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Author Topic: Faction Guide 2.25  (Read 24540 times)

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August 26, 2018, 08:35:45 PMReply #20

Offline Zardnaar

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Re: Faction Review 2.25
« Reply #20 on: August 26, 2018, 08:35:45 PM »
Oh absolutely, I was merely pointing out a discrepancy. I played Orinda this evening, and ended up with mostly tectors... but the NR didn't really attack me, so they weren't really tested. I think that by era 5 the IR is simply too outclassed to do anything but outnumber the NR if it wants to win. Their one good capital has no fighters, which means you have to spend precious fleet points on independent fighters.

I must admit I'm wondering if the ISD II could get a slight buff. Just to make it a better support capital in later eras. Squadrons are canonically fixed... maybe armour ? Maybe a point reduction to 5 (more automation)? Even that doesn't seem like much, and it would be overpowered for earlier eras.

Hmmmm. It should probably be left as it is. Too many professional AAA game companies obsess with everything being "balanced" to the detriment of lore and flavour.

ISD II is fine anbd I think its OK for the factions to be OP in certain eras. You don't really need fighters just build more lancers and use them. 7 or 8 of them with Tectors and Praetors. Manually build preybirds etc if you really need more fighters.

 This is probably something close to my anti NR fleet.

4 Tectors
6 Lancers
10 Strike cruisers

 Although I am more likely to go to 90 or 120 points on the attack. On the Orinda campaign on admiral I remeber using Bellators a lot. Baiting the NR into attacking you on a fortress world is also good. You use the HVG to work over Bothan Assault cruisers while the Tectors and strike cruisers finish them off and/or focus on shooting down all the various frigates the NR throws at you. The Empire doens't need space supremacy s fighters as long as you are fighting more or less neutral. Your TIEs are there to buy time for the lancers to shoot things down. Odds are your fleet will die ot have to retreat if the AI fleet is big enough and some of them are 200 odd points and have 10+ capitals and maybe some of the big MC ships.

 Once the fodder is dead assuming you lose jump in the real fleet, with your Bellators or 120 point fleet on Art of War and the rebels will have a heap of capitals without support. You will suffer losses and as you do bringing the Preybirds and maybe some escort carriers. You will start getting air supremacy thanks to the lancers and the Tectors can survive a beating. TIE bombers basically suck but they are OK at dropping shields and once they are down Tector and strike cruisers do their thing. Basically TIE defenders and Preybirds come in later rather than earlier due to the number of NR fighters floating around.

 Shooting things like MC 80b's when you have other targets is a no no. They are tough as guts but don't inflict that much damage relative to their fleet points, shooting out the hordes of Sachen or whatever the NR is throwing at you is more important IMHO.

Hmmnn gonna go play Orinda campaign again on Admiral. Last time was a few patches ago I remember it being WW1 style slaughter.


 I got Caamas and Orinda mixed up. I did some testing and came up with this eras 5 for the Imperial carriers.

4 ISD II (may Tectors IDK)
2 VSD II
4 Venator
4 Preybirds
4 Howlrunners
4 Lancers

 I would consider cutting an ISD Ii for another Venator  and another 2 Preybirds. Have some more Howlrunners, Preybirds and TIE defenders in reserve. This gives you a large amount of semi decent fighters which can clear the skies for your TIE bombers and preybirds to have some fun. Even if you lose 10 howlrunners or preybirds that is only 3-4k of stuff comparable in price to a VSD.

8 TIE Defenders, 12 Preybirds and 8 Venators could be worth a shot at testing out IDK.

« Last Edit: August 29, 2018, 11:37:28 PM by Zardnaar »

August 27, 2018, 08:08:07 AMReply #21

Offline Zardnaar

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Re: Faction Guide 2.25
« Reply #21 on: August 27, 2018, 08:08:07 AM »
And added in the last 2 faction the EotH and EA. No major changes as far as I could tell.

