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Defend the Castle: an ISD attacks
Posted: 2005-07-06 12:45pm
by Crossroads Inc.
Ok, so lets say youy are a very powerful Pirate/Merchant kingpin. You have a vast fleet of trading ships and older warships. One day you hear that the Empire has decided it doesn't like you playing outside it's bounds and decides to send you some 'Protection'
So a single ISD-II is sent to slap you around a bit. What ships, outside of the Heavy Imperial Capitals, would you use to repel or at last fend off these two ships? Utilize Old Republic ships and EU ships as well as any other strategies you may have ((hidden mines/turrets/etc))
Posted: 2005-07-06 01:25pm
by Enforcer Talen
in WEG, two victory class destroyers completely annhilate a pirate base of several dozen cruisers and hundreds of fighters.
Im not holding on my odds.
Posted: 2005-07-06 01:33pm
by Noble Ire
You're best bet is to mine all of the likely hyperspace approach vectors with as many mines and mass shadow barriers as you can find, and use the rest of your ships to evacuate. Quickly.
Posted: 2005-07-06 01:41pm
by Arcen
Noble Ire wrote:You're best bet is to mine all of the likely hyperspace approach vectors with as many mines and mass shadow barriers as you can find, and use the rest of your ships to evacuate. Quickly.
First, find some lackey who's fool enough to have reconstructive surgery done to replace me and die in my place.
Posted: 2005-07-06 02:02pm
by The Grim Squeaker
Bribe the ship's captain or to save money just the senior or mid-ranking officer's, board the ship with a few hackers, space any areas with stormies and name it the "Errant venture 3"
of copyright enfringement
Posted: 2005-07-06 02:07pm
by Gunhead
When about be pounded into snot by an ISD, there are two sensible courses of action. Run, which is good. Hide, which is almost as good.
When running away, it's not that important to be able to outrun the ISD.
What is important is to be able to outrun the other pirate ships, so they get boarded first, bying you time to escape.
If hiding option is taken, the most critical point is to send the other pirate ships to heading where they draw the most attention from the ISD, and draws the ISD away from your hiding place.
Under no circumstances should a direct confrontation attempted with an ISD.
You are not Luke Skywalke, Wedge or Thrawn. If a direct confrontation occurs. You will be burned, atomized, blown to bits, stomped, violated in ways most foul and after the ISD has done all this, it will get medieval on your ass.
-Gunhead
Posted: 2005-07-06 02:24pm
by Hawkwings
take one large freighter, point it at the ISD, and engage hyperdrive. Repeat until ISD is dead.
An MC-90 successfuly blocked an ESD from entering hyperspace in X-wing, Iron Fist (I think). Supposedly the resulting collision would vaporize the MC-90 and severely damage the ESD.
Posted: 2005-07-06 02:30pm
by Crossroads Inc.
Couldn't an organized force of, oh say
2-Vic
4-Dreanaughts
6-Carracks
10-Maraurder Corvettes
At least hold one at bay? I didn't think everyone would just give up so soon!
Posted: 2005-07-06 02:35pm
by Hawkwings
We get Vics?
Ok then, send all your Vics in and smash up the ISD. Get some corvettes in for fighter screening, so then you can use your bombers.
Posted: 2005-07-06 02:35pm
by Kuja
Crossroads Inc. wrote:Couldn't an organized force of, oh say
2-Vic
4-Dreanaughts
6-Carracks
10-Maraurder Corvettes
At least hold one at bay? I didn't think everyone would just give up so soon!
I'd think the Vics and Deadnoughts together could fight a brief holding action against an ISD-II. The others would just get torn to shreds.
Posted: 2005-07-06 02:49pm
by Hawkwings
in official sources, it says that a single missile barrage from the 80 missile launchers on a Vic will "cripple an ISD" (don't quote me)
Posted: 2005-07-06 02:50pm
by Tiger Ace
Thats from Isard's Revange, where a Victory class SD unleashs its entire complement of missles on an Imperator mark 1, lowering its shields on one side and blowing holes.
Posted: 2005-07-06 02:56pm
by Vicious
Crossroads Inc. wrote:Couldn't an organized force of, oh say
2-Vic
4-Dreanaughts
6-Carracks
10-Maraurder Corvettes
At least hold one at bay? I didn't think everyone would just give up so soon!
