I remember reading the Home One was a special variant of the MC80 that had capabilities considerably better than ships like the Liberty or Cathleen. While a typical MC80 could go toe-to-toe with an ISD and maybe win, the Home One variant would outright smash an ISD in a 1v1 battle.
Not true. The Liberty actually had more Turbolasers than the Home One (48 vs 36). What made the Home One so powerful though was it's long range sensors and guns (could shoot farther than an ISD or Liberty) along with it's large amount of heavy Ion canons (36 vs 20 for the Liberty and ISD 2) along with a good point defense system ( 80 batteries of laser canons) and ofcourse it's superb starfighter complement (120 vs 72 for the Liberty and ISD).
the question is: you are hired by the rebel alliance to design their new capital ship. How do you allocate 100 points to 4 categories shields and defensive capability, offensive capabilities and firepower, speed and maneuverability and fighter carrying and fighter support?
as a designer i would first look to what role needs filled the most. most rebel fleets are a blend of craft and would be used in support of the fleet as a whole. so with a recommendation of having dedicated carriers along side with the craft and possibly having a design of a greater mothership type to host those carriers as part of the design, i would put 50 points to shielding and defensive capacity as my ship would need to be survivable. next would be maneuverability which i would put 10 points towards 35 to fire power focusing on heavy weapons with a lesser focus on a defensive fire screen, leaving 5 points to fighters carrying and fighter support. which would be enough for shuttles and a light fighter screen. the gimmick for the craft how ever is that it plays host to a pair of carriers that can dock with it. and so working with 50 points for each. 15 maneuvering 10 fighter support and 5 defense which would include a defensive fire screen. a game i would play with these craft is jump in a system away with a defensive fleet launch fighters and with just the main craft and the fighters move in with the main vessel to the main fight.
you never said that i could not have other craft to fill in the gaps. though the docking system could be used to include gun boats into the fleet as well as carriers. not everything can come to a point break down some clever design is also good to include.
Sean Rea You grab a Lucrehulk,refit it with a moncal sheilding,class 1 hyperdrive,and cut holes in the inner and outer parts of its ring to make access to the hangar easier,and you have your ship
the hangers would have to be converted to docking bays really to fit. i was more thinking along the lines of a moncal style ship wit dual docking bays on the lower rear quarter, and a small internal hanger for shuttle craft and a light capacity for fighters.
Sean Rea Do you remember the republic medical station from the clone wars ark about the Malevolence? Medical Peltas were assuming a vertical position to dock with the station. Do you think it would it work for rebel carriers?
Tu Nguyen Hoc that scene was awesome, cant understand the hate had that scene been in the ot no one would say anything but because it happened under Disney it's an issue, silly really
X wing, b wing, a wing, y wing, z 95 for the rebels. Tie defender, tie interceptor, tie advanced, tie fighter, N 1 assault gunboat for impy. Z 95, Y wing, R 41 starchaser, T wing, toscan fighter for pirates.
Mustache Puppies probably. They have done something similar with Saw Guerrera, his plot of being alliance leader but having a dispute with Mon Mothma reminds to the legends character Garm Bel Iblis. In another canon story they talk about a rebel "assault frigate", which reminds to the legends assault frigate Mk. 2. But, personally, I think that the canon assault frigate would be based on the CIS frigates, adding more armament.
Frothy Walrus i would go with 45% Defense 45% Offense 5% Speed 5% Fighters The Rebels have more than enough ships that are fast and emphasize fighters. They need a ship that can really take and really dish out punishment. Thick shields, armor and good anti fighter defense as well as a lot of warheads, ion, laser, turbolaser and blaster cannons, to take the fight to the enemy would be a great asset. You could center a battle group around such a ship with the frigates, carriers and cruisers as protection and further project its power by other means.
Mine would be Defense & Shielding 45 Offensive 10 Speed 10 Fighter support 35 Pretty much an aircraft carrier The surround it with lighter, more offensive vessels like small Corvettes and Frigates
I remember hearing about a ship that the Alliance operated that was almost twice as long as an Imperial Star Destroyer and packed twice the firepower of a Star Destroyer as well
Another tough question. Well, this is something that i threw together. Defence and shielding: 75. Offensive capabilities: 10. Speed and manouvering: 15. Fighter carrying/support: 0. As most rebel ships are smaller than the average imperial craft, they usually get torn up pretty bad in an unfavorable engagement. So, this ship is made to rectify this issue. Imagine a manta ray looking ship. It has these giant wings that are quite thick, made from just armor. So, when this ship gets into a combat situation that is unfavorable, it will bank heavily so that the two armored wings will cover the fleet through just sheer metal. When facing enemies in combat it will also have a relatively slim profile from the front, so it will most likely be in good health when it does that banking turn. Smaller ships can hide behind this capital ship while they fly away and the shield ship of sorts will sit there and take the damage until the fleet's most vulnerable ships have made it to safety. It would probably be quite useful if a rebel fleet is ambushed or plans on doing a hit and run attack on a highly superior force, where the shield ship can tank the damage that the fleet would have sustained during the retreat, or hide vulnerable ships under or behind its wingspan, like a CR90. The CR90 is out of the line of fire and has sufficient anti fighter to keep itself safe from strike craft. What little guns it has are probably placed around the centre structure, near the bridge. The heavy armor would force ships to attack that area directly if they wish to do any proper damage, which would mean they'd get into the line of fire of the few guns the craft has, which are few, but very concentrated. It would be near useless if it's alone however as it's very slow and has no fighter support of it's own. Therefore, it would probably go well with very squishy carriers that can hide themselves in the shadow of the vessel. It would also not be able to fulfill it's purpose if the fleet is surrounded. However, if a rebel fleet is surrounded, then that means the engagement has already gone horribly wrong.
Linalia Ophelie Han Solo in the "dark force rising" said that using other ships as a cover kills your maneuverability,which turns you into a sitting duck,which pretty much makes these shield-ships pointless. By the way,how the escort ships are going to shoot back if they don't have a line of sight?
Василий Данилов Yeah, it would kill your maneuverability, but if you're behind another ship, you won't really have a reason to move Anywhere. If the shield ship has something that it's protecting, like a CR90, it's most likely not a good idea to get into a position to fire back. Think of it like the opening scene from episode 4, except it's a small rebel cell, maybe a couple gallofrees and a CR90. The shield ship can in theory put itself in between the star destroyer and the fleet, forcing the star destroyer to stop, whereas the other, more vulnerable ships can get out unscathed. If the ship was the width and length of an imperial class, then at least 6 or so CR90s would be safe from the pursuer's guns and would have enough firepower to deal with small craft that got past the shield ship to engage the escaping fleet.
Most rebel ships have hyperdrive, from fighters on up. So retrofit the hangers with extra power generators and a couple smaller power cores so you can support adding the turbolasers to match the star destroyer's. Then fill the rest of the hanger bays with missile and torpedo racks with launchers. That mixed with the Mon Cal shielding would out gun a star destroyer.
I'm glad you showed some love for the Alliance Assault Frigate Mk. II. It's definitely one of my favorite rebel ships, in Empire at War it forms the backbone of my fleets
Question, how big was the Rebel Fleet when it entered the Battle of Hoth? In Rogue Squadron II for the Nintendo GameCube, it was only 2 Mon Cal ships, three Rebel Blockade Runners, the Medical Frigate, and maybe two Rebel Transports. Here, I'm seeing another frigate, and several other odd ships... EDIT: Found a partial answer in this channel's Everything Wrong with The Battle of Endor. 8 Mon Cal ships sounds a lot more reasonable. Thank you guys! :)
Good list however Home One shouldn't be considered an MC80 because its actually far bigger than the stated 1.5 km. If its actually scaled properly from ROTJ its closer to 3 to 3.5 km in size.
Personally I have grown really fond of the Nebula class Star Destroyer and Endurance class fleet carrier. By having the large and reasonably tough fleet carrier bringing the arguably superior starfighter forces into battle the Nebula can focus on its own role. Being extremely tough and well armoured in order to bring the fight to the Imperial class ships. They are a fairly perfect duo. You do not have to create a perfect ship, just a ship that does its job in its specialized role and help support the larger fleet.
