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Galactic Conflict - Match 1 - Round 1 - NullForce Collective VS Mando’ad Vod’saad


Silenceo

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I have to wonder if all the factions will be this close in terms of distance, it makes things interesting that they are so close and the other planets are more "around" the area rather than between them.

I agree its interesting but I hope it doesn't follow this same formula.For example the fighting isn't really widespread its localized at two locations forcing it to spread out more would be fun.Right now its a straight shot at each other and no other real engagements.

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Units

 

 

On Station

12000 VHK-2

5000 VHK-3

2250 VHK-Command

16500 Commando Droid

132000 Super Buzz Droids

165000 Buzz-P

 

Relevant space forces

30252 Ripper

6650 K-DB Wing

999 Pocket Carrier

999000 Commando Droids

-9990 of these in Droch Boarding ships (1998 of these, 5 in each), rest under own power

450 Terrapin-S

-75000 VHK-2

 

 

Strategy

 

 

Internal:

First off all, sabotage the hyperdrive (thoroughly enough well it will take time and specialized equipment/parts to repair) to ensure the station doesn't leave the system in the worst case scenerio

 

Deploy 50k Super Buzz droids to jammer, control center and engineering areas needed to run the jammer. Perform required repairs to get the jammer back operational. Use it to disrupt boarders and surrounding supporting ships as needed.

 

Remaining Super Buzz Droids and 100k Buzz-P droids are in the hangers along with the VHK-3s and VHK-Command droids. The buzz droids will crawl up on walls and ceilings and drop down on any Vibres or spacetroopers that attempt to enter the hangers, attacking in swarms, ripping apart anything they can get their claws and cutters into. The VHKs will attack the ships and units more directly.

 

Remaining Buzz-Ps will be on recon duty, moving through ducts etc. to spy on boarders.

 

Commando Droids and VHK-2s will focus their defense on the engineering area, jamming and control center

 

Space:

Rippers and K-DB Wings will continue focusing their attacks on the Vibres, destroying as many as possible before they can board too many troops

 

Pocket Carriers will launch their Droch ships towards the station, boarding in areas of high activity to assist defenders. Will also be a useful distraction/cannon fodder.

The remaining Commando Droids will deploy into space under their own power (dovin basal/repulsor system) equipped with blaster rifles and rocket launchers. They will make use of the rocket launchers to attack the Vibres (and any other ships they can get a shot off on) as they make their way to the station. They will also focus on hot spots.

 

The Terrapoin-Ss will remain beneath the planetary shield for the start of the battle but if an opening comes up (such as the withdrawal of K's fleet), or if the battle begins going poorly, move up to the station and board with the VHKs, sweeping into the mandos

 

 

 

Think that's everything

Edited by MadDutchman
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Well Dutch you have a lot more on that station then I thought you did.Impressive.

 

it's a rather big station, even if Sil wouldn't let me put the millions of units on there i wanted to...

 

The fact that I'm defending my station from boarders with a large quantity boarders is rather ironic.

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it's a rather big station, even if Sil wouldn't let me put the millions of units on there i wanted to...

 

The fact that I'm defending my station from boarders with a large quantity boarders is rather ironic.

Lmao That's irony.Good luck looking forward to K reaction.

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Relavant space Traits:

 

 

Advanced Guidance Systems: Due to the more advanced AI employed by the Collective, the tracking systems on missiles and torpedoes can hit with more accuracy due to their improved ability to sort out targets from junk and ability to avoid such debris.

 

Superior Simulators: The realism and versatility of Collective fighter and bomber simulators boosts the overall effectiveness of Collective pilots, especially with the non-standard maneuvering capabilities of the ships.

 

Hardpoint Identification and Targeting System: All ships are equipped with upgraded sensors and targeting computers allowing for better identification and targeting of sensitive ship systems, especially on ships encountered before.

 

+ Cyberphiles indirectly with the pilot's cybernetics

 

 

Troop traits:

 

 

Advanced Weapon Stabilizers: Droids do not suffer accuracy falloff of weapons as a result of moving (range falloff still applies).

 

Advanced Neural Networks: Studying how the brain can interact with machines has allowed more advanced fully artificial droid minds

 

Resistive Circuits: All droids and vehicles have heightened resistance to ion and EMP weapons.

