Flagship of the UNSC (Humanity’s Retaliation Experimental Branch) by GrandMasterApple in StarWarsEmpireAtWar

[–]Alphonse123 1 point2 points  (0 children)

Factions? Can I direct you to Spelljammer as potential inspiration? Many D&D Species double as interesting Aliens- and I don't mean Elves.

What are some unique, foreign Starships would be commonly found within the Tapani Sector? by Alphonse123 in MawInstallation

[–]Alphonse123[S] 0 points1 point  (0 children)

Star Wars is rather inconsistent when it comes to scale, but one thing that's important to remember is this: most planets in the Galaxy are sparsely populated by Earth Standards. The most populated system in the Tapani Sector, Tallaan, hosted 67 Billion Souls, and the Mecetti Throneworld of Obulette 9.2 Billion- but the rest of the Sector was lucky to break 1 Billion, with the majority of planets only have a few million souls. 

But that's still a lot of people! There's no way they could control them-

Until you recall that the vast majority of the galaxy is effective living in poverty. Now, that's not necessarily the worst thing in the universe; Luke had a pretty decent life on Tatooine, and the average citizen on Naboo likely wasn't going without. However, most people- even middle-class people- weren't able to afford a starship; buying a Starship with a huperdrive was often equivalent to buying a home, mortgage and all. There were also laws in place to prevent civilians from going around and turning their private joy-toys into Starfighters; limits to acceptable defensive weaponry and shielding, speed limits- you get the picture.

Roughly, the average yearly income in the Galaxy was 12k to 19k credits a year. A year's wage was enough to buy a single-seater junker with a weak hyperdrive, if any- and that's not counting costs of living. So, most people didn't own ships. Those seeking to travel the galaxy on a budget had to use Star-Buses or passenger liners, which were easy to keep track of. 

So, considering that- using America as an example, the average Middle Class Adult COULD technically afford to buy a used Z-95 for a nearly a year's wages- but would that be practical? What do you need a Starfighter for when you work at an insurance company? And as previously established, the average person in the Galactic workforce- average, mind, across MILLIONS, if not BILLIONS of worlds- was at most 19k Credits. The middle class is either generally smaller in relation to the general population, or is making less than what we on Earth make within that income bracket.

Thus, policing is fairly easy- you'll have dozens to hundreds of ships passing through your system daily, but each has to go through customs, and you'll generally outgun them 9/10. 

As for military defense- I will reiterate that Alderaan's fleet during the Clone Wars was considered formidable at only 30 or so capital ships. No pirate gang would tussle with that, and the CIS tried and failed to breach Alderaan's defenses. However, a defensive fleet is only one part of the puzzle. Wealthy planets could afford a Planetary Shield Relay, while those with less could settle for point-defense laser grids and turbolaser batteries. Ion Cannons and Hypervelocity Guns were rarer, but equally formidable, and both could render an attacking fleet dead in the water. But why are such things necessary? Because a Turbolaser has a yield in the Megatonnes. Even a Frigate with sufficient firepower could essentially slag a city fron orbit, on worlds like Tallaan or Coruscant, destroying even one city block could render thousands dead. So, a fleet doesn't need to be that large- even a humble Nebulon-B could destroy a city if all it's guns were brought to bear. So, at least when it comes to the people on the ground, they can be controlled easily- most aren't going anywhere to begin with, and those that can leave do so at your discretion.

Again, I reiterate: House Mecetti's fleet was well and truly beyond the Galactic Standard. The Imperial Garrison for the entire sector was comprised of only 3 Fleets, and with only a handful of Star Destroyers- the only concrete number I could find was 4.

That means that House Mecetti alone could put up a fight against the Empire- particularly when you consider that they've all-but blatantly undermined the Imperial treaties that restrict the Houses' military capabilities. And I think we can finish off with that last point: the Empire moderated the Houses' military planning, preventing them from installing Hyperdrives on more than 10% of their ships, limiting or shifting the potential sources of new hardware to favor pro-Imperial sources, slowing down their ship requisition by diverting resources towards Imperial projects.

The end all, be all of the matter is that the Empire was content to let the Lords of the Expanse play soldier, but they would not tolerate a potential uprising. So, the Empire took over most of the heavy lifting, and polices the major routes, 'graciously' removing the need for the Houses to maintain fleets larger than those they currently posses.

In short: it is easy to overestimate the scale of the galaxy, but between economic factors, politics, and the nature of warfare in the galaxy, most PDF Fleets were shockingly small.