If I were to design a new Rebel Capital Ship, it would need to fill a role that none of the existing types fulfils. This role would be probably be that of Command Ship/Heavy Battleship. It would therefore be at least 8 km long, and with enough firepower to take on at least 10 ISDs simultaneously, or be able to effectively engage Star Dreadnoughts. It would have 180 quad super heavy Turbolasers, 180 Heavy Ion Cannons, 420 Triple Heavy Turbolasers, 600 Double Medium Turbolasers, 360 Ion Cannons, as well as at least 720 point defence weapons for anti fighter/antimissile defence, totalling just under 2500 weapons emplacements arranged in 6 different firing arcs (Bow, Stern, Port, Starboard, Top & Bottom) to ensure there are absolutely no blind spots to exploit. It will have a minimum of 8 wings of fighters (576 fighters), split equally between X-Wings, A-Wings, B-Wings and Y-Wings. I will call it the Defender Class. Points split would be the following: Armour/Shields- 30 Offensive Weapons- 50 Manoeuvrability- 8 Carrier-12 It would definitely be a command ship. I can't see the Rebellion building more than about 5 of these, but they would be an exceedingly powerful addition to their Navy.
Exactly. About the same power level as a Mediator. For a while now, I have thought that the Rebel Alliance needed a proper heavy hitter. I can only imagine what Admiral Ackbar could have done with a ship like that.
ThePazzanator in legends before the Endor there were only 3 battles during which rebels willingly engaged in the full-fledged fleet-on-fleet actions:Torpawa,Turkana(actually this one doesn't really count,because they got ambushed,but they kicked the imperial ass on that one) and the Endor itself. During all of these battles,rebels won due to the fighter superiority. Moreover,Ackbar himself said that boarding the Executor would be pointless because they didn't have the manpower/resources to maintain and properly hide it. Also,do not forget that empire had enough resources to win in any kind of a power-wrestle. So I guess that the saga of your ship will end up in something like a Battle of Orinda:the empire would jump onto it with a couple dozens of interdictors,surround it with their dreadnaughts(which they inevitably will have more of) and pummel in into submission.
I never envisioned a change in Alliance Military Doctrine in favour of fleet battles. I see this ship being used primarily in the same way that the Subjugator was, specifically ambushing small battle groups and wiping them out wholesale, leaving no survivors. If I were to add Interdiction generators to the ship, they wouldn't be able to escape.
ThePazzanator Then you should probably stick something like a planetary ion canon or a canon from a subjugator plus some interdiction wells onto it instead some is its guns
A decent suggestion. I like the thought of incorporating a planetary ion cannon into the superstructure, maybe at the bow, like the Eclipse Superlaser. It would work better if it were ever to be involved in any fleet battles, such as Endor, as it is more precise than the Ion weapons from the Subjugator.
On your end question, the answer would likely be to have both ship types. A dedicated Carrier using the same tech as one of the MC-80 or Home One variants would carry even more immense numbers of fighters which could increase the effects on the battlefield. Whereas as ships like Home one offered a balance that definitely seemed right out of the Old Republic playbook. This would offer a high level of doctrinal flexibilty in how to handle battles and missions. The only additional type of ship built to similar scale to a MonCal I would add would be the Star Wars equivalent of a dedicated Battleship, sacrificing fighter cover for EXTREME long range fire bombardment capability. However, the RA wouldn't build such a ship as it flies in the face of their usual fighter-centric tactical doctrine.
Basically: Carrier - Shielding/Defense: 30% (you'd need the flight deck to survive) Offense: 10% Speed/manuverability: 20% Fighter Amount: 40% Battleship - Shielding/Defense: 30% Offense: 40% (optimized for long range bombardment and mid range fire-support) Speed/manuverability: 25% (Guns don't matter if you can't bring them to bear) Fighter Amount: 5% Whereas, I thought the MC-80 variants were balanced across all 4 categories.
Awesome Video. And they mention that you are running out of Factions. About that there are plenty of them:Yuuzhan Vong, Galactic Empire, Mandalorians (Old Republic is better), Sith Empire, New Republic (other designs than the Rebels though), maybe even Galactic Old Republic ships.
This is why the 5th fleet was so outstanding. They had a mixture of craft that all served a synergistic function. All of the groups had a Star Destroyer or MC90 as the heavy hitter, with some more dedicated carriers, fighter screening ships and anti capital smaller ships on top of there balanced fighter complement.
*Gets Hired* *Draws a modified Vemator with a lot more automation and more hangar space* Boss: "What is this" Me: "The High Ground" Boss: "You're promoted"
Would have to know if that vessel would be intended to dominate the fleet or simply be added in for a specific role. Most rebel vessels were versatile and often fit their respective role nicely. I think since they didn't have a hard hitter, it would be fun to make one for them. Something around 45 in offense or even 50 while splitting the other categories between 55 or 50 would be interesting.
In all honesty the Liberator should be at the top of this list. Since he wanted to open up the SW Legends back. To be precise the New Republic and the Rebel Alliance both used the Liberator. Which as I point out from the Legends entry itself and yes he also referenced the D6 Star Wars Table Top Pencil and Paper(Not minatures) RPG. The Liberator was 1040 meters long. It carried 240 Heavy Turbo Lasers. 40 front, 40 rear, 80 port and 80 Starboard. It was also equipped with 200 Ion cannons. 40 forward and then 80 on both Port and Starboard sides. Plus 6 squadrons of fighters. Which he was correct in the amount of fighters it carried., Also as someone else pointed out why not use the Viscount-Class Star Defender? It's easily the equal to the Super Star Destroyer if not superior. An idea given credit because there were at least twenty years development between the time of the end of Galactic Civil War and the Yuuzen Vong Invasion.
I really like the Liberator and that it is a small, well-shielded carrier that can bring in many fighters. I suspect if it is around 500 metres long, most of that would be hangar. That is what I would choose, with an emphasis on getting pilots in as many X and A wings as possible for a truly compact serving of chicanery. Back it up with B wings for bombing missions. Course, this is hypothetical. I am for the Empire, and all rebels should be destroyed. In a few weeks, my TIE pilot players will face one with accompanied by an assault frigate, that is investigating a wiped out wing of rebels fighters (courtesy of the players). Thanks for helping my game.
Will there be a video about the Five Deadliest Galactic Empire Capital Ships? Looking forward to that! Also, I love your videos of Starships! I am a Navy fan, so I naturally just love different types of ships (in both ocean and space)!
If I recall correctly, the assault frigate mk2 had 50 weapon emplacements : 15 Turbolaser cannons, 15 Laser cannon and 20 quad laser cannon. Happens to be my favourite rebel ship, a nice combination of a Carrack and Lancer.
versatility is a perfect word for the MC80. one the best tactics used by the alliance with it in a heads up battle with a star destroyer, was as the fight went on and one side of the moncal shields would deplete the ship captain would execute an axial roll to ensure those the same number of weapons came to bear and present the enemy with a fresh set of shields. while not having as many gun emplacements as a SD the mc80 had its guns more evenly spaced across the hull. so if 2 or 3 of them went up against a larger force the 3 ships could line up bow to stern and commit an Ackbar slash. dive in to the middle while performing an axial roll and shooting multiple targets at the same time. this also force enemy ships to inadvertently shoot each other if their shots missed.
Where can I find more info about remaining Seperatist people and equipment that ended up in the Rebel Alliance, like the droid control ships you mentioned?
Oh and one more thing about the alliance naval doctrine. Their use of many smaller support and escort ships, although for much of the war a straight necessity rather than purposeful strategy, actually turned out to be a major factor in their many naval victories. When you look at imperial fleets at the time they focused almost all their resources into fleets of ISD’s in order to overwhelm enemy navies with sheer turbo laser firepower while almost all of their fighter screens were made up of tie wings. The rebel alliance however, while almost always outnumbered in the capital ship department, had many smaller escort classes that all had either a mix of turbo lasers and smaller laser batteries or strictly smaller lasers and quad lasers that were effective in taking out fighters and bombers, while dealing minimal damage to larger warships. This allowed the rebel fleets great protection from attack craft especially bombers from being able to harm their cruisers and carriers, while their own fighters and bombers were able to lay down the hurt on the fleets of ISDs almost unmolested. To a rebel bomber pilot an ISD is basically a giant slow moving target with lasers too large and slow to provide any real threat. The rebels even took this to a new level as the war progressed when you look at a lot of the newer purpose built warships or retrofits of older ships for war, such as the modified cr90s that had a sleeker profile especially around the engine block, better shields and armour, and more than double the firepower added with more double and quad lasers added to the standard duo of turbo lasers making them even better anti fighter corvettes. I think that maybe the rebels get too much credit when looking at their military doctrines. Like I said before, having such diverse fleets with such great escort ships wasn’t planned from the beginning it was a happy accident formed out of the necessity of taking any ships they could get their hands on. They just lucked out, especially when looking at how poor the imperial naval doctrine really was.