 

Colicoid Shielding: Long and productive associations with the Colicoid Creation Nest has allowed the Collective to adapt Colicoid shielding technology, making all droid shields more powerful

 

Predictive Aiming: Advanced target assisting algorithms make droids and vehicles better at hitting moving targets, especially those that have been encountered previously.

 

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In terms of number actually on the station, am I correct that the MV outnumbers the NF?

 

This'll end badly for the MV I think, but it might be a bit of a Pyrrhic Victory if those dropships take casualties heading to the station since each one holds a lot of valuable commando droids... Also, they'll probably get choked up getting aboard and thus will be unable to bring their numbers to bear, giving the Mandalorians a chance to shred them and damage their transports (killing many before they even unload).

 

Just some observations. The Buzz droids do give the NF a massive intel advantage though, the MV won't be able to do much without the NF knowing about it.

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In terms of number actually on the station, am I correct that the MV outnumbers the NF?

 

This'll end badly for the MV I think, but it might be a bit of a Pyrrhic Victory if those dropships take casualties heading to the station since each one holds a lot of valuable commando droids... Also, they'll probably get choked up getting aboard and thus will be unable to bring their numbers to bear, giving the Mandalorians a chance to shred them and damage their transports (killing many before they even unload).

 

Just some observations. The Buzz droids do give the NF a massive intel advantage though, the MV won't be able to do much without the NF knowing about it.

 

There are only 5 droids on each Droch ship, which is practically nothing. They are there mostly to be a nuisance and distract from the horde flying under their own power

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Just for clarification:

 

Reserve Force at Myrkr

 

 

3 Reaper-II

 

99 Nebula

 

 

•47 Reaper-I

 

 

•35 Harbinger

 

 

•70 Providence Destroyer

 

 

•900 Terminus

 

90 Majestic

 

•198 Namana

 

4,700 Tartan

 

750 Pummeler

 

4 Inquisitor

 

400 ASR-1

 

1,000 Vibre

 

300 ASR-C

 

 

 

Fighters:

 

E-wing: 10,000

 

 

IF-11: 16,000

 

Y-wing: 5,000

 

TIE Defender: 18,600

 

 

 

 

-Grand Admiral Carrack

 

Troops:

 

Mandalorians: 960,000

 

Heavy: 100,000

 

 

Damaged:

2 Galleas

5 Reaper-II

•20 Reaper-I

100 Harbinger

200 Pummeler

200 Tartan

1,000 Vibre

3 Inquisitor

 

While, yes the majority of my fleet is not intended to get involved it will of course do so as soon as something seems off, and with the MV’s Grand Admiral present that will allow things to go even smoother. As well he did plan this whole campaign for several turns (to some extent the whole game) so this is a well thought out attack. Please also note that his early strategic history is with boarding attacks which means that he has the ability to plan these efficiently. Also the MV is coming off a win over Myrkr which will help to boost their morale and demoralize the opposing force.

 

As well the MV fleet has ships with jamming tech so they will start with an initial advantage in regards to jamming, and the Vibres have sensor masking which will only aid them in remaining undetected in the initial approach. The Reaper-IIs also come equipped with SOTA sensors which allow them to detect stealthed vessels. The Pummelers come with advanced targeting computers and a number of ships have advanced communications equipment which will provide some help against jamming.

 

 

 

 

Relevant Perks

 

 

Militaristic State: The ways of war help to guide the members of this faction. Members of this faction are born and raised to understand the ways of war and as such understand tactics and combat on a deeper level than other groups.

Keep it Secret: This faction excels at deception and stealth maneuvering. This faction’s history in deception allows it to much better keep its movements secret from the eyes of others.

Transferable Force: Members of this faction can operate equally well in space or ground situations allowing for members to be transferred between the two spheres of combat, but most effective as marines in space or cavalry on ground

Disabling Shots: The crews of this faction’s navy are trained to fire shots that disable but do not destroy ships in prelude to boarding actions. Increases accuracy against capital ships.

Experienced Crewmen: Naval Crews have served together for some time giving them increased coordination and efficiency.

Exceptional Pilots: Due to extremely high requirements pilots in this faction display significantly better skill in regards to accuracy. (Yeah and VF-30 pilots are the best.) ;)

Elite Infantry: Mandalorians are the best and deserve respect. They are troops who have fought countless (well, you could count them but why bother) battles and train their whole lives for war. Troops with the designation Daras or Nyror are exemplary within their specific sphere of combat. Being considered greater to the skills of Mandalorians within that field.

