Echarts ladder: we have scarcity so we can’t have more fighters also Echarts ladder: lets have 50 of each major ship type and throw in a couple of dreadnots too.
So, when this video first came out, I immediately began to design my own fleet. However, I quickly decided that my "perfect" fleet couldn't be made with the ships in the Star Wars universe alone. So, I began modifying some ships to better fit my liking, and I soon began designing my own ships from the ground up. This kept going and is still growing to this day. It has now gone from a few pictures with some notes written under them to a word document of some 3000 words worth of fluff and background info. Along with a fairly detailed digital drawings of the entire army and navy buildup all the way from the scout droid to the dreadnought. The thing is... It kind of developed far enough into homemade territory to no longer be Star Wars, so I just figured "why not make it my own thing". Which is why I, as of three weeks ago, began writing my newest project with the working title "The Exiled", a sci fi adventure with my navy at its core. I just wanted to put this out here to show that your videos are not only incredibly entertaining, but also capable of inspiring people. I hope this project turns into something worth showing off and if it does then I'll be sure to mention how you got the ball rolling.
I've been doing something similar, naming the ships I draw and giving them backstories and explanations of how they work. Not hard scifi, that's no fun, but well thought out scifi. Actually thinking out how my ships work has caused me to come to a realization as well: There are not enough heat radiators in scifi. Even the so-called "hard" scifi expanse is sorely lacking in them. I don't care that much about realism, but damm can they look cool.
@@NinjaStar-kl2tx HOW DARE YOU!!! Wait Do you Even Know Who Thrawn is? If You don't then You Should know that Thrawn is a Genius and Also called the Greatest Tactitian In Star wars.
1 lucrehullk is way better than 1 Venator. I think 2-3 venators per lucrehulk is fair, especially the lucrehulks that were actually outfitted for war, not the ones from ep 1.
Price tag kind of depends on when you're buying them. Clone Wars era? Yeah, they're gonna be pricey. Post Endor in the SWEU? Can probably get them for cheap and then retrofit. Think of all the fighters you could hold in those hangars and all the guns you mount on their hull :D
My perfect Star Wars fleet; Starfighters: -Multirole Fighter: X-Wing Starfighters -Interceptor: Droid Tri-Fighter, armed with buzz droid delivery missiles -Bomber: Hyena-class Droid Bomber, upgraded with starfighter-grade shielding -Heavy Bomber: K-Wing Assault Starfighter -Dropship: LAAT/i and LAAT/c, upgraded with starfighter-grade shielding Starships: -Corvette: Raider-class Corvettes as special mission platforms, Crusader-class Corvettes as supplementary defensive escorts. -Frigate: Hammerhead-class Frigates as well-rounded workhorse vessel, Lancer-class frigates as primary anti-fighter escorts. -Carrier: Venator-class Star Destroyer as the main carrier in mobile fleets, with Lucrehulk-class Battleships anchoring planetary invasion or defense actions. -Interdictor: Interdictor-class Cruiser (Sith Empire era, same size as an Imperial Immobilizer but much better armed and armored). -Destroyer: Dreadnought-class Heavy Cruiser outfitted primarily with heavy turbolaser and ion cannons. -Cruiser: MC80 Liberty-type Star Cruiser -Battleship: Allegiance-class Star Destroyer, situationally supplemented by Subjugator-class Heavy Cruisers -Dreadnought: Assertor-class Star Dreadnought -Superweapon: World Devastator, used to strip enemy or uninhabited worlds for the resources to build up the fleet. Fleet Composition: -Patrol Fleets: A fleet designed to patrol allied territory, taking care of light threats like pirates while monitoring for any serious enemy activity; A small group of Hammerhead-class Frigates and Crusader-class Corvettes supported by two or three Lancer-class Frigates and Dreadnought-class Heavy Cruisers. -Response Fleets: A fleet designed to respond quickly to enemy incursions and carry enough firepower to tear through small fleets of enemy capital ships; One Allegiance-class Star Destroyer, one Interdictor-class Cruiser, one Venator-class Star Destroyer and a handful of MC80 Liberty-type Star Cruisers, each with a small support fleet of Crusader-class Corvettes, Lancer-class Frigates and Dreadnought-class Heavy cruisers. -Defense Fleets: A fleet designed to sit over an allied capital world for the purpose of providing a powerful defensive blockade; At least one Assertor-class Star Dreadnought, one or more Lucrehulk-class Battleships, multiple Allegiance-class Star Destroyers, Subjugator-class Heavy Cruisers and Interdictor-class Cruisers, supported by numerous MC80 Liberty-type Star Cruisers and large support fleets of Crusader-class Corvettes, Hammerhead-class Frigates, Lancer-class Frigates and Dreadnought-class Heavy Cruisers.
Not bad for a fleet as for my fleet it would be 40 CR90 Corvettes 35 nebulon b class frigates 29 Venator class carriers 1 sovereign class starship Enterprise from star trek with 11 constitutions, 11 excelsiors, 12 intrepids, six to five what was it what was it oh yes of course nebula class starships starfighters will be 50 x-wings 35 y-wings 30 viper Mark ones and 1 arwing. My command ship of course would be the 1978 Battlestar Galactica my fleet would be 267 star ships in my fleet. If you want me to add anymore into my fleet ask
My experience in Stellaris tells me this fleet needs a dedicated long range artillery ship. Decimate you enemys before they are close enough to shoot you
You mean something like the broadside cruiser or the marauder cruiser from Empire at War? They were excellent at besieging enemy space stations and annihilating masses of bombers before they could reach your capital ships
Irish Nationalist There are ships that can act as artillery though. Marauder cruisers and Broadside cruisers were specifically designed for staying outside of the battle and launching powerful missile salvos. The Eclipse and the Sovereign were siege machines that could snipe enemies with their superlasers. Star Destroyers could act as long range artillery ships with their powerful guns.
I played Stellaris with an Empire ship mod and I used Conqueror ISDs (Basically Imperial 2s with a mini death star laser). They are great for shooting from the back of the fleet. They are somewhat glasscannons though.
@@karlbjerke133 my fleet would be one Odyssey class explorer USS Enterprise (NCC-1701-F) my flagship, probably five sovereign class starships, 8 Galaxy class starships, 12 Akira class starships, one Prometheus class USS Voyager (NCC-74656-A), the other starships would be just prototypes, a century class explorer the USS Hood (NCC-1703-E), including ships from the mothball fleet say 40 constitution class starships, 30 excelsior class starships, 25 Federation class dreadnoughts plus some ships from the Miranda class last but not least a full-blown Armada of inquiry class starships and yes they are star trek ships
Episode 6 certainly broke the lore when it came to big ships. When any small vehicle can just crash into a massive ship and destroy it, why build big ships?
Lucrehulk is a wonky stand-in for a battleship and more of a station than a ship. They're amazing at blockades because shooting at them is like trying to destroy a big asteroid, but they don't have the best weapon placement and the fighters are more short ranged. I do agree that it could be added but only in defensive positions
yeah, lucrehulks are a good addition but you can only really have a few because of how big they are and how many starfighters it takes to fully arm one. if you do get the full 1,500 starfighters equipped, then it can act like a big flyswatter and smack the enemy's smaller ships and fighters out of the sky
Colin Thorneycroft The Lerhulks from the phantom menace weren't very good, however during the clone wars they were augmented with better shields and better/ more guns, obviously I would be using the clone wars era lucerhulk and not the phantom menace one that got taken out by a handfull mediocre pilots
they're still not fully built warships, however, as their original design was to lug cargo around. i'm just saying they're big and inflexible, so having a lot of them would cripple the fleet
I think you're writing off the generalist type shops off. They are the backbone of a fleet. They can do most roles well. They also synergize well with specialists, often fixing the specialist weaknesses, while also amplifying the specialist strengths. You may at times find that you do not have your whole fleet to synergize with, whether because a lot of your fleet was unfortunately destroyed, or because you can only bring so many ships, so generalists are useful to have around. Specialists can start getting pricey, especially because they need the whole to work together.
RebelBeamMaster X84 A lime of venators, in my opinion, should form a good front for these specialized ships. The hulls could serve to protect the lighter craft if they’re retreating from a skirmish, while the turbolasers could pinpoint the enemy weaker ships and drag down heavier warships.
Agreed and he left some damn good ships out like the Corellian Gunship and the Lancer Class Frigate. They are technically Frigates but serve his Corvette role, as in being a good anti-starfighter ship. Which is the weird thing for me, why swap out the Weapons and rebuild the CR90 when you can have the Corellian Gunship factory made like that? I think he's a bit hung up on class definitions on that. Now in X-Wing Alliance I have fought against Lancers, and they are some of the most deadly ships to fight against in a Starfighter, quite well shielded, shield gens are well protected and lots and lots of laser cannons. Attacking a lancer or a Corellian gunship in a B-Wing is tough, in Y-Wing it's hard, but in a Tie, now that's suicide. Using the Corvette in the Fighter defense role is not using it's strengths compared to the Gunship, namely that it is fast and can transport troops or cargo, so a Corvette is perfect in the role as a fast raider. Combine it with a Gunship which is actually smaller (120m to 150m) than the Corvette, and you have a great fighter defense, can drop off troops fast, attack and sabotage an installation, get out. starwars.wikia.com/wiki/DP20_frigate For pure Fighting the Correlian Gunship is superior as it is focused on that. And the lancer has a much smaller dead spot in the rear firing arc, in a Starfighter that thing is an absolute bitch to kill. starwars.wikia.com/wiki/Lancer-class_frigate/Legends I mean, if I could I would use both, the Lancer is better at killing starfighters, has better shields and a better firing arc. However it is much slower than the Corellian Gunship, and unlike the gunship has no capital grade weapons aka turbolasers. So the Gunship is a more generalist build. I would use the Lancers as the inner layer of anti-starfighter defense, close to the big capital ships, and the Corellian Gunship as the middle layer, because they are fast enough to deploy to hotspots and attack directions, they should weaken them and the Lancer mop up close in. The outermost layer of defense are the starfighters of course. And the Carrack Cruiser is actually a patrol ship, that is for the control of systems. So in essence it does fulfill the cruiser role, which for the most time in real history, was more a mission description than a ship type discription, some kind of standardization only set in with WW1. And the Carrack Cruiser reflects that. ;) Another problem of his fleet buildup is that it is too focused on pitched naval battles. This Fleet would work will in a fleet engagement where all ships work together, a bit like the Battle of Jutland or Leyte Gulf. However it's key weakness is that Eckhart seemingly forgot that one of the tasks of a Navy is to protect the lines of communication and transport in a war and that the role of a cruiser was also to attack those. And in Star Wars, the Rebel Fighters were also instrumental in that war on trade. Which is why types like the Nebulon B exist or you could have ships like the Assault Frigate or Dreadnaughts. They are there to protect convoys or patrol against marauders. And if you use not just fighters but also Corvettes and other fast ships, you need some generalist builds like the Nebulon B or the Nebulon B2, which can transport some fighters, and can also fight fighters and ships of smaller and similar size. So I think Eckhart's perfect fleet is closer to a perfect battle fleet than a perfect overall fleet. And it also has one other key weakness, in that if a smart enemy susses out the weaknesses, he can for example target some of his smaller specialist ships first and then take out the capital ships first and then attack his big ships with small craft.