IMHO,rebels lacked several ships that could prove useful. 1)Def/atk22.5,speed 40,fighters5. A heavy gunship used for coordinating rebel starfighters during their hit-and-hype attacks and provide the heavy punch against large targets:something like a Majestic-class cruiser. A ship 200-700 meters long that would be able to keep up with the fighters(at least 80 mglt) and provide them with heavy support. All of its weapons would be forward-fixed and close/medium range,because it would attack in strafing runs. Some missiles that could be fired in a single volley to deliver alpha-strikes,and the rest would be spread evenly between turbolasers and ion cannons so it could both disable and destroy ships after the shields are down. The defence would consist of moncal-grade sheilds and minimum amount of armor to make the gunship light and nimble,and shields would have plenty of power that the weapons won't use because it will be primarily used in the hit-and run attacks. The starfighter capability will limited to a couple of docking clamps that would be used to evacuate damaged starfighters. Also,a class-1 hyperdrive and an extremely sophisticated ecm/sensor/comms package so the ship would serve as a makeshift hq to coordinate fighters during the raids,provide them with a long-range sensors to be aware of ships incoming to intercept the raid and the ecm to jam the targeting systems of the enemy escorts. Point-defence is optional. 2)No point allocation,but the concept:an mc80 with the reactor from the ISD and a forward-fixed v150 planetary ion cannon. On hoth base was powered by the reactor from the praetor battlecruiser,and the cannon could fire every 3 seconds. The isd had around 16 times less mass,and if we think that not than the half of the base power was diverted to the shields it would mean that this ship could fire its ion cannon every 15-25 seconds. ISD takes 3 shots to get disabled,so every 1-1.5 minutes this ship would knock a star destroyer out of a battle. Installation of the large amount of condensators will allow in to fire in volleys,which would give the ship larger tactical capabilities. One or two of these ships would allow rebels to engage an imperial fleets of pretty much any size.
I heard somewhere else that the "home 1" was not a proper ship as such. It was originally a vertical skyscraper type building. They just put engines and stuff on it to convert it to a ship after their planet had been attacked, or something. So the "home 1" name was literal.
i dont think that i can use your hundred point system, but i think that any decent capitol ship (particularly as a flagship) must have good defensive powers (particularly in shields), good point-defense, and an emphasis on very long range weaponry. This means that your main damage dealer can remain relatively safe throughout the entire battle, while also providing enough cover for support ships. In addition if you moved a bit further than necessary inside your own firing range, you would not need a great deal of speed to attack retreating enemies (if you so choose) and would allow the capitol ships who are generally the most important single vessels in combat and also usually the most expensive and difficult to produce to begin to retreat early and still cover the rest of your fleet as they fall back in the event of a defeat.
Have you played the Star Wars: Rebellion? It is an old strategy game, which has most of those ships. However, the Calamari cruisers have relative weak shields, but they are easy to repair after the battle. Their point is to absorb damage to protect your carriers and frigates.
I would divide it. 40% shielding,30% weapons ,10% for the carrier ,20% the engines and others since most battles were carried out in space and the rebels tactics were hit and run
Hello I have a question. Now I haven't read that many Star Wars books or comic not like my brother but I do love and and I know little bits here and there. But I don't know everything and I've always wondered. How did the Mon Calamari able to build their ships without the Empire crashing down on them?
Oh, this is fun!! As I understand it, the Empire's star destroyers were generaly badly equipped to handle fighters and relied on TIE's to defend them. With that in mind I would focus on large compliments of strong fighters, strong point defence, heavy shielding and as much speed as possible. If i have points over for a strong hull, i would put some there too. This I think would make it possible to overwhelm star destroyers and take out their TIE's quickly. The fighters and bombers are the real firepower here. Any thoughts?
My ship is a frigate Shielding/ Defense: 40% Firepower / offensive capabilities: 30% Speed / Manueverability: 25% Fighter support: 5% It has Mon Calamari shielding
Nice list and to be honest the only other ship i would put on the list is the DP20 corvette but it might not fit the criteria of the list which in my opinion only allows for 9 ships classes at most. I also didnt realize the Liberator-class cruiser was a ship class it managed to fall under the radar. As for your question my ship would be the Nebula class Star Destroyer or maybe the Republic Class Star Destroyer.
Fun Fact: The reason Home One had such a large starfighter complement was because it was originally a cruise ship. They added armor over the windows, added shields, and Armaments to it to make it so deadly.
Might be cheating here but 75: defense 25: fighter support But there would be docks to attach other capital ships to it and the strong shield would cover them too
Wasn’t the Home One capable of dividing in to three separate modules. Also I thought that the Assault Frigate M1 was still preferred over the M2 due to the latter ship developing certain faults.
40 points to speed, for quick attacks and control. 30 to guns for fire power added to a fast ship, 25 to shields to make it last and 5 for a small fighter escort, relying on corvettes and other smaller craft to support it.
If I'm to design the newest alliance capital ship, I would want something easy to make, use, and apply to most roles. I would design a kind of frigate, Ideally a modular one that can be customized fairly easily. 100 points 30 to speed 20 to weapons 25 to defenses 25 to carrying capacity
I just realized that the Dauntless-class ship is similar to the early Escort-Carriers operated by the US and Royal Navies in the early part of world war 2 since the Dauntless was built on the hull of a luxury liner while the Escort Carriers were built on the hulls of unfinished Merchant Ships.
I like dedicated carriers. Hanger bays take up a lot of space that could be used for more guns, power generators, shield generators, etc. Also the dedicated carriers can hang back away from the battle area. By not being directly in the battle you can skimp on shielding and they can get away with only having a point defense system.
Were I tasked to design a ship for the Alliance, I would create a Frigate. Specifically a fast support frigate that can hit at long range. Picture a Marauder corvette, but a bit larger, quicker, with stronger shields, a further striking range, and a small-ish hanger to house a starfighter squadron or two underneath. Instead of turbolasers and diamond boron missiles, it would use ion cannons and anti-starfighter batteries. I would I would call it, the "Support-class medium frigate". Frigates are generally small -- 200-400m -- but I consider that a good thing. A large ship would make it too high profile. Plus, its ion cannons could weaken and or disable ships at great ranges.
I guess since the rebels operate so many different ships and specs and usually move in together as fleet, the speed should be all similar. Otherwise a slow ship will just make the whole fleet slow. As for the other stats, depends on the function of each ships. Strong shield/hull with strong offense ships should move at the outer formation of the fleet. Whereas ships with extremely lots of fighter supports can sacrifice it’s shield by moving at the center of the fleet and use those fighters as offense/defense purposes
I mean, you need to allocate approximately 30 points for shields and 25 for weapons to match any imperials that close ranks another 20 to mobility and 25 to fighter support. Being that it is the rebels the fighters boost the effective firepower and shielding ability by acting as a defensive screen and offensive wing. The only problem is if you come across a lancer frigate then the offensive capability of the main cruiser come into effect. It’ll never out shoot a ISD on its own but it’s not meant to. The additional bonus is the variability built into the design allowing for hit and run tactics without bringing the ship into the system on the initial attack but rather keeping it as a surprise if an ISD or similar shows up giving time to escape
I really think that the mc80’s were a huge reason for the rebel alliances success throughout their various naval victories. When looking at the true capital ships on both sides of the war speed and maneuverability were not very important so I’ll get that out of the way. As far as the offensive, defensive, and carrying capacity go (as eckhart says) the mc80 classes make for much more effective ships than their imperial ISD counterparts. Much better shielding and stronger hulls is in my opinion the biggest advantage over the ISD. Their firepower however, while lighter than the imperials star destroyers, had much better coverage and firing arcs basically able to lay down significant firepower in 360’, while also having somewhat of a point defense system of normal lasers and concussion middle batteries for bomber defense which the ISD completely lacked. And finally carrying capacity. Not only did the mc80 variations house larger numbers of attack craft (fighters, interceptors, and bombers) but it’s a well known fact that the quality of rebel fighters far surpassed the average imperial counterparts as the empire took a quantity over quality policy which the alliance completely went with the opposite. Whether that was out of military strategy or necessity due to lack of trained pilots is anyone’s guess but the fact remains it was instrumental in their eventual success in the war. Long story short the mc80 class was of tremendous importance to the alliance naval power and without them, or a class of warship with different statistics and layout the war could’ve went very differently and in almost every variation, a negative way.
Now, as lead ship build er for the Alliance, my ship (the MC 130 Valiance) would capitalize on the superior fighters and bombers of the rebel alliance. The ship would possess very powerful shields and extensive hangars, so I'd opt for 35/15/10/40 approach. Speed would not matter much as fighters are very fast, same goes for firepower. Defense should be really strong to buy the fighters time to do their job. The Valiance would also employ tracking jammers that affected enemy laser turrets as to make the jammed ship more vulnerable to fighters. The MC 130 also carries a very good hyperdrive.
