Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Author Topic: 2.2 Unit Review  (Read 10432 times)

0 Members and 2 Guests are viewing this topic.

May 02, 2018, 08:13:14 PM

Offline Zardnaar

  • Rear Admiral
  • *****
  • Posts: 193
  • Approval: +0/-0
    • View Profile
2.2 Unit Review
« on: May 02, 2018, 08:13:14 PM »
 The following is a work in progress. I have played all the factions through all of the eras and have a reasonable idea of what is good, what is not and how to rate them. I will be using a 1-5 rating system including halfves (2.5, 3.5 etc). Each unit will have a brief description of its role and how to use it.

 As per usual if I have missed something or have evaluated something wrong feel free to disagree. Alot of these type of games are mostly about playstyle and personal preferences, as long as I am in the ball park I do not mind. The rating system.

1. Terrible unit, do not build and probably sell any you start with at some point.
2. Below average unit or outclassed by another. Generally only used due to starting unit or if your faction has nothing better or perhaps a specific niche.
3. Average unit. Perfectly serviceable, all around useful but not very exciting.
4. Very good unit, you probably build fleets around this and/or use it in most of your fleets.
5. Excellent unit, probably one of the best in the game, more often than not the only real question should be why are you not using it. The only reason perhaps would be in a fleet where its role is not needed.

 Rather than do a faction by faction breakdown I will rate them in the following categories.

Empire
Warlords
New Republic
Empire of the Hand


 This is mostly due to the warlords sharing a lot of units with other factions. The focus will also be on space units, I may do ground units later own. Note that some units might get a different score based on what faction they are in this is because they may have different unit load outs (starfighters), or be  better or worse in that faciton due to how it interacts with the other units on the roster. The role more or less us what the units job is. Cruisers are more or less light capital ships, fire support is ships that deal decent damage but are to squishy for front line use (at least most of the time.

Role descriptions.
 The role is basically what the ship is designed to do. OSMe ships have multiple roles whie others might have a touch of another role but are not an exact hybrid.
Capital
 A capital ship is designed for front line combat and usually has a decent amount of weaponry, shields, hull etc although that can vary by faction. For example Mon Cal ships have fewer weapons than Imperials and EotH.

Cruisers
Cruisers are to back up the capital ships and some are hybrids between cruisers and capitals.

Fire Support

Fire support ships are generally long ranged ships or ships that are to squishy to be in front line service.Generally you use them to shoot over the capital ships and/or cruisers.

Super Star Destroyer
These ships are more or less a fleet by themselves. They include some ships that are not technically SSD's but function the same such as the Viscount.

Carrier
 This ships primary role is to carry fighter and bombers into combat. Dedicated carriers launch replacements while other ships do not replace losses. All factions have a basic carrier while some factions have advanced options.

Fighter
A fighter is a ship designed to shoot down other fighters, bombers and fighter/bombers.

AA
An AA ship is designed to shoot down fighters, bombers and fighter bombers. They tend to be more durable than fighters and bombers but trade things like speed for it. Some of the better ones can swarm larger ships (IPVs and Tartans come to mind).

Interdictor
 This ship class has a simple job. Stop the AI from jumping to hyperspace and escaping.


« Last Edit: May 10, 2018, 09:39:41 AM by Zardnaar »

May 02, 2018, 08:13:28 PMReply #1

Offline Zardnaar

  • Rear Admiral
  • *****
  • Posts: 193
  • Approval: +0/-0
    • View Profile
Re: 2.2 Unit Review
« Reply #1 on: May 02, 2018, 08:13:28 PM »
Empire

 Imperial Star Destroyer I 1.5/5
 The poor ISD. This is a weak capital ship, completely outclassed by the ISD II and not worth building. I will use them early on as starting units but will never build one. They are not out right terrible hence why they got 1.5 instead of a 1 rating. Generally these ships do not last long in my fleets being broken down and sold to build ships I like better. Role capital

Imperial Star Destroyer II 2.5

 Basically the default ship of the Empire and most of the warlords. Its OK, gets the job done but I have generally been moving away form them focusing on things like Tectors or Allegiances. Usually relegated to starting fleets where you do not have anything better, or as a heavy hitter in a carrier fleet.  Will be produced in limited numbers to replenish losses in carrier fleets or if credits are an issue so building more expensive ships like thee Tector is a problem. During era 4 I would upgrade this to a 3/5 due to launching Preybirds. Role capital.

Victory Star Destroyer I (VSD I) 2/5
 I liked this ship a lot more in 2.1. Generally I only use this ship in starting fleets and very rarely build them. Unfortunately it is still one of the better 4 point "frigates" the empire has so you may use them instead of Victory Star Destroyer II. They are good at demolishing shields with their missiles but are very very squishy and you really notice how underwhelming VSD's are when you play the other factions who have better options in the 4 point frigate slot (MC 80's, Chaf, Crimson Command VSD etc). Role cruiser

Victory Star Destroyer II (VSD II) 2.5/5
 My preferred ship over the VSD I they seem slightly more resilient although still squishy. I'm not 100% sure on that either maybe they survive due to being able to deal more damage or personal bias IDK. These ships lack the missiles VSD Is have buit pick up ion cnanons and boost weapons power. Having 4 or 5 of them focus on a ship and boosting weapon power once the shields are down equals a very damaged ship very fast. Role cruiser.

Strike Cruiser 5/5
 These things are so good in 2.2. Cheap, hit hard, carry 2 TIEs, agile, fast. May even be worth using these over VSD's. Most imperial fleets should have a few of these through to 8-12 with the carrier fleets perhaps being an exception. Even then you can put a few in for some hitting power and some extra TIE fighters. Imperial MVP IMHO. Role Fire Support.

Lancer 3/5
 The lancer is designed to shoot down starfighters/bombers and out of the various options seems to be the best at it in terms of dealing damage and shredding fighter swarms. It doesn't have the best range or speed however. Usually building more fighters and carriers I prefer but vs the NR and EotH a few of these can be very useful. Better on the defence than attack, park them behind some Golan's or whatever and watch the fun. Role anti starfighter/bomber.

Acclaimators 3/5
 Generally regarded as space junk in the base game, they are still very squishy in RoT 2.2. However they carry 4 squadrons of TIEs, are cheap and only cost 3 points. They are slow but if you are desperate can be used to finish off ships or as mediocre fire support. Not to bad to bully suicidal corvettes and other squishy ships that derp charge you it is primarily a carrier though. Role carrier. It has its uses in Imperial carrier fleets and only costs 3 points. Role carrier/fire support.

Tectors 4/5

 An expensive ISD that has great shields and is tough but carriers no fighters. You can build them in era 1 and era 4/5 and they are starting to replace ISDs in imperial fleets where I can build them. Role capital. One of the best imperial ships in the game any fleet with a large amount of Tectors will likely need some escort carriers. Role capital.

Escort Carrier 3/5
 Very basic unit it carries TIEs and a TIE bomber and only uses 2 points of fleet capacity. Useful and cheap and goes well with Tectors, SSDs etc. Role carrier.