The Vic's and Dreadnaughts have the durability to last a bit, but Marauder Corvettes are weak on defense and
Carrack-class ships are not anti-capship vessels. They'd get torn to pieces.
Under a capable commander, you could probably take on and at least cripple an ISD with 2 Vicstars and 4 Dreadnaughts.
Posted: 2005-07-06 02:56pm
by Crossroads Inc.
Hawkwings wrote:We get Vics?
Ok then, send all your Vics in and smash up the ISD. Get some corvettes in for fighter screening, so then you can use your bombers.
Well, In the opening I mentioned you can use most any non Imperial ship that a Pirate/Smuggler King would have. Basically this is more to see how much of a+b+c+d etc, would it take to fend off a single ISD-II
Posted: 2005-07-06 03:07pm
by Hawkwings
2 vics > 1 ISD. Make it 3 to be safe. Add in starfighters to make it even more safe.
Posted: 2005-07-06 03:08pm
by Tiger Ace
Wait, standerd ISD or Mk2? A Mk2 has an increased number of anti-missles/Starfighter cannons. Could change the Vic's power.
Posted: 2005-07-06 03:59pm
by FTeik
Get a Munificen-Star Frigate, power up its main gun and hope you hit the ISD-II when it leaves hyperspace.
Posted: 2005-07-06 04:42pm
by Batman
In DFR, 3 Deadnaughts were able to fight an ISD to a standstill.
4 plus two Vics should be able to take one apart. Add a Lancer or two to deal with the TIEs, that should do it.
Posted: 2005-07-06 04:55pm
by dworkin
One bulk frieghter with recorded message.
"But I have your back taxes here, in this ship here." I also hire some damn fine accountants. While the ISD does a demo barrage I hide somewhere, preferably in another system.
Posted: 2005-07-06 07:50pm
by Lord Pounder
What smugglers/pirates are actually able to buy and operate even a Vic Star? I've only heard of 2 Smuggler/Pirates operating Star Destroyers, Admiral what-her-face in I, Jedi and Booster Terrik. Booster, it should be noted was having major problems keeping his Destroyer functional and the Admiral's ISD was in less than good repair.
Posted: 2005-07-06 08:55pm
by Darth Yoshi
I thought Carracks were designed to disable much more heavily armed ships. Not an ISD2 in a one on one fight, mind you, but a capship version of the B-wing, so to speak.
Posted: 2005-07-06 08:59pm
by Chris OFarrell
Being a cheapass Smuggler of course, I have converted several dozen of the asteriods on the only 'publicly' known approach vector into my asteriod field base base into missile batteries, each holding fifty or so capital scale high yield concussion missiles and very carefuly shielded against all but a point blank sensor focus.
Watch when the ISD suddenly has enough firepower to rip down an SSD's shields slam into it at point blank range.
Posted: 2005-07-06 11:16pm
by Crossroads Inc.
Chris OFarrell wrote:Being a cheapass Smuggler of course, I have converted several dozen of the asteriods on the only 'publicly' known approach vector into my asteriod field base base into missile batteries, each holding fifty or so capital scale high yield concussion missiles and very carefuly shielded against all but a point blank sensor focus.
Watch when the ISD suddenly has enough firepower to rip down an SSD's shields slam into it at point blank range.
Oh heeeey, I like that Idea!
Good way of trapping a big ship like an ISD.
As far as other ships go, I guess it's who you ask weather ships like Vics and Dreadnaughts are strong or weak vs an ISD. Didn't someone mention one version of a game had 3 Dreads holding off an ISD?
Posted: 2005-07-06 11:36pm
by Hawkwings
better yet, stick a crude hyperdrive onto an asteroid and let it fly! (into the ISD)
Posted: 2005-07-07 01:37am
by lPeregrine
Mines. Lots of mines. And as many Honorverse-style missile pods as I can get my hands on. As well as stuffing the cargo holds of those freighters full of single-shot missile racks (should be easy to add, and freighters have a ton of hull space). And preferably add some decent ECM systems, enough to make effective turbolaser range less than missile range.
As for how to kill it, hopefully lure it in close to my planet and within mine range (or at least close enough for the minefields to limit its mobility). Spam missiles at it from out of turbolaser range until the ISD is dead. If the ISD is lucky, it might escape somewhat intact, but it's a victory for me.