I will have a 12km dreadnought with (Yamato 2199)two wave motion guns in the front and 5 kyber crystal powered quadruple laser turrets(like VERY scaled down death star one) as the main damage dealing armaments(3 front 2 back) as it is designed to have long range gun duels instead of CQC. In case of CQC, there will be a LOT of triple heavy turbolaser turrets(main battery of space battleship Yamato 2202) as secondary armament. Also there are smaller triple DP turbolaser turrets (like 127/38 gun on US ships during WWII) and HUGE amounts of light laser cannons and Gatling laser batteries (40mm bofors and 20mm oerlikon respectively) against fighters, with central firing computer calculations they are expected to shred 500 TIEs in 5 seconds. Standard mon calamari shielding will be used but important places like main gun batteries, reactor core areas,conning towers and engines are reinforced with 6x shielding power(~ the eclipse) and thickened durasteel armour plates. Capacity of 120 fighters will be expected since this ship will go in a fleet. For such power requirements, reactor cores with 1/2 death star powers will be installed to fulfill the requirement. This ship is not speedy but it is faster then the executor.
If I was to design a capital ship, my inclination would be to do a heavy hitter. Obviously I would be given a directive like, "Hey, we need to solve this problem that keeps occurring, what can you cook up for us?" But considering I have free reign, here is how I would allocate it: Defense: 25 Firepower: 45 Maneuverability: 15 Fighter Support: 15 The vessel would have to be a heavy hitter, with enough firepower to go toe-to-toe with ISD's and other sizeable foes, with enough armor and shielding to allow it to go in a fun slugfest. Speed won't matter in these types of fights, so long as I got an equal amount of weaponry on both the Bow, Port and Starboard sides so it can be a spearhead of the fleet. It would have just enough room to carry some heavy support fighter craft, like heavy bombers or advanced interceptors, depending on the mission parameters. So long as you have enough support craft to cover it's flanks, this baby could handle the heavy-hitting aspects of a fight. Just a fun thought.
I always favored a more Battleship type warship however the other two categories could not be ignored 40 to Weapons 40 to Shields 10 To Star Fighters 10 To Engines Ironically my favorite ships used by the Rebel Alliance were separatists vessels and IMO the best ships they had. The Lucrehulk Class Battleship Fortressa and the Providence Class Carrier Rebel One
If I had to build one, I would say something like this: 20 shields 45 firepower 35 speed 0 fighters The goal would be for it to have as much, or even more anti-capital firepower than an Imperial star destroyer, with much better speed. It would be able to achieve this by using very few anti-fighter weapons, accepting an only marginal shield and completely forgoing a fighter bay. it's main function would be to operate as the centerpiece of a star destroyer hunting fleet (potentially working in pairs). It would rely on smaller escort ships, and their associated fighter wings, to screen it from fighters, while it used speed to dictate the fight and used its its heavy weapons to tear apart more rounded Imperial star destroyers.
I made this because it fits my style of combat, but maby most of the rebel alliance ships might be like this.... Cap ship is a hit and run cruiser. 70 pts focused on firepower and manuvering. 30 pts for def and a small fighter escort. Ship is designed for brief contact with turbolasers. Favorite tactic is the point blank missile attack from the sides or rear, but long range fights are what it's turbolasers are designed for. Firepower 40 - Ok front arc firepower, but light on sides and rear 15 - Large array of forward firing heavy rocket / torpedo tubes 25 Def 20 - Avg cap shields 15 - light armor 5 manuver 30 - speedy and manuverable carrier sppt 10 - small fighter complement mostly space superority fighters
Eckarts Ladder, I think you forgot a very powerful ship that you should add. It was only used once, because it was that powerful. The rebels used the power of the GONK droid, which has over 65 quadruple turbo laser batteries.
I would go for a fast attack craft. Designed to go in attack vital ship sub systems then withdraw to a safe distance. The captain would then assess the situation. If the battle was going well another attack run would be made. An attack run would also be made if the damage caused was significant and the captain believed another run had a chance to disable the enemy ship. If the battle was going badly or the enemy ship had suffered minimal damage then the Captain would retreat from the battle to fight another day. As such I would allocate the points as follows. Hangar: 5 Offence: 25 Defence: 25 Speed: 45 The hangar space would be useful as a small complement of fighters and/or bombers could help protect the ship and/or assist in targeting the subsystems on enemy capital ships. Naturally there would need to be decent offensive capabilities, probably in the form of fewer more powerful weapons to cause more damage during the shorter engagement period the tactics create. In the same way these ships would have to be able to take some heavy hits as the charge towards the enemy and in their withdrawal. Not as much as ships that are expected to stay in the combat zone for a long period but these ships will still have to take some direct and heavy hits. Finally Speed would be prioritised. This ship would have to be able to move very quickly and have high manoeuvrability. I would even go so far as to have back up propulsion systems and give the engines a high level of protection. If the engines were to be taken out the ship would be very weak so speed is armour but I would armour my speed.
I would allocate offensive weapons towards the front of a ship as well as armor to the sides and front, and decent shielding to boot. I'd have a rear and side hangar bay placement for the fighters but I would likely not focus too much on fighters but if I had them they would be at the back to be out of the line of fire. Engines also not too much but enough to at least maneuver well. So to put in numbers: Weapons: 30 Armor: 20 Shields: 20 Engines: 15 Fighters: 15
what if mace didnt fall out of the windu
That's pretty funny tho you deserve more likes
Hahaha good 1 m8
robo man379 is right you deserve more 👍
Ok then
lol
I remember reading the Home One was a special variant of the MC80 that had capabilities considerably better than ships like the Liberty or Cathleen. While a typical MC80 could go toe-to-toe with an ISD and maybe win, the Home One variant would outright smash an ISD in a 1v1 battle.
Not true. The Liberty actually had more Turbolasers than the Home One (48 vs 36). What made the Home One so powerful though was it's long range sensors and guns (could shoot farther than an ISD or Liberty) along with it's large amount of heavy Ion canons (36 vs 20 for the Liberty and ISD 2) along with a good point defense system ( 80 batteries of laser canons) and ofcourse it's superb starfighter complement (120 vs 72 for the Liberty and ISD).
the question is: you are hired by the rebel alliance to design their new capital ship. How do you allocate 100 points to 4 categories shields and defensive capability, offensive capabilities and firepower, speed and maneuverability and fighter carrying and fighter support?
as a designer i would first look to what role needs filled the most. most rebel fleets are a blend of craft and would be used in support of the fleet as a whole. so with a recommendation of having dedicated carriers along side with the craft and possibly having a design of a greater mothership type to host those carriers as part of the design, i would put 50 points to shielding and defensive capacity as my ship would need to be survivable. next would be maneuverability which i would put 10 points towards 35 to fire power focusing on heavy weapons with a lesser focus on a defensive fire screen, leaving 5 points to fighters carrying and fighter support. which would be enough for shuttles and a light fighter screen. the gimmick for the craft how ever is that it plays host to a pair of carriers that can dock with it. and so working with 50 points for each. 15 maneuvering 10 fighter support and 5 defense which would include a defensive fire screen. a game i would play with these craft is jump in a system away with a defensive fleet launch fighters and with just the main craft and the fighters move in with the main vessel to the main fight.
you never said that i could not have other craft to fill in the gaps. though the docking system could be used to include gun boats into the fleet as well as carriers. not everything can come to a point break down some clever design is also good to include.
Sean Rea You grab a Lucrehulk,refit it with a moncal sheilding,class 1 hyperdrive,and cut holes in the inner and outer parts of its ring to make access to the hangar easier,and you have your ship
the hangers would have to be converted to docking bays really to fit. i was more thinking along the lines of a moncal style ship wit dual docking bays on the lower rear quarter, and a small internal hanger for shuttle craft and a light capacity for fighters.
Sean Rea Do you remember the republic medical station from the clone wars ark about the Malevolence? Medical Peltas were assuming a vertical position to dock with the station. Do you think it would it work for rebel carriers?
Rogue One Logic.
#1 Hammerhead Corvette
Tu Nguyen Hoc that scene was awesome, cant understand the hate had that scene been in the ot no one would say anything but because it happened under Disney it's an issue, silly really
Tu Nguyen Hoc pull up 200 hammer head corvette
That scene looked sooo good. The two Star Destroyers crashing into each other 😍
Yes, CGI-Tarkin looked strange. But that battle?
Just amazing.