I have come up with a list of my idea star fleet. It seems a bit of over kill but warranted. Command Ships: 1 Criterion Star Destroyer-Central / Fleet Command Ship MC95 Aether-Class Battle Carrier - Primary Command Ship MC75 - Profundity- Post-Secondary Command Ship Fleet Command: 10 DANJI Star Destroyers 15 Terminus-Class Destroyers 20 Quasar Fire Class Carriers 20 Impellor-Class Fleet Carriers 40 Altor-Class Replenishment Ships 17 Bellator Class Star Destroyers 10 Nebulon-K Frigates 15 Harrower Class Sith Dreadnoughts 20 Mark I Assault Frigates 20 Mark II Assault Frigates 25 Nebulon B Frigates 3 Imperial II Class Star Destroyers 10 SFS Imperial Interdictor Cruisers Squadron Command: 7 Squadrons of X-T71 Wings Fighters 5 Squadrons Droid Heavy Bombers 5 Squadrons Droid Gun Ships 8 Squadrons of Droid Tri-Fighters 20 Legions of DANJI Star Fighters 10 Legions of Sith Mark VI Supremacy-Class Fighters 10 Legions of Sith Fury-Class Interceptor Fighters 10 Legions of Sith B-28 Extinction Class Bombers 30 Legions of Chiss Empire Fighters
I actually like the idea of Vulture droids over X-wings for this fleet. Since you've decided on a less carrier focused strategy, the vulture droid's ability to be stored externally means that you could do away with carriers entirely and use the eclipse's sleek sexy hull to store all your fighter craft. Reserving the more limited internal hangar space for bombers and other support craft. This also means you can get WAY more fighters. Each Quazar class only has a compliment of 48 starfighters. So instead of lackluster carrier and less than 50 x-wings. I'd use that money to buy almost 500 vulture droids that can all be launched simultaneously from the surface of any of my capital ships, reducing deployment time and vastly increasing overall screening potential. Especially when considering the Vulture droid's apt missile compliment.
My fleet will be venator's,acclamators,arquitens,cr19s,old republic hammerheads,foray blockade runner's, and finally 1million republic dreadnought cruisers
@@DiegoMartinez-Legolu1vs my fleet would be one Odyssey class explorer USS Enterprise (NCC-1701-F) my flagship, probably five sovereign class starships, 8 Galaxy class starships, 12 Akira class starships, one Prometheus class USS Voyager (NCC-74656-A), the other starships would be just prototypes, a century class explorer the USS Hood (NCC-1703-E), including ships from the mothball fleet say 40 constitution class starships, 30 excelsior class starships, 25 Federation class dreadnoughts plus some ships from the Miranda class last but not least a full-blown Armada of inquiry class starships and yes they are star trek ships
Lucrehulk's, Lucrehulk's all the way. Assaulting something? Slap a few thousand long range artillery droids to the hull and concentrate all power to shields. Droid starfighers are crap in my oppion, mainly because of their flight capability of a dismal 30 mins...so lets cover them in explosives and Omega protocol anything. I like the Lucrehulk, she just gives so manny options, peacetime? She is a cargo ship now. War? What do you need? Supply ship, pocket star destroyer, long range radar outfit, Blocade vessel, and the escape command center.
the lucrehulk is less a slow battle ship and more a highly mobile battle station, it is even arguable to state it is the precursor to the death star, considering the death star was originally designed by the CIS
But Lucrehulk isnt exactly the best ship for chasing someone though. No offense but have you seen how big she is ? In all honesty as the guy above me have said she is more of a mobile station.
As carrier, I choose Lucrehulk class droid carriers as well, and swarm the sky with cheap air defense role droidfighters to protect the core of the fleet.
Gregory Lumban-Gaol The droid fighters will not go away from the capital shipsthey appointed to defend. If the CR90s and the other AA ships want to rape them, they have to get really close of the BIG guns of the star destroyers. Maybe some of the droid fighters following the assault fiĝters and bombers, but most of them will stay close to the expensive capital ships.
bandiras2 Those droid fighters are gonna have to do something when a Dreadnought escorted by Lancers, Tartans, and CR-90s bombard the shit out of the Lucerhulk.
+EckhartsLadder, *My Ideal Fleet* First of all, I'd like to set the parameters of the scenario, to address the challenge set to explain my personal favourite fleet. Using a logical system to fairly compare things, would make more sense than randomly choosing ship classes with no rules on their numbers and arrangements. I'll deal with that issue as I explain what my perfect fleet would be. - Now, just to begin with, I must say that there are some missing categories in your category list. I would also prefer to expand upon some categories because the subcategories/variants within can be quite unique in form and function. - Secondly, I would strongly suggest that the perfect fleet would perform best, usually, in a defensive role. In military history, in wars of attrition or battles and campaigns contested between two well versed and smart leaders (the latter being a rarer situation, as usually one side has a clearer leadership advantage especially on a tactical level, where individual leadership skills and merits are vital, just as strategic genius on the grander scale is also important when seen in certain individuals) it can often come down to the environment fought in, the one who is defending instead of attacking, or ultimately the luck of the critical hour and turning point in the battle/even war. Luck does have its part. It would be luckier, in my opinion, to generally have to be the one on the defensive. In military terms, the defender can often (though certainly not always) decide an array of things to swing the battle/war in their favour. To be attacked, is to imply the aggressor either has (usually) some momentum and impetus to dare to attack in the first place - or, in the case of the Rebel Alliance and Resistance in Star Wars, attacking can be hit and run affairs turning that norm on its head. Usually, the Galactic Empire or First Order would be on the offensive, with their own agendas to fulfil. Whereas, during the Clone Wars, the Republic and Separatists attacked each other often equally confidently and aggressively, in a war of attrition that swung either way for a long time, until, it didn't. Point being, that, I would much prefer to *command a fleet in a defensive formation* that have to try an offensive formation, in the offensive role. The defensive role is generally the most conducive to success, even over greater odds. Of course, that is not the course if the forces you have to defend with, are very substandard or relatively weak. However, suffice it to say that a good defender is always good on the counterattack. - Thirdly; in this perfect fleet scenario, I would like to begin with defence, and if successful under any pressure, I'd then condone a counterattack. While the defender is usually the one with less hard work to do to overcome fixed defensive positions, unlike the unfortunate attackers, the truth of the matter, is that depending on momentum and leadership skill, a counterattack/counteroffensive would amount to and become the best form of defence; sometimes (though not always) the best defence, being a good offence. This ability to move from a strong defence to a similarly successful counteroffensive, is vital and also encourages the selection of certain ship classes that would make the engagement ideal in hopefully as many scenarios as is possible. - Fourthly, there should be specific rules governing the way the ''perfect fleet'' is to be tested. I shall suggest this approach; . Each test and *Fleet Battle will occur over 1 system and 1 system alone* which of course would make the selection of the system/planet in question, very important. As the defender, I would prefer either a planet which is very large and has a lot of resources to help sustain the fleet, or planet of any size (preferably quite a big planet) which is *totally barren and hostile to life outside of key strongholds and designated bases of operations* for the purposes of being a deliberate hazard to enemy forces crashing on the planet potentially. This may seem cruel, but it would amplify the casualty rate of the enemy. If dug into a strong defensive position holding a key system, the defenders would be far more familiar and far more able to save their downed crews and troopers, if necessary. The confusion on the enemy side would be greater and more losses would occur due to this. . There should be a clear, *maximum number of ships* and ships-of-class specifically, in a specific arrangement. This shall be explained later. This goes for the attacker as well. However, as the defender, the real test would be to see if the ''perfect fleet'' in a defensive formation, would be able to repel a larger fleet (much larger fleet) using smart defensive tactics and clever positioning, while also being able to rout the attacking fleet from out of the defensive positions. That would be as impressive a victory, if not more impressive, as a smaller fleet attacking and defeating a larger defensive fleet. In war, the *key advantages of defence* are; the ability to most often chose the battlefield and prepare the location for attack, the ability to use far fewer units to defend key locations and bottlenecks against even huge enemy forces, the ability to more quickly redirect reserve forces to sure up faltering sectors of the battlefield, the established home field advantage and dug in nature of the defender meaning each unit is harder to bring down (usually) while devoted to that duty, the quicker chain of command and logistical support, the strain of logistics on the attacker meaning no matter how much bigger the attacker's supply lines are in length and number, that this will be very expensive for the attacker and provide a serious setback strategically, and the overall ability to let the enemy vent their momentum in their attacks, while carefully planning a strong counterattack. The risk of becoming demoralised by heavy casualties due to the role of the attacker being more dangerous usually, is another defensive advantage. On the down side, the *key disadvantages of defence* are; the risk of becoming too complacent, the initiative most often being stronger in the hands of the attacker (as the attackers are by definition forced to be more proactive in order to win - and sometimes more desperate and eager to do bold things), the risk of becoming trapped in an encirclement and allowing the attacker to call the shots, the risk of running out of supplies (in spite of superior defensive logistics with that home field advantage meaning the supplies are right there on your system as you defend it, the attacker can counteract that advantage by bringing in more resources from the wider galaxy - meaning the battle of attrition is a race against the clock too, for both the defender and the attacker in different ways), the risk of your planet-side bases and installations being bombarded from orbit should the space battle go badly for the defender, and also there is the risk of becoming demoralised by dwindling supplies should the battle extend long enough to nearly exhaust all of them. . There should be a clear decision made on which character leads both the defending and attacking fleet. I choose *Grand Admiral Thrawn* for my perflect fleet. Note, it must be assumed that, as this is a cross-era scenario, that Thrawn and any other character chosen to lead, is familiar with every single ship class and how to make good/or potentially great use of them. *NOW* with that established, I'll set my rules for maximum fleet numbers. In war, the general rule is that the attacking force should at least try to rally an assault force which outnumbers the defender around 5:1 to begin to be confident of victory, even using average leadership and assault forces. Therefore, in my scenario, my perfect fleet should be outnumbered 5 to 1 to make the case for why the perfect fleet of mine, is worth a damn. *MY SHIP CLASS CATEGORIES* - *Starfighter* : to be divided into 4 subcategories; standard fighter, elite fighter, strike bomber and interceptor fighter. - *Shuttle* : to be divided into 4 subcategories; light shuttle, cargo shuttle, heavy shuttle and personal transport shuttle. - *Corvette* : to be divided into 3 subcategories; light corvette, heavy corvette and specialised corvette. - *Stealth Ship* : to be a unique ship in the fleet, with only 1 in the fleet allowed on either side. - *Frigate* : to be divided into 3 subcategories; light frigate, convoy escort/medium frigate and fleet defence/heavy frigate. - *Carrier* : to be divided into 3 subcategories; fleet support carrier/light carrier, carrier-cruiser/modified cruiser and heavy carrier/fleet carrier. - *Interdictor* : to be a unique ship class in the fleet, which is really a form of cruiser in size though less well armed, with point defence weapons more useful in defending against fighters and bombers, rather than taking on enemy warships. Only 2 per fleet allowed. - *Destroyer* : to be divided into 3 subcategories; light destroyer, medium destroyer and heavy destroyer. - *Cruiser* : to be divided into 4 subcategories; light cruiser, medium cruiser, heavy cruiser and specialised cruiser. - *Battle-cruiser* : to be divided into 2 subcategories; battle-cruiser and armoured battlecruiser/heavy battlecruiser - *Battleship* : to be divided into 4 subcategories; fleet battleship, super battleship, specialised battleship and flagship battleship. - *Dreadnought* : to be divided into 5 subcategories; fleet dreadnought, heavy dreadnought, super-dreadnought, specialised dreadnought and fleet flagship super-dreadnought. - *Orbital Defence Platform/Orbital Battlestation* : NOTE: Given to the DEFENDERS only. Maximum of 5 allowed, minimum of just 2 if more ships of bigger classes are used instead as a trade off either way. Now with that out of the way: *Ship Numbers Allowed for Perfect Fleet by class and total number allowed* [part 1 of 3, see part 2+3 below]
