thankfully the only one, generally Maldrood's hero roster is one of the best in the mod.

Obviously this exceeds the limit of 60, so the actual ship composition I use in battle varies, depending on opposition. Thankfully Maldrood's roster allows significant versatility. I used to have different fleet compositions for the two Bellator fleets, namely I did not have Allegiances in them, but recently I have found that it is better to have an Allegiance or two even in a Bellator fleet, just in case, even if they stay in reserve most of the time. So now my Maldrood fleets are all pretty much the same, because this composition works brilliantly for me, and I see no point in changing it. As for Crusaders, I use them only to escort Bellators, due to their point defense system ability, because generally I do feel that they are inferior to IPVs, due to lesser rate of fire and range. But even then, I usually have 5x Crusaders and 5x IPVs. I used to be a huge Gladiator fan, back in the demo days, but now they've become a Zsinj-exclusive unit, and you only get a couple of them in your starting forces. Use them, of course, they are a great second-third line frigate, but know that you won't be able to replenish any losses if they occur, and Gladiators tend to die very quickly when they get into the line of fire, they only have 6 hardpoints after all.

It takes time to build such expansive fleets, but thankfully Maldrood's starting forces are usually good enough to stand up to most fights (and you can always combine all of your starting forces into one massive fleet and kick any fleet's ass, if necessary, although your undefended planets would start getting attacked immediately after, on hard, so keep that in mind). I usually start with ISD2s, and make sure I have at least 3 in every fleet (4 is ideal, if possible), and then build an Allegiance for every fleet as well, and then a Secutor. When I get to the point where I have 2 Allegiances per fleet I know that I'm already doing fine. And you'd want to build your Bellators asap as well, but that varies for me, depending on a GC. Sometimes you'd have to rush at the start, to improve your position on the galactic map (which is always problematic for Maldrood, but that's another reason for their appeal - the challenge), before you have the time to build anything of note, relying only on your starting forces.

That's about it, but I will say that Greater Maldrood is my favorite faction in ICW 2.2, exactly because they seem like the weakest one. They lack in SSDs, other factions' Executors are stronger 1v1 than a Bellator, as is the Viscount. ISD2 is weaker than Eriadu's Tectors, and Allegiances are weaker than Praetors. But because of all this, it becomes so much more satisfying when you do start kicking butt as the GM, when you know that it was much harder to arrive to this point, than it would be with any other Imperial faction. But they do have the best frigates in the mod. CCVSD2, Procursators and Providences (which to this day I barely ever used, despite beating 5 campaigns as Maldrood already) is just too good to be true.
I  disagree that Maldrood is weak, they have a much better ISD fighter complement that is more versatile (TIE/ad and ARC-170) which is very useful for fighting other imperial factions and even the New Republics fighters.
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July 25, 2018, 07:02:15 AMReply #7

Offline Grand Admiral Rufaan Tigellinus

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Re: Maldrood ships advice
« Reply #7 on: July 25, 2018, 07:02:15 AM »
I  disagree that Maldrood is weak, they have a much better ISD fighter complement that is more versatile (TIE/ad and ARC-170) which is very useful for fighting other imperial factions and even the New Republics fighters.

In that specific aspect yes, they are strong. I don't rely on strikecraft in my tactics whatsoever, though. And was speaking only from my personal experience of playing as Maldrood.
"To live is to suffer, to survive is to find some meaning in the suffering" - Friedrich Nietzsche

"Maybe those nihilist philosophers are right; maybe this is all we can expect of the universe, a relentless crushing of life and spirit, because the equilibrium state of the cosmos is death" - Arthur C. Clarke

"We even ignited the first atomic bomb on the day commemorating the transfiguration of Christ, thus unconsciously signaling that we intended likewise to transform the world, not only after the light but after darkness - with a blast that burned several times hotter than the surface of the sun." - Stanislav Grof, "Human Survival and Consciousness Evolution"


July 25, 2018, 09:51:16 AMReply #8

Offline Magus

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Re: Maldrood ships advice
« Reply #8 on: July 25, 2018, 09:51:16 AM »
Strike cruisers.
Maldrood can build Loronar Corp on Antemeridias, making Strikes (already a great ship that punch above their weight) suuuuper cheap. Spam 'em.
Fill out the rest of your ranks with CCVSDs, Procursators, IPVs, and Neutron Stars, plus a couple big boi space triangles (Allegiance, Secutor, ISDII, but not more than four or so at a time because of their pathfinding derps).
GM really has the best space roster.