Ullrich Pfeiffer realistically, the Hammerrheads would have disintegrated upon contact with the bulk of the star destroyer.
Tu Nguyen Hoc an oldie but goodie
50 firepower
40 shields
20 engines
30 carrier
100 math skills
thats actually 140....
you're about 50 over
r/whooosh
You should make a top 5 deadliest star fighters for each faction
ok I'll go check it out!
X wing, b wing, a wing, y wing, z 95 for the rebels.
Tie defender, tie interceptor, tie advanced, tie fighter, N 1 assault gunboat for impy.
Z 95, Y wing, R 41 starchaser, T wing, toscan fighter for pirates.
Ace High ARC-170, V-19, Y-Wing, Delta, and Actis for the republic!
@@acehigh79 So the K-Wing doesn't exist?
@@projectpitchfork860 read novels it exists but it was rare
Poor rebel alliance in canon. Legends seems real good for them right about now.
Abra & Kadabra some kind of assault frigate is canon
The rebel alliance in canon is still being "recreated", but it still holds good designs and commanders.
I wish they would select a few ships and stories from legends and modifie them to fit in cannon because there is some really cool stuff in legends
Mustache Puppies probably. They have done something similar with Saw Guerrera, his plot of being alliance leader but having a dispute with Mon Mothma reminds to the legends character Garm Bel Iblis.
In another canon story they talk about a rebel "assault frigate", which reminds to the legends assault frigate Mk. 2. But, personally, I think that the canon assault frigate would be based on the CIS frigates, adding more armament.
I want to see a Imperial Nebulon-B! What did they look like?
Shielding/Defense: 25%
Offensive Capabilities: 40%
Speed/Maneuverability: 10%
Fighter Amount: 25%
mine is a bit more specialized
Frothy Walrus i would go with
45% Defense
45% Offense
5% Speed
5% Fighters
The Rebels have more than enough ships that are fast and emphasize fighters. They need a ship that can really take and really dish out punishment. Thick shields, armor and good anti fighter defense as well as a lot of warheads, ion, laser, turbolaser and blaster cannons, to take the fight to the enemy would be a great asset.
You could center a battle group around such a ship with the frigates, carriers and cruisers as protection and further project its power by other means.
30% speed
30% offence
30% shielding
10% fighters
chrismc410 yea I agree
Mine would be
Defense & Shielding 45
Offensive 10
Speed 10
Fighter support 35
Pretty much an aircraft carrier
The surround it with lighter, more offensive vessels like small Corvettes and Frigates
I remember hearing about a ship that the Alliance operated that was almost twice as long as an Imperial Star Destroyer and packed twice the firepower of a Star Destroyer as well
Not a starhawk right?
its the bulwark III battlecruiser i think
Another tough question.
Well, this is something that i threw together.
Defence and shielding: 75.
Offensive capabilities: 10.
Speed and manouvering: 15.
Fighter carrying/support: 0.
As most rebel ships are smaller than the average imperial craft, they usually get torn up pretty bad in an unfavorable engagement. So, this ship is made to rectify this issue.
Imagine a manta ray looking ship. It has these giant wings that are quite thick, made from just armor. So, when this ship gets into a combat situation that is unfavorable, it will bank heavily so that the two armored wings will cover the fleet through just sheer metal. When facing enemies in combat it will also have a relatively slim profile from the front, so it will most likely be in good health when it does that banking turn.
Smaller ships can hide behind this capital ship while they fly away and the shield ship of sorts will sit there and take the damage until the fleet's most vulnerable ships have made it to safety. It would probably be quite useful if a rebel fleet is ambushed or plans on doing a hit and run attack on a highly superior force, where the shield ship can tank the damage that the fleet would have sustained during the retreat, or hide vulnerable ships under or behind its wingspan, like a CR90. The CR90 is out of the line of fire and has sufficient anti fighter to keep itself safe from strike craft.
What little guns it has are probably placed around the centre structure, near the bridge. The heavy armor would force ships to attack that area directly if they wish to do any proper damage, which would mean they'd get into the line of fire of the few guns the craft has, which are few, but very concentrated.
It would be near useless if it's alone however as it's very slow and has no fighter support of it's own. Therefore, it would probably go well with very squishy carriers that can hide themselves in the shadow of the vessel. It would also not be able to fulfill it's purpose if the fleet is surrounded. However, if a rebel fleet is surrounded, then that means the engagement has already gone horribly wrong.
Linalia Ophelie Han Solo in the "dark force rising" said that using other ships as a cover kills your maneuverability,which turns you into a sitting duck,which pretty much makes these shield-ships pointless. By the way,how the escort ships are going to shoot back if they don't have a line of sight?
Василий Данилов Yeah, it would kill your maneuverability, but if you're behind another ship, you won't really have a reason to move Anywhere. If the shield ship has something that it's protecting, like a CR90, it's most likely not a good idea to get into a position to fire back.
Think of it like the opening scene from episode 4, except it's a small rebel cell, maybe a couple gallofrees and a CR90. The shield ship can in theory put itself in between the star destroyer and the fleet, forcing the star destroyer to stop, whereas the other, more vulnerable ships can get out unscathed. If the ship was the width and length of an imperial class, then at least 6 or so CR90s would be safe from the pursuer's guns and would have enough firepower to deal with small craft that got past the shield ship to engage the escaping fleet.
1:43 FIRING CLUSTER BOMBS. Literally the bane of my Empire at war campaign
Most rebel ships have hyperdrive, from fighters on up. So retrofit the hangers with extra power generators and a couple smaller power cores so you can support adding the turbolasers to match the star destroyer's. Then fill the rest of the hanger bays with missile and torpedo racks with launchers. That mixed with the Mon Cal shielding would out gun a star destroyer.
I just subbed to this channel for a few weeks and man its actually worth it. And good video btw keep it up
me: just spam MC-30'S and shields don't even exist! (maybe take a carrier of 2) for starfighter cleaning
a pair of star destroyers would eat that for breakfast. You'd be better off sending an MC-80 supported by a couple MC-30s and some fighters
@@uppishcub1617 ur forgetting that the frigate has..... SPEED and I have like...... 500 of them all modified to carry fighters externally
I'm glad you showed some love for the Alliance Assault Frigate Mk. II. It's definitely one of my favorite rebel ships, in Empire at War it forms the backbone of my fleets
Hmm, the Liberator's "side wings" look a lot like those on Systems Alliance warships.
Question, how big was the Rebel Fleet when it entered the Battle of Hoth?
In Rogue Squadron II for the Nintendo GameCube, it was only 2 Mon Cal ships, three Rebel Blockade Runners, the Medical Frigate, and maybe two Rebel Transports. Here, I'm seeing another frigate, and several other odd ships...
EDIT: Found a partial answer in this channel's Everything Wrong with The Battle of Endor. 8 Mon Cal ships sounds a lot more reasonable. Thank you guys! :)
Finally a channel that makes top 5s and top 10s that isn’t really annoying.
Good list however Home One shouldn't be considered an MC80 because its actually far bigger than the stated 1.5 km. If its actually scaled properly from ROTJ its closer to 3 to 3.5 km in size.
Ed Woodward y es for me and in the battle of endor the MC80 class home one is more longer than à destroyer class Imperial 2, I Think 6 km...
Best feel good outro. May the force be with you too, my dude
Personally I have grown really fond of the Nebula class Star Destroyer and Endurance class fleet carrier. By having the large and reasonably tough fleet carrier bringing the arguably superior starfighter forces into battle the Nebula can focus on its own role. Being extremely tough and well armoured in order to bring the fight to the Imperial class ships. They are a fairly perfect duo.
You do not have to create a perfect ship, just a ship that does its job in its specialized role and help support the larger fleet.
EckhartsLadder: Wow! Your almost up to a hundred videos, that's Totally Awesome!
If I were to design a new Rebel Capital Ship, it would need to fill a role that none of the existing types fulfils. This role would be probably be that of Command Ship/Heavy Battleship. It would therefore be at least 8 km long, and with enough firepower to take on at least 10 ISDs simultaneously, or be able to effectively engage Star Dreadnoughts. It would have 180 quad super heavy Turbolasers, 180 Heavy Ion Cannons, 420 Triple Heavy Turbolasers, 600 Double Medium Turbolasers, 360 Ion Cannons, as well as at least 720 point defence weapons for anti fighter/antimissile defence, totalling just under 2500 weapons emplacements arranged in 6 different firing arcs (Bow, Stern, Port, Starboard, Top & Bottom) to ensure there are absolutely no blind spots to exploit. It will have a minimum of 8 wings of fighters (576 fighters), split equally between X-Wings, A-Wings, B-Wings and Y-Wings. I will call it the Defender Class.