Maneuverable Force: The tactical training employed to the soldiers of this faction has turned them into a highly mobile and maneuverable force able to enact maneuvers quicker and in a more unified and efficient manner than would otherwise be possible.

Environmentally Exploitative: Soldiers of this faction have learned how to use features of the terrain to their advantage. Gaining a boost when they choose the battle location in flat terrain and an overall boost in rough terrain, as well as using it to keep movements secret.

Battle Focus: Due to a past of surviving against seemingly impossible odds the members of this faction operate exceedingly well when outnumbered gaining wide sweeping skill advantages across the board when facing a larger force—and the larger the force the greater the increase.

Stealth and anti-stealth Tech: Faction has stealth and ways to deal with it.

 

 

 

Usage

 

 

 

Militaristic State will allow the landed troops and ship officers to make better tactical calls than their opponents. Giving them a base edge tactically.

Keep it Secret will help in keeping the NF from seeing or understanding the movements that the MV forces make, especially in the opening approach and to some extent once the boarding parties land.

 

Transferable Force allows these ground troops to operated perfectly fine as marines as opposed to normal ground troops.

 

Disabling Shots while not as important here will help when my fleet turns their guns on the remains of the NF fleet.

 

Experienced Crewmen is mostly self-explanatory. Same with Exceptional Pilots.

 

Elite Infantry boosts the skills of the MV troops to a higher level than normal troops, being Elite and Supercommando units instead of Normal and Elite.

 

Maneuverable Force will allow the boarders quicker access when moving around the station.

 

Environmentally Exploitative, while less effective here than on the ground, will still provide a boost, especially in regards to keeping their movements hidden.

 

Battle Focus will come into play wherever a group of Mandalorian troops is outnumbered by the NF and will help to even the odds of such encounters significantly.

 

Stealth and anti-stealth allows for the MV to discover stealthed stuff and use stealth tech, significantly in the space battle, with the SOTA sensors.

 

 

 

 

Hero Perks

 

 

One of the Crew: His demeanor has gained him many diehard loyal crewmembers who would follow him to the ends of the galaxy. Morale and efficiency increased.

Master of Surprise: Dealing with pirates and learning how they operate has given him great insight on getting the jump on his enemy. Enemies that stumble upon him or whom he launches an offensive against suffer a penalty to battle readiness.

Surprising Foresight: Years of action have turned him into an exceptionally skilled tactician often predicting the moves of opponents before they actually make them (diminishing returns after his R+1).

 

 

In regards to his perks Master of Surprise will have some effect but less of one than in the previous event. Surprising Foresight will be significant in keeping the NF from being able to do damage to the boarding parties at the start. One of the Crew will help the initial boarding party to land easier as well as other things should the battle escalate.

 

In regards to his skills he isn’t a push over either. T5 Campaign which should be counted as he planned for quite a long time and this is the second event over Myrkr. T5 Positioning which will help in regards to having a deceptive opening which is bolstered by numerous perks and his T4 Deception skills. He’s also T7 in using Starfighters and Capital Ships which will give him a huge boost with the usage of all the ships he has at his disposal.

 

 

Edited by karadron
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Just for clarification:

 

Total Force at Myrkr

 

 

3 Reaper-II

 

99 Nebula

 

 

•47 Reaper-I

 

 

•35 Harbinger

 

 

•70 Providence Destroyer

 

 

•900 Terminus

 

90 Majestic

 

•198 Namana

 

4,700 Tartan

 

750 Pummeler

 

4 Inquisitor

 

400 ASR-1

 

1,000 Vibre

 

300 ASR-C

 

 

 

Fighters:

 

E-wing: 10,000

 

 

IF-11: 16,000

 

Y-wing: 5,000

 

 

 

 

-Grand Admiral Carrack

 

Troops:

 

Mandalorians: 1,440,000

 

Heavy: 150,000

 

 

Damaged:

2 Galleas

5 Reaper-II

•20 Reaper-I

100 Harbinger

200 Pummeler

200 Tartan

1,000 Vibre

3 Inquisitor

 

While, yes the majority of my fleet is not intended to get involved it will of course do so as soon as something seems off, and with the MV’s Grand Admiral present that will allow things to go even smoother. As well he did plan this whole campaign for several turns (to some extent the whole game) so this is a well thought out attack. Please also note that his early strategic history is with boarding attacks which means that he has the ability to plan these efficiently. Also the MV is coming off a win over Myrkr which will help to boost their morale and demoralize the opposing force.