August 14, 2018, 08:33:09 PMReply #9

Offline jedi7000nathan

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Re: Maldrood ships advice
« Reply #9 on: August 14, 2018, 08:33:09 PM »
No idea why they gave Larm a Carrack, that is useless as hero ship, I mean unless you're Joruus who is a beast on ground, but a for a sololy space hero, terrible ship

August 14, 2018, 09:17:32 PMReply #10

Offline tlmiller

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Re: Maldrood ships advice
« Reply #10 on: August 14, 2018, 09:17:32 PM »
No idea why they gave Larm a Carrack, that is useless as hero ship, I mean unless you're Joruus who is a beast on ground, but a for a sololy space hero, terrible ship

He's worthless in battle directly, but depending on what tier he is, he can be useful to boost the stats of the ships around him if you keep him near the back of a battle (I don't actually remember what tier he is to remember if he's utterly useless or just useless as a direct combatant).
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August 15, 2018, 11:18:01 AMReply #11

Offline Magus

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Re: Maldrood ships advice
« Reply #11 on: August 15, 2018, 11:18:01 AM »
Tier V
(i.e. Tier Jankwad)

August 15, 2018, 12:13:54 PMReply #12

Offline tlmiller

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Re: Maldrood ships advice
« Reply #12 on: August 15, 2018, 12:13:54 PM »
OK, yeah, absolutely worthless hero that has no use for anything...
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August 15, 2018, 08:51:31 PMReply #13

Offline Jorritkarwehr

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Re: Maldrood ships advice
« Reply #13 on: August 15, 2018, 08:51:31 PM »
Larm has a Carrack because that's the ship he canonically used.

August 16, 2018, 12:36:19 AMReply #14

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Re: Maldrood ships advice
« Reply #14 on: August 16, 2018, 12:36:19 AM »
+5% health and a Carrack, Larm is straight ballin.

August 18, 2018, 09:26:19 AMReply #15

Offline Zardnaar

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Re: Maldrood ships advice
« Reply #15 on: August 18, 2018, 09:26:19 AM »
Beats me how people think they are weak, they have one of the best carriers, great capitals, the best lt cruiser (CC VSD+ VSD's), 2nd best lt  cruiser (Procursator), best frigate (strike cruiser) and the best SSD. Oh and allegiances. Only real downside they have is a lack of a better 6 point cruiser than a ISD II and even then they have TIE avengers orARC 170's. ANd slightly weak on land relative to the other imperials who get things like hailfires or the XR -85.

August 18, 2018, 11:36:57 AMReply #16

Offline tlmiller

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Re: Maldrood ships advice
« Reply #16 on: August 18, 2018, 11:36:57 AM »
Eh, xr85 isn't powerful anymore.  I'd actually argue it's one of the worst units for it's price now (a complete 180 from when it was MASSIVELY OP'd).  1v1, it will lose to any other factions ultra heavy armor (AT-AT, AT-TE, T-4B, MM Tank), and it can't effectively take out infantry anymore, so it's less useful in that regard to all other heavy armor except the MM Tank.  It's also not as quick as it once was, so the MAJOR reason to use these over AT-AT's, the ability to get somewhere without putting hte game on fast forward, isn't really all that true anymore.  They're still faster than AT-AT's (what's not), but nowhere near as much as they were.
« Last Edit: August 18, 2018, 11:38:54 AM by tlmiller »
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August 18, 2018, 01:25:09 PMReply #17

Offline t78

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Re: Maldrood ships advice
« Reply #17 on: August 18, 2018, 01:25:09 PM »
Beats me how people think they are weak, they have one of the best carriers, great capitals, the best lt cruiser (CC VSD+ VSD's), 2nd best lt  cruiser (Procursator), best frigate (strike cruiser) and the best SSD. Oh and allegiances. Only real downside they have is a lack of a better 6 point cruiser than a ISD II and even then they have TIE avengers orARC 170's. ANd slightly weak on land relative to the other imperials who get things like hailfires or the XR -85.