Points split would be the following:
Armour/Shields- 30
Offensive Weapons- 50
Manoeuvrability- 8
Carrier-12
It would definitely be a command ship. I can't see the Rebellion building more than about 5 of these, but they would be an exceedingly powerful addition to their Navy.
Exactly. About the same power level as a Mediator. For a while now, I have thought that the Rebel Alliance needed a proper heavy hitter. I can only imagine what Admiral Ackbar could have done with a ship like that.
ThePazzanator in legends before the Endor there were only 3 battles during which rebels willingly engaged in the full-fledged fleet-on-fleet actions:Torpawa,Turkana(actually this one doesn't really count,because they got ambushed,but they kicked the imperial ass on that one) and the Endor itself. During all of these battles,rebels won due to the fighter superiority. Moreover,Ackbar himself said that boarding the Executor would be pointless because they didn't have the manpower/resources to maintain and properly hide it. Also,do not forget that empire had enough resources to win in any kind of a power-wrestle. So I guess that the saga of your ship will end up in something like a Battle of Orinda:the empire would jump onto it with a couple dozens of interdictors,surround it with their dreadnaughts(which they inevitably will have more of) and pummel in into submission.
I never envisioned a change in Alliance Military Doctrine in favour of fleet battles. I see this ship being used primarily in the same way that the Subjugator was, specifically ambushing small battle groups and wiping them out wholesale, leaving no survivors. If I were to add Interdiction generators to the ship, they wouldn't be able to escape.
ThePazzanator Then you should probably stick something like a planetary ion canon or a canon from a subjugator plus some interdiction wells onto it instead some is its guns
A decent suggestion. I like the thought of incorporating a planetary ion cannon into the superstructure, maybe at the bow, like the Eclipse Superlaser. It would work better if it were ever to be involved in any fleet battles, such as Endor, as it is more precise than the Ion weapons from the Subjugator.
On your end question, the answer would likely be to have both ship types. A dedicated Carrier using the same tech as one of the MC-80 or Home One variants would carry even more immense numbers of fighters which could increase the effects on the battlefield. Whereas as ships like Home one offered a balance that definitely seemed right out of the Old Republic playbook. This would offer a high level of doctrinal flexibilty in how to handle battles and missions. The only additional type of ship built to similar scale to a MonCal I would add would be the Star Wars equivalent of a dedicated Battleship, sacrificing fighter cover for EXTREME long range fire bombardment capability. However, the RA wouldn't build such a ship as it flies in the face of their usual fighter-centric tactical doctrine.
Basically:
Carrier -
Shielding/Defense: 30% (you'd need the flight deck to survive)
Offense: 10%
Speed/manuverability: 20%
Fighter Amount: 40%
Battleship -
Shielding/Defense: 30%
Offense: 40% (optimized for long range bombardment and mid range fire-support)
Speed/manuverability: 25% (Guns don't matter if you can't bring them to bear)
Fighter Amount: 5%
Whereas, I thought the MC-80 variants were balanced across all 4 categories.
Excellent video, and I agree completely with your list. However, I believe that the DP20 Frigate at least deserves an honorable mention.
1:10 in the bottom of the picture, next to a Y-wing, you can see the Ghost from rebels
Hey, I love your vids man! Please keep up the good work!
Awesome Video. And they mention that you are running out of Factions. About that there are plenty of them:Yuuzhan Vong, Galactic Empire, Mandalorians (Old Republic is better), Sith Empire, New Republic (other designs than the Rebels though), maybe even Galactic Old Republic ships.
This is why the 5th fleet was so outstanding. They had a mixture of craft that all served a synergistic function. All of the groups had a Star Destroyer or MC90 as the heavy hitter, with some more dedicated carriers, fighter screening ships and anti capital smaller ships on top of there balanced fighter complement.
Thanks for the high amount of star wars armada pictures 😜
The Liberator carrier looks more lime a KILRATHI ship, especially in those colours!
Urban Fisho looks to me like a bigger broadside cruiser
@3:57 A Star Wars battlestar (top right). Nice. 😄😄 That's actually a really friggin cool looking design !
I would head more towards attack and fighters, honestly. But if it was early on in the Rebel Alliance, I'd choose speed and fighters.
Another great Video broski! Maybe a Top 5 Consortium ships?
40 fire power, 35 shields, 25 engines,0 fighters because it has a support fleet
*Gets Hired*
*Draws a modified Vemator with a lot more automation and more hangar space*
Boss: "What is this"
Me: "The High Ground"
Boss: "You're promoted"
The Mon Calamaris will forever be the best starships, period. :D
I 100% agree with you
Would have to know if that vessel would be intended to dominate the fleet or simply be added in for a specific role. Most rebel vessels were versatile and often fit their respective role nicely. I think since they didn't have a hard hitter, it would be fun to make one for them. Something around 45 in offense or even 50 while splitting the other categories between 55 or 50 would be interesting.
In all honesty the Liberator should be at the top of this list. Since he wanted to open up the SW Legends back. To be precise the New Republic and the Rebel Alliance both used the Liberator. Which as I point out from the Legends entry itself and yes he also referenced the D6 Star Wars Table Top Pencil and Paper(Not minatures) RPG. The Liberator was 1040 meters long. It carried 240 Heavy Turbo Lasers. 40 front, 40 rear, 80 port and 80 Starboard. It was also equipped with 200 Ion cannons. 40 forward and then 80 on both Port and Starboard sides. Plus 6 squadrons of fighters. Which he was correct in the amount of fighters it carried.,
Also as someone else pointed out why not use the Viscount-Class Star Defender? It's easily the equal to the Super Star Destroyer if not superior. An idea given credit because there were at least twenty years development between the time of the end of Galactic Civil War and the Yuuzen Vong Invasion.
*gets hired*
*draws the death star*
boss: what is that?
me: its what you wanted
boss: im promoting you
It would have been nice to see more laser blast from threes ships.
Love the use of screenshots from Rebellion
Hello! What about the most powerful ships of the Old Republic Era ?
I'm new to this channel. I LOVE THIS CHANNEL!
I really like the Liberator and that it is a small, well-shielded carrier that can bring in many fighters. I suspect if it is around 500 metres long, most of that would be hangar. That is what I would choose, with an emphasis on getting pilots in as many X and A wings as possible for a truly compact serving of chicanery. Back it up with B wings for bombing missions.
Course, this is hypothetical. I am for the Empire, and all rebels should be destroyed.
In a few weeks, my TIE pilot players will face one with accompanied by an assault frigate, that is investigating a wiped out wing of rebels fighters (courtesy of the players). Thanks for helping my game.
400 or 500 metres seems about right, yes.
Will there be a video about the Five Deadliest Galactic Empire Capital Ships? Looking forward to that! Also, I love your videos of Starships! I am a Navy fan, so I naturally just love different types of ships (in both ocean and space)!
If I recall correctly, the assault frigate mk2 had 50 weapon emplacements : 15 Turbolaser cannons, 15 Laser cannon and 20 quad laser cannon.
Happens to be my favourite rebel ship, a nice combination of a Carrack and Lancer.
versatility is a perfect word for the MC80. one the best tactics used by the alliance with it in a heads up battle with a star destroyer, was as the fight went on and one side of the moncal shields would deplete the ship captain would execute an axial roll to ensure those the same number of weapons came to bear and present the enemy with a fresh set of shields. while not having as many gun emplacements as a SD the mc80 had its guns more evenly spaced across the hull. so if 2 or 3 of them went up against a larger force the 3 ships could line up bow to stern and commit an Ackbar slash. dive in to the middle while performing an axial roll and shooting multiple targets at the same time. this also force enemy ships to inadvertently shoot each other if their shots missed.
Where can I find more info about remaining Seperatist people and equipment that ended up in the Rebel Alliance, like the droid control ships you mentioned?
1:03 picture, lower right corner:
Battlestar!
looks like one but it isn't.... it literally has no name that I know of
Oh and one more thing about the alliance naval doctrine. Their use of many smaller support and escort ships, although for much of the war a straight necessity rather than purposeful strategy, actually turned out to be a major factor in their many naval victories. When you look at imperial fleets at the time they focused almost all their resources into fleets of ISD’s in order to overwhelm enemy navies with sheer turbo laser firepower while almost all of their fighter screens were made up of tie wings.