[part 2 of 3] *Ship Numbers Allowed for Perfect Fleet by class and total number allowed* - *Starfighter* : (all 4 subcategories depends entirely on the ship classes carrying them) - *Shuttle* : (all 4 subcategories depends entirely on the ship classes carrying them) - *Corvette* : 36 Corvettes allowed; 18 light corvettes, 12 heavy corvettes and 6 specialised corvettes; 3:2:1 ratio. - *Stealth Ship* : only 1 solitary stealth ship allowed on either side. 1 in my ''perfect fleet''. - *Frigate* : 32 Frigates allowed; 14 light frigates, 12 convoy escort/medium frigates and 6 fleet defence/heavy frigates. - *Carrier* : 12 carriers allowed; 6 fleet support carriers/light carriers, 4 carrier-cruisers/modified cruisers and 2 heavy carrier/fleet carriers. - *Interdictor* : Only 2 per fleet allowed. My fleet shall have 2; one in primary use, one on standby in active reserve, both protected in the rear and centre of the fleet close to an orbital defence platform/orbital battlestation. - *Destroyer* : 35 destroyers allowed; 15 light destroyers, 12 medium destroyers and 8 heavy destroyers. - *Cruiser* : 60 allowed; 25 light cruisers, 15 medium cruisers, 10 heavy cruisers and 10 specialised cruisers. - *Battle-cruiser* : 24 allowed; 16 battle-cruisers and 8 armoured battlecruisers/heavy battlecruisers - *Battleship* : 24 allowed; 12 fleet battleships, 6 super battleships, 4 specialised battleships and 2 flagship battleships. - *Dreadnought* : 12 allowed; 4 fleet dreadnoughts, 4 heavy dreadnoughts, 2 super-dreadnoughts, 1 specialised dreadnought and 1 fleet flagship super-dreadnought. - *Orbital Defence Platform/Orbital Battlestation* : NOTE: Given to the DEFENDERS only. Maximum of 5 allowed, minimum of just 2 if more ships of bigger classes are used instead as a trade off either way. Using my own rules, I chose to select just 2 instead of 5, to focus the orbital defences on a tighter area to defend, and to allow the numbers of ships I desire for the ''perfect fleet''. This fleet will still be outnumbered 5 to 1 later on anyway. *TOTAL* not accounting for the exact numbers of starfighters and shuttles in all class subcategories (which would be likely thousands strong) = 268 ships of all classes + 2 Orbital Defence Platforms; 270 space ships/platforms to defend with. As noted, the attacking force would number well over 5 times the number of this, so they'd possess over 1,000 warships of varying classes, for a massive showdown. Now, I'll get into which exact ship classes I'd choose from cross-era selections, in a cherry-picking manner. Remember, I want *Grand Admiral Thrawn* to lead the fleet (and we're talking about his razor sharp self in the Legends material, not the rather watered down and less impressive Thrawn seen in Star Wars Rebels, and even in that he is quite lethal) *Fleet Composition of Ship Classes* - *Starfighter* : (2 variants allowed per subcategory) . Standard Fighter = First Order TIE/sf space superiority fighter and Vulture Droid . Elite Fighter = T-70 X-Wing and TIE Defender . Strike Bomber = Droid Hyaena Bomber and Y-Wing Bomber . Interceptor = RZ-2 A-Wing and Droid Tri-Fighter - *Shuttle* : (1 variant allowed per subcategory *except* for light shuttle/troop transport subcategory) . Light shuttle/troop transport = Lambda-class T-4a shuttle and/or Atmospheric Assault Lander/AAL (First Order) . Cargo Shuttle = Zeta-class cargo shuttle . Heavy Shuttle = Sentinel-class landing craft . Personal Transport/Command shuttle = Upsilon-class command shuttle - *Corvette* : (1 variant allowed per subcategory) . Light Corvette = CR90 Corellian Corvette . Heavy Corvette = Hammerhead corvette . Specialised Corvette = Raider II-class Corvette (e.g Corvus) - *Stealth Ship* : only 1 solitary stealth ship allowed on either side. 1 in my ''perfect fleet''. = Scimitar; Darth Maul's ship. - *Frigate* : . Light Frigate = MC30c frigate . Convoy Escort/Medium Frigate = EF76 Nebulon-B escort frigate . Fleet Defence/Heavy Frigate = Munificent-class Star Frigate - *Carrier* : . Fleet Support Carrier/Light Carrier = Acclamator-class assault ship . Carrier-cruiser/modified cruiser = Quasar Fire-class bulk cruiser . Heavy Carrier/Fleet Carrier = Venator-class Star Destroyer - *Interdictor* : = Interdictor cruiser (Imperial) - *Destroyer* : . Light Destroyer = Recusant-class light destroyer . Medium Destroyer = Victory-class Star Destroyer . Heavy Destroyer = Providence-class Destroyer/carrier - *Cruiser* : . Light Cruiser = Arquitens-class light cruiser . Medium Cruiser = Dreadnought-class Heavy Cruiser (called Heavy Cruiser though that is debatable, its medium) . Heavy Cruiser = Subjugator-class heavy cruiser . Specialised Cruiser = MC85 Star Cruiser (e.g. Raddus) - *Battle-cruiser* : . Battle-cruiser = MC80a Star Cruiser . Armoured Battle-cruiser/Heavy Battle-cruiser = Resurgent-class Battle-cruiser - *Battleship* : . Fleet Battleship = Imperial II-class Star Destroyer (First Order upgrades) . Super Battleship = Viscount-class Star Defender . Specialised Battleship = Lucrehulk-class Droid Control Ship . Flagship Battleship = Resurgent-class Battle-cruiser (elite upgrades; Kyber-powered systems and guns e.g. Finalizer) - *Dreadnought* : . Fleet Dreadnought = Mandator IV-class Siege Dreadnought . Heavy Dreadnought = Mandator II-class Star Dreadnaught . Super-Dreadnought = Executor-class "Super Star Destroyer"/Star Dreadnought . Specialised Dreadnought = Eclipse-class ''Super Star Destroyer''/Star Dreadnought . Fleet Flagship Super-Dreadnought = Mega-class Star Dreadnought (i.e. Supremacy) - *Orbital Defence Platform/Orbital Battlestation* : = InterGalactic Banking Clan's gun platforms
[part 3 of 3] *The Planetary Systems I choose to test my ''perfect fleet'' on* There shall be 20 Planets tested, with each being a new test with my ''perfect fleet'' of around 270 ships and thousands of fighters, in the DEFENSIVE role, while being attacked by different kinds of enemy fleets 5 times more numerous with well over 1,350 ships. Based on the criteria earlier, for which kinds of planets I'd like to defensively engage over (with the ground aspects to the scenario, also kept in mind) there are 10 Planets in 2 lists: Planetary List A, ''Resource Rich and Developed Planets'' and Planetary List B, ''Barren, Hostile or Otherwise Extremely Dangerous Planets''. *Planetary List A* (1-10) ''Resource Rich and Developed Planets'' 1. *Coruscant* 2. *Kuat* 3. *Fondor* 4. *Vardos* 5. *Muunilinst* 6. *Naboo* 7. *Christophsis* 8. *Corellia* 9. *Dantooine* 10. *Cato Neimoidia* *Planetary List B* (11-20) ''Barren, Hostile or Otherwise Extremely Dangerous Planets''. 11. *Geonosis* 12. *Kamino* 13. *Mustafar* 14. *Mygeeto* 15. *Umbara* 16. *Hoth* 17. *Abafar* 18. *Felucia* 19. *Jakku* 20. *Crait* *Planetary Forces* My ''Perfect Fleets'' Infantry/Troopers: Phase II Clone Troopers, First Order Stormtroopers, Separatist Battle Droids. Each of the three broad classes of soldiers I prefer, have many variants and are all numbering in the hundreds of thousands, each. They are all fully-armed with their preferred weapon types and are controlled by *Grand Admiral Thrawn* collectively. *Special Forces*: Inferno Squad, Delta Squad, ARC Troopers (e.g. the Muunilinst 10), Imperial Death Troopers, Praetorian Guards and Commando Droids. *Heavy Ground Vehicles*: All Terrain MegaCaliber Six (AT-M6), First Order All Terrain Armoured Transport (AT-AT), Self-Propelled Heavy Artillery Turbolaser, HAVw A6 Juggernaut and the Multi-Troop Transport (MTT) *Light/Lighter Ground Vehicles*: First Order All Terrain Scout Transport (AT-ST), Armoured Assault Tank (AAT), All Terrain Tactical Enforcer (AT-TE), All Terrain Recon Transport (AT-RT), Octuptarra tri-droid and the All Terrain Mobile Artillery (AT-MA) + various cross-era speeder bikes. *Atmospheric Craft*: TIE Striker, LAAT/i (Infantry variant) Gunship, LAAT/c (Transport/Carrier Gunship variant) and HMP (Heavy Missile Platform) droid gunship. 1. Coruscant; Blessed with the full support of the Coruscant population and all the reserves of resources, food and materials there at the eucomenopolis city-planet, with numerous garrison facilities, barracks, headquarters and outposts, *Grand Admiral Thrawn* would find an extra boost to his resources and logistics. However, billions upon billions of civilians and citizens would be in peril from the risk of being killed by falling starships. In which case, he'd focus his defence above the main areas of the planet, and provision garrisons around the planet. 2. Kuat; Defending the vast naval shipyards and wealthy streets of Kuat, the planet would provide many essential supplies, materials and resources to support the fleet. Similar to Coruscant however, would be the risk of terrible civilian casualties if caught in the crossfire or hit by the fallout of the battle. Garrisons would dig in on the planet and in the vast orbital stations and shipyard facilities. The control hubs of the shipyards would be the key defensive position in orbit. 3. Fondor; As with Kuat, Fondor is a planet best known for its industrial scale production of starships, in vast orbital shipyards. Not quite as impressive as Kuat, Fondor is still a major location. Populous, industrious and again, this risks heavy civilian casualties if caught in the crossfire or hit by the fallout of the battle. Garrisons would dig in on the planet and in the vast orbital stations and shipyard facilities. The main shipyard above Fondor would be the focus of the battle. 4. Vardos; An imperial ''utopia'', and source of vast military training grounds and recruitment for the Galactic Empire, akin to the success of Carida, Eriadu and Kamino as militant worlds, Vardos is heavily populated, and would be fiercely supportive of *Grand Admiral Thrawn* of course. The fascinating world would be primarily defended from Kestro, the capital city, with the main fleet positioned in orbit, directly above. Vardos would not be able to resupply the fleet for as long as the three previous planets, though, so it would be even more important to secure a swifter victory here; lest resources run out completely. Ground combat would be very likely. 5. Muunilinst; A wealthy world in the back-pocket of the Separatist Leaders/later the First Order, and an outrageously rich world of banking giants and corporations with galactic outreach, there is no doubt that defending this world would be a profitable experience so to speak. With the support of the local populace of Muuns and the main defence of the planet fixating on the skies and space above the capital city of Harnaidan, there would be a risk of severe damage to the cities of Muunilinst, as had occurred during the Clone Wars, in the hard-fought Republic victory there. Defending the orbital positions around Muunilinst would be the first phase, those being forced back into atmospheric positions would also be highly likely. Ground combat would be very likely, as at Vardos. 6. Naboo; An idyllic and tranquil world, lush and verdant throughout, with vast waterways, swamp-forests and grassy plains, Naboo is a jewel of the Old Republic, and a beacon of liberty much the same as Alderaan was in its own way too. While not nearly the most wealthy world around, Naboo had great wealth and beautiful architecture, that would be important when considering the defence of the planet. The largely peace-loving populace would lend support but would be far less efficient at doing so, than say, the people of the ardently militant world of Vardos by contrast. That said, the battle for Theed, capital of Naboo, would be the main issue in terms of ground combat, which would be very likely. Orbital defences would concentrate above Theed, and extend into the atmosphere. 7. Christophsis; A striking, crystalline world, rich in minerals, crystals and gems, that has a large population and plenty of resources. However, most of its resources are, like Coruscant and Kuat, shipped in. Its own relatively unproductive, crystalline and otherwise urbanised surface, is beautiful, yet vulnerable to being starved of supplies. Even more dramatically here than on Vardos, resource provisioning would be a key factor that would always be a high pressure matter. Quicker victory would be vital, or else the fleet could be starved of supplies and fuel. 8. Corellia; A bustling and thriving world of humankind and other species, with largely variable planetary conditions and environments, and a large population. Known for starship production, first and foremost, it is also a huge exporter of agricultural produce, and alcohol. It would also have large stockpiles of raw materials, luxury items, fuel and weapons, due to its role in starship production. Mining corporations, retail sectors and trade networks, as well as a thriving cities, were commonplace to Corellia. Defending this world would be comfortable, if not for the risk of heavy casualties in the crossfire and fallout of battle. The defence would focus around the technologically advanced marvel of Coronet City, the capital, and Kor Sella, another thriving trade hub and historic city of Corellia. 9. Dantooine; While somewhat of a backwater, quiet and rather remote, the sheer agricultural output of the peaceful and beautiful planet, would be a boon to the fleet and help maintain the forces there. Vast agricultural reserves and stockpiles would be further able to be supplemented, by the planet-wide prevalence of agricultural production. Far less casualties would occur due to the lower population levels, and the smaller size of settlements and cities. Open plains, grasslands and prairies dominate the landscape, making for quick establishment of ground bases from scratch. However, the fuel reserves of the planet would be relatively low, and would be stripped bare in relatively little time. That said, feeding the fleet would be far easier here than elsewhere, and fuel reserves would not be much of an issue defensively instead of offensively. 10. Cato Neimoidia; A purse-world and topographically curious planet of towering mountains and murky abysses below them, connected with spectacular bridge cities , Cato Neimoidia is a staggeringly wealthy planet, rivalling or perhaps even surpassing the likes of even planets like Muunilinst or Cantonica. Rock-arches and vast cliffs rise from the clouds, where the bridge cities hang between. Opulent, lavish and gilded cities, with vast wealth, filled with palaces, attractions, factories and offices. With a relatively low population and a less productive world, it would be less helpful in some regards as a supplier, but as a financial hub, it would help in some ways too. Capital city Zarra, and the resplendent city of Tarko-se, would likely be the key defensive battlegrounds. 11. Geonosis; A desperately dangerous world for the unwary, and an inhospitable environment too, Geonosis is a bad place to crash land on, that is for sure. Deserts, canyons, mesas and rocky spires dominate the landscape, and the temperatures are very hot, with a dry climate in arid conditions. The native population would be entirely hostile (if we are imagining that the Geonosians are still alive, whereas the Empire committed genocide upon them during the Imperial Era leaving the world effectively devoid of advanced life save for Imperial garrisons) It might be difficult to be sure which would be a worse fate; crashing on Geonosis with Geonosians around, or crashing on Geonosis with nothing there at all. Including, no water for the most part, and no food either. Defending the planet from the orbital positions would mean dodging asteroids.