August 29, 2018, 11:21:57 AMReply #22

Offline baharr

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Re: Faction Guide 2.25
« Reply #22 on: August 29, 2018, 11:21:57 AM »
Another thing that's worth mentioning is that if you play on Admiral difficulty (according to the DifficultyAdjustments.xml, anyway) the enemy gets a flat 20% bonus to damage, hull, and shields. I always mod this out (change the values from "1.2" to "1.0") and I feel like it affects the performance of certain units quite dramatically. The poor ISDII, for example, becomes much more viable because if enemies don't get a mad 20% shield bonus its turbolaser armament becomes much more effective, and its shields hold up longer, too, if enemy bombers don't get a 20% attack buff. TIEs in general also seem to perform a lot better.

Then again I can't 100% confirm those values actually do anything and this may just be me imagining things because I want to love the basic ISDs  :laugh:

(It also seems to give ground battles less of a "Benny Hill" vibe, but then again, that might just be my imagination)

August 29, 2018, 04:47:36 PMReply #23

Offline Vlado87

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Re: Faction Guide 2.25
« Reply #23 on: August 29, 2018, 04:47:36 PM »
NR, soon or...?

August 29, 2018, 11:37:01 PMReply #24

Offline Zardnaar

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Re: Faction Guide 2.25
« Reply #24 on: August 29, 2018, 11:37:01 PM »
NR, soon or...?

NR is up, I did say it would be last;).

August 31, 2018, 05:46:38 PMReply #25

Offline Magic_Spud

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Re: Faction Guide 2.25
« Reply #25 on: August 31, 2018, 05:46:38 PM »
I do have a question or two regarding NR.

You do have some very good detailed info on the era changes for their ship roster. But for this faction there isn't much advice posted on how to handle their starting position debacle in Art of War and similar scenarios, except for acknowledging that it's a thing.

I'm very big on having consolidated territory and funneling my chokepoints. So GM, PA, and EoTH are all good fits for me but I've yet to manage a single NR campaign properly.

The best I've managed is putting a small token fleet on Bakura, I let the EA conquer Moorja so I can use Nantz's fleet to steal Eiattu 6 from them in the meantime, thereby linking Sullust up. Meanwhile up north I send Ackbar to claim 2 corporate sector worlds and then turtle up there (Bonadan on land, Ession in space). Thankfully this seems to be enough pressure to give Zinj cold feet early game. The problem is even with mines on those 2 corporate sector planets, my income is still too modest to better balance my fleets or create a third major fleet to assign the task of conquering Hutt Space to link Bothawui to Mon Cal. The result is most of my heroes are stuck twiddling their thumbs at Mon Cal while Nantz is stuck repelling occasional EA counterattacks. The EA seems to run a 50/50 split of attention between me and trying to steal Thyferra from IR, which isn't too bad except whenever I grab the fleet space over Vondarc or Sanrafsix, Delvadarus usually brings his personal Praetor into play. Which I struggle with him since as you said, there aren't really any Era 1 Kill fleet options, and even if there were I don't have the budget to churn out MC80 Home One Types anyhow. This makes linking Nantz's sector with Fondor or Bothawui a pipe dream for me as most of my forces are stuck on defense. :/
« Last Edit: August 31, 2018, 06:07:18 PM by Magic_Spud »

August 31, 2018, 06:26:22 PMReply #26

Offline Zardnaar

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Re: Faction Guide 2.25
« Reply #26 on: August 31, 2018, 06:26:22 PM »
I do have a question or two regarding NR.

You do have some very good detailed info on the era changes for their ship roster. But for this faction there isn't much advice posted on how to handle their starting position debacle in Art of War and similar scenarios, except for acknowledging that it's a thing.

I'm very big on having consolidated territory and funneling my chokepoints. So GM, PA, and EoTH are all good fits for me but I've yet to manage a single NR campaign properly.