The rebel alliance however, while almost always outnumbered in the capital ship department, had many smaller escort classes that all had either a mix of turbo lasers and smaller laser batteries or strictly smaller lasers and quad lasers that were effective in taking out fighters and bombers, while dealing minimal damage to larger warships. This allowed the rebel fleets great protection from attack craft especially bombers from being able to harm their cruisers and carriers, while their own fighters and bombers were able to lay down the hurt on the fleets of ISDs almost unmolested. To a rebel bomber pilot an ISD is basically a giant slow moving target with lasers too large and slow to provide any real threat.
The rebels even took this to a new level as the war progressed when you look at a lot of the newer purpose built warships or retrofits of older ships for war, such as the modified cr90s that had a sleeker profile especially around the engine block, better shields and armour, and more than double the firepower added with more double and quad lasers added to the standard duo of turbo lasers making them even better anti fighter corvettes.
I think that maybe the rebels get too much credit when looking at their military doctrines. Like I said before, having such diverse fleets with such great escort ships wasn’t planned from the beginning it was a happy accident formed out of the necessity of taking any ships they could get their hands on. They just lucked out, especially when looking at how poor the imperial naval doctrine really was.
Mon Cala Shielding: Always Amazing
IMHO,rebels lacked several ships that could prove useful.
1)Def/atk22.5,speed 40,fighters5. A heavy gunship used for coordinating rebel starfighters during their hit-and-hype attacks and provide the heavy punch against large targets:something like a Majestic-class cruiser. A ship 200-700 meters long that would be able to keep up with the fighters(at least 80 mglt) and provide them with heavy support. All of its weapons would be forward-fixed and close/medium range,because it would attack in strafing runs. Some missiles that could be fired in a single volley to deliver alpha-strikes,and the rest would be spread evenly between turbolasers and ion cannons so it could both disable and destroy ships after the shields are down. The defence would consist of moncal-grade sheilds and minimum amount of armor to make the gunship light and nimble,and shields would have plenty of power that the weapons won't use because it will be primarily used in the hit-and run attacks. The starfighter capability will limited to a couple of docking clamps that would be used to evacuate damaged starfighters. Also,a class-1 hyperdrive and an extremely sophisticated ecm/sensor/comms package so the ship would serve as a makeshift hq to coordinate fighters during the raids,provide them with a long-range sensors to be aware of ships incoming to intercept the raid and the ecm to jam the targeting systems of the enemy escorts. Point-defence is optional.
2)No point allocation,but the concept:an mc80 with the reactor from the ISD and a forward-fixed v150 planetary ion cannon. On hoth base was powered by the reactor from the praetor battlecruiser,and the cannon could fire every 3 seconds. The isd had around 16 times less mass,and if we think that not than the half of the base power was diverted to the shields it would mean that this ship could fire its ion cannon every 15-25 seconds. ISD takes 3 shots to get disabled,so every 1-1.5 minutes this ship would knock a star destroyer out of a battle. Installation of the large amount of condensators will allow in to fire in volleys,which would give the ship larger tactical capabilities. One or two of these ships would allow rebels to engage an imperial fleets of pretty much any size.
what if the imperials bring a praetor class battlecruiser and several ISDs?
and concentrate full firepower on the shields?
I heard somewhere else that the "home 1" was not a proper ship as such. It was originally a vertical skyscraper type building. They just put engines and stuff on it to convert it to a ship after their planet had been attacked, or something. So the "home 1" name was literal.
Defense:30
Offense:25
Mobility:15
Fighters:30
i dont think that i can use your hundred point system, but i think that any decent capitol ship (particularly as a flagship) must have good defensive powers (particularly in shields), good point-defense, and an emphasis on very long range weaponry. This means that your main damage dealer can remain relatively safe throughout the entire battle, while also providing enough cover for support ships. In addition if you moved a bit further than necessary inside your own firing range, you would not need a great deal of speed to attack retreating enemies (if you so choose) and would allow the capitol ships who are generally the most important single vessels in combat and also usually the most expensive and difficult to produce to begin to retreat early and still cover the rest of your fleet as they fall back in the event of a defeat.
Have you played the Star Wars: Rebellion?
It is an old strategy game, which has most of those ships. However, the Calamari cruisers have relative weak shields, but they are easy to repair after the battle. Their point is to absorb damage to protect your carriers and frigates.
Maybe you could make a top 5 blasters for each faction
I would divide it. 40% shielding,30% weapons ,10% for the carrier ,20% the engines and others since most battles were carried out in space and the rebels tactics were hit and run
That MC-30C Mon Calamari frigate kinda reminds me of the CIS Recusant-class light destroyer.
Hello I have a question. Now I haven't read that many Star Wars books or comic not like my brother but I do love and and I know little bits here and there. But I don't know everything and I've always wondered. How did the Mon Calamari able to build their ships without the Empire crashing down on them?
Hello There.
MLH DankMemes General Kenobi! You are a brave one!
Hey, Ready?
A settlement needs you help, I'll mark it on you hyperspace charts!
HeLiO tHeRe
Jean-Luc Martel fallout reference huh?
7:28 my ship is a carrier/ frontline assault ship it wood have 300 turbo lasers 50 ion cannons and 5 hangers! It's called the ishi tib cruiser!
Oh, this is fun!!
As I understand it, the Empire's star destroyers were generaly badly equipped to handle fighters and relied on TIE's to defend them.
With that in mind I would focus on large compliments of strong fighters, strong point defence, heavy shielding and as much speed as possible. If i have points over for a strong hull, i would put some there too. This I think would make it possible to overwhelm star destroyers and take out their TIE's quickly. The fighters and bombers are the real firepower here.
Any thoughts?
nice job playing home - resonance when showing the home one lol
My ship is a frigate
Shielding/ Defense: 40%
Firepower / offensive capabilities: 30%
Speed / Manueverability: 25%
Fighter support: 5%
It has Mon Calamari shielding
Could you make a Video about the Liberator pleas
Alot of your old vids are being reccomended. Not complaining tho
@1:01 Nova Courier!!! Please tell me its canonized in the show or something!
@ 0:59 is that a Battlestar in the bottom right corner?
Nice list and to be honest the only other ship i would put on the list is the DP20 corvette but it might not fit the criteria of the list which in my opinion only allows for 9 ships classes at most. I also didnt realize the Liberator-class cruiser was a ship class it managed to fall under the radar. As for your question my ship would be the Nebula class Star Destroyer or maybe the Republic Class Star Destroyer.
Fun Fact: The reason Home One had such a large starfighter complement was because it was originally a cruise ship. They added armor over the windows, added shields, and Armaments to it to make it so deadly.
Great vid
Might be cheating here but
75: defense
25: fighter support
But there would be docks to attach other capital ships to it and the strong shield would cover them too
Joseph Stalin clever. :3
I see. But you might want some back-up weapons if no other capitol ships were attached
And should be made out of Stalinium
Star Wars star destroyer II vs Stargate Ori warship for who would win
how about Vs the MkII Arwing from assault
wait that was the MkIII. Paired with the great fox MkIII from the same game
Wasn’t the Home One capable of dividing in to three separate modules. Also I thought that the Assault Frigate M1 was still preferred over the M2 due to the latter ship developing certain faults.
40 points to speed, for quick attacks and control. 30 to guns for fire power added to a fast ship, 25 to shields to make it last and 5 for a small fighter escort, relying on corvettes and other smaller craft to support it.
If I'm to design the newest alliance capital ship, I would want something easy to make, use, and apply to most roles. I would design a kind of frigate, Ideally a modular one that can be customized fairly easily.
100 points
30 to speed
20 to weapons
25 to defenses
25 to carrying capacity
I just realized that the Dauntless-class ship is similar to the early Escort-Carriers operated by the US and Royal Navies in the early part of world war 2 since the Dauntless was built on the hull of a luxury liner while the Escort Carriers were built on the hulls of unfinished Merchant Ships.
I love the home one myself.
It was so different from the other ship I seen
How in the world did you miss adding the Mark One Starhawk to this list??
So this is all just EU? Got it. Too bad really, could have added a few more cool ships!
Great! Looking forward to it.
Starhawk is a New Republic Capital ship.
I like dedicated carriers. Hanger bays take up a lot of space that could be used for more guns, power generators, shield generators, etc. Also the dedicated carriers can hang back away from the battle area. By not being directly in the battle you can skimp on shielding and they can get away with only having a point defense system.
Were I tasked to design a ship for the Alliance, I would create a Frigate. Specifically a fast support frigate that can hit at long range. Picture a Marauder corvette, but a bit larger, quicker, with stronger shields, a further striking range, and a small-ish hanger to house a starfighter squadron or two underneath. Instead of turbolasers and diamond boron missiles, it would use ion cannons and anti-starfighter batteries. I would I would call it, the "Support-class medium frigate". Frigates are generally small -- 200-400m -- but I consider that a good thing. A large ship would make it too high profile. Plus, its ion cannons could weaken and or disable ships at great ranges.