part 4 (extra) 12. Kamino; An oceanic world of intense rainfall and endlessly stormy weather. Crash landing on Kamino would almost almost be a disaster for whomever did, and a watery grave would await the majority. The Cloning world is famous for its Clone Troopers - but very little else at all, save for the weapons and armour production industry, which, itself is in place only because of the clone trooper program. In fact, cloning and arms production are the only major sources of income for the Kaminoans, and while their scientific sectors are incredibly advanced (albeit, rather cold and clinical) the fact is, Kamino is next to useless in terms of resource potential. So, defending here is very difficult. It is dotted with cities such as Tipoca City, the capital. Stilted and domed cities standing in stormy seas like these, would be battlegrounds too. Orbital defences would be in position over the capital primarily. 13. Mustafar; It may be a volcanic planet, but you certainly won't be safe there. While strong on ore and mineral production, as well as being a moderately scaled industrial economy, it is not nearly enough to be sustaining the kind of fleet that I have here. However, the consumables and fuel reserves on the ships would likely be enough for every scenario anyway. It just cannot be assumed that that is the case though. A volcanic, lava dominated vision into a form of hell, crash landing here would likely mean a rather unpleasant death, if not rescued in time. Casualties for downed enemy vessels would be horrendous over this fiery planet. 14. Mygeeto; A frigid and historically war-torn planet, it is nonetheless one of the wealthiest worlds in the galaxy, with incredible wealth in mining, minerals, banking and galactic-scale companies that profiteer from war. Mygeeto is akin to Muunilinst, in being a Muun species world, and the wealth of Mygeeto rivals both Cato Neimoidia and Muunilinst. Its productivity and resource provision is low, however, yet it would have large fuel reserves at least. Crash landing here would mean a cold death for anyone not already torn to pieces in the hostile environment. While there are some cities extending high in the sky on bridges and platforms, and there are some centres of civilisation, the majority of the planet is wild and inhospitable. 15. Umbara; A dark, shadowy planet, with horrific native fauna and flora, akin to the horrors would see on Felucia in the outcome. The outcome being, that this is a world where one does not tread without caution, and respect. It is a dark, dangerous and the roguish native population (who were at least once pro-Separatist) would likely be incredible hostile unless Thrawn could bend them - and their amazing, unique technology - to his will. Crash landing here would be an invitation for all kinds of misfortunes to befall the survivors. Umbara was witness to one of the hardest fought and bloodiest battles of the Clone Wars, in which many, many skilled and heroic Clone Troopers of the elite 501st and 212th, perished regardless. Its very nature is dark, shadowy and unsettling. Defence would centre on the capital city and orbital positions would be marked above it. 16. Hoth; An iconic yet remote icy world, in the Hoth system. Even more than Mygeeto, Hoth is a snow-bowl and very frigid. It is suicidal to venture out at night when the temperatures plummet so low that even the native wildlife cannot endure it safely. Crashing here would practically spell certain death unless survivors were extracted almost immediately. Icy caves, snowy wastes, frozen valleys, glaciers, crevasses and rocky, snow covered outcrops, dominate the landscape. Hoth is no place to go for a casual stroll, even in the best of times in the middle of the day. It is thoroughly unpleasant, freezing cold and unsettling, what with the howling winds and roving Wampas which hunt the unwary. Rebel sentries - during the time of the Galactic Civil War - in and around Echo Base, would sometimes go missing (killed by marauding Wampas) adding to the sense of fear the place held. Blizzards and snowstorms blew over the planet, and though conquered by the Empire during the Galactic Civil War, they too suffered in the conditions. Hoth is practically entirely devoid of resource production, so is useless in terms of resupply potential. 17. Abafar; A far away planet in a strange sector and neck of the woods of the galaxy, far from anywhere important or truly productive. It is a barren and bizarre world, dominated by dusty and scorching flats. Deserts, pancake flat, stretched in all directions as far as the eye could possibly see. An endless and distressing emptiness that looks even more bleak and barren than Jakku or Crait. It was scarcely populated, and where settlement was to be found, only small and strange communities, largely comprised of randomly assorted ragtags and passing vagrants and wastrels, or even criminals or refugees, hiding from plain sight for a while. The featureless vastness of the planet spanning desert on Abafar, was literally known as The Void. Many have died in this unimaginably unnerving emptiness. Evidence of the wreckage of crashed starships, with their crews turned to little more than dry, dusted and emaciated skeletons, are sometimes visible. Due to particulates in the atmosphere, sunlight reflected on the chalky, white surface produced a diffuse orange sky, and these conditions, combined with regolith properties in the white dust on the ground made visibility uncomfortably hazy. Because of this, it was nearly impossible to cast shadows, leave tracks and tell the direction or time of day. Abafar, for all its general barrenness and bleakness, did have one ace up its sleeve; *Rhydonium*. This volatile, and highly expensive fuel, would be deeply useful as not only fuel for the fleet, should it be needed, but also a weapons grade source of an unconventional kind. It could be collected in barrels and turned into a lethal added means of obliterating an enemy warships. Perhaps makeshift Rhydonium bombs loaded onto bombers, or even aerial gunships depending on the situation, would be devastating. Even small amounts are incredibly destructive. Pons Ora, the main town/city on Abafar, would likely be the focal point of the defence. Not only is it one of the only ''major'' settlements, it is the centre of the Rhydonium Mining Complex on Abafar. 18. Felucia; This planet is a hell-hole of fungal overgrowth, flesh-eating parasites and infections, fungal spore contamination, vicious wildlife, bizarre geography and sweltering conditions. While spectacularly colourful and fantastical in its shapes and forms, variety and unique look, Felucia is all the while, a deeply unpleasant place to be. It is riddled with dangers and could never be lightly traversed without a serious military expedition. During the Clone Wars, the 182nd was sent to recapture Felucia. Eventually, communication with them was lost; and the 501st Legion later discovered the entire Legion save for a single, injured trooper surviving to tell the tale, had been wiped out. An entire Legion, eradicated. Partly it was the Battle Droids swarming them in vast numbers; partly it was the local fauna and flora that took their own grim toll on the Clones. So many troopers died horrible deaths. Even the 501st suffered badly, in one of its bloodiest and most painful missions there. Hostile terrain, Acklay infested rivers and valleys, flesh-eating bacteria, fungal infections and other serious obstacles and hindrances, had helped destroy the 182nd Legion within 1 month of it arriving, and had also taken a brutal toll on both the 501st and 327th Star Corps in turn. The main exports of biotoxics, biochemicals, exotic botanical specimens, medicine and drugs, would not exactly be completely helpful (besides the medicine, and besides the potential usefulness of biotoxins militarily) Defending the sparsely distributed farmsteads and research facilities with garrison forces and building fortifications to rise above the surroundings, would be the only way to proceed. Crash landing here would be horrific beyond belief; being about as likely to get diseased or eaten by a Bull Rancor, as it'd be to be rescued. 19. Jakku; A desert planet noted mostly just for its junkers, slavery and inhospitable, remote nature, the sands of Jakku would be fatal for the unwary. Scorching temperatures, marching dunes and scarce resources, make life here largely tough, unpleasant and laborious; the struggle to stay alive, for the locals, is ever present. Hardy wildlife eek out a living, though this planet isn't quite as severely bleak as say, Abafar. Even so, it is probably more dangerous. Sinking sands, criminal gangs and vagabonds hiding from scrutiny, are ever present dangers. In general terms, Jakku had little to offer anyone really. The Empire fought and lost a pivotal battle here, that killed vast numbers of Imperials and Rebels alike, but cost the Empire dearly; and they were the ones defending. From Jakku come the origins of large aspects of the First Order. Defending locations such as Niima Outpost would be relatively pointless, though using that as a place to expand on as a base of ground operations, would be logical too. Only a small garrison of a company or two would be needed. 20. Crait; The planet which was even more desolate and deserted, remote and uninhabited than either Jakku or even Abafar. This intriguing world, is a small and uninhabited one. A modestly developed Rebel Alliance outpost had been built there since the early days of the rebellion, yet it appears the Empire never knew or attacked it. The crystalline interior of the planet, with its red crystals and glittering caves, was covered with blood-red coloured soil, coated in layers of white salt. Very beautiful.
ThePalaeontologist that’s a lot of amazing details may I recommend a generation tech video search for What the rebel Alliance military like and find the build your own empire comment this’ll fit in nicely
Didn't the Executor effortlessly tank several ISDs that rammed it due to a badly calculated hyperspace jump? Maybe it is enough to raise the shields once in a while.