 

As well the MV fleet has ships with jamming tech so they will start with an initial advantage in regards to jamming, and the Vibres have sensor masking which will only aid them in remaining undetected in the initial approach. The Reaper-IIs also come equipped with SOTA sensors which allow them to detect stealthed vessels. The Pummelers come with advanced targeting computers and a number of ships have advanced communications equipment which will provide some help against jamming.

 

 

 

 

Relevant Perks

 

 

Militaristic State: The ways of war help to guide the members of this faction. Members of this faction are born and raised to understand the ways of war and as such understand tactics and combat on a deeper level than other groups.

Keep it Secret: This faction excels at deception and stealth maneuvering. This faction’s history in deception allows it to much better keep its movements secret from the eyes of others.

Transferable Force: Members of this faction can operate equally well in space or ground situations allowing for members to be transferred between the two spheres of combat, but most effective as marines in space or cavalry on ground

Disabling Shots: The crews of this faction’s navy are trained to fire shots that disable but do not destroy ships in prelude to boarding actions. Increases accuracy against capital ships.

Experienced Crewmen: Naval Crews have served together for some time giving them increased coordination and efficiency.

Exceptional Pilots: Due to extremely high requirements pilots in this faction display significantly better skill in regards to accuracy. (Yeah and VF-30 pilots are the best.) ;)

Elite Infantry: Mandalorians are the best and deserve respect. They are troops who have fought countless (well, you could count them but why bother) battles and train their whole lives for war. Troops with the designation Daras or Nyror are exemplary within their specific sphere of combat. Being considered greater to the skills of Mandalorians within that field.

Maneuverable Force: The tactical training employed to the soldiers of this faction has turned them into a highly mobile and maneuverable force able to enact maneuvers quicker and in a more unified and efficient manner than would otherwise be possible.

Environmentally Exploitative: Soldiers of this faction have learned how to use features of the terrain to their advantage. Gaining a boost when they choose the battle location in flat terrain and an overall boost in rough terrain, as well as using it to keep movements secret.

Battle Focus: Due to a past of surviving against seemingly impossible odds the members of this faction operate exceedingly well when outnumbered gaining wide sweeping skill advantages across the board when facing a larger force—and the larger the force the greater the increase.

Stealth and anti-stealth Tech: Faction has stealth and ways to deal with it.

 

 

 

Usage

 

 

 

Militaristic State will allow the landed troops and ship officers to make better tactical calls than their opponents. Giving them a base edge tactically.

Keep it Secret will help in keeping the NF from seeing or understanding the movements that the MV forces make, especially in the opening approach and to some extent once the boarding parties land.

 

Transferable Force allows these ground troops to operated perfectly fine as marines as opposed to normal ground troops.

 

Disabling Shots while not as important here will help when my fleet turns their guns on the remains of the NF fleet.

 

Experienced Crewmen is mostly self-explanatory. Same with Exceptional Pilots.

 

Elite Infantry boosts the skills of the MV troops to a higher level than normal troops, being Elite and Supercommando units instead of Normal and Elite.

 

Maneuverable Force will allow the boarders quicker access when moving around the station.

 

Environmentally Exploitative, while less effective here than on the ground, will still provide a boost, especially in regards to keeping their movements hidden.

 

Battle Focus will come into play wherever a group of Mandalorian troops is outnumbered by the NF and will help to even the odds of such encounters significantly.

 

Stealth and anti-stealth allows for the MV to discover stealthed stuff and use stealth tech, significantly in the space battle, with the SOTA sensors.

 

 

 

 

Hero Perks

 

 

One of the Crew: His demeanor has gained him many diehard loyal crewmembers who would follow him to the ends of the galaxy. Morale and efficiency increased.

Master of Surprise: Dealing with pirates and learning how they operate has given him great insight on getting the jump on his enemy. Enemies that stumble upon him or whom he launches an offensive against suffer a penalty to battle readiness.

Surprising Foresight: Years of action have turned him into an exceptionally skilled tactician often predicting the moves of opponents before they actually make them (diminishing returns after his R+1).