Allegiance Star Destroyer 4/5
 The Empire can build these during era 2 and 3 and is one of the ships that lets the imperials build a tanky fleet around as they are basically a super heavy tector. They are expensive and cost 11 points and have a tendency to spin sometimes but they are a bit easier to use than Praetors and SSD's. Very good ships and you hould use them in era 2 and 3 perhaps building fleets around them instead of ISDs (and try to keep surviving Tectors around).  Role super heavy capital

Executor SSD 3.5/5

Its an SSD, cost 60k (probably more like 45k via Kuat or economic adviser) and uses 35 points. They have been nerfed over 2.1 with engine weak points and the shields do ot seem to hild up as well. Also map dependent with a tendency to spin and/or drive in circles. When they work they are a 5 star unit, when they don't work they are frustrating and annoying and a waste of 45-60k credits. And then there are maps like the Vergesso asteroids where they basically outright suck. Role Super star destroyer.

TIE Defender 2/5
 if this was 2.1 I would rate these as a 5. However fighter/bomber spam doesn't work quite as well and the TIE defender is not invincible. The main drawback is that the TIE defender costs real money since it is not carried on a space ship while the New Republic can get free E-Wings and K-Wings. Its still very goodbut might struggle on heavly fortified systems with numerous anti starfighter ships and space bases. At best it clears out a system for minimal losses at the worst you probably kill a few ships and get shredded by corvettes/IPVs/base defence etc. Role Fighter/Bomber. Now costs 2 pop and ost its boost weapons ability big nerf so not really worth using now.

Venator 3/5

 The Venator is a 4 point carrier you can build in era 4 and 5. However it is still squishy and iDK if its just better to build 2 escort carriers instead. The Venator does carry a preybird fighter in era 4. Useful in carrier fleets or adding 1 or 2 to a normal fleet replacing a cruiser or 2 and some support ships. I'm not sure what the right answer is in regards to how many to use though for example 3 of these vs 4 Accalimators vs 6 escort carriers. Role carrier.

Praetor Battlecruiser II 3/5

 Another unit nerfed from 2.1. They have a very nasty habit of spinning and otherwise not going where you want to and can be very frustrating to use. They also eat up the same amount of fleet points as 2 capital ships+ a cruiser /venator or 2 escort carriers so I am not convinced these are that good. Still when they do work the AI can struggle to deal with them. They lost their range advantage from 2.1. I don't like them that much but its more of a personal preference thing vs them being a terrible ship. They are also expensive. Role super heavy capital.

World Devastator 1/5
 Does not work as intended and it is over priced space junk and completely useless IMHO. 15 point unit,can only be built during the Dark Empire part of era 3, this ship struggles to kill anything and is not even that good as a bullet sponge. Similar in price to the Praetor it makes that ship look like a million dollars. Build 2 ISDs II and a strike cruiser for the same amount of points, even 15 lancers might be a better option.

 
 Sovereign SSD 4/5.
  The Sovereign has that wonderful superlaser that is great for killing other SSDs and the lager Validusa/Oto/Empress class stations. Beyond that is is kind of weak for an SSD in terms of beating face but its also a 22 point unit which leaves a bit of room for support ships.  At 22 points of fleet power and reasonably cheap to build the Sovereign is a great option in Era 3. 22 points also means you can team the Sovereign with an allegiance and add in support ships. Role Super Star Destroyer.

Dreadnought 1.5/5
 Dreadnoughts are OK I suppose I just do not see the point of building them vs say a strike cruiser. Generally only used as garrisons in high level space stations. Role fire support.

Modular Taskforce Cruiser 3.5/5
 Available during era 3 I think this ship is enough of an upgrade over the Acclaimator to use in it various fleets as a carrier. It carries 2 bombers and 2 TIE droid fighters and I like adding them to Sovereign based fleets or any imperial carrier fleet. You can still use them in later eras but can't build new ones so it is era 3 exclusive to build.  Role carrier.

Carrack Class Cruiser 2/5

 I liked these ships in 2.1 due to costing 1 point, now they cost 2 so in effect you can use less of them than before and competition is a lot more fierce for points. Another unit I do not really build but will use starting units. Casualties tend to be high with these units as they are squishy and not particularly long ranged. Role fire support.

Interdictor Cruiser 2.5/5
 Its an interdictor the NR now gets one that costs a single point, guess which one is better? Still if you need an interdictor it gets the job done. Role. Interdictor.

Vindicator 2/5.

 The Vindicator is another 3 point units that is oit a strike cruiser. Triangles also are less agile than strike cruisers and it might be slightly tougher than a strike cruiser but its not tough enough. Evn in factions hat can build hese and can't build strike cruisers its a marginal unit. Role fire support.

I-7 Howlrunners 2/5
 Generally not worth building in era 4 I like them in my ships however. The main problem is they cost 1 point of fleet capacity and you can build TIE defenders. Role fighter.
 
Preybird 3.5/5
See I-7 Howrunner this is kind of like an Imperial X-Wing bt seems more durable IDK not 100% sure. Its cheaper than the Defender so a few here and there are not to bad. Also spawns out of some imperial ships in era 5 so building a few to buff up the fleet numbers works. Can also be used as cheap spam filler. It just got a lot better as  the TIE Defender got nerfed. You can have some fun with 60 of these. Role fighter/bomber

Scimitar 2.5/5
 Its cheap and its fast but its mostly still not worth building. It seems to be an essentially faster TIE bomber. Useful in era 2 which is the only era you can build them or have them spawn out of your various ships. One of the cheapest ways to build a 60 point fleet so using some of these to enhance the bomber numbers in a carrier fleet can be useful in era 2. Better than a TIE bomber, replaces the TIE bomber in most ships, cheap and spamable. Also seems to launch its missiles at a decent range. Role bomber.

Crimson Command VSD 5/5
 The Imperial crimson command VSD is slightly different than the Greater Maldrood one and its just a bit better. This is because it has a Preybird and TIE Interceptor as its fighters and Preybirds are very good. You can only build them during era IV but this is probably the best cruiser in the game- that fr the EotH Chaf.














 
« Last Edit: May 15, 2018, 09:24:27 PM by Zardnaar »

May 02, 2018, 08:14:22 PMReply #2

Offline Zardnaar

  • Rear Admiral
  • *****
  • Posts: 193
  • Approval: +0/-0
    • View Profile
Re: 2.2 Unit Review
« Reply #2 on: May 02, 2018, 08:14:22 PM »
Warlords
 The following mostly covers the units that the various warlords get that the Empire doesn't get. In a few cases some ships available to the Warlords vary by the faction and are slightly different to other factions or the New Republic ships they are based on.

Secutor Star Destroyer 4 (GM), 4.5 (PA)/5.
 I love these ships they are one of the best carriers in the game and can pull double duty as a heavy cruiser as they lack the firepower of most capital ships although they may be comparable to some New Republic ones such as MC 80b's perhaps. You can build carrier fleets around them, add them to a more traditional fleet or use them to escort SSD fleets. Two factions get them the Greater Maldrood and the Pentastar Alignment, the main difference is the Pentastar ones launch V-19's and 15 ships while the Greater Maldrood ones launch TIE Avengers and 9 ships, so its mostly a wash (quality/quantity) but the Pentastar version is slightly better IMHO. Role Carrier

Procursator Star Destroyer 4.5/5

 One of the best 4 point cruisers in the game (ok ok technically a frigate), this thing packs firepower comparable to some capital ships and it seems a bit more durable than the VSD I and II. Would almost be the best cruiser in the game except for the Crimson Command VSDs and the Chaf. The Greater Maldrood and Pentastar Alignment can build them although it is slightly better in the latter due to the fact they can't build Crimson Command VSDs. Slight downside is they carry no fighters but the factions that can build them have Secutors its like a combo or something. Can also use the boost weapons ability for more damage. Role heavy cruiser.