I dont like the idea of "perfect fleet" but here it is: A Mini-Galaxy Gun for destroying larger ships from long range (it would be placed in the center of the fleet) Some Praetor IIs to protect the Galaxy-Gun Lots of Phalanx Destroyers for killing other big ships Lots of MC80b to tank shots for the Galaxy Gun and Phalanx Some Cloaked Nuruodo Frigates for flanking Lots of Droid Command Ships for droid swarming Some Carrack Cruisers full ion for taking shields down from frigates Some Katana (Forgot the name of that ship) for destroying the frigates Few Carriers with Tie Defender Squadrons (without hyperdrives) MANY Anti-SF Corvettes, armed to the teeth with fast laser canons to protect every other ship ... A Millennium Falcon to annoy the fuck of everyone with that FUCKING INVULNERABILITY TOGGLE LIKE ON STAR WARS EMPIRE AT WAR. If you played it you will probably understand...
Try out Homeworld mod for Star Wars, SW Warlords. The Falcon can avoid everything and have dozens of ships on its tail, they just can't hit it, the ultimate distraction just like in TLJ...
In the new canon, the Empire deploys smaller ships (Gozanti assault carriers, Arquitens light cruisers, Quasar Fire light carriers, Raider Corvettes, etc.) to support its star destroyers, so the Imperial fleet was much more flexible than it might appear in the original trilogy
@@kristijanmadhukar516 my fleet would be one Odyssey class explorer USS Enterprise (NCC-1701-F) my flagship, probably five sovereign class starships, 8 Galaxy class starships, 12 Akira class starships, one Prometheus class USS Voyager (NCC-74656-A), the other starships would be just prototypes, a century class explorer the USS Hood (NCC-1703-E), including ships from the mothball fleet say 40 constitution class starships, 30 excelsior class starships, 25 Federation class dreadnoughts plus some ships from the Miranda class last but not least a full-blown Armada of inquiry class starships and yes they are star trek ships
My flagship would be the USS Enterprise (NCC-1701-F) Odyssey class starship with 2 or 5 sovereign class starships with 8 galaxy class starships including 19 ambassador class starships with 24 excelsior class starships with over 30 Constitution class starships and 50 Miranda class starships.
My ships: 1x Executor Class Star Destoryer 2x Secutor Class Carriers (Lead the Carrier Battlegroup) 6x Resurgent Class Star Destroyers (Two per three forward battlegroup) 2x Allegence Class Star Destroyers (Escort for the Executor) 6x ISD-II (With updated point defence system)(2 Per forward Battle group) 3x MC-90s (1 per Foward Battlegroup) 4x Municifent Ships (Escort the Executor) 12x Victory-II (3 for 3 frontline battle ships, two to escort the carriers) 4x Quasar Fire-Class light carriers. (All in the Carrier group) 10x Carrack Cruisers (Spread Throughout the fleet) 9x Strike Cruisers (Forward Battle Groups) 9x Raiders (3 per Forward Group) 12x Cr90s (8 for carriers - 4 for the Executor) 5x Interdictor ships 8x Heavily Modified Firespray class gunships (Boba Fetts ship) Various Fighter Squadrons including: 6x Tie-D Defender Squadrons Y-Wings (Heavy Bombers) B-Wings (Assault-Fighters) X-Wings (of course as main fighter) First Order Tie Fighters (Interecepters)
In the old version of Warlords mod for Homeworld 2 (before the Remastered) there was a Correlian destroyer, just a very upscaled correlian corvette, packed with missiles and torpedo launchers. Not only I loves those ships but they were quite powerful. And don't forget the Katana dreadnaught heavy cruiser, very powerful and resistant for its quite small size. New Republic assault frigates are directly inspired from it, like a bastard of a Katana and a double Nebulon B.
the fleet of my own: My flagship would be the USS Enterprise (NCC-1701-F) Odyssey class starship with 2 or 5 sovereign class starships with 8 galaxy class starships including 19 ambassador class starships with 24 excelsior class starships with over 30 Constitution class starships and 50 Miranda class starships.
The perfect fleet? The composition of the fleet is important yes but it’s commander is far more important. Without a leader that can coordinate a fleet and understand the oppositions... culture... a fleet is useless.
Grand Admiral Thrawn an example of this is when Captain Keys destroyed a invistion force with one ship that was smaller has less fire power and was far less advance
My fleet Gunship: Correlian gunship Corvette: CR90 or Raider-Class Frigatte: Carrick (anti stifighter configuration) and Arquitens (for a more general role) Escort Carrier: Quasar Fire Light Cruiser: Munificent or Vindicator Heavy Cruiser: Tector (since I have a dedicated carrier I don't need it to carry starfighters) Carrier: Venator Battlecruiser: Allegiance and Preator Dreadnought: I wouldn't go over 10km so something like a few Belators or Mandators Specialised: Acclamator (for transport and troop landing) Starfighters Interceptor: TIE interceptor (upgraded with shields) Naval bomber: TIE interdictor (upgraded with shields) Escort fighter: A-wing or hyperspace capable TIE interceptor (with shields) Multi-role fighter: X-wing Attack craft: B-wing or possibly modified ARC-170 (one less crew, but more ordinance) Bomber: Scurrg H-6
I'd add some liberator cruisers and dauntless heavy cruisers for the lols... I'd also replace the CR90s with Raider class Corvettes P.S.: Ressource scarcity? So then it'd be a MC90 Star cruiser, a carrack, and a raider plus a few brahataq gunships...
Hmm interesting. Heres my idea of a fleet I would field: Corvette: CR-90, i would use it as you would as a anti fighter corvette Frigate: carrack, though it is legends I just like it, but i would also use the nebulan B as more of a support and anti fighter ship. Destroyer: munificent, victory-II, assault frigate, and dreadnaught, with a few recusance light destroyer mixed in because I like them. The big boys are starting to come out and play. Cruiser: This would be a wide variety. Mainly it would be ISDs, MC-80s (not 90s as I feal that those dont exist anymore due to change in canon and legends, the other legengs stuff I listed is because it is not in the "future" but in the "present" or "past" like civil war and clone wars, eras that we know happened in canon but just expanded a little) some venators and providences for also firepower but additionally flexibility. Battleship: resurgence, allegaince, lucrehulk for firepower and carrying cappacity, Dreadnaught: either Executor class super star destroyer for shear firepower or assertor for better structure defence from the looks of it (no real specs) Carrier: quasar mixed with the hangers of all the other warships. Starfighters: same as the vid. What do you guys think
Legendary you included assertor which is legends. Just go full on legends and canon and go with the mc90s. Personally however, I would pick the nebula class star destroyer over it. Good fleet all around and damn you got some heavy hitters in the destroyer section
Nicholas Wong I think you misunderstood about my legends canon thing. I would include legends from either imperial civil war or clone war periods as it was based of real canon, but not new republic because of the new trilogy that techincally dosnt exist anymore. Instead use ships from the first order/resistance era (honestly I hate this new era too. Its just the empire vs the rebels. It would be more interesting if it was new republic vs imperial reminant). Also i didnt really think the destroyer section as heavy hitter by themselves. They sorta help focus the enemy with the help of the big boys (cruisers and up) honestly my favorite class is cruisers as they have tons of firepower but are still generally flexible. Battleships and dreadnaughts are all about being big slow and going pew pew very well.
One thing I do think would be great in addition to this fleet, is the addition of vulture droids to the fighter core (given sufficient funds.) The vulture droids would be a great addition for more riskier assignments, as the loss of a vulture results in no loss of life. Also, theoretically, why not try a TIE Bomber with the shield capabilities of the TIE Defender?
I’d only include missile boats like the broadside cruiser. Coupled with spotter units they are devastating at long range. They also add preemptive fighter screening since one nuke blast from a broadside’s long range concussion missile can take out an entire squad of fighters and bombers before they can get into range.
I know this is an old video but watching it again reignites my interest in fleets and fleet strategy. I think it would be awesome if you did a video like this but for each of the four main factions and how you would strategize with each one
You definitely went towards the kind of fleet I was thinking of. For me, it would be a Super Star Destroyer called Tsunami as the flagship. I would have three star destroyers two interdictor cruisers to prevent enemies from escaping. But when you mention ships you missed or overlooked, as a new edition, a few raider corvettes for support for larger ships and for scouting missions.
Ok my turn. -Viscount as my Dreadnought. I just want the Fighter Support and Shields the Defender has. - 3 Alliengance Class Battlecrusier would be give me some extra fire power and they would be supported by 6 Venator. - My Battleship/Cruiser Formations would consist out of 1 MC90, 2 Nebula Star Destroyer and 1 Endurance Fleet Carrier. I would deploy multiple Groups, at least 4. -my other cruisers/destroyers would be consisting out of Majestic Heavy Cruiser operating in groups of 2 (in total maybe 12 Cruiser. Others would be the Assault Frigate Mk2 operating in groups of 3 (in total 15 or so) with a Victory Mk2 backing them up (+5) and one Gladiator for each group -My last Cruiser/Destroyer Units would be 6 Dreadnought Cruiser + 2 Centax Frigates. Maybe 3 Groups of them. - Against fighters i would field 12 Groups of 2 Carracks Cruiser and 3 Lancer Frigates. And 3 Groups of 4 Tartan Cruiser that would be task to especially defend the 3 Alliengance. - the last Ship Typ for my fleet would be the DP20 Gunboat in Groups of 4 (8 Groups or so) - Main Fighter would be X and E Wing with the idea in mind that they perform multi-role task. -Main interceptor would be the A-Wing but also the Defender Starfighter, but in a specialized Capital Ship protection role - Main Bombers would be the B and K Wing. - Some TIE Phantoms would be used but in few numbers. The Idea is to use my fighters and bombers in a mostly offensive role (except the Defender). They should secure space superiority immediately and start taking out the sub systems and support ships. My DP20 Gunboats would harass the enemy support ships. The Carrack, Lancer and Tartan would stay close to the capital ships and defend them against enemy fighters and bombers with the help of the defender fighter. My Crusiers, Destroyers and Battleships would stay in formations. The Battleships would fire from a distance or move up and protect the cruisers with there shields. The Victory and Assault Frigate would start flanking the enemy while my heavy crusiers and dreadnoughts and centax would rekt the enemy ships close to my fleet. Important is that the DP20's should constantly use hit and run tactis and my Victorys , Gladiators and Assault Frigates with maybe a few MC90, Nebula and Endurance groups should start the encirclement. They would be escorted by Carracks and Lancer. The Alliangence, Venator, Dreadnought, Centax and Viscount would attack head on although the Dreadnoughts would angle the ships for optimal firing positions. They would also be supported by Anti Fighter Vessels. I would command my fleet from one of the Nebula Destroyers. If I had an Interdictor he would be escorted by 2 Tartan and stayed close to the Viscount.