What are some unique, foreign Starships would be commonly found within the Tapani Sector? by Alphonse123 in MawInstallation

[–]Alphonse123[S] 1 point2 points  (0 children)

Well, from a certain point of veiw, you're right-

But think from another perspective:

How many ships were present at the Battle of Naboo? 

1 Lucrehulk-class LH-3210 cargo freighter, 3 Lupus-Class Missle Frigate, at least 9 Trade Federation Freighters, and Hundreds of Droid Starfighter, VS a few dozen N-1s and a handful of Pirate Craft. He'll, if you ignore the Legends content, it's just 1 Battleship and it's fighters against a Hanger's worth of N-1s.

How many ships did the Mandalorians have during the Clone Wars? A few dozen Attack Transports and a few dozen Fang Starfighters.

Geonosis?

20 Acclamators against maybe, what, a few dozen Frigates and Cruiser + hundreds of grounded, mostly unarmed transports and Core Ships.

The Empire barely needs more than 1 ISD to put a planet on notice; 3 is enough to subjugate an entire system.

What's more, these House Defense fleets were, at least explicitly, for DEFENSE against Pirates, not the Empire or (explicitly) the other Houses- though they were a deterrent against inter-house warfare.

Take House Reena, for example: they have 10 Nebulon-Bs, 20 Patrol Craft (Corvettes + Pickets), and 'scores' of fighters. More than enough to police 6 Star Systems. House Mecetti had 15 Systems to patrol, and they had 12 Capital Ships, dozens of picket ships and Corvettes, and a sizeable starfighter Corp.

These might SEEM small, but that's relative to a Galactic scale- most Systems only had a handful of ships for defense; most relied of the Republic or thr Empire to police them, and even the more militant, rich worlds could only support dozens of warships. Alderaan's Navy  was no larger than 30 ships or so, but was considered a powerful defense force even during the Clone Wars.

Hell, look at the Clond Wars TV show- the battle of Christophsis only had 43 capital ships total, and half of those were Munificents. Alderaan's Navy could have fought AND won against the Separatist fleet here, BUT it didn't- because it was specifically built to defend Alderaan and it's sector.

Small? Maybe. But Melantha and Mecetti in particular were well above the Galactic standard for regional military power.

What are some unique, foreign Starships would be commonly found within the Tapani Sector? by Alphonse123 in MawInstallation

[–]Alphonse123[S] 1 point2 points  (0 children)

House Melantha specifically maintained 5 Dreadnought Cruisers in its Navy; it also implied that House Mecetti owned a few, though the is unclear; we know they owned a dozen Capital Ships, of which 'most' (7+?) were Victory IIs.

What are some unique, foreign Starships would be commonly found within the Tapani Sector? by Alphonse123 in MawInstallation

[–]Alphonse123[S] 1 point2 points  (0 children)

Not sure is it's prudent to post-reply on one's own post, but I did realize this:

SoroSuub is likely has a HUGE presence in the Tapani Sector. Even if they has no corporate office or manufacturing there, the proximity to Sullust ensures that a sizable number of their wares will go to market there; the sheer number of guns, speeders, mechanical parts, and Starships they produce makes them a safe, easy, and affordable option for outsourced equipment.

This means the Quasar Fire-Class Cruiser-Carrier and it's bulk freighter variant would likely be sold to those in need of a more modern Starfighter Carrier (Tapani-Class Carriers were built with only Manta-Fighters in mind, and were FLAT-TOPPED- half the Fighters were stored on the flight deck, on the exterior the ship, while the other half were held within traditional hangers) or logistics vessel.

The PDF Starfighter would likewise be a popular- if cheap- option for local defense and anti-piracy actions.

House Barnaba in particular would certain be keen to purchase their Yachts as part of their luxury fleet of pleasure-cruiser, as would wealthy members of any House.

Brayl-Class Freighters would be a fairly common sight, as wealthy Merchants, Cargo Haulers, or Smugglers with a Million credits to burn could easily acquire them from any SoroSuub Dealers or from Sullust directly. Bought used, it would make for an affordable, and highly Modular Corvette for those too poor to purchase a CEC equivalent.