 

 

In regards to his perks Master of Surprise will have some effect but less of one than in the previous event. Surprising Foresight will be significant in keeping the NF from being able to do damage to the boarding parties at the start. One of the Crew will help the initial boarding party to land easier as well as other things should the battle escalate.

 

In regards to his skills he isn’t a push over either. T5 Campaign which should be counted as he planned for quite a long time and this is the second event over Myrkr. T5 Positioning which will help in regards to having a deceptive opening which is bolstered by numerous perks and his T4 Deception skills. He’s also T7 in using Starfighters and Capital Ships which will give him a huge boost with the usage of all the ships he has at his disposal.

 

 

Pretty sure you don't have 1.4 mil Mandos anymore since you lost a bunch (2000 iirc) of Vibres in the last battle.

 

As for your fleet, the bulk of it will have to move in closer (iirc, you parked the bulk of it at range in order to use the prow cannons) in order to be of use, those prow cannons will be useless against fighters and all but useless against Pocket Carriers, especially at significant range. By the time they get in range with the lighter turbolasers, the commando droids will have already been deployed and on their way to inflicting mayhem.

 

As for morale, droids will be unaffected and the pilots will be itching for some payback.

 

You also keep bringing up jamming. I am pretty much unaffected by jamming.

 

Your Admiral will be a help in the space side of things but he'll be very limited help in the fight on the actual station, especially without detailed intel/schematics. I have the home field advantage here, it is my station, I know the layout, I can access security and surveillance systems etc.

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Pretty sure you don't have 1.4 mil Mandos anymore since you lost a bunch (2000 iirc) of Vibres in the last battle.

 

As for your fleet, the bulk of it will have to move in closer (iirc, you parked the bulk of it at range in order to use the prow cannons) in order to be of use, those prow cannons will be useless against fighters and all but useless against Pocket Carriers, especially at significant range. By the time they get in range with the lighter turbolasers, the commando droids will have already been deployed and on their way to inflicting mayhem.

 

As for morale, droids will be unaffected and the pilots will be itching for some payback.

 

You also keep bringing up jamming. I am pretty much unaffected by jamming.

 

Your Admiral will be a help in the space side of things but he'll be very limited help in the fight on the actual station, especially without detailed intel/schematics. I have the home field advantage here, it is my station, I know the layout, I can access security and surveillance systems etc.

 

The previous turn's battle casualty list did not include any infantry death in it, thus it makes sense to assume that they are all alive. If any were on those two thousand ships it can be assumed that they used escape pods or survived in their armor long enough to be picked up by friendlies.

 

 

It already would have moved closer in order to deal with the defensive position that the NF took the previous turn. My fleet does have long range weapons but ships like Tartans, Harbingers, and Providences do not. While, yes, my fleet would have kept distance initially they would have had to close in to do real damage.

 

 

I have seen nothing within this fleet or posted thus far that would counter my fleets ability to jam yours. No perk or tech in what your fleet or troops have.

 

The space side of things matter, but also communication with the team inside. Do keep in mind that he has boarding experience from his youth. I believe he has the skill to help coordinate both side to some degree. Even then I doubt it would be overly hard to scan the station ASR's are good for that.

 

 

Another point of interest: I highly doubt that a Vibre commander would just fly into a hangar where they can pick up activity on their sensors or see it. I also doubt that droids (even buffed by perks) would be able to resist capital grade ship weaponry.

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The previous turn's battle casualty list did not include any infantry death in it, thus it makes sense to assume that they are all alive. If any were on those two thousand ships it can be assumed that they used escape pods or survived in their armor long enough to be picked up by friendlies.

 

 

It already would have moved closer in order to deal with the defensive position that the NF took the previous turn. My fleet does have long range weapons but ships like Tartans, Harbingers, and Providences do not. While, yes, my fleet would have kept distance initially they would have had to close in to do real damage.

 

 

I have seen nothing within this fleet or posted thus far that would counter my fleets ability to jam yours. No perk or tech in what your fleet or troops have.

 

The space side of things matter, but also communication with the team inside. Do keep in mind that he has boarding experience from his youth. I believe he has the skill to help coordinate both side to some degree. Even then I doubt it would be overly hard to scan the station ASR's are good for that.

 

 

Another point of interest: I highly doubt that a Vibre commander would just fly into a hangar where they can pick up activity on their sensors or see it. I also doubt that droids (even buffed by perks) would be able to resist capital grade ship weaponry.