I'd love a series breaking down why each ship is the choice over other strong competitors in each episode. I'd also love to hear the choices for each support role (Bombers, troop carriers, etc)
Venator can be more expensive, but 2-3 of them can carry that much fighters that could overrun an entire fleet. It can also better hold against enemy ships than quasar carriers. Even can beat medium size ships. If you chose a smaller ship type for a carrier role, you risk that you make loose some of them in every battle, even let fighters back cause of no space, if thefighters dont have hyperdrive. In fact, a Moncala-type Venator would be the perfect carrier, because of durability :) We should ask JJA to invent that one on ep9
Zord 13 also in the clone wars the venitor looks to always have additional room, it never seams packed, if it had some compact fold up fighters I think it could be over powerd as shit, x wings are quite large, it couldn't carry very much I imagine, sure the wings fold down but that really doesn't reduce the wing span just the hight and very little at that, it has a large fuselage in general, unless u could possibly stack 2 or 3 in a venitor I don't think the xwing is good in that situation
Flagship: imperial 2 class star destroyer Now let me explain, I like how this ship can be used as a ship that can fight other capital ships and then I would have a venator's for its fighter capacity, next I would have victory class star destroyers and because of their flexibility and lastly I would have arc 170's and if I have spare change tie defenders because of their many uses. For bombers I would have y wings cause plot armour and that would be my fleet. Any nit picks? Edit: also my fleet admiral would definitely be Thrawn
My ideal fleet: Flagship: Supremacy With Imperial 2s and Resurgent's making up the majority of the Battleship roll. Not exactly sure where the Subjucator line would fall in but I would want a few of those Corvette: Raider class Frigate: Nebulon B Carrier: Acclamator With fighters mainly consisting of Vulture and Tri fighters, with X wings, Y wings and B wings supporting them
@@jeffmates1619 my fleet would be one Odyssey class explorer USS Enterprise (NCC-1701-F) my flagship, probably five sovereign class starships, 8 Galaxy class starships, 12 Akira class starships, one Prometheus class USS Voyager (NCC-74656-A), the other starships would be just prototypes, a century class explorer the USS Hood (NCC-1703-E), including ships from the mothball fleet say 40 constitution class starships, 30 excelsior class starships, 25 Federation class dreadnoughts plus some ships from the Miranda class last but not least a full-blown Armada of inquiry class starships and yes they are star trek ships I've some how chose these ships from star trek Picard and star trek the lost frontier.
my fleet from the star trek universe is one Odyssey class explorer USS Enterprise (NCC-1701-F) my flagship, probably five sovereign class starships, 8 Galaxy class starships, 12 Akira class starships, one Prometheus class USS Voyager (NCC-74656-A), the other starships would be just prototypes, a century class explorer the USS Hood (NCC-1703-E), including 40 constitution class starships, 30 excelsior class starships, 25 Federation class dreadnoughts 13 ambassador class ship plus 50 ships from the Miranda class this is the fleet
For my fleet I would have the same as you, but with the addition of ARC-170 s; CR-90 s with the addition of Raider II/ Raider Is to keep them company; then, for the frigates, I would have a great variety of ships(small numbers of MC-30c frigates dotted around the fleet, DP-20 s to escort our supply convoys -GR-75 s and other smaller craft-, Carrack class, Extremely small numbers of Nebulon-Bs, scattered in strategic locations, and small-ish numbers of assault frigate mkI/II s dotted around the fleet in strategic locations); for destroyer I would have munificent-class 'frigates' and Arquitens-class 'cruisers' and the Victory I class star destroyer; and for carrier, I will agree with you; for the Interdictor, I would also have the Interdictor-class and other small ones dotted around; for star cruisers I would also have the MC-90 with some MC-80 s dotted around; for battleship I would also have the allegiance; and I would only have the Vaicount, because I prefer fast, hard-hitting style not slow attrition style. Yes the Eclipse has the super-laser, but what if that super-laser was knocked-out? I prefer fleets that aren't solely dependent on one other type of ship to keep the balance, I prefer a very flexible fleet. This took a while to write......
Good list but missing a bomber class like the K-Wing. Another good list would be to expand this into a navy list including support craft, patrol craft and so on.
For carrier I’d go with the Acclamator cargo variant. It’s not a dedicated carrier, far from it really, but when converting that cargo space for this purpose it’s capable of fielding an absolutely absurd number of fighters. I always thought if the Rebels could get their hands on one, with their focus on starfighter tactics, it could’ve been a force to be reckoned with. Taking advantage of one of the fastest hyperdrives in the series, it would be a devastating mobile command center for their trademark hit-and-runs. (Acclamator enters the chat.) Acclamator: HUNDREDS OF FIGHTERS LIKE BEES ON NIC CAGE. (Acclamator leaves the chat.)
Until you run into an Lancer class frigate with masses of anti starfighter weaponry, or the enemy gets close enough to get into a gun fight and destroys your entire fleet. The random nature of war would state that this will happen at some point. This only works in the Star Wars universe due to shields, hyperdrive and no really long range targeting. Modern missiles can target enemy ships from hundreds of kilometres away whereas in Star Wars they need to get to within a few kilometres at most.
Or An All Out Dreadnought Fleet Of Hundreds Of Hundreds Of Dreadnoughts, With More Missiles, More Auto Cannons, More Anti Bomber and Anti StarFighter, More More Turrets, Also With Gravity Wells On Them, Hyperspace Trackers, More Crew And Troopers, And Last But Definitely Not Least Thousands and Thousands and Thousands Out Of Millions Of Auto Turrets, And AutoTurrets and AutoCannons Are Different FYI
Max Power 1 lancercould probably take a swarm of 12 fighters but not 24 or 36 or 144, and the carriers themselves should have the firepower to take down a lancer. to neutralise Home One's fighter wing would require at least 4 lancers, to neutralise a venitors wing would require dozens of Lancers. 1 Lancer is no match for any medium carrier fighter wing if you have a fleet of carriers I would guess you would have hundreds if not thousands of fighters, one Lancer would be worthless against that kind of force, and if you took suficent Lancers to counter a carrier fleet you would be seriously disadvantaged against a more balenced fleet
Fucking mass drivers son! imagine how op they would be in such a scenario if they could just shoot through enemy shields and instantly take out important subsystems of enemy ships
I want to see a land forces only VS video like what I suggested a while a go. THE CLONE GROUND FORCES AT THE BATTLE OF GEONOSIS VS THE UNSC GROUND FORCED AT THE BATTLE OF REACH.
The Immortal Super Being Well I kinda want to see what tanks, special forces, infantry, weaponry, gunships, artillery, speeders, walkers, and etc that he chooses.
Lol again I hate to always be a pain in the ass with logistics but ground battles woukd be a lot less important in real life (if we had space battles I mean) because once you control the orbit of a planet fighting on the ground becomes irrelevant mist of the time because if your fleet has lost orbital control that means you're not going anywhere for the foreseeable future and if you cause too much trouble on the planet the enemy fleet can just bombard you from orbit
Well, that means the enemy still has control of an entire planet. They’re still going to be a pain in the ass even if you’ve completely blockaded the planet.
kristal Taylor Planetary shields... hypervelocity guns... ion cannons... There are many defenses against bombardment. Also you can't bomb cities because the population, you also need a land force to hold the planet. I also just want that video so back off.
Depending on my opponent, I may have chosen to bring a subjugator class ship. If the opponent is viable then I think this ship could easily take down entire enemy fleets without issue.
I would have thrown a Hapan Battle Dragon in the cruiser role, they are pack a punch for a ship their size and can carry 3 squadrons of fighters giving them more versatility
Resurgent is the way to go, Kyber cristal reinforced firepower, missiles defenses, big hangars like on Venators and good old Imperial class firepower in even more numbers. The only thing it doesn't beat the Imperial class at is ground projection capabilities that are superior in the latter. Lucrehulks can be used as bigger ground assault projection ships.
Best starfigthers for the fleet: 1. Milenium Falcon 2. Poe's X-wing (because poe use hack) 3. Some random ship with wrist rockets that only clones can watch. 4. X-Wing 5. ARC-170 6. Y-Wing 7. Z-96 8. B-Wing 9. Resistance bomber
@realmario979 with my fleet would be one Odyssey class explorer USS Enterprise (NCC-1701-F) my flagship, probably five sovereign class starships, 8 Galaxy class starships, 12 Akira class starships, one Prometheus class USS Voyager (NCC-74656-A), the other starships would be just prototypes, a century class explorer the USS Hood (NCC-1703-E), including ships from the mothball fleet say 40 constitution class starships, 30 excelsior class starships, and 25 Federation class dreadnoughts these are star trek ships
I did some thinking about this and my fleet would focus on a doctrine I call Galactic Supremacy. I think the Empire had the right idea in trying to go cheap but i think its implementation was wrong. Instead I'll focus on creating whats called a high-low fleet. Have about a handful, im thinking 50-100 large expensive ships, these will all consist of carriers of my own design. Carrier: Kenobi Class Star Destroyer Named after famous jedi from the republic era. The Kenobi Class is based on a combined design of the Imperial II and Venator Star Destroyers. It will maintain the larger size of the ISD and implement the dorsal hangar door of the Venator with the Ventral Hangar. With the ships larger size it will be capable of holding up to 900 starfighters. The ship will also have a sizable ground invasion capacity, being able to transport troops and war material. There will be four quadruple turbolaser batteries along the wedge on the front ventral side, abd three more staggered on each side of the command tower which will be low to the command stack sporting the twin Venator-style style command towers. The hangar section and command tower will be protected by twin laser canons. These carriers will be expensive and will carry a mix of TIE Interceptors, TIE Avengers, and Y-wing bombers. As for other ships, my fleet will be made up of much smaller and cheaper ships so the fleet can be more flexible. Mostly frigates and corvettes after this next ship. Battleship: Procursator Star Destroyer The Procursator is a small Star Destroyer about the size of a Victory but thinner and cheaper to maintain. The Procursator gives up fighter complements in favor of firepower, the ship carries 3 duel turbolaser batteries stacked on the command stack down the spine of the ship. Then two quadruple turbolaser batteries staggered on each side of the command tower with three on the ventral side on each corner of the wedge. Frigates: There will be two classes of Frigate present in my fleet, the Gladiator Star Frigate, and Proclamator Star Frigate. Each ship will complement the other and be capable of operating independently for long periods. The Gladiator will be more independent while the Proclamator will act as an escort frigate. The Gladiator will carry 20 TIE Interceptors, and 4 TIE Avengers Corvette: Raider Corvette This ship will come with the hangar, and will contain 5 TIE Avengers. This ships primary function will be piracy, and smuggling interdiction. Specialty Vessels: The Gozanti will be used for multiple purposes. Having served many of the galaxies militaries, this ship will have the role of an AWACS platform for fighters and bombers long ways from their stations and will simultaneously act as a refueler to extend their range. The Navy will also make use of the Contentor Class Replenishment Ship as its primary underway replenishment vessel and refueler. For special transport missions the Gozanti will be utilized as a cargo vessel as well. In special cases a Interdiction Cruiser will be used in a case by case basis. Mostly for anti-piracy, and anti-smuggling operations, or other criminal activity. This doctrine focuses on the fact that the galaxy is to large for larger less maneuverable ships to effectively protect, so it aims to spread its resources through smaller, less expensive ships capable of operating for years at a time. The aim is to use more numerous more maneuverable ships to patrol hyper lanes and major Galactic resources and shipping lanes, while subsequently thwarting terrorist activity, generally the defense of the galaxy is the mission.
Heres my fleet. I know it's a bit overkill but bear with me. Dreadnoughts: Mega Star destroyer Eclipse 1 Executer class super star destroyer 8 Mandator 4s 3 belators Battle ships: 12 resurgent class battle cruisers 6 Allegiance Class heavy star destroyer Cruisers: 50 MC-90s 8 xyton class star destroyers 40 Imperial 2 star destroyers 10 imperial 1 star destroyers Carriers: 40 venator class star destroyers Destroyers: 20 victory 2 star destroyers Frigates: 120 carriks, 60 lancer frigates, 20 nebulon bs Corvettes: 80 CR-90s Gunships: 20 brahatawk gunships All the fighter carried by these ships 55% xwings, 5% v-19 torrents, 10% tie defenders, 10% b wings and 20% y wings.
@@karlbjerke133 headhunters are better than torrents and better dogfighters than arc 170s, they're only not as good as y wings because y wings are purpose-built as bombers.
I'm surprised by your lack of CIS anything. Sure, they didn't have many ships, but the ones that they did have were great. I would replace your carrier choice with the Lucrehulk. According to legends the Quasar could only hold 48 starfighters. The Lurehulk, however, could hold 1,500 starfighters. With that, it could hold enough units for a ground invasion. It also had a lot of point defense, turbolasers and laser cannons. I would replace your X-wing fighter for the Tri-Droid. It's fast, small, can hold buzz droid missiles and had 4 laser cannons.