The best I've managed is putting a small token fleet on Bakura, I let the EA conquer Moorja so I can use Nantz's fleet to steal Eiattu 6 from them in the meantime, thereby linking Sullust up. Meanwhile up north I send Ackbar to claim 2 corporate sector worlds and then turtle up there (Bonadan on land, Ession in space). Thankfully this seems to be enough pressure to give Zinj cold feet early game. The problem is even with mines on those 2 corporate sector planets, my income is still too modest to better balance my fleets or create a third major fleet to assign the task of conquering Hutt Space to link Bothawui to Mon Cal. The result is most of my heroes are stuck twiddling their thumbs at Mon Cal while Nantz is stuck repelling occasional EA counterattacks. The EA seems to run a 50/50 split of attention between me and trying to steal Thyferra from IR, which isn't too bad except whenever I grab the fleet space over Vondarc or Sanrafsix, Delvadarus usually brings his personal Praetor into play. Which I struggle with him since as you said, there aren't really any Era 1 Kill fleet options, and even if there were I don't have the budget to churn out MC80 Home One Types anyhow. This makes linking Nantz's sector with Fondor or Bothawui a pipe dream for me as most of my forces are stuck on defense. :/

The Corporate Sectors is basically empty you cna crab 3 or 4 planets for free and the inital push I go as far as Telos and Lianna. Then push down the spine to Honogr and take the Hutt worlds that is plenty of money. Build mines on Bothwui and Bespin and the CSA worlds. Move your capital and mines off Bothwui once you have an income and put it on Etti IV. Telos. Don't worry about the glactic SW to much just push through and link up with Sullust. You don't even need the discount building early just have Mon Mothma bounce back and forth bewteen Mon Cal and Haast building the ships you need. I also don't bother to much with MC 80 home ones just using y existing ones and spam MC 80b's and the MC 80 initially,

 Ession-Bonadon- Etti IV are freeebies, I think you may have to fight for Ett iV, Telos and Desevro but a single infantry unit can get the other worlds for free. I don't bother defending in space early on as you only have a single fleet and use it as a fleet in being and turtle up on Telots and Lianna. Lianna has 2 placement points right on the lLZ so you can put 2 turrets there and it tends to wreck AI landings. I use cheap units early on lots of Quasar fires, MC 80s and MC 80bs so its a wall of armor and X-Wings/A Wing/Y wings etc.


 If you mass your forces in the SW, you can leacve a defending fleet at sullust and use the other one as a maruadering fleet and battle up to your other worlds, you just don' occupy any worlds you push through. CSA and Huttspace is fine for money. Kessel, Da Soocha, Nal Hutta, EttiV, Bonadan and Telos are your money worlds and Kessel fits the 2 left over mines and is good place to turtle on land once you import troops. I think you end up with to many money worlds so the poorest opnes like Ession get turned into a heavy factory world, the money words have X3 light factories or barracks there.


 You can lose the entire galactic SW (Endor, Hoth etc) no big deal. Hell you cn lose Mon Cal, EttiV can manufacture capitals. Did some testing a single infantry unit if you're quick can get Ession, Bonadan, Etti IV and Telos. Once the 3 mines and space ports are built on Etti IV, sell your capital on Bothwui and rebuilt it on Etti, you get 5k for selling it and can rebuild it for 2500. I don't defend Mon Cal and use that flertt to push hard north and you can grab Lianna and Desevro with your home fleet. Once thats all done mass to the SW and push through to Sullust.

Just tested. Game start, use 1 infantry regiment from Hast, grab Ession, Bonadan, Etti IV, Telos, use your fleets around Mon Cal to grab Deservo and Lianna invading them both manually. Build mines on your new planets. Week 2/3 start massing your fleet at Bespin, in the east mass fleet at Kothlis. Week 4/5 push from Bespin to the planet beside Sullust and link up don't invade anything in the south you are just linking up your fleets.

 Leave a screening force behind at sullust (with Ion cannon support), and push through to Sanifrax and Vergesso asteroids link up fleets at Kothlis, push through Hutt Space to link up with mon cal. In this time frame Ession, Bonadon, Deservo, Telos and Tti IV are your money planets. Once the mines are built at Etti IV, sell HQ on Bothwui and relocate it there, defend Lianna on the ground, Akbar at Telos.