Munificent Star Frigate 2.5/5
 More or less a rubbish ship it has a couple of redeeming qualities that being it can carry 2 Skipray Blast boats. This means an Imperial Faction gets an upgrade over TIE bombers and they are a very nasty upgrade as well and they can work with TIE bombers. Exclusive to the Pentastar Alignment. Ship is cheap, very very squishy but eats 3 points which makes it compete with Venators and Acclaimators in a similar price range. Still Skipray blastboats though..... Role carrier.

Raider Corvette 2/5
 The Pentastar Alignments anto fighter corvette. It seems to do very little damage to starfighters and bombers but its better than nothing I suppose. It is fast however and can function as a repaid response group to incoming fighters it seems to struggle a bit vs some of the tougher ones but its OK at shredding things like TIEs and TIE bombers. The PA can also resort to spamming fighters so its marginal if you actually want to use this unit. Role anti fighter.

Interdictor Star Destroyer 2/5
 Basically a 6 point interdictor that can kind of function as a crapy Star Destroyer or a heavy cruiser. Can use the boost weapons power ability. If i want to use an interdictor though I prefer a cheap 3 point one (or 1 point even better). Still some factions (ok Zsinj) have no option of anything better. Barely worth building. Role Interdictor.

 Bellator SSD 4/5
 IMHO the best of the SSD range. It clocks in at 27 points and its cheaper to build than the Executors. Its also faster and seems to handle maps better. Its also squishier than an Executor class but squishy is relative when you are talking about SSD's. The Pentastar Alignment and Greater Maldrood can build them, I think its slightly better in the Greater Maldrood due to better support ships available. I usually have a Secutor or 2 in a Bellator fleet. Still has a nasty tendency to spin a lot so how good it is varies by map (sometimes 5/5 sometimes 1 or 2/5). Role Super Star Destroyer

Aquiten's Light Frigate 1/5
 This ship may not be outright bad but its more or less pointless building it. Costs a single point of fleet power but almost twice the price of an IPV/Raider corvette but lacks the power of a Nebulon B Frigate. I know some people like them to me they are just a pointless ship as I am after cheap anti fighter frigates in this point range or something like a Nebulon B. Role none?

Enforcer 1/5
A 3 point dagger ship. More or less completely redundant and pointless to build. For the same price (marginally more) I can field 3 light frigates that deal with fighters and they will do a better job. In the few factions that start with them here and there I usually end up selling them assuming they don't die although I do not use them by choice. Role: none?

Nebulon B (Zsinj version) 2.5
 This is a New Republic ship Zsinj gets to build. The NR version gets 2 X-Wings which is great while the Zsinj version gets a TIE Raptor which is merely ok. Still useful in Zsinjs forces though as a light frigate and a very basic carrier. Downside is they are a bit pricey and casualties will be heavy if you put them near the front lines without a lot of micro. Role carrier. Still useful for TIE Raptor spam and you can't build them separately.

 ISD II Zsinj 3.5, Greater Maldrood 3/5
More or less identical to the Imperial version but I will give it an extra half point due to carrying better fighters- the TIE Avenger and TIE Raptor. THe Zsinj version is slightly better IMHO and a lot better than the default models. Role capital.

Escort Carrier (Greater Maldrood) 3.5/5
 Same as the Imperial version but once again better fighters- the TIE Avenger and Raptor. Picks up an extra .5 in the rating.

Quasar Fire (Zsinj version) 5/5
A new Republic hip Zsinj gets to play with. Its also one of the bst 2 point carriers in the game as his version comes with 2 TIE Raptors, TIE Interceptor and TIE bomber. This is the best 2 point carrier in the game due to the power of the 2 TIE Raptors in it. This unit is the Zsinj MVP. Add this to every fleet.Cheapest way to spam 2)+ TIE Raptors and you can mix it with ISD IIs for some firepower+ more raptors. Role carrier.

Nebulon Frigate B2 (Zsinj version) 1/5
Identical to the new republic version AFAIK and just as useless. Zsinj starts with a few but I generally sell them off ASAP. Role avoid like the plague.

Venator (Pentastar Alignment) 3.5/5
 More or less an era 4 Imperial version with upgraded ships as the PA version carries a V-19. Picks up an extra half point.

Neutron Star Bulk Cruiser 2.5/5.
 Slow, squishy but it carries an OK weapon and 3 TIEs. Can double as a fire support in a pinch. The Greater Maldrood and Zjinj can build them and the difference is a TIE Raptor vs TIE Avenger. They carry one less TIE than a Acclaimator which those factions can't build anyway. Has a niche in some carrier fleets or as a support ship. Slightly better for Zsinj since he can't build strike cruisers and lacks a good 3 point frigate the ship is still a bit meh.Role carrier.

Providence Class Carrier/Destroyer 3.5/5
 More or less a hybrid carrier/cruiser this ship is outclassed in both roles and is a bit squishy. However it has proton torpedoes, carries a TIE Avenger and can be used in various fleets either as a cruiser replacement or as a fire support ship/carrier. Exclusive to the Greater Maldrood the man draw back is that it is competing with the Crimson Command VSD and the Procursator in the 4 point slot. Good in carrier fleets however for added damage and good fighters. Role Carrier/Fire support.

Crimson Command VSD 4.5/5

 Technically in the Empire as well I put it here as you can only build them in era 4 as the Empire so its more of a Greater Maldrood ship the Empiure might be able to use. Both factions can only manufacture a limited amount of them but it is a generous amount. It is more or less a tougher VSD on steroids and is one of the best cruisers in the game. Adding 4 or 5 of these to most fleets is a great idea and even a carrier fleet can carry a few for some added oomph and a handful of TIE fighters. Outclassed by the Chaf the CC VSD gets marked down by half a point because its a triangle and not a Chaf, Role cruiser.

IPV -1 Patrol Craft 4/5
 One of the best anti fighter/bomber starships in the game with only one contender to that throne. Its cheap and cheerful and liited to the Greater Maldrood. Not an automatic shoe in however as due to the excellent carriers the GM can field anti fighter duties are often delegated to an actual fighter AKA spam more fighters. Still its never a bad idea to add a few of these to any fleet. Its range, speed and boost weapons ability make it more or less the best AA ship in the game. Role AA.

Gladiator Star Destroyers 2/5
 The Zjinj strike cruiser replacement that carries a couple of TIE bombers. Slightly to expensive to spam TIE bombers are OK when they come out of a cheap ship that spits out a few TIEs as well, not so good when its the primary ship carried in an OK frigate and you only get 2 of them. Its marginally better than a 2 point unit but for a similar price I prefer the Neutron Star Bulk Cruiser and that is not a great ship either. Still if you want more bombers you don't really have other options and the gladiator is a bit better as a ship than other 3 point units. Role Carrier/fire support hybrid (and not very good at either).

Lucrehulk 3/5

 This ship is good and is exclusive to Zsinj. It spits out a massive 15 units and while its not as back up heavy cruiser like the Secutor due to weaker weapons it can act as a very good bullet sponge due to heavy shielding and buckets of hit points. Mixes will with Zsinj ISD IIs, SSDs, etc. Its also very cheap for what it is with a base price of 4000 credits or 3200 with an economic adviser. It is a cheap way fo getting to a 60 point fleet ASAP but it doesn't carry TIE Raptors and it doesn't play nice with the Quasar FIres so I find its not a great idea to try and mix these with TIE Raptor fleets. Still useful to have a few around in various fleets. Role carrier.