1,500 droid fighters. Droid fighters don't need living space... It would probably be knocked down to a carrying capacity of 700ish if you were using organic fighters like the X-Wing etc
My Fleet Fighters : The Resistance Fighters so the upgraded X-Wing, Y-Wing, A-Wing, BUT ditch that shitty bomber they used in The Last Jedi ANNNDDDD the Tie-Defender Class super fighter from rebels but these are expensive as frek so they would be in limited numbers for special squadrons or somthing I would build my fleet around lucrehulks and repurpose them as carriers like hollow it out more and dith some of the turbo lasers for more hanger room. I would use small corvettes and frigates to screen against fighters. E.G the Hammer Head, The CR-90, Pelta Class Frigate, Nebulon B, ETC As my main capital ship the Venator.. While yes there are better capital ships than the venator my doctrine is based around fighters more fighters more epic that's why I chose the lucre hulk as a carrier Im not sure how big it would be but my focus would be my fighters the best pilots, best ships? Hell yeah My doctrine would be based around star fighters not capital ships broad siding each other because that is the stupidest idea I have ever heard of. Bombers like the Y-Wing and Hybrid X-Wings would be doing most of the heavy lifting in a space battle but I would have plenty of them. Summary Fighters : resistance fighters. ( Excluding the shitty heavy bomber from the last jedi ) Carrier : Modified Lucrehulks repurposed as carriers Capital Ship : Venator Because big hangar Star Fighter Screen : Mixed Corvettes and frigates E.G hammer head, pelta class, CR-90, Nebulon, etc Because I do not have a dread naught I would use that money for extra fighters and corvettes
My perfect fleet would include Koros-Strohna: Dreadnought Resurgent-class: attleship Imperial 2 Star Destroyers: Cruisers Quasar-class: Carrier Nova-class Hapan ships: Frigates Carrack-class ship: Corvettes X-wings, B-wings, and TIE Defenders: Starfighters Not sure if the Koros-Strohna is too much, but that's what I'd use.
The ideal fleet, broken down by Task Force (its more useful variant outside of major fleet engagement). A "complete fleet" would be comprised of 1 Command Force, 3 Task Forces, and 1 Heavy Task Force. This would give the following units: 7 MC90 Mon Calamari Cruisers, 5 Tector Class Star Destroyers, 12 Imperial-II Class Star Destroyers, 19 Victory Class Star Destroyers, 12 Interdictor Cruisers, 13 Quasar Class Carriers, 33 Nova Class Cruisers, 90 Carrack Class Light Cruisers, and 45 Lancer Class Frigates. It would also have 59 wings (72 each) of fighters. This would mean it would have 2,832 Nssis-class fighters, 2,832 A-Wing fighters, and 4,248 X-Wing fighters. Task Force 001 (Command Force): 1 MC90 Mon Calamari Cruiser, 2 Tector Class Star Destroyers, 4 Victory Class Star Destroyers, 3 Interdictor Cruisers, 4 Quasar Class Carriers, 6 Nova Class Cruisers, 18 Carrack Class Light Cruisers (evenly split between standard and anti-fighter), and 9 Lancer Class Frigates. Notes - This configuration has 10 complete wings (72 fighters) of snubfighters. It can be broken into three wings with solid ease, based around a stronger core formation and two slightly lighter wings. Task Force(s) 002(-x): 1 MC0- Mon Calamari Cruiser, 2 Imperial-II Class Star Destroyers, 3 Victory Class Star Destroyers, 3 Interdictor Cruisers, 3 Quasar Class Carriers, 6 Nova Class Cruisers, 18 Carrack Class Light Cruisers (again, evenly split), and 9 Lancer Class Frigates. Note - This configuration has 11 complete wings (72 fighters) of snubfighters. It can also be broken into three wings of fairly equal strength. Heavy Task Force (HF1): 3 MC90 Mon Calamari Cruisers, 3 Tector Class Star Destroyers, 6 Imperial-II Class Star Destroyers, 6 Victory Class Star Destroyers, 9 Nova Class Cruisers, 18 Carrack Class Light Cruisers (all standard), and 9 Lancer Class Frigates. Notes - This combat force is built around pure strength, and would serve the as main attack force against another entity's main battle fleet (with support as needed). It has 16 wings (72 fighters) of snubfighters, and purposefully does not have non-combat units like the Interdictor or Quasar included. Snubfighters: A standard wing of snubfighters (72) would be based upon the following: 36 X-Wing space-superiority fighters, 24 Nssis-class fighters, and 24 A-Wing fighters. The basic doctrine would be for the Nssis-class fighters, with lower top speed but higher maneuverability, to remain near the capital ships and serve as screening fighters and escorts. The A-Wings, with their speed and concussion missiles, would be the deep penetration fighters meant to take the battle to the opposing fleet. The X-Wings, with their all around dependability, would serve in a hybrid role based upon the circumstances of the battle. Final Note - I purposefully avoid going with dreadnoughts. Why? Because, despite their pure power, they become the central focus of the enemy and if the inevitable weak point is hit (or they are otherwise overwhelmed) and the dreadnought is destroyed, the entire fleet loses hope and may panic. Instead, populating the fleet with multiple extremely powerful Star Cruisers/Destroyers still provides the combat power of the dreadnought but with no individual loss having the psychological impact upon the rest of the fleet.
I think you just need a dreadnaught with loads of anti fighter weapons and anti capital ship weapons surrounded by vulture droids and hyena bombers to take out frigates
When I played Star Wars Rebellion ages ago, I always chose to make plenty of Lancer Frigates. It's my favourite support ship. Very effective against Starfighters, and if you had like 20 in your fleet, you would always win.
Nye Gaming Tv He assumed some kind of resource limitation. You're missing the point here, Palpatine. ... But yeah. If resources were unlimited, I'd have your fleet. And totally have Poe's x-wing either way. It one shots anti-ship turrets for crying out loud.
My fleet would be lucrehulks with lots of vulture droids with added hyperdrives, then I'll just make hyperspace jumps through whole enemy fleet - easy win (unless he will have interdictors, but... shhh)
Corvette: Raider/CR-90 Frigate: Carrack Destroyer: Enforcer Interdictor: Immobilizer Carrier: Quasar Fire Cruiser: MC-90 Battleship: MC-85* Dreadnought: Viscount Comms Vessel: Arquitens II *I really like the design. If retrofitted it has huge potential
Personally I would think resurgence class are destroyers would be more effective than the allegiance class, or a first order dreadnaught rather than an interdictor
I would have 4 Dreadnoughts, 1 Bellator, 2 Malevolences to ensure any surviving hostile ships are kept on a constant run, and a eclipse, for standard starships I would throw in Venators, MC80s, a few standard ISDs, and A lot of Munificent class cruisers, and for standard common star fighters I would have both the X-Wing and ARC-170 as the multi-role fighters, then the V-Wing, Torrent Starfighters, and the Y-wings, for unmanned common fighters, Tri-Fighters supported by hyena class bombers
my fleet would be one Odyssey class explorer USS Enterprise (NCC-1701-F) my flagship, probably five sovereign class starships, 8 Galaxy class starships, 12 Akira class starships, one Prometheus class USS Voyager (NCC-74656-A), the other starships would be just prototypes, a century class explorer the USS Hood (NCC-1703-E), including ships from the mothball fleet say 40 constitution class starships, 30 excelsior class starships, 25 Federation class dreadnoughts plus some ships from the Miranda class last but not least a full-blown Armada of inquiry class starships and yes they are star trek ships
My navy would be billions of gonk droids with rockets strapped to ‘em
thats way too overpowered
1 gonk droid is overpowered
I was thinking the same thing 😂
You can’t do that it’s a war crime
G O N K
Echarts ladder: we have scarcity so we can’t have more fighters
also Echarts ladder: lets have 50 of each major ship type and throw in a couple of dreadnots too.
We have the dreadnots fear us
Oh no not the dreadnots!
Haha so funny! He misspelled a word haha!!
@Commander Denxer I wasn't talking about you, but yeah you were just trying to help
dreadnoughts*
So, when this video first came out, I immediately began to design my own fleet. However, I quickly decided that my "perfect" fleet couldn't be made with the ships in the Star Wars universe alone. So, I began modifying some ships to better fit my liking, and I soon began designing my own ships from the ground up. This kept going and is still growing to this day. It has now gone from a few pictures with some notes written under them to a word document of some 3000 words worth of fluff and background info. Along with a fairly detailed digital drawings of the entire army and navy buildup all the way from the scout droid to the dreadnought. The thing is... It kind of developed far enough into homemade territory to no longer be Star Wars, so I just figured "why not make it my own thing". Which is why I, as of three weeks ago, began writing my newest project with the working title "The Exiled", a sci fi adventure with my navy at its core. I just wanted to put this out here to show that your videos are not only incredibly entertaining, but also capable of inspiring people. I hope this project turns into something worth showing off and if it does then I'll be sure to mention how you got the ball rolling.
Wow, damn, that effort, is it out tho, I would love to see it
great job! I would love to see the book!
Are there any pictures?
Epic. You inspired me too make a sort of own fleet. Its a mix of SW ships my ships and upgraded versions of SW ships.
I've been doing something similar, naming the ships I draw and giving them backstories and explanations of how they work. Not hard scifi, that's no fun, but well thought out scifi. Actually thinking out how my ships work has caused me to come to a realization as well: There are not enough heat radiators in scifi.
Even the so-called "hard" scifi expanse is sorely lacking in them. I don't care that much about realism, but damm can they look cool.
And put Thrawn in command of the fleet.
Thrawn is a stupid Admiral
Samuel Roberts he destroyed a fleet with 3 ships
@@NinjaStar-kl2tx HOW DARE YOU!!!
Wait Do you Even Know Who Thrawn is?
If You don't then You Should know that Thrawn is a Genius and Also called the Greatest Tactitian In Star wars.
No, I think that Thrawn would think of the dreadnoughts and battleships as a waste of resources.
@@NinjaStar-kl2tx obvious bait is obvious
You're missing something very important.
*ahem* L U C R E H U L K C A R R I E R S
Their cost is in the range of the Venator, so I think it kinda makes sense they were not included.
1 lucrehullk is way better than 1 Venator. I think 2-3 venators per lucrehulk is fair, especially the lucrehulks that were actually outfitted for war, not the ones from ep 1.
ttlpwn34 I agree but the size of those things I would assume comes with a nasty price tag
ttlpwn34 in a 1 v 1 it could go either way.
Price tag kind of depends on when you're buying them. Clone Wars era? Yeah, they're gonna be pricey. Post Endor in the SWEU? Can probably get them for cheap and then retrofit. Think of all the fighters you could hold in those hangars and all the guns you mount on their hull :D
My perfect Star Wars fleet;
Starfighters:
-Multirole Fighter: X-Wing Starfighters
-Interceptor: Droid Tri-Fighter, armed with buzz droid delivery missiles
-Bomber: Hyena-class Droid Bomber, upgraded with starfighter-grade shielding
-Heavy Bomber: K-Wing Assault Starfighter
-Dropship: LAAT/i and LAAT/c, upgraded with starfighter-grade shielding
Starships:
-Corvette: Raider-class Corvettes as special mission platforms, Crusader-class Corvettes as supplementary defensive escorts.
-Frigate: Hammerhead-class Frigates as well-rounded workhorse vessel, Lancer-class frigates as primary anti-fighter escorts.
-Carrier: Venator-class Star Destroyer as the main carrier in mobile fleets, with Lucrehulk-class Battleships anchoring planetary invasion or defense actions.
-Interdictor: Interdictor-class Cruiser (Sith Empire era, same size as an Imperial Immobilizer but much better armed and armored).
-Destroyer: Dreadnought-class Heavy Cruiser outfitted primarily with heavy turbolaser and ion cannons.
-Cruiser: MC80 Liberty-type Star Cruiser
-Battleship: Allegiance-class Star Destroyer, situationally supplemented by Subjugator-class Heavy Cruisers
-Dreadnought: Assertor-class Star Dreadnought
-Superweapon: World Devastator, used to strip enemy or uninhabited worlds for the resources to build up the fleet.