 

Assuming they are all alive is illogical, Vibres aren't that tough and to assume they would ALL make it to escape pods is unreasonable. As for them not being listed in the deaths, it's right in the rule book: "Do note, if the ship is destroyed while the units are onboard, they will die instantly with very few exceptions."

 

Sil obviously will have final say on it, but 0 losses on that is unreasonable in my eyes.

 

If your Vibres are going to be shooting in, then my droids will happily be shooting out. And the plasma cannons on the VHK-3s and especially VHK-Command droids are not small. Totally destroying the nangers before docking will also leave the Vibres exposed to the fighters, bombers and commando droids doing their best to blow them up.

 

YAIC uplinks, use yammosk telepathy. Standard jamming is useless. There was a fairly sizable discussion about it last time (led into the discussion on jamming and missiles)

 

EDIT: Should also mention, all of the hangers have activity, the entire station is full of units (Sil would not let me put anymore on it). You are going to be fighting through every room, every corridor, every hanger.

Edited by MadDutchman
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Assuming they are all alive is illogical, Vibres aren't that tough and to assume they would ALL make it to escape pods is unreasonable. As for them not being listed in the deaths, it's right in the rule book: "Do note, if the ship is destroyed while the units are onboard, they will die instantly with very few exceptions."

 

Sil obviously will have final say on it, but 0 losses on that is unreasonable in my eyes.

 

If your Vibres are going to be shooting in, then my droids will happily be shooting out. And the plasma cannons on the VHK-3s and especially VHK-Command droids are not small. Totally destroying the nangers before docking will also leave the Vibres exposed to the fighters, bombers and commando droids doing their best to blow them up.

 

YAIC uplinks, use yammosk telepathy. Standard jamming is useless. There was a fairly sizable discussion about it last time (led into the discussion on jamming and missiles)

 

EDIT: Should also mention, all of the hangers have activity, the entire station is full of units (Sil would not let me put anymore on it). You are going to be fighting through every room, every corridor, every hanger.

 

Unreasonable and illogical things happen in war. I've had a fairly long debate with Sil in my agenda doc about several things that fit that category.

 

Keep in mind that the Vibres do have Ion cannons. They won't necessarily be destroying the hangar as much as disabling it. Even then they do not even have to use hangars to land as one of the main draws of the Vibre is the fact that it is designed to blow holes into ships and pour troops in through areas where borders are not expected. Also opening fire doesn't even mean that they will be staying outside. (Even then there is big backup fleet with one of the best anti-starfighter vessels ever created, the Tartn, to cover them led by very good admiral).

 

I'd expect that some of the Dovin Basals have not inked up with the Yammosk, as they lost the one's on the Singularities. Some have recently integrated, and some are reeling. The Yammosk will have to handle these new additions which means that communications will be coming online or not at all for some ships. Even then coordinating the shift from one Yammosk to another will take time. As well not all communications will be through Dovin Basal as, anyways they can only really work through the Yammosk. The best example of where jamming will definitely hit is with communications with the droids, as once deployed they will not be able to communicate with main fleet, unlike the MV troops who will. Plus sensors will be hampered, if not jammed completely, and the Vibres are already hard to pick up any ways with their sensor masking.

 

 

The quality of the troops the MV is using to board is nothing to scoff at either. The Warriors are considered to be elite troops and the Heavies are supercommando troops. The Heavies are the one's that will offer the biggest pain as their training will help to either breach into areas of the station or disarm any unwanted surprises that the NF throws at them.

 

Also the MV does have a number of ships with tractor beams which could disrupt any ships that the NF uses.

 

 

Also if the Terrapins do come into play and the shield is lowered, then the shield won't exist by the next turn. There is at least one prow cannon aimed at it. ;)

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The MV's quality, and their rapid movement would greatly boost their chance of not only boarding (and the point about Vibers cutting holes is good) successfully but also dropping a good number of their troops safely. The Supercommando's would probably do very well at securing beachheads and strong points in the station.

 

I'm not sold on the custom droid's firepower really being enough to stop a starship, even the YVH droids could only do that in specific cases and they were superior droids imo.

 

The NF's buzz droids imo will be the biggest danger, if they can board the Vibres and sabotage the Mandalorian's escape route (should they need it) or maybe split the Mandalorian's focus then I can see them doing a lot to hinder the Mandalorians. In addition they can swarm the Mandos in the tighter corridors.