Escort Carrier (TIE Hunter Version) 5/5
 This is a very basic ship that also has boost weapons ability. It is a 1 point unit that can be spammed but it comes with 2 TIE Hunters. Its exclusive to the Eriadu Authority and it should be put in every fleet they have, doesn't matter if its a carrier fleet, SSD fleet, ISD II fleet etc. This unit is so cheap, fast and with enhance fire you can be a bit more aggressive with them to pick off isolated/wounded ships and things like corvettes and squishy ships when you are getting overwhelmed by numbers so it can defend itself in wolfpacs as well. Role carrier.

Tartan Patrol Cruiser 4/5
 Its either this or the IPV that is the best AA ship in the game. A bit more robust than an IPV, it deals a lot of damage as well the trade off being speed. It can also use the boost weapons ability. However it is comepting with the TIE Hunter Escort carrier in the anti starfighter role in the Eriadu authority. Still better than most of the 1 point AA ship with the exception of the IPV. Role AA.

Torpedo Sphere 4/5
An 8 point long range artillery ship with rapid fire torpedoes this thing shreds shields and can deal moderate amounts of damage to ships. Best used in conjunction with other ships such as ISD IIs, Tectors and SSD. Exclusive to the Eriadu Authority it may have the longest range in the game AM and it out ranges things like Empress Class battlestations. Role fire support. Its slow and costs 8 points of fleet capacity I tend to use 2 of them in most Eriadu Athority fleets (1 in an SSD fleet). It mostly replaces Cruisers since the Eridu Authority only gets VSD I and II in that role so 2 spheres>4 of them IMHO. Role fire support.

TIE Raptor 5/5
 Found on a variety of Zsinj ships this is about the closest you can get to a TIE Defender being carrier on ships. The Quasar Fire, ISD II and Neutron Stars carry them and it is one of the workhorses of Zsinjs faction.

































« Last Edit: May 14, 2018, 09:40:30 AM by Zardnaar »

May 02, 2018, 08:14:48 PMReply #3

Offline Zardnaar

  • Rear Admiral
  • *****
  • Posts: 193
  • Approval: +0/-0
    • View Profile
Re: 2.2 Unit Review
« Reply #3 on: May 02, 2018, 08:14:48 PM »
New Republic
 New Republic has fantastic fighters and bombers while lacking a bit in the  larger ships categories. Until the new class ships come online they also tend to deal anaemic damage. Most of the Mon Cal series with the exception of the MC80A can soak damage very very well while the NR is good at nuking shields. NR fleets more or less default to carrier fleets even if you are not deliberately doing that. Most of the other NR ships are also quite resilient for thwir point cost with the exception of Assault Frigates and Bothan Assault Cruisers (BAC). BAC's tend to die a lot as the IA loves derp charging them and your ships struggle to kill them fast enough even with fighters due to TIEs bearing down on you.

E Wing 4/5
 One of the few fighters in the game worth building independently of a carrier. It costs 500 credits and 60 of these can be had for a nice even 30k so its a cheap 60 point fleet that is very very nasty. Useful for cracking systems defended by a hyper velocity gun. Its also quite resilients so you can clear out some high level golans, a few capital ships, some lancers and a space station for the loss of a few fighters (3-10). Role Fighter/Bomber

Corellion Corvette 2.5/5
A fairly average AA ship that you barely need to build due to having very very good fighters in the NR roster that spawn out of various ships. Its does the job but its not very exciting and it seems to deal low damage as well.

Corellion Gunship 1/5
 One of the very few NR units that are not worth build or even using if you start the game with them. Hint sell them. Role fire support (weak).

Sachen 3.5/5
 This thing costs one point and it comes with a defender fighter. Cheap spam unit if you want to bury the enemy in fighters, its also not that bad at dealing damage in a wolf pac since if you use them odds are you might have 6-12 of them. Very good in era 3, a bit weaker in era 4+ due to Coronas turning up. Originally appeared in Crackens Threat Dossier in the old D6 RPG. Role carrier.

Marauder Corvette 3.5/5
A 1 point unit that packs a punch for its size and comes with an X-Wing. The main problem with it is that its not a Nebulon B although its cheaper, a half dozen of these can put out a surprising amount of pain. Role fire support

Majestic 4/5
 Took me a while to figure this ship out but I really like it now. Lets you build a kill fleet as the New Republic. Long range sniper type unit that costs 5 points. In 2.1 it was kind of in the capital range but its more of a cruiser replacement that is very durable compared with things like VSD's. Usually run 3 of these over something like 4 VSDs in an imperial fleet. Originally appeared in Crackens Threat Dossier in the old D6 RPGRole Fire support/cruiser.

CC-7700 3.5/10
 I used these back in the 90's in a game called Rebllion which was where they were invented. How useful this ship is depends on how badly you need/want an interdictior but the NR went from a faction with no  to having the best one in the game as it costs a single point.  Useful for your carrier fleets to mop up smaller fleets that like running. Role interdictor.

MC 40A 3/5
 I thought this ship was pants because it costs 3 points and its not a strike cruiser. However it is very very good at chewing through shields due to Ion Cannons and Missiles and qualifies as a mon cal ship so you can build it cheap on Mon Calamari. Very useful in the early eras when you build mon call fleets that are two tanky to die. Comes with a free B-Wing. Role fire support.

Corona 5/5
 This ship replaces the Nebulon B frigate in Era 4 (I think). It seems to deal a bit more damage but it spits out 2 E-Wings instead of X-Wings and they are better. For the fleet points though you could have 2 Nebulon B and 4 X-Wings instead but you no longer have a choice and X-Wing spam is kinda boring anyway. Deals enough damage to mop up ships or have a crack at AI derp fleets that love charging past your front line. Originally appeared in Crackens Threat Dossier for the old D6 RPG (which I own). Role carrier.

Dauntless Heavy Cruiser
 Another relic fro the old Rebellion game from 1998/99. It was good then and it is still good now. Very durable but a bit slow for my tastes.

Assault Frigate 3.5/5
Very good in era 1, falls behind the new class ships later on. Very squishy and the AI seems to love targeting ships like that and Bothan Assault cruisers over your Mon Cal ships. Still adds more X-Wings to the fight and deals decent damage for a NR ship for its price/fleet points. Can also be spammed for cheap on Mon Calamari. Role fire support.

Bothan Assault Cruiser 3.5/5
 I liked these a lot more in 2.1 and cost less points to use relatively speaking (3 vs 5 IIRC). They are very squishy and the problem now is longer ranged gun combined with the AI loving to target them and they cost 5 points. The Majestic is a lot  more durable but lacks the 2 E-E-Wings and B wing BAC have. The Majestic fits the cruiser slot better, the BAC fits in carrier fleets where you can thrown and absurd amount of E-Wings, B-Wings etc at the AI. I'm starting to prefer Majestic's more as losing 2-3 BACs if you dare to use them to shoot anything starts to add up. Their armour is made out of soggy wet tissue paper moistened with the tears of a 12 year old girl. Or they may also be my tears 50/50 Role Fire support.

Boarding Shuttle 3/5
 Generally these things just annoy me and it is surprisingly difficult to capture ships and keep them alive. There are also very few ships I would want to capture since the NR already has some of the best ships in the game. Costs a lot of money and eats up 4 fleet points.

