Defend the Castle: an ISD attacks
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Defend the Castle: an ISD attacks
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))
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))
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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.
Im not holding on my odds.
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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.
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First, find some lackey who's fool enough to have reconstructive surgery done to replace me and die in my place.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.
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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
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To improve is to change; to be perfect is to change often.
Genius is always allowed some leeway, once the hammer has been pried from its hands and the blood has been cleaned up.
To improve is to change; to be perfect is to change often.
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
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.
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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!
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!
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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.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!
JADAFETWA
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.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!
Under a capable commander, you could probably take on and at least cripple an ISD with 2 Vicstars and 4 Dreadnaughts.
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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-IIHawkwings 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.
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"Outlaw star has spaceships that punch eachother" Joviwan
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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.
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.
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"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.
"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.
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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.
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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.
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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.
Watch when the ISD suddenly has enough firepower to rip down an SSD's shields slam into it at point blank range.
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Oh heeeey, I like that Idea! Good way of trapping a big ship like an ISD.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.
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?
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Read "Tales From The Crossroads"!
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- lPeregrine
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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.
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.