Fleet Composition:
-Patrol Fleets: A fleet designed to patrol allied territory, taking care of light threats like pirates while monitoring for any serious enemy activity; A small group of Hammerhead-class Frigates and Crusader-class Corvettes supported by two or three Lancer-class Frigates and Dreadnought-class Heavy Cruisers.
-Response Fleets: A fleet designed to respond quickly to enemy incursions and carry enough firepower to tear through small fleets of enemy capital ships; One Allegiance-class Star Destroyer, one Interdictor-class Cruiser, one Venator-class Star Destroyer and a handful of MC80 Liberty-type Star Cruisers, each with a small support fleet of Crusader-class Corvettes, Lancer-class Frigates and Dreadnought-class Heavy cruisers.
-Defense Fleets: A fleet designed to sit over an allied capital world for the purpose of providing a powerful defensive blockade; At least one Assertor-class Star Dreadnought, one or more Lucrehulk-class Battleships, multiple Allegiance-class Star Destroyers, Subjugator-class Heavy Cruisers and Interdictor-class Cruisers, supported by numerous MC80 Liberty-type Star Cruisers and large support fleets of Crusader-class Corvettes, Hammerhead-class Frigates, Lancer-class Frigates and Dreadnought-class Heavy Cruisers.
I'm intrigued as to why you chose the hyena bomber over the Y-Wing, but it looks like a very formidable fleet.
alright but how about you just replace your entire fleet with k wings and instantly take over the galaxy
a w e some
@@at-bazelgeuse Dude, you can’t control space with bombers
@@elsauce4873 that was a joke
GR-75 pilotted by a Gonk droid. The perfect fleet.
Fliyo MB GONK
Entire fleets made up of weaponized gonk droids. The perfect navy
DooT SweeT considering those things have super-dangerous reactors...
GONK-MISSILES
Cosmo 456 a single gonk droid explosion to the core of a planet, and the whole system goes boom
Cosmo 456... More like
GONK-NUKES
I would make my fleet out of exactly 1 imperial carrier filled to the brim with ep9 palpatines and their drop-the-bass lightning
Make the enemy deaf
@@ManerlyFlodeilla The Secret rise up solo
I’m 90th like
I think since this is the “perfect fleet”
I don’t think cost should be a factor.
Great vid!
Also, I like the tie defender
@@MinskyDoxsky.. The tie defender is garbage next to the b wing proto
A-wings. Kamikaze into the control area. Bingo.
Would use CIS drones, something expendable.
Also lmao
Use depressed droids as pilots
Just use billions of vulture droids with bombs strapped to them
@@CarlGoldenface use gonk droids with jet packs
@@collinwood6573 my plan is already in motion
corvette - cr90
Frigate - carrick type
carrier - venator
light cruiser - republic light cruiser
destroyer - victory II
cruiser - mc90
battleship - resergent class star destroyer
dreadnought - eclipse class
resurgent*
Not bad for a fleet as for my fleet it would be 40 CR90 Corvettes 35 nebulon b class frigates 29 Venator class carriers 1 sovereign class starship Enterprise from star trek with 11 constitutions, 11 excelsiors, 12 intrepids, six to five what was it what was it oh yes of course nebula class starships starfighters will be 50 x-wings 35 y-wings 30 viper Mark ones and 1 arwing. My command ship of course would be the 1978 Battlestar Galactica my fleet would be 267 star ships in my fleet. If you want me to add anymore into my fleet ask
Its resurgent
Thank you
@@seankean4101 wth thats huge.... 40 CR90s????? 35 Nebulons! 29 VENATORS! bro thats more cruisers than the prime rebelion
My experience in Stellaris tells me this fleet needs a dedicated long range artillery ship. Decimate you enemys before they are close enough to shoot you
You mean something like the broadside cruiser or the marauder cruiser from Empire at War? They were excellent at besieging enemy space stations and annihilating masses of bombers before they could reach your capital ships
Irish Nationalist
There are ships that can act as artillery though. Marauder cruisers and Broadside cruisers were specifically designed for staying outside of the battle and launching powerful missile salvos. The Eclipse and the Sovereign were siege machines that could snipe enemies with their superlasers. Star Destroyers could act as long range artillery ships with their powerful guns.
i would call them a specialized form of their class. support them with other types with in the class and it would work.
it would be cool to have an Imperial II, with those heavy lasers from Snoke's flagship that could act as a sniper ship
I played Stellaris with an Empire ship mod and I used Conqueror ISDs (Basically Imperial 2s with a mini death star laser). They are great for shooting from the back of the fleet. They are somewhat glasscannons though.
Fantastic video! A unique and fun topic, but is also filled with informative facts.
+The Lore Master thanks my man :)
The Lore Master can you do the same vid type ?
EckhartsLadder. Admiral
EckhartsLadder What about the resurgence class
0:16 Where is that scene from?
In my fleet, I would have a ton of escape pods with hyper drive and filled with proton torpedos.
true
fucking op lol
@@karlbjerke133 my fleet would be one Odyssey class explorer USS Enterprise (NCC-1701-F) my flagship, probably five sovereign class starships, 8 Galaxy class starships, 12 Akira class starships, one Prometheus class USS Voyager (NCC-74656-A), the other starships would be just prototypes, a century class explorer the USS Hood (NCC-1703-E), including ships from the mothball fleet say 40 constitution class starships, 30 excelsior class starships, 25 Federation class dreadnoughts plus some ships from the Miranda class last but not least a full-blown Armada of inquiry class starships and yes they are star trek ships
@@karlbjerke133 that's not enough.
Episode 6 certainly broke the lore when it came to big ships.
When any small vehicle can just crash into a massive ship and destroy it, why build big ships?
Not a single lucrehulk? Goddam. They were so superior to venators in legends.
Also, no tridroids, vulture droids, etc..?
Lucrehulk is a wonky stand-in for a battleship and more of a station than a ship. They're amazing at blockades because shooting at them is like trying to destroy a big asteroid, but they don't have the best weapon placement and the fighters are more short ranged. I do agree that it could be added but only in defensive positions
lucerhulks are good as carriers, if I had a fleet to design I would a fee of them just to hang back and deploy starfighters
yeah, lucrehulks are a good addition but you can only really have a few because of how big they are and how many starfighters it takes to fully arm one. if you do get the full 1,500 starfighters equipped, then it can act like a big flyswatter and smack the enemy's smaller ships and fighters out of the sky
Colin Thorneycroft The Lerhulks from the phantom menace weren't very good, however during the clone wars they were augmented with better shields and better/ more guns, obviously I would be using the clone wars era lucerhulk and not the phantom menace one that got taken out by a handfull mediocre pilots
they're still not fully built warships, however, as their original design was to lug cargo around. i'm just saying they're big and inflexible, so having a lot of them would cripple the fleet
I think you're writing off the generalist type shops off. They are the backbone of a fleet. They can do most roles well. They also synergize well with specialists, often fixing the specialist weaknesses, while also amplifying the specialist strengths. You may at times find that you do not have your whole fleet to synergize with, whether because a lot of your fleet was unfortunately destroyed, or because you can only bring so many ships, so generalists are useful to have around. Specialists can start getting pricey, especially because they need the whole to work together.
And logistically speaking, having so many specialist ships would make training new recruits a nightmare.
RebelBeamMaster X84 A lime of venators, in my opinion, should form a good front for these specialized ships. The hulls could serve to protect the lighter craft if they’re retreating from a skirmish, while the turbolasers could pinpoint the enemy weaker ships and drag down heavier warships.
Agreed and he left some damn good ships out like the Corellian Gunship and the Lancer Class Frigate.
They are technically Frigates but serve his Corvette role, as in being a good anti-starfighter ship.
Which is the weird thing for me, why swap out the Weapons and rebuild the CR90 when you can have the Corellian Gunship factory made like that?
I think he's a bit hung up on class definitions on that.
Now in X-Wing Alliance I have fought against Lancers, and they are some of the most deadly ships to fight against in a Starfighter, quite well shielded, shield gens are well protected and lots and lots of laser cannons.
Attacking a lancer or a Corellian gunship in a B-Wing is tough, in Y-Wing it's hard, but in a Tie, now that's suicide.
Using the Corvette in the Fighter defense role is not using it's strengths compared to the Gunship, namely that it is fast and can transport troops or cargo, so a Corvette is perfect in the role as a fast raider.
Combine it with a Gunship which is actually smaller (120m to 150m) than the Corvette, and you have a great fighter defense, can drop off troops fast, attack and sabotage an installation, get out.
starwars.wikia.com/wiki/DP20_frigate
For pure Fighting the Correlian Gunship is superior as it is focused on that.
And the lancer has a much smaller dead spot in the rear firing arc, in a Starfighter that thing is an absolute bitch to kill.
starwars.wikia.com/wiki/Lancer-class_frigate/Legends
I mean, if I could I would use both, the Lancer is better at killing starfighters, has better shields and a better firing arc.
However it is much slower than the Corellian Gunship, and unlike the gunship has no capital grade weapons aka turbolasers.
So the Gunship is a more generalist build.
I would use the Lancers as the inner layer of anti-starfighter defense, close to the big capital ships, and the Corellian Gunship as the middle layer, because they are fast enough to deploy to hotspots and attack directions, they should weaken them and the Lancer mop up close in.
The outermost layer of defense are the starfighters of course.
And the Carrack Cruiser is actually a patrol ship, that is for the control of systems.
So in essence it does fulfill the cruiser role, which for the most time in real history, was more a mission description than a ship type discription, some kind of standardization only set in with WW1.
And the Carrack Cruiser reflects that. ;)
Another problem of his fleet buildup is that it is too focused on pitched naval battles.
This Fleet would work will in a fleet engagement where all ships work together, a bit like the Battle of Jutland or Leyte Gulf.
However it's key weakness is that Eckhart seemingly forgot that one of the tasks of a Navy is to protect the lines of communication and transport in a war and that the role of a cruiser was also to attack those.
And in Star Wars, the Rebel Fighters were also instrumental in that war on trade.
Which is why types like the Nebulon B exist or you could have ships like the Assault Frigate or Dreadnaughts.
They are there to protect convoys or patrol against marauders.
And if you use not just fighters but also Corvettes and other fast ships, you need some generalist builds like the Nebulon B or the Nebulon B2, which can transport some fighters, and can also fight fighters and ships of smaller and similar size.
So I think Eckhart's perfect fleet is closer to a perfect battle fleet than a perfect overall fleet.
And it also has one other key weakness, in that if a smart enemy susses out the weaknesses, he can for example target some of his smaller specialist ships first and then take out the capital ships first and then attack his big ships with small craft.
I think acclamator II are good generalist ships with the shields and firepower and they work well with Cr-90s as well as cruiser type vessels
Generalist ships also make mass production vastly easier and cheaper.
5:58 battleships don't necessarily operate effectively on their own
Civ 5: hold my beer
Ha
I only need the gonk droid god praise
Claptrap could kick his ass.
meg meg The Gonk droid is the true God of the Galaxy.
It is a well known fact that a single
Gonk droid can survive a hit from the Death Star
Kamikaze Gonk Droid with Hyperdrive installed.
OMNISIAH of SW.
I have come up with a list of my idea star fleet. It seems a bit of over kill but warranted.
Command Ships:
1 Criterion Star Destroyer-Central / Fleet Command Ship
MC95 Aether-Class Battle Carrier - Primary Command Ship
MC75 - Profundity- Post-Secondary Command Ship
Fleet Command:
10 DANJI Star Destroyers
15 Terminus-Class Destroyers
20 Quasar Fire Class Carriers
20 Impellor-Class Fleet Carriers
40 Altor-Class Replenishment Ships
17 Bellator Class Star Destroyers
10 Nebulon-K Frigates
15 Harrower Class Sith Dreadnoughts
20 