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Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« 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?