A-Wing 2/5
 Good fighter but has he usual is it worth building thing. Free ones are nice. 60 of them are good at the A-Wing slash though due to speed. Basically you derp charge the AI at the start of battle and try and hit a capital or 2 that is trying to retreat back to its base. If you take out the engines you can pike a kill or two and sod off. Stll they are cheap. Role fighter.

B-Wing 2.5
 Slow bomber that packs a punch. Can be worth building a few as they are cheap and hurt but they can be found on various ships such as Bothan Assault Cruisers and MC 80A's.

X-Wing 4.5/5
 The NR MVP. Mostly because it is carried on all the early era ships its not really worth building individually but its cheap enough and 60 of them are only 15k. 60 Nebulon B's are over 90k to build so there is that to consider. Even at 300 a pop though you will likely lose a few. One of the best fighters in the game- if its free. Role Fighter/Bomber.

Y-Wing 2/5
 A bit better in the base game due to Vergesso Asteroids granting +25% damage but to slow and squishy to really build. Main use is some of the early era ships spawn Y Wings and they are decent enough at wearing down capitals. Still they are only 210 credits base price so they have a use as cheap spam early on.

 Endurance Class Star Destroyer 4/5
Well in era 4 if you want to build a carrier fleet this is one ship you can use. It only cost 6 points and it is reasonably tough and can take a bit of a beating (compared with say an ISD II). The downside is it deals anemic damage. It carriers 2 K-Wings and 5 defenders and counts as a new class vessel. These+ Sacheens can result in a very large amount of defenders which means no TIE 's bug you. Originally appeared in Crackens Threat Dossier for the old D6 RPG. Role carrier.

Nebula Star Destroyer 4/5.
 Looks like and Endurance and carries 3 K-Wings and 2 E-Wings. This thing can deal a decent amount of damage but it less of a tank it seems compared with MC 90's and MC 80'b's. Still if you want to make a NR kill fleet in Era 4+ these offer a solution.

MC 80b's 4/5
 Thes things deal an anemic amount of damage more comparable to a cruiser perhaps than a capital. However they are very very good at soaking damage and carry 2 X-Wings an A-Wing and a B-Wing. A few of these to take the hits, some Bothan Assault Cruisers and shield nuking MC80A's followed by a B-Wing drive by can reduce an ISDII to rubble very quickly. Cheap to build an Mon Calamari they rarely get destroyed by the AI even when they throw a large amount of ships at you although your BAC's probably are going to have a bad day. Best NRR capital ship in the early eras (1 and 2) IMHO. Role capital.

MC 90's. 4.5/5.
 This is what happens when an MC80b and Bothan Assualt cruiser have a child and feed it steroids. Turns up in era 3 and costs 7 points. NR ships have a tendency to cost more points than the imperials, mostly because they are better. Offers a decent amount of firepower, great damage soaker, the traditional Mon Cal shield boost ability, and carries 2 X, A and B Wings. Much like the MC 80b you rarely lose them in combat. Even when the new class ships turn up these things remain competitive. Role capital.

MC 80 Home One 3.5/5
 The pinnacle of Mon Cal ship design and I do not like them as much as the other ships. Mostly because this thing costs 10 points, I would ather have an MC 80b or MC90 and some Nebulon B/Coronas for the fleet points. And they are slow as to boot and turn like a dog and deal anaemic damage for there price and points. Still for Era 1 and 2 it has its uses such as a bid sod off bullet sponge and it has 3 X-WIngs, 3-A-Wings and 4 B-Wings but it doesn't deploy them all at once (2 B-Wings and one each of the others). Packs a large amount of ion cannons as well so once shields are down it lacks a bit of oomph. Reasonably cheap though for a 10 point unit (compared with Allegiance ISD.

Nebulon Frigate B-2. 1/5.
 See my comments in the Warlords section. Junk unit.

Nebulon B 5/5
 Zsinjs version only carries a single raptor the NR version carried 2 X-Wings. It costs 1 point.  You can run 60 of these and have 120 X-Wings for a total of 180 units all at once. You PC motherboard likely melts, you crash to desktop and the PC kicks you in the testicles. Realistically you probably have enough of these to have 30-40 X-Wings+ capitals+ other fighters and bombers and a pure Nebulon B fleet is horrendously expensive (100k or so). Still the question is not if you should use the Nebulon B but more how many you have. Role carrier.

MC 80 3/5
 The MC80 technically counts as a capital ship but costs 4 points like a cruiser. It deals an anaemic amount of damage as it only has 4 turbolasers and a couple of ion cannons but it can take a beating. And it carries a X,Y and A wing. Since most NR ships carry great fighters your lack of firepower mostly does''t matter. You can more or less copy the Imperial fleet template (4 ISDs, 5 VSD's etc) replacing ISDs with MC 80'b's. replace the VSDs with these and fill it out with a few MC80A's and Nebulon B's. Imperial and Warlord ships more or less run out of shields, the X-Wings clean up and your shields can soak the imperial damage all day long it seems. Have fun not losing any ships, that is what Bothan Assault cruisers are for. Role Capital/Cruiser.

Viscount 4/5
 If you can make it to era 5 (or play FTGU) you can build the Viscount. This is the NR SSD equivalent but well better. And cheaper. And can be built for cheap on Mon Calamari. However you can only have a single one and if it gets destroyed you can't replace it (at least in FTGU). In the event you lose yours blame it on the Bothan Assault Cruisers dying. Because they are squishy and the AI loves targeting them.

 Final word. BACs are squishy not salty at all in my FTGU game on Admiral.

Quasar Fire 3.5/5

 Carries 2 Y Wings, an A Wing and an X-Wing. Its better than the imperial Escort carrier, inferior to the Zsinj version of the same ship. Still early on its a cheap way to aquire a lot of free bombers and Y-Wings can get the job done especially once X-Wings have cleared the skies. They are just slow.
















« Last Edit: May 14, 2018, 09:13:47 AM by Zardnaar »

May 02, 2018, 08:15:04 PMReply #4

Offline Zardnaar

  • Rear Admiral
  • *****
  • Posts: 193
  • Approval: +0/-0
    • View Profile
Re: 2.2 Unit Review
« Reply #4 on: May 02, 2018, 08:15:04 PM »
Ascendancy Class Star Destroyer 3.5/5
 The Ascendency Class is more ofa carrier than a capital but its one of those ships that is more of a hybrid in terms of role. The main problem with it is the WotH unit roster as there are better options in terms of carriers for fighter/bomber span and more durable ships with more weapons for cheaper. Role Capital/Carrier hybrid.

 Phoenix Class Destroyer 4/5

 its big,  bulky and packs a good amount of firepower and shields. Not available in the earlier eras its one of the best heavy capitals in the game. Role heavy capital.

Syndic Class Destroyer 4/5
Carries a couple of fighters but its more or less the EotH workhorse. This is because it is one of the ships that benefits from the discount of Syca Industries that can be built on Syca. Its also better than ISD IIs and similar ships.

Chaf Class Destroyer 5/5
 More or less the best cruiser i the game with some competition from the CC VSD. Its fast, can boost its fire power and is very agile and seems more resilient than say a VSD 2. Also carries some fighters. Fair and balanced. Role Cruiser.