 Build new units as you can afford them using Mon Mothma, I focus on Quasars and MC 80's early on. once your southern fleets have pushed though Hutt Space you should have several home ones available and several admirals (I lost the home One admiral at BOthwui, the Imperials attacked with 11 odd star destroyers+ suport ships, I won destroyring 9 ISD IIs, 2 ISDs and a tector).

My early fleets at this point probably look something like this.

2 Home Ones
2 MC 80b's
2 MC 80a's
4 MC 80s
3 Quasar Fires
2 CR 90 Corvettes


 Odds are they will be more like 80-90 points piles of whatever but thats something close to what I bring in via a pathfinder units. If a few nebulon B's survive from the southern push I'll use them. I sell Corellion gunships and any Nebulon B-2's I have. Cheap MC 80's and quasar fires will be the go to ships I build early, week 5 or so I might build a couple of MC 80b's. The guts of my  fleets eventually will be 4 MC 80'bs (or 2/2 split with starting home ones), 5 MC 80's with the remaining points divided between Nebulon B's and Quasar Fires. I'll build replacement Home Ones and maybe another 2 for a new fleet but the MC80's get used over them. I add 2-4 MC 40a's to home one fleets (more B wings) as they are good at wrecking shields or I might add 2 to a MC 80b fleet removing a MC 80 and perhaps a Quasar fire. MC 80a's are very good at stripping shields. Even somehting basic with your starting units of somehting like 3 home ones, 3-4 MC 80s and the rest of the fleet as quasar fires works well enough.

 For maximum money the following worlds are good to mine.

Bespin
Kessel
Bonadan
Etti IV
Telos
Nal Hutta
Desevro

Hast can also sub for Kessel.

 So I usually sell mines on places like Ession and other worlds once I capture more. With those worlds I make 8k a week, the CSA worlds+ bespin will give you around 6 or 7 (assuming you mine Ession instead of Nal Hutta/Kessel

And if money is really tight this is probably the cheapest 60 point fleet you could build that won't be feeding the imps free units.

3 Home Ones
5 MC 80s
5 Quasar Fires


« Last Edit: September 01, 2018, 10:50:18 AM by Zardnaar »

August 31, 2018, 10:09:59 PMReply #27

Offline Magic_Spud

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Re: Faction Guide 2.25
« Reply #27 on: August 31, 2018, 10:09:59 PM »
*Snip*

Wow! That is everything I was hoping for and more.

Thank you so much!!! Going to give that a run for sure when I finish my EoTH run.

September 01, 2018, 10:50:50 AMReply #28

Offline Zardnaar

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Re: Faction Guide 2.25
« Reply #28 on: September 01, 2018, 10:50:50 AM »
Wow! That is everything I was hoping for and more.

Thank you so much!!! Going to give that a run for sure when I finish my EoTH run.

No charge.

 Tried it again the basic strategy is good. The new start.
Day 1 pause, build 3 mines on Bespin+ trade port, ion cannon on Sullust, infantry and light vehicles on Mon Cal, Saijo, Endor. Sell Corellion gunships+ Nebulon B2s, Send infantry from Hast to Ession, Bonadan, Etti IV, Telos. Send fleets at Mon Cal+ Hast behind the infantry along with Mon Mothmatha. Mon Mothma is there to build cheap mines at Hast, Ession, Bonadan, Ett IV and Desevro. Ackbars fleet heads towards Desevro and Lianna then relocates to Telos leaving the army on Lianna. I moved my capital to Bespin as an experiment once the 3 mines are complete.

Hast, Ession, Bonadan, Ett IV, Telos and Desevro are your CSA money worlds + Bespin. THis gives you an income with trade ports of around 9700 with your capital at bespin. Risky location so maybe Etti IV is still the better location.




 Just discovered Yevetha AT-ATs have enhance fire ability. Hmmn.
« Last Edit: September 01, 2018, 05:16:35 PM by Zardnaar »

September 03, 2018, 05:39:05 PMReply #29

Offline Vlado87

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Re: Faction Guide 2.25
« Reply #29 on: September 03, 2018, 05:39:05 PM »
Thanks on guides!

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