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Date Posted: 08:21:12 02/12/01 Mon
Author: Commandant Derran Jorde
Subject: General Ship Descriptions
In reply to: Commandant Derran Jorde 's message, "Seminar Thread" on 07:29:17 01/29/01 Mon

JUST A NOTE: These tactics are general usages I have hashed out for each ship. Since each battle is different from the next, don't let yourself be limited by whats in this pamphlet.
-Derran Jorde
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|__=CAP-SHIPS=__|

-Strike Cruiser-
A SCR's role in battle is to generally avoid direct confrontation with the enemy. I prefer to use them as flankers or light support vessels. As a support vessel, they will generally hang back and direct their fighters in battle or escort the larger battle cruisers. They can also remain behind to intercept enemy flanking vessels or finish off weakened enemy cruisers. As flankers (my preferred use) they will use their fighters as their primary weapon early in the battle. As the battle continues, they can zip around enemy formations and wreak havoc with the weaker rear arcs of the larger Destroyer-class vessels.

Massed SCRs can be effective at killing Interdictors, Escort Carriers, and other Strike Cruisers. Their tremendous speed (compared to other cap ships) allows them to close quickly and surround a slower Interdictor Cruiser and pound it with their main guns and fighters. If larger Imperial cruisers are closely guarding the INT, the SCRs must lurk out of range of the guardian's weapons and hope for an open shot. The same tactics go for ESCs or other SCRs, they can close with the target, lock their tractors on it and pound it to hell.

SCRs work well when grouped with an MC-60. A pair of SCRs and an MC-60 is a potent strike force capable of neutralizing most vessels from a VSD on down. They have a speed sufficient to catch up to and the tractor beams necessary to hold a lighter cruiser or a damaged heavy cruiser in place while their main guns and starfighters pound it to rubble and deliver the coup de grace. They can also skirt the edges of an enemy battle line to encircle the less-maneuverable Star Destroyers while the heavier Mon Cal battleships lumber up the middle.

Don't get me wrong, a SCRs is a useful vessel, but it can be easily destroyed if its captain gets too close to enemy battleships. With only 450 points of shielding and hull, it can be destroyed within a few rounds if it is targeted. Squadrons of enemy bombers can also wreak havoc with the lightly-shielded cruiser.


-Escort Carrier-
The ESC is the definition of a support vessel. Lightly armed and shielded, they should almost never come into range of an enemy cruiser's main guns. Their primary weapon is their 6 squadrons of fighters, and a potent weapon it is. Capable of over 400 points of damage with a full complement, they can devastate enemy cap-ships and starfighter sqaudrons. As previously mentioned, an ESC should almost never be brought into direct contact with an enemy vessel, but this doesn't mean it won't ever happen. If an enemy Destroyer is occupied with several Mon Cals or SCRs, but still has much of her starfighter complement left, an ESC can be brought in to begin neutralizing them with her dual lasers. Most of the time however, an ESC commander will sit back from the main fighting and direct her starfighter squadrons.

If you command an ESC, be proud, you have one of the Republic's most effective weapons under your belt.


-Mon Cal mk60-
The MC-60 is a rare vessel on the battlefield. Few are produced and fewer enter service. When they do fight, they usually serve as heavy flankers or close-support vessels. While they lack a significant starfighter complement and are unable to go toe-to-toe with a Star Detroyer or even a VSD, they can easily handle a lighter SCR or ESC if they can get close enough. An MC-60 is usually deployed in the same manner as a SCR: as a flanker, support vessel, or Interdictor-killer. The aforementioned grouping of a single MC-60 and a pair of SCRs is a useful tool in combat.

The MC-60 fares slightly better as a support vessel over a SCR, since it can both take more damage and deal more damage. Overall, it is a poor trade, however. While the mk60 does gain a slight increase in weaponry (23 extra points of damage) and shielding/hull (150 points), it loses 3 points of speed. This puts it only slightly faster than the heavy Imperial cruisers and with less starfighters. While still a potent fighter on the field, it is usually advisable to deploy several SCRs or upgrade to a larger Mon Cal.