Nurodo Class Broadside Cruiser 1/5
 This thing costs 2 points and some credits. It was bad in 2.1 and it still sucks. You start with 1 in FTGU and its meh there as well. One of the few out right bad ships on the roster. Role Fire support

Warlord Class Gunboat 4/5
 Turns up in era 2 this thing is kind of like an EotH strike cruiser but minus the fighters. This ship can also be spammed out of Syca for 1400. Has its uses in EotH kill fleets and can complement Chafs very well due to missiles. It is squishy however but its cheap and costs 3 points. Yet another good EotH ship.

Asadroni Class Frigate 2.5/5

Basic AA type ship, outclassed by another ship on the roster IMHO. Still decent enough at its job though. Role anti starfighter/bomber.

Ormos Class Carrier 3.5/5.
 Its a 2 point carrier roughly on par with the NR version and better than the imperial version due to better EotH fighters carried.

Decimator Class Cruiser 3.5/5

Good ship in its price range and point cost, just a bit hard to fit into a fleet. Very useful in FTGU though. Role Fire support.

Vigilance Gunship 4/5
 A very good highly annoying ship that if fast, good at AA duties and can surprisingly put a decent amount of pain on larger ships with its missiles. A dozen of these parked behind an SSD is quite funny to watch.

Prosvoli Heavy Cruiser 2/5
 This is not actually that bad of a ship in its own right there is just 1 glaring problem. It costs 4 points the same as a Chaf. And its argueably not much better than the 3 point warlord gunship. So I do not really see the point of building these ts one redeeming feature is that its cheap. Role fire support.

Aftonia Fleet Tender 3.5/5
 The EotH 3 point 4 fighter/bombercarrier (see Acclaimator, Munificent etc). This launches better quality fighters than the other the trade off is its even worse in a fight. Sill its bomber is a furion which is a lot better than a TIE bomber.  For its points you can have 2 of these or 3 normal carriers though so yeah.

Fighters/bombers (all of them that are not a furion) 1.5/5

 Generally not worth building they are great for free out of a carrier or other ship.

Furion 2/5
 Worth building sometimes due to only a few ships carry them and they deal good damage. Still a bit squishy and they take up 1 fleet point.

Frouro 3/5
 The former Kariek it now costs 2 points instead of 1. Used to be a cheap light cruiser that carried a fighter but now its double the fleet points that even with a 50% buff to the fleet cap means you can't really cram as many in. Still useful however and it can be very cheap via Syca industries. Role fire support

Prolipsi class interdictor 2.5/5

 Its an interdictor it does its job and role. How much do you need an interdictor is the key question. Role interdictor.

Peltast Class Star Destroyer 3.5/5

 A good ship that has some sort of charge ability that deals a lot of damage its main thing is its range. 2 or 3 of these will eventually reduce a space station to rubble. Slow, squishy, they have a niche the main problem is why make room for them in your fleet vs more Chafs or Syndics. Still they are useful. Role fire support.


 
 
« Last Edit: May 14, 2018, 09:23:40 AM by Zardnaar »

May 03, 2018, 04:39:41 PMReply #5

Offline turtle225

  • Brevet Admiral
  • ****
  • Posts: 101
  • Approval: +3/-0
  • Location: Shell
    • View Profile
Re: 2.2 Unit Review
« Reply #5 on: May 03, 2018, 04:39:41 PM »
I still haven't played very much empire so I can't say too much about them.

I was not aware that the Tie Hunter escort carrier gets two Hunters for one pop. That's really good. I should play Eriadu at some point.

I agree with most of your ratings but the one that really struck me as odd was your 1/5 for the Arquitens. Seems a little harsh. They can definitely outgun a Nebulon. Almost anything can outgun a Nebulon. They aren't an amazing ship by any means but I think they do fine as support. They are like a slightly stronger Nebulon that doesn't field any fighters. Obviously that makes them worse overall but I wouldn't say useless. Definitely better than Nebulon B-2's.

May 03, 2018, 04:48:18 PMReply #6

Offline tlmiller

  • Tester
  • Moff
  • *
  • Posts: 2,363
  • Approval: +56/-9
  • Don't turn around you moron, ATTACK!!!!!
    • View Profile
Re: 2.2 Unit Review
« Reply #6 on: May 03, 2018, 04:48:18 PM »
I don't know, I agree with 1/5 for the Arquitens, same as for the B2.  Neither ship is worth even the small price they cost.  They're not effective enough even in bulk to danger anything, and without fighters aren't worth having in a fleet to add a little support fire while adding to your starfighter superiority.

The one I disagree with is the Vic-I.  As a DEFENSIVE unit, I think this is still a fantastic ship.  Don't really want many/any in a fleet that I'm attacking things with, but if it just needs to set and have it's enemies come to it, I still think it offers a lot of bang for the buck, even if not as much as in 2.1.
« Last Edit: May 03, 2018, 04:51:32 PM by tlmiller »
People should not be afraid of their government...governments should be afraid of their people.

May 03, 2018, 05:47:28 PMReply #7

Offline t78

  • Rear Admiral
  • *****
  • Posts: 133
  • Approval: +3/-0
    • View Profile
Re: 2.2 Unit Review
« Reply #7 on: May 03, 2018, 05:47:28 PM »
Some units are extremely useful in specific situations. An Arquitens can, in the right circumstances, chase down a fleeing Cr.90. Quite useful when facing Zsinj or NR.

ISD Is seem useful when paired with VSD IIs for the extra ion cannon fire. When in financially straightened circumstances, I'm happy for an ISD reinforcement that is 1000 credits cheaper.

I keep wondering if the Assassin could be given concussion missiles to make it more different.

May 03, 2018, 08:43:24 PMReply #8

Offline turtle225

  • Brevet Admiral
  • ****
  • Posts: 101
  • Approval: +3/-0
  • Location: Shell
    • View Profile
Re: 2.2 Unit Review
« Reply #8 on: May 03, 2018, 08:43:24 PM »
I don't know, I agree with 1/5 for the Arquitens, same as for the B2.  Neither ship is worth even the small price they cost.  They're not effective enough even in bulk to danger anything, and without fighters aren't worth having in a fleet to add a little support fire while adding to your starfighter superiority.

The one I disagree with is the Vic-I.  As a DEFENSIVE unit, I think this is still a fantastic ship.  Don't really want many/any in a fleet that I'm attacking things with, but if it just needs to set and have it's enemies come to it, I still think it offers a lot of bang for the buck, even if not as much as in 2.1.

I'd still put it above the B2. It's stronger, way cheaper, and isn't outclassed by other pop 1 ships in its own roster like the B2 is (note I'm not counting IPV/CR90 here).

You did remind me of the Victory one though. The missiles are nice to have against Starfighter swarms and I agree with you that they are better on defense.

May 03, 2018, 09:35:59 PMReply #9

Offline Jorritkarwehr

  • Mod Team Member
  • Brevet Admiral
  • ****
  • Posts: 96
  • Approval: +3/-0
    • View Profile
Re: 2.2 Unit Review
« Reply #9 on: May 03, 2018, 09:35:59 PM »
Quote
I keep wondering if the Assassin could be given concussion missiles to make it more different.

The Assassin isn't in the mod, so probably not.