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Unreasonable and illogical things happen in war. I've had a fairly long debate with Sil in my agenda doc about several things that fit that category.

 

Keep in mind that the Vibres do have Ion cannons. They won't necessarily be destroying the hangar as much as disabling it. Even then they do not even have to use hangars to land as one of the main draws of the Vibre is the fact that it is designed to blow holes into ships and pour troops in through areas where borders are not expected. Also opening fire doesn't even mean that they will be staying outside. (Even then there is big backup fleet with one of the best anti-starfighter vessels ever created, the Tartn, to cover them led by very good admiral).

 

I'd expect that some of the Dovin Basals have not inked up with the Yammosk, as they lost the one's on the Singularities. Some have recently integrated, and some are reeling. The Yammosk will have to handle these new additions which means that communications will be coming online or not at all for some ships. Even then coordinating the shift from one Yammosk to another will take time. As well not all communications will be through Dovin Basal as, anyways they can only really work through the Yammosk. The best example of where jamming will definitely hit is with communications with the droids, as once deployed they will not be able to communicate with main fleet, unlike the MV troops who will. Plus sensors will be hampered, if not jammed completely, and the Vibres are already hard to pick up any ways with their sensor masking.

 

 

The quality of the troops the MV is using to board is nothing to scoff at either. The Warriors are considered to be elite troops and the Heavies are supercommando troops. The Heavies are the one's that will offer the biggest pain as their training will help to either breach into areas of the station or disarm any unwanted surprises that the NF throws at them.

 

Also the MV does have a number of ships with tractor beams which could disrupt any ships that the NF uses.

 

 

Also if the Terrapins do come into play and the shield is lowered, then the shield won't exist by the next turn. There is at least one prow cannon aimed at it. ;)

 

Oh I'm not surprised those discussions have come up lol, but this is right in the rule book, which I have been following. I can work with rule changes, but we all need to be on the same page.

 

Why would my units be depending on the easily (relatively) destroyable YAIC systems on the Singularities when I got a perfectly good one on Myrkr itself? Disruption is unlikely. Also, jammers don't effect sensors, they are totally different pieces of equipment despite both having "jammer" in their name (CheaterLL had a good post on this in the last discussion)

 

Commando Droids have YAIC uplinks, no loss of communication, jamming ineffective

 

A VHK-2 would have little difficulty dispatching even groups of your Warriors. Their small arms will be practically useless against their shields and grenades are ineffective against a rapidly moving targets. the Heavies will be more effective with their rocket launchers but the heavy equipment will leave them vulnerable to the highly mobile commando droids and buzz droids. I have a wealth of data from fighting your forces on Dathomir, however your troops would not have been able to communicate their experience. You are going in practically blind against my units.

 

Tractor beams will have minimal effect. There are too many fighters for them to be effective there and a tractor lock won't prevent the Pocket Carriers from deploying the commando droids.

 

I'm aware of the Vibre's ion cannons, but indirect fire will be ineffective through the hull and resistive circuits. Only a direct shot will be effective, leaving it vulnerable to return fire.

 

Why on earth would I put the opening in the planetary shield overtop of all my sensitive stuff? That'd be stupid. Fire that prow cannon and you might fry a few olbio trees. Let incoming ships fly a little farther (I mean its Star Wars, atmospheric flight is magically fast...)

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The MV's quality, and their rapid movement would greatly boost their chance of not only boarding (and the point about Vibers cutting holes is good) successfully but also dropping a good number of their troops safely. The Supercommando's would probably do very well at securing beachheads and strong points in the station.

 

I'm not sold on the custom droid's firepower really being enough to stop a starship, even the YVH droids could only do that in specific cases and they were superior droids imo.

 

The NF's buzz droids imo will be the biggest danger, if they can board the Vibres and sabotage the Mandalorian's escape route (should they need it) or maybe split the Mandalorian's focus then I can see them doing a lot to hinder the Mandalorians. In addition they can swarm the Mandos in the tighter corridors.

 

The difficulty with burning holes in is that the station is literally full. Doesn't matter where they breach, they are going to get practically immediate resistance, before large amounts can unload.

 

The VHK-3 and especially VHK-Command droids dwarf a YVH. They are more like vehicles/light artillery than your typical battle droids. They also have significant anti-vehicle weapons systems, whereas a YVH is mainly anti-infantry.

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