I guess since the rebels operate so many different ships and specs and usually move in together as fleet, the speed should be all similar. Otherwise a slow ship will just make the whole fleet slow.
As for the other stats, depends on the function of each ships. Strong shield/hull with strong offense ships should move at the outer formation of the fleet. Whereas ships with extremely lots of fighter supports can sacrifice it’s shield by moving at the center of the fleet and use those fighters as offense/defense purposes
I mean, you need to allocate approximately 30 points for shields and 25 for weapons to match any imperials that close ranks another 20 to mobility and 25 to fighter support. Being that it is the rebels the fighters boost the effective firepower and shielding ability by acting as a defensive screen and offensive wing. The only problem is if you come across a lancer frigate then the offensive capability of the main cruiser come into effect. It’ll never out shoot a ISD on its own but it’s not meant to. The additional bonus is the variability built into the design allowing for hit and run tactics without bringing the ship into the system on the initial attack but rather keeping it as a surprise if an ISD or similar shows up giving time to escape
Good vid
😃😃😃😃
3:53 sorry to ask, but what are all the other ships there? I just want to know.
I really think that the mc80’s were a huge reason for the rebel alliances success throughout their various naval victories. When looking at the true capital ships on both sides of the war speed and maneuverability were not very important so I’ll get that out of the way.
As far as the offensive, defensive, and carrying capacity go (as eckhart says) the mc80 classes make for much more effective ships than their imperial ISD counterparts. Much better shielding and stronger hulls is in my opinion the biggest advantage over the ISD. Their firepower however, while lighter than the imperials star destroyers, had much better coverage and firing arcs basically able to lay down significant firepower in 360’, while also having somewhat of a point defense system of normal lasers and concussion middle batteries for bomber defense which the ISD completely lacked. And finally carrying capacity. Not only did the mc80 variations house larger numbers of attack craft (fighters, interceptors, and bombers) but it’s a well known fact that the quality of rebel fighters far surpassed the average imperial counterparts as the empire took a quantity over quality policy which the alliance completely went with the opposite. Whether that was out of military strategy or necessity due to lack of trained pilots is anyone’s guess but the fact remains it was instrumental in their eventual success in the war.
Long story short the mc80 class was of tremendous importance to the alliance naval power and without them, or a class of warship with different statistics and layout the war could’ve went very differently and in almost every variation, a negative way.
What about the MC75 Cruiser like the "Profundity" in Rogue One?
Now, as lead ship build er for the Alliance, my ship (the MC 130 Valiance) would capitalize on the superior fighters and bombers of the rebel alliance. The ship would possess very powerful shields and extensive hangars, so I'd opt for 35/15/10/40 approach. Speed would not matter much as fighters are very fast, same goes for firepower. Defense should be really strong to buy the fighters time to do their job. The Valiance would also employ tracking jammers that affected enemy laser turrets as to make the jammed ship more vulnerable to fighters. The MC 130 also carries a very good hyperdrive.
I will have a 12km dreadnought with (Yamato 2199)two wave motion guns in the front and 5 kyber crystal powered quadruple laser turrets(like VERY scaled down death star one) as the main damage dealing armaments(3 front 2 back) as it is designed to have long range gun duels instead of CQC. In case of CQC, there will be a LOT of triple heavy turbolaser turrets(main battery of space battleship Yamato 2202) as secondary armament.
Also there are smaller triple DP turbolaser turrets (like 127/38 gun on US ships during WWII) and HUGE amounts of light laser cannons and Gatling laser batteries (40mm bofors and 20mm oerlikon respectively) against fighters, with central firing computer calculations they are expected to shred 500 TIEs in 5 seconds. Standard mon calamari shielding will be used but important places like main gun batteries, reactor core areas,conning towers and engines are reinforced with 6x shielding power(~ the eclipse) and thickened durasteel armour plates. Capacity of 120 fighters will be expected since this ship will go in a fleet. For such power requirements, reactor cores with 1/2 death star powers will be installed to fulfill the requirement. This ship is not speedy but it is faster then the executor.
If I was to design a capital ship, my inclination would be to do a heavy hitter. Obviously I would be given a directive like, "Hey, we need to solve this problem that keeps occurring, what can you cook up for us?"
But considering I have free reign, here is how I would allocate it:
Defense: 25
Firepower: 45
Maneuverability: 15
Fighter Support: 15
The vessel would have to be a heavy hitter, with enough firepower to go toe-to-toe with ISD's and other sizeable foes, with enough armor and shielding to allow it to go in a fun slugfest. Speed won't matter in these types of fights, so long as I got an equal amount of weaponry on both the Bow, Port and Starboard sides so it can be a spearhead of the fleet.
It would have just enough room to carry some heavy support fighter craft, like heavy bombers or advanced interceptors, depending on the mission parameters. So long as you have enough support craft to cover it's flanks, this baby could handle the heavy-hitting aspects of a fight.
Just a fun thought.
What is the fighter that’s flying behind the millennium falcon kind of looks like a flying wing
I'm surprised you didnt mention the MC80B. Mon Remonda traded blows with Iron Fist (SSD) and destroyed a incomplete Razors Kiss (SSD).
I always favored a more Battleship type warship however the other two categories could not be ignored
40 to Weapons
40 to Shields
10 To Star Fighters
10 To Engines
Ironically my favorite ships used by the Rebel Alliance were separatists vessels and IMO the best ships they had. The Lucrehulk Class Battleship Fortressa and the Providence Class Carrier Rebel One
If I had to build one, I would say something like this:
20 shields
45 firepower
35 speed
0 fighters
The goal would be for it to have as much, or even more anti-capital firepower than an Imperial star destroyer, with much better speed. It would be able to achieve this by using very few anti-fighter weapons, accepting an only marginal shield and completely forgoing a fighter bay. it's main function would be to operate as the centerpiece of a star destroyer hunting fleet (potentially working in pairs). It would rely on smaller escort ships, and their associated fighter wings, to screen it from fighters, while it used speed to dictate the fight and used its its heavy weapons to tear apart more rounded Imperial star destroyers.
I made this because it fits my style of combat, but maby most of the rebel alliance ships might be like this....
Cap ship is a hit and run cruiser. 70 pts focused on firepower and manuvering. 30 pts for
def and a small fighter escort. Ship is designed for brief contact with turbolasers.
Favorite tactic is the point blank missile attack from the sides or rear, but long range
fights are what it's turbolasers are designed for.
Firepower 40
- Ok front arc firepower, but light on sides and rear 15
- Large array of forward firing heavy rocket / torpedo tubes 25
Def 20
- Avg cap shields 15
- light armor 5
manuver 30
- speedy and manuverable
carrier sppt 10
- small fighter complement mostly space superority fighters
Eckarts Ladder, I think you forgot a very powerful ship that you should add. It was only used once, because it was that powerful. The rebels used the power of the GONK droid, which has over 65 quadruple turbo laser batteries.
Could you do a empire top 5
I would go for a fast attack craft. Designed to go in attack vital ship sub systems then withdraw to a safe distance. The captain would then assess the situation. If the battle was going well another attack run would be made. An attack run would also be made if the damage caused was significant and the captain believed another run had a chance to disable the enemy ship. If the battle was going badly or the enemy ship had suffered minimal damage then the Captain would retreat from the battle to fight another day.
As such I would allocate the points as follows.
Hangar: 5
Offence: 25
Defence: 25
Speed: 45
The hangar space would be useful as a small complement of fighters and/or bombers could help protect the ship and/or assist in targeting the subsystems on enemy capital ships. Naturally there would need to be decent offensive capabilities, probably in the form of fewer more powerful weapons to cause more damage during the shorter engagement period the tactics create. In the same way these ships would have to be able to take some heavy hits as the charge towards the enemy and in their withdrawal. Not as much as ships that are expected to stay in the combat zone for a long period but these ships will still have to take some direct and heavy hits. Finally Speed would be prioritised. This ship would have to be able to move very quickly and have high manoeuvrability. I would even go so far as to have back up propulsion systems and give the engines a high level of protection. If the engines were to be taken out the ship would be very weak so speed is armour but I would armour my speed.
I would allocate offensive weapons towards the front of a ship as well as armor to the sides and front, and decent shielding to boot. I'd have a rear and side hangar bay placement for the fighters but I would likely not focus too much on fighters but if I had them they would be at the back to be out of the line of fire. Engines also not too much but enough to at least maneuver well.
So to put in numbers:
Weapons: 30
Armor: 20
Shields: 20
Engines: 15
Fighters: 15