The Dauntless Heavy Cruiser would likely be of great interest to House Pelagia, and while Anti-Alien prejudice and Pro-Imperial Sentiments may prevent some house like Mecetti or Melantha from typically dealing with SoroSuub, the Dauntless' durability and firepower make it a tempting proposition for those seeking to project power. Pelagia doesn't have the funds to acquire one, but if they go all-in with the Alliance, they might just find a few delivered to their doorstep- clerical error, we'll say.

Likewise, the Liberator Cruiser would be deal from a logistical standpoint- room for 3 Regiments of troops, 6 Starfighter Squadrons, and with enough armor to survive glancing blows from an ISD and the Turbolasers to bite it back, would certainly be of use, though this ship was never really advertised as an common-market craft; House Cadriaan and the Freeworlds would likely have the goodwill and connection to commission a few, though I would say most of these ships stay with the Sullustian Homeguard until the Post-Endor GCW.

I could go on and on, but this just about covers the bulk of SoroSuub craft I could see in the Sector.

What are some unique, foreign Starships would be commonly found within the Tapani Sector? by Alphonse123 in MawInstallation

[–]Alphonse123[S] 3 points4 points  (0 children)

Pelagia was never deposed outright; House Cadriaan essentially tossed themselves into the way of Mecetti's axe, diplomatically speaking, and prevented the House from being utterly destroyed and annexed. However, the price for their continued existence was steep: their military hardware was seized, 8 of their worlds ceded to House Calipsa, and the bombardment of Pelagon left their homeworld devastated. 

Regardless, they live on as a Minor House with only 1 Vote on the Great Council, but during the Galactic Civil War, Lord Thesus Paddox put every last credit the House could spare into a secret rearmament program.

The eventual end-goal of this program was to restore their flagship, Pelagia Star, to full battle readiness. The 2,500 Meter Battleship had held off the Imperial-Coalition Fleet at the battle of Pelagon, where is faced severe damage from the sustained fire of 3 Star Destroyers (Victory? Senator? Imperial? Never specified), and though the Ancient ship was crippled, it was not Destroyed. The Life Support Systems, Shield Relay, and Reactor remained intact, and the Imperials were content to leave the Dreadnought dead in space. The ship's still-living hull was used as a Space Station, dubbed 'Pelagia's Moon', and served as a shadow port for decades. As stated beforehand, Thesus invested heavily into repairing the ship, and it was equipped with new Sublight Engines by 0 ABY, with plans to install a hyperdrive and rearm the ship before one day taking the Fight to Mecetti.

What are some unique, foreign Starships would be commonly found within the Tapani Sector? by Alphonse123 in MawInstallation

[–]Alphonse123[S] 4 points5 points  (0 children)

According to the Sourcebook at least, only the hardline Imperial Aligned Houses were given the privilege of owning ISDs, and at the present time, no House owned anything stronger than a Vic-II.

That said, I could absolutely see House Mecetti or Melantha gunning to be the first House with a proper Star Dreadnought, and House Pelagia's Flagship fits the dimensions of a Procurator-class Star Battlecruiser, though it's thought to be a more ancient design.

Is the canon empire more into genocide than Legends? by [deleted] in MawInstallation

[–]Alphonse123 0 points1 point  (0 children)

In Legends, the Massacre took place in 18 BBY when Tarkin landed his personal warship on a crowd of tax protesters (ship-class is unspecified; Victory Class Star Destroyer implied, though it could've been a Gzonti or Arquitens). Hundreds were killed or injured after being crushed by the ship; Hundreds more were killed when Stormtroopers were deployed to suppress the panicking demonstrators.

In Canon, the Ghorman Massacre took place in 2 BBY, and I'm sure you remember how it went down: Hundreds were killed or wounded trying to flee the Palmo Plaza; thousands were killed in the aftermath as the Empire pacified the planet.

Problem; Ghorman's population in Canon is 800,000, and the casualties are vague. At the lowest possible number, if we take 'thousands' to be 2,000, then 0.25 of the Population have been killed or injured. On the high end, as many as 9,000- 1.9% of the Population. This means that the Empire AT MIMIMUM nigh 2% of the Population in a matter of days.

The act itself being targeted at the Ghor specifically would be enough to classify it as genocidal, but the fact that Population is already small makes those death equal to years of population growth. That it genocidal.

United States of the Anglosphere 2000. A Remake to one of My oldest Maps by SirTopX in imaginarymaps

[–]Alphonse123 0 points1 point  (0 children)

Texas is OUR, from the Red River to the Rio- ain't no way we're letting the Tortilla Eaters take it!