It may be because VSDs can be a little difficult to use sometimes, having the manouverability issues of an ISD, whilst needing to manouvre more than an ISD. Furthermore, Maldrood seems to have fewer bomber units than other factions. (Arc-170s/ Tie Avs seems to be more anti-fighter to me than tie-bombers. Possibly?)

That said, a strike-cruiser/ ISD taskforce is extremely powerful if you use it right. Add the strike-cruiser's interceptors to the ISD's fighters to keep strike craft occupied, use the strike-cruisers to knock down shields and expose capitals to ISD fire, whilst using ISDs as a shield between the S-Cs and the enemy's reduced firepower*, and you can beat even era 5 NR fleets of MC 90s and Nebulas. At least, I have anyway.

*Yes, this is possible, and it is deliciously ironic.

August 19, 2018, 08:41:37 AMReply #18

Offline Zardnaar

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Re: Maldrood ships advice
« Reply #18 on: August 19, 2018, 08:41:37 AM »
It may be because VSDs can be a little difficult to use sometimes, having the manouverability issues of an ISD, whilst needing to manouvre more than an ISD. Furthermore, Maldrood seems to have fewer bomber units than other factions. (Arc-170s/ Tie Avs seems to be more anti-fighter to me than tie-bombers. Possibly?)

That said, a strike-cruiser/ ISD taskforce is extremely powerful if you use it right. Add the strike-cruiser's interceptors to the ISD's fighters to keep strike craft occupied, use the strike-cruisers to knock down shields and expose capitals to ISD fire, whilst using ISDs as a shield between the S-Cs and the enemy's reduced firepower*, and you can beat even era 5 NR fleets of MC 90s and Nebulas. At least, I have anyway.

*Yes, this is possible, and it is deliciously ironic.

 I was a big proponent of strike cruisers a while ago, I love them.

 To the Op  You can also build VSD I which have concussion torpedo, they are good at wrecking shields. Otherwise you can brute force them with strike cruiser spam (they have some ions and are cheap), or CC VSD's and allegiances.

 You can also screw around with strike craft in various fleet configurations. Getting large piles of TIE Avengers can help and ARC 170's are decent vs capitals and other fighters.  Quoted from another thread.


Carrier Fleets.

 The carrier fleet is reasonably cheap to build as you star with a good chunk of the required ships. I would recommend this as a 1st fleet.
Early Carrier Fleet (cheap)

2 Secutors (Admirals Trier is in one) 16 Points
2 ISD II 12 Points
2 Providence 6 Points
3 Escort Carriers 10 points
6 Strike Cruisers 18 points

a variant is the TIE Avenger fleet. TIE Avengers carry missiles

3 Secutors
X12 Neutron Star Bulk Cruisers

Arc 170 fleet

4 ISD II
6 Providence Class Carriers
5 Escort Carriers
1 Admiral Lan/2 IPV's

This fleet is built around spitting out a large amount of ARC 170's. They seem a bit more durable than TIE Avengers and you get more punching power in this fleet from the Providences and ISDs over the TIE Avenger fleet.



« Last Edit: August 19, 2018, 08:46:34 AM by Zardnaar »

August 19, 2018, 11:38:33 AMReply #19

Offline Douk Nouk Kem

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Re: Maldrood ships advice
« Reply #19 on: August 19, 2018, 11:38:33 AM »
Maldrood seems to have fewer bomber units than other factions. (Arc-170s/ Tie Avs seems to be more anti-fighter to me than tie-bombers. Possibly?)
ARCs are bombers through and through, but because of their beefy shields and solid hull they are probably the most balanced starfighter there is and can proxy as fighters without problem, in my last Crimson Empire playthrough as Maldrood I got 25 of them together with few undesirable ships *cough* ISDs *cough* and sent them to Delvardus, promtly sending him to hell, through this attack only 2 squadrons were lost, and by the time of final assault on Pentastar 17 of them were still alive as part of Pellaeon's main fleet.
« Last Edit: August 19, 2018, 11:40:34 AM by Douk Nouk Kem »

 

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