1. ISD IIs don't seem exceptionally powerful to me, though I play on normal. You probably shouldn't touch skirmish in the demo, it hasn't been updated.
2. I dislike the Allegiance, not because of the art assets or anything, I just find large cruisers without fighters to be distasteful.
3. The Secutor is supposed to be a 2.2km carrier. It has similar firepower to an ISD I, and carries a ton of fighters.
Maldrood's anti-fighter ships are the IPV and Crusader Gunship. IPVs are always available while the Crusader must be bought at a planet with a pirate base which can be constructed on any planet Tavira is orbiting.
Bring Kosh and Tavira into battle. They have good fleet bonuses that significantly increase the speed and durability of your ships.
You should invest in Providences. They have torpedoes for days and carry a decent number of bomber squadrons. Arquitens should be escorts, not focusing on fighters but flying in formation with larger ships.
As of now Maldrood no longer gets the Gladiator, they recieved the Strike Cruiser instead. According to a recent Monday Night Modding stream, they're going to have TIE Avengers (but that might be pushed back to 2.3).
1.) I think being on Easy I was left alone/fended off what the AI did throw at me so I was able to get a fair number in my fleets.
2.) I really love the larger cruisers but from what I'm hearing I can see how on higher difficulties it might not be the most effective (especially with NR fighters)
Ah! IPV that's the patrol one I love. I was wondering what was with the pirate base thing I saw (I skipped it in favor of Golans)
Do they? I'll have to try them out then. Their tooltips didn't say so I couldn't be sure. Do bonuses stack with other Leader bonuses?
I never considered the Providence because it seemed like it would be easily outclassed (and I think I was reasoning the Escort Carrier would be a viable Carrier alternative) but I'm beginning to see how they could be useful if kept screened.
RIP my beautiful Gladiators. Will have to see how Strike Cruisers play out. Is that stream recorded somewhere (Corey's Twitch channel?)?
I use Providence class and Crimson Command Victory Star Destroyers in swarm tactics.
I usually build fleets of 15 Providence class cruisers early and swarm larger ships with bombers and torps.
My usual play style is to use Maldrood like the Soviets. Mass construct light mech factories to your north to produce ATRTs quickly with T16s, take Antemeridian for it's two heroes, on your two southernmost planets mass built heavy and ATAT factories, on all your protected(second line) planets, build three mining facilities and above all your initial planets build trade stations. Then push quickly south to take Kashyyyk and Commenor to gain two more heroes and mass build ATAT factories.
Once these objectives are done you can cheaply and quickly amass huge disposable armies and fleets to expand. I recommend taking out Zsinj first as absorbing his empire massively increases your industrial capacity while securing your rear. At this point build two Bellators as fleet anchors and begin Steamrolling your armada and armies over your remaining enemies.
Will have to try the swarm as the Crimson Command ships seemed powerful (and fast) for their size. I usually ignored Providence for thinking they were outclassed/Escort Carrier would be better but will try.
Do you mean the AT-PTs? I didn't think Maldrood got RTs. Thought it was the Pirate Walker and the PT. (I could very well be mistaken). Trade Stations? Odd, I only saw the frigate shipyards. I may have missed it in my haste to defend them with Golans.
Oh, do multiple factories of the same type per planet give bonuses? I usually default to a barracks/light for garrison purposes and then specialize one or two planets for heavier factories elsewhere.
Other people have covered a fair bit of the strategy angle at least as far as the demo goes, so I'll just add a few things:
There was an oversight with the demo where some damage adjustments got skipped for the New Republic. Basically, we started some of our balance/pace/projectile changes by reducing the number of preojectiles by half or more, and proportionally increasing the damage of the individual projectiles. With the New Republic, their turbolasers got the count reduction, but not the damage increase. This was later addressed for the full build.
There've been a fair amount of changes, both to the planned roster and just general changes. Too many to list here but the manual will be out before the actual download, with all the information on who gets what.
Oh thanks! I knew something just felt off with the New Republic ships (though damn they can take a beating).
Can't wait to read and see the changes! It will be tough to pick between Maldrood and the Imperial Remnant when the full version is released. Very curious about how they play differently from each other.
You should definitely take a look at Neutron cruisers. They pack quite a big punch and carry 2 TIE squadrons for relatively modest price. I personally use Secutors + Crimsons + Neutrons + one ISD for planetary bombardment and some ipv's for fighter contingency.
Hmm, that sounds like fun. I think being on Easy and getting so many Capital ships so fast didn't let me try out the medium ship tier enough to see what they do. That and I was so used to the EaW's comparison chart per ship it spoiled me.
Should the rest of that line (Procursaetor, Carrack, and Dreadnought) just be used as screening vessels then? I'm not positive where they fit better than a Victory or Crimson might (aside from cheaper).
(Sorry for long post/clutter. Didn't want to spam individual post replies in the thread. Unless that's less of an eye strain for people)