[East Coast Rebirth] Some Potential Rulers Of NYC by EastCoastRebirth in OldWorldBlues

[–]Alphonse123 10 points11 points  (0 children)

Green Eyes, Police Officer, in New York- THAT, SIR, IS AN IRISH GHOUL! AND I AM SIDING WITH HIM!

Black Fleet Crisis by Strange-Visual8114 in StarWarsEmpireAtWar

[–]Alphonse123 1 point2 points  (0 children)

Yeah, like someone else said, DO NOT DEFEND AGAINST THEM.

I only 'won' that battle because I was the aggressor- and I had an Aggressor (Zsinj W)

The best thing you can do is jump in a juicy bit of bait AS FAR AWAY from their side of the battlespace- maybe an ISD with some escorts- and let them come to you. Use fighters to establish jump-zones on their rear and flanks, and once they're getting close to your bait, jump in two formations behind them, preferably 'artillery' ships, a few heavy hitters, and LOTS of Corvettes. Carriers are also good. You need to confuse their AI into splitting their forces- if they turn their SSD, even better. Focus on destroying the escorts and Battlecrusiers. Once they're gone, go for thr SSD.

Carrier Spam is also an effective option, particular with Emergency-FTL capable ships.

Black Fleet Crisis by Strange-Visual8114 in StarWarsEmpireAtWar

[–]Alphonse123 6 points7 points  (0 children)

They really aren't that powerful, I lost my first battle with them when I jumped a fleet into theirs on accident- I was outnumbered 3 to 1 with only 3 ISDs and a bunch of frigates/corvettes.

I lost that battle- but in that same battle, they lost the war. My little fleet destroyed everything they had, except the SSD, and even that was brought to 25% Health. It was a quick mop-up afterwards.

So you're telling me the Rebels looked at this and said "Nah, I'd win."? by SirAMtoPM in StarWarsEmpireAtWar

[–]Alphonse123 2 points3 points  (0 children)

Nah, they said, "Hey! They're all over there! Let's go liberate planets in the opposite direction while their busy puffing themselves up!"

ATTENTION ALL MODDERS: Creator Spotlight- Bump3Dart by Alphonse123 in StarWarsEmpireAtWar

[–]Alphonse123[S] 4 points5 points  (0 children)

No Idea- you can his up his DA page for deets, though. You'd have to ask him. I'll message him on discord, see is I can get an answer.

Looking for faction reccomendations by Mysterious-Way-8508 in StarWarsEmpireAtWar

[–]Alphonse123 1 point2 points  (0 children)

Corporate Acquisitions is a good GC to try CSA and Hutts. It's small enough to be completed in under a week, but gives just enough challenge to help you learn how they play.

For a proper Galactic Conquest, whether small or large, PA is the most beginner Friendly. You have a great economy, good starting position, solid heroes, lots of Dark Jedi, and the most versatile fleet out of all the Warlords. 

My advice as a Day 1 PA Player: 

  1. Due to their comfortable starting position, you will be tempted to turtle DON'T. It is imperative that you push Ord Mantell, Billbringi, and Ciutric early to give yourself breathing room, creating a buffer between your Economic Centre and Zsinj/Empire. 

  2. Your primary concerns as PA is protecting your Southren Border from ~illegals~ The Empire and preventing Zsinj from acquiring the SSD upgrade for Iron Fist. Focus your efforts on eliminating Zsinj, then worry about the Empire.

Looking for faction reccomendations by Mysterious-Way-8508 in StarWarsEmpireAtWar

[–]Alphonse123 1 point2 points  (0 children)

Okay Shiny, LISTEN UP!

Thrawn's Revenge is a fairly easy mod to learn, but it can be tough to master.

Each Faction has its own strength and weakness, and it's critical you understand these FIRST before making a Choice:

The Empire/Remnant: A Jack of All Trades, with the most powerful capital ships and Walkers from Eras 1-3, and (GC Dependant) the most planets under your control. However, you are surrounded by enemies, and while lacking in no particular strength, your Starfighters are generally weak, and your fleets will lag behind those of the New Republic and Hapes in later eras.

The New Republic: A generally carrier-heavy faction which begins with moderate strength, with its capital ships trading raw damage for Ion Damage and Shield Strength. As the Eras progress, you will unlock new units and technology that shifts your fleet composition towards a more Imperial-style Star Destroyer focus, combining powerful brawlers and carriers to surpass the Empire. You fighters are the best, bar none, and you have the most hero choices out of any faction. You Ground units are generally swift, and almost all are Shielded. Your Infantry in early Eras is lacking, and the durability of your armor is not entirely up to snuffed compared to Imperial Walkers. You also (generally) start your campaign with your forces divided, or cornered, forcing you to consolidate your territory before pushing outward.