-Mon Cal mk80a-
The first of the heavy Mon Calamari cruisers, the 80a is an excellent craft. Boasting substantial shielding, weaponry, and starfighters, it can adequately fulfill nearly any role on the battlefield. Although not able to match a Star Destroyer (much less a Deuce) in a head-to-head slugfest, the 80a does have a slight edge in starfighters and a clever commander can neutralize and sufficiently weaken an opponent before closing and finishing them off with the main guns. A group of two or three Mon Cal cruisers can easily overwhelm any opponent on the battlefield, remember this and carefully coordinate your attacks with other members of your fleet for maximum effectiveness.

Heavy Mon Cal cruisers are designed to pound the enemy with their starfighters and then close with them and finish them off with their main guns. Heavy cruisers also form the backbone of most fleet maneuvers, driving up the middle towards an enemy formation and engaging the Star Destroyers at close range.


-Mon Cal mk80b-
An upgraded version of the 80a, the 80b boasts upgraded shields, a strengthened hull, and a pair of torpedo launchers. While this doesn't have a tremendous effect on the battlefield, it is an extra 200 points of damage between yourself and a chaotic fireball. The 80b is used exactly the same way as an 80a, but is slightly more effective in what is does.


-Mon Cal mk90-
The supreme Republic battleship, the MC-90 is able to devastate opponents at close range with their banks of guns and perform long-range duels with the best starfighter complement of any other vessel in the galaxy. Able to absorb slightly more damage than a Star Destroyer but dishing out slightly less, an MC-90 is roughly equal with a Deuce and, with a clever commander, could easily triumph over the larger Imperial vessel.

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|__=STARFIGHTERS AND TRANSPORT CRAFT=__|

As a general rule, the New Republic has an edge over the New Imperium when it comes to starfighter technology, which is why it is important to learn how to effectively use your starfighters to their maximum advantage. All Republic fighters carry warheads, while the Imperial TIE Fighter and TIE Interceptors do not. This forces these fighter types to intercept our squadrons. The enemy Gunboats, TIE Bombers, and TIE Advanced carry concussion missiles (the GUNs and T/B also carry torpedoes) and should be treated with extreme caution. It is usually wise to eliminate opposing TIE Bombers and Gunboats as quickly as possible, as they are easy to destroy and present a great threat to our own squadrons. The T/A should also be taken down as quickly as possible.


-X-WING-
The most-recognized symbol of the Republic is the X-wing. With its dual torpedo launchers and quad laser array, it is the best all-around fighter on the battlefield. While most effective when bombing and strafing enemy cruisers, it can also be used as an interceptor to hold enemy bomber formations at bay in a pinch.

-Y-WING-
The aged, but still effective Y-wing remains a potent force on the battlefield. With its dual torpedo launchers, twin ion cannons, and twin laser cannons, it is capable of dealing large amounts of damage to enemy capital ships. It is also atmospherically-capable and can pound enemy garrisons to dust. While a potent attacker, the Y-wing is a very poor defender and should avoid dogfighting if at all possible. It is also very vulnerable to concussion missiles and should be guarded whenever possible.

-B-WING-
An effective bomber, the B-wing is not in use by most Republic battlecraft, as it has been replaced by the V-wing. Only the TDNT possesses them at the moment. Armed with 3 lasers, 3 ion cannons, and 2 torp launchers, they are deadly in close.

-A-WING-
The premiere Republic interceptor. With a dodge rating of 3, a FtF rating of 5, and a pair of CM launchers, the A-wing can rip through Imperial fighters like they aren't even there. An A-wing should use its CMs as its primary weapon whenever possible, but commanders should remember that it is a powerful and deadly dogfighter as well.

-V-WING-
The newest Republic starfighter, the V-wing combines the high speed and CM-launchers of an A-wing with the torpedo launchers of the other bombers. V-wings will usually run interceptor duty alongside A-wings until the enemy squadrons have been disposed of. It can then concentrate on bombing enemy cap-ships. While it is very maneuverable, the V-wing is a poor dogfighter and should stay away from furballs whenever possible.

-TRN & SHU-
Transports and Shuttles are surprisingly effective fighters on the battlefield. Their complement of 10 lasers each makes them able to decimate enemy starfighters in close and they can also distract enemy gunfire from our capital ships. While they are effective fighters, they usually are destroyed quickly and if planetary assault is needed, should be kept in their hangars.

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