May 04, 2018, 03:21:59 AMReply #10

Offline DemonKingDan

  • Brevet Admiral
  • ****
  • Posts: 65
  • Approval: +1/-0
  • We're the Spark that'll burn down the First Order
    • View Profile
Re: 2.2 Unit Review
« Reply #10 on: May 04, 2018, 03:21:59 AM »
To be honest, Dreadnought Heavy Cruisers were much better in 2.1 than in 2.2 now. First of all, Their Shields held up longer. Second of all, they had decent Armor that let it survive longer than in 2.2 (Hard Points weren't destroyed so Fast). And Third of all, the Power to Weapons ability didnt drain it's shields so fast. The NR Dreadnought is about what it used to be in 2.1, but also got nerfed a little too. All in all, I prefer then 2.1 Version Dreadnoughts over the 2.2 Strike Cruisers! There, I said it! Deal with it! The Dreadnought is the TRUE MVP that EVERYONE Deserves! 
DemonKingDan, King of the Demons

May 04, 2018, 05:16:23 AMReply #11

Offline t78

  • Rear Admiral
  • *****
  • Posts: 133
  • Approval: +3/-0
    • View Profile
Re: 2.2 Unit Review
« Reply #11 on: May 04, 2018, 05:16:23 AM »
The Assassin isn't in the mod, so probably not.

All this time I've said Assassin, when I meant Raider. Apologies!

May 04, 2018, 06:25:05 AMReply #12

Offline Zardnaar

  • Rear Admiral
  • *****
  • Posts: 193
  • Approval: +0/-0
    • View Profile
Re: 2.2 Unit Review
« Reply #12 on: May 04, 2018, 06:25:05 AM »
I don't know, I agree with 1/5 for the Arquitens, same as for the B2.  Neither ship is worth even the small price they cost.  They're not effective enough even in bulk to danger anything, and without fighters aren't worth having in a fleet to add a little support fire while adding to your starfighter superiority.

The one I disagree with is the Vic-I.  As a DEFENSIVE unit, I think this is still a fantastic ship.  Don't really want many/any in a fleet that I'm attacking things with, but if it just needs to set and have it's enemies come to it, I still think it offers a lot of bang for the buck, even if not as much as in 2.1.


 I think I have a few ViC Is at Bilbringi I don't think I make new ones except perhaps to replace losses.

 Here was the definition I used for a 2 rating.

2. Below average unit or outclassed by another. Generally only used due to starting unit or if your faction has nothing better or perhaps a specific niche.


 I gave the ViC I a 2 rating, that doesn't mean its outright crap (that is a 1 rating). I use Vic IIs over Is' and even then its mostly as the Eriadu Authority due to a lack of better options.  ISD IIs are rare in my fleets as most of the Imperials. I will use the initial few and make whatever fleets I can out of them after that usually use things like Secutors, Tectors, Allegiances etc for my fleets.

 Overall I think I prefer Strike Cruisers over Vic 2's and even something like 12 SCs and 4 tectors seems to work well enough.
« Last Edit: May 04, 2018, 06:26:55 AM by Zardnaar »

May 04, 2018, 01:05:29 PMReply #13

Offline Slornie

  • Mod Team Member
  • Moff
  • ****
  • Posts: 2,759
  • Approval: +54/-13
  • Every Silver Lining has a Cloud
    • View Profile
Re: 2.2 Unit Review
« Reply #13 on: May 04, 2018, 01:05:29 PM »
To be honest, Dreadnought Heavy Cruisers were much better in 2.1 than in 2.2 now. First of all, Their Shields held up longer. Second of all, they had decent Armor that let it survive longer than in 2.2 (Hard Points weren't destroyed so Fast). And Third of all, the Power to Weapons ability didnt drain it's shields so fast. The NR Dreadnought is about what it used to be in 2.1, but also got nerfed a little too. All in all, I prefer then 2.1 Version Dreadnoughts over the 2.2 Strike Cruisers! 
Actually the Dreadnaught is exactly the same for both NR and Empire and there has been no change to hull, shields or PtW on any of them since 2.1.  Comparing the two versions of the mod side by side the only change to the Dreadnaught is the proportional cut to projectile counts in common with every other unit.  Of course that doesn't mean it doesn't feel relatively weaker compared to other units as those have changed of been added between versions.
« Last Edit: May 04, 2018, 01:08:10 PM by Slornie »
Quote from: RonMaverick291 (Gametrailers)
why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.

May 10, 2018, 09:58:34 AMReply #14

Offline Zardnaar

  • Rear Admiral
  • *****
  • Posts: 193
  • Approval: +0/-0
    • View Profile
Re: 2.2 Unit Review
« Reply #14 on: May 10, 2018, 09:58:34 AM »
Added the New Republic.

May 10, 2018, 06:17:24 PMReply #15

Offline taupin121

  • Rear Admiral
  • *****
  • Posts: 171
  • Approval: +6/-4
  • Solo Command
    • View Profile
Re: 2.2 Unit Review
« Reply #15 on: May 10, 2018, 06:17:24 PM »
Endurance Class Star Destroyer 4/5
Well in era 4 if you want to build a carrier fleet this is one ship you can use. It only cost 6 points and it is reasonably tough and can take a bit of a beating (compared with say an ISD II). The downside is it deals anemic damage. It carriers 2 K-Wings and 5 defenders and counts as a new class vessel. These+ Sacheens can result in a very large amount of defenders which means no TIE 's bug you. Originally appeared in Crackens Threat Dossier for the old D6 RPG. Role carrier.

Nebula Star Destroyer 4/5.
 Looks like and Endurance and carries 3 K-Wings and 2 E-Wings. This thing can deal a decent amount of damage but it less of a tank it seems compared with MC 90's and MC 80'b's. Still if you want to make a NR kill fleet in Era 4+ these offer a solution.

First, the ships you quoted were introduced in the Black Fleet Crisis for which (among others) Cracken's Threat Dossier was a complement. Then the fighter complements you mention (except if that changed with 2.2.3 which I did not tested yet) are not the real ones.

May 10, 2018, 07:45:34 PMReply #16

Offline turtle225

  • Brevet Admiral
  • ****
  • Posts: 101
  • Approval: +3/-0
  • Location: Shell
    • View Profile
Re: 2.2 Unit Review
« Reply #16 on: May 10, 2018, 07:45:34 PM »
Sachen 3.5/5
 This thing costs one point and it comes with a defender fighter. Cheap spam unit if you want to bury the enemy in fighters, its also not that bad at dealing damage in a wolf pac since if you use them odds are you might have 6-12 of them. Very good in era 3, a bit weaker in era 4+ due to Coronas turning up. Originally appeared in Crackens Threat Dossier in the old D6 RPG. Role carrier.

Marauder Corvette 1/5
Why you would build this over an X Wing or E wing at over 3 times the price is beyond me. Avoid. Role fire support (weak)

MC 40A 3/5
 I thought this ship was pants because it costs 3 points and its not a strike cruiser. However it is very very good at chewing through shields due to Ion Cannons and Missiles and qualifies as a mon cal ship so you can build it cheap on Mon Calamari. Very useful in the early eras when you build mon call fleets that are two tanky to die. Comes with a free B-Wing. Role fire support.

Corona 5/5
 This ship replaces the Nebulon B frigate in Era 4 (I think). It seems to deal a bit more damage but it spits out 2 E-Wings instead of X-Wings and they are better. For the fleet points though you could have 2 Nebulon B and 4 X-Wings instead but you no longer have a choice and X-Wing spam is kinda boring anyway. Deals enough damage to mop up ships or have a crack at AI derp fleets that love charging past your front line. Originally appeared in Crackens Threat Dossier for the old D6 RPG (which I own). Role carrier.

MC 80 3/5
 The MC80 technically counts as a capital ship but costs 4 points like a cruiser. It deals an anaemic amount of damage as it only has 4 turbolasers and a couple of ion cannons but it can take a beating. And it carries a X,Y and A wing. Since most NR ships carry great fighters your lack of firepower mostly does''t matter. You can more or less copy the Imperial fleet template (4 ISDs, 5 VSD's etc) replacing ISDs with MC 80'b's. replace the VSDs with these and fill it out with a few MC80A's and Nebulon B's. Imperial and Warlord ships more or less run out of shields, the X-Wings clean up and your shields can soak the imperial damage all day long it seems. Have fun not losing any ships, that is what Bothan Assault cruisers are for. Role Capital/Cruiser.


First I would like to make a point about the MC80A. When you say it only has 4 turbolasers that's very misleading. It has 4 hardpoints that shoot 5 pulses per burst so it effectively has 20 turbolasers.

As for ratings, I feel you have Corona, Sacheen, and Mc40 too high and Marauder too low.

Corona does not deal more damage than a Nebulon (they both suck at that). Both of them have 4 effective turbolasers. Corona has one ion cannon, just one. Corona has 10 laser cannons and nebulon has 12 so both are about half a corvette in flak support. Corona is fine as a carrier but since it costs 2 pop instead of one I would not put it at the same rank as the Nebulon which it ironically is supposed to replace.

Sacheen is ok but 3.5 seems too high of a rating for me. I would say more like 2.5. It is interesting that you say they deal good damage because they only have 5 turbolasers and 2 ion cannons and 4 laser cannons.

Mc40 is in an awkward place at 3 pop. With only 4 turbolasers and 10 missiles that take forever to recharge, they are pretty junk once shields are down. 10 ion cannons are nice but yeah, big damage problems after shields are gone. They are also really fragile unlike the other mon cal ships. These are worse than Vic-I's which makes sense since they are cheaper but 4 of these will lose to 3 Vic-I's handily. I still use them but not a whole lot, and I would say they are below average.

And now the Marauder which I think you really underestimate. The Marauder has two weaknesses, one is a shorter firing range which requires you to micromanage the unit or else it is likely to just sit there doing nothing. Two is that it is paper thin which is a bad combo with poor range. However, it is only 1 pop, carries an x-wing, and has 24 turbolasers. Yes, 24. That is more than an MC80A (no ion cannons but still). You say that Sacheens are decent in a wolfpack? Try sneaking a few marauders around and watch them wreck things. 24 turbolasers on a pop 1 unit is absolutely nuts. I usually bring 4-5 of these in my fleets and once the ai is wasting their time shooting my mon-cal whales you move the Marauders in. If this thing had 2100 range like everything else I would maybe give it 5/5. As it is though they are hard to use and are prone to dying so I would say 2.5 or 3. Ironically one of your best damaging ships in the early era NR.

May 10, 2018, 10:38:09 PMReply #17

Offline Zardnaar

  • Rear Admiral
  • *****
  • Posts: 193
  • Approval: +0/-0
    • View Profile
Re: 2.2 Unit Review
« Reply #17 on: May 10, 2018, 10:38:09 PM »
First I would like to make a point about the MC80A. When you say it only has 4 turbolasers that's very misleading. It has 4 hardpoints that shoot 5 pulses per burst so it effectively has 20 turbolasers.

As for ratings, I feel you have Corona, Sacheen, and Mc40 too high and Marauder too low.

Corona does not deal more damage than a Nebulon (they both suck at that). Both of them have 4 effective turbolasers. Corona has one ion cannon, just one. Corona has 10 laser cannons and nebulon has 12 so both are about half a corvette in flak support. Corona is fine as a carrier but since it costs 2 pop instead of one I would not put it at the same rank as the Nebulon which it ironically is supposed to replace.

Sacheen is ok but 3.5 seems too high of a rating for me. I would say more like 2.5. It is interesting that you say they deal good damage because they only have 5 turbolasers and 2 ion cannons and 4 laser cannons.

Mc40 is in an awkward place at 3 pop. With only 4 turbolasers and 10 missiles that take forever to recharge, they are pretty junk once shields are down. 10 ion cannons are nice but yeah, big damage problems after shields are gone. They are also really fragile unlike the other mon cal ships. These are worse than Vic-I's which makes sense since they are cheaper but 4 of these will lose to 3 Vic-I's handily. I still use them but not a whole lot, and I would say they are below average.

And now the Marauder which I think you really underestimate. The Marauder has two weaknesses, one is a shorter firing range which requires you to micromanage the unit or else it is likely to just sit there doing nothing. Two is that it is paper thin which is a bad combo with poor range. However, it is only 1 pop, carries an x-wing, and has 24 turbolasers. Yes, 24. That is more than an MC80A (no ion cannons but still). You say that Sacheens are decent in a wolfpack? Try sneaking a few marauders around and watch them wreck things. 24 turbolasers on a pop 1 unit is absolutely nuts. I usually bring 4-5 of these in my fleets and once the ai is wasting their time shooting my mon-cal whales you move the Marauders in. If this thing had 2100 range like everything else I would maybe give it 5/5. As it is though they are hard to use and are prone to dying so I would say 2.5 or 3. Ironically one of your best damaging ships in the early era NR.

 Sacheen are a 1 pop, I have used a few of them to deal ok damage and they have the defender attached as well.

OK I might be wrong about the Marauder I'll test it more. I thought the Corona dealt marginally more fdamage than the Nebulon B. I'll tweak the rating.
« Last Edit: May 10, 2018, 11:36:19 PM by Zardnaar »

May 11, 2018, 05:09:58 AMReply #18

Offline taupin121

  • Rear Admiral
  • *****
  • Posts: 171
  • Approval: +6/-4
  • Solo Command
    • View Profile
Re: 2.2 Unit Review
« Reply #18 on: May 11, 2018, 05:09:58 AM »
Corona is fine as a carrier but since it costs 2 pop instead of one I would not put it at the same rank as the Nebulon which it ironically is supposed to replace.

You can blame me on this one but I thought that a 1-pop cap ship that spawn 2 E-Wing squadrons and 1 B-Wing squadron was way too powerful. Look like the dev team agreed as they changed it.

May 11, 2018, 01:24:52 PMReply #19

Offline turtle225

  • Brevet Admiral
  • ****
  • Posts: 101
  • Approval: +3/-0
  • Location: Shell
    • View Profile
Re: 2.2 Unit Review
« Reply #19 on: May 11, 2018, 01:24:52 PM »
You can blame me on this one but I thought that a 1-pop cap ship that spawn 2 E-Wing squadrons and 1 B-Wing squadron was way too powerful. Look like the dev team agreed as they changed it.

Idk about blame, maybe thank you because you are totally right. I just think it is weird that the Corona is supposed to be an upgrade from the Nebulon but it has almost the exact same armament.

Sacheen are a 1 pop, I have used a few of them to deal ok damage and they have the defender attached as well.

OK I might be wrong about the Marauder I'll test it more. I thought the Corona dealt marginally more fdamage than the Nebulon B. I'll tweak the rating.

Yeah let me know what you think. Anyone else as well. I'm curious about what you guys think of the Marauder. It is a difficult to use ship but rewarding I think.

 

Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!