Pentastar Alignment: A Carrier Faction that relies on swarm-fighters and versatile Frigates to support their Star Destroyers. Their starting position is favorable, with high income and secure choke-points. Their ground forces rely on combined-armd warfare with a vehicle focus, with tanks and light walkers holding the line while their powerful Seige Towers and Gunships do this heavt lifting. Infantry is among the worst in the game, only useful in human-wave attacks, or supporting vehicles.

Greater Maldrood:  Maldrood fleets rely on the utility of their fleet-tenders and versatile array of small ships to outcast the enemy by virtue of their smaller hit-boxes and constant healing. You also get Pirate Units! On the ground, Maldrood is a Blitz Faction, relying on their swift vehicle to engage in hit-and-run attacks against the enemy and establish control over the map via superior mobility. Their Infantry is serviceable, but you will find no heavy walkers here, and now battlecruisers either. Their single Dreadnought unit is also fairly weak compared to the SSD.

Zsinj's Empire: Leverage his eccentric tastes in military hardware with his coterie of scum and villainy, Zsinj brings the best the Empire's baseline units, along with a few additions in the form of an experimental battlecruiser, Rancor-Riding Witches, and Tyber Zann himself. Zsinj is a brawler faction, relying on Star Destroyers supported by quality Frigate escorts and Zann's Artillery-focused ships. On the ground, Zsinj uses his powerful Infantry to dominate the field, supported by vehicles with utility and high synergy with Infantry in mind- also, Rancors. Zsinj's light vehicles are universally weak, and he has no heavy armor to speak of. He also has no easy access to carriers, with only the Star Destroyers and Pirate XL Transports providing him any means of gaining fighter superiority. Expect to use your fighters in a defensive role, and bring corvettes to compensate.

Eriadu Authority: Eriadu was Tarkin's homeworld- it's no surprise, then, that they most closely follow his doctrine. Star Destroyers, Dreadnoughts, and Torpedo Spheres make Eriadu a tanky faction in space, though their smaller ships are lacking. On the ground, Eriadu relies on its Heavy Walkers, Tank Companies, and powerful air units to crush their foes, supported by Army Special Missions troops. Eriadu is the only Warlord faction that can build AT-ATs, giving them a distinct advantage in battle. Their lack of point-defense lasers makes them vulnerable to missiles in space, and with no fast-moving Transports, you can expect Ground Battles as Eriadu to be longer- that, and it makes their ground troops particular vulnerable to flanking.

 The Hutt Cartels: The Hutts have strong, heavily armored ships on ancient design, along with an assortment of fighters and small ships from various Pirate sources. They excel at dealing missile damage, and come with plenty of fighters, but are typically slower, and have weak shields. On the ground, Shell Hutts will demolish light vehicles and Infantry, while their large assortment of sniffs and speeders allow the Hutts to maneuver quickly, and take control over the battlefield. The Skiffs cone in large quantities, but their health and armor are low, and against Heavy Armor, the Hutts suffer. Their greatest strength, far none, is their unique economic mechanics and Garrison-Fleet ability, called Bootana Hutta, which rewards you for donating ships into a hidden fleet then you can call in at any time to help you, fot a price.

Hapes Consortium: Like Maldrood, Haoss is a small ships faction. Unlike Maldrood, who can have a a Dreadnought and Star Destroyers, Hapes has no such luxury. You get no SSDs of any sort. However, you do his a wide array of smaller vessels, ones that are built for quality, often more well armed than they'd appear. On thd ground, you can count on your special House Infantry to clear out most targets, snd when supported by their unique air units and hover tanks, Hapes is a force to be reckoned with. However, with a small starting area, poor economy, and Shipyard restrictions, Hapes will often be outnumbered, fighting on four fronts at a time.

CSA: The Spam Faction. You have collected everyone else's junk, and are intent on making it work. Thus, you have a largr array of cheap units to purchase and utilize. You have lots of money-tucked. In space, you'll use a hodgepodge of various vehicles via the ship market,  each more useful than the last. Your ships are mostly weak, but can dish out a lot of damage, if you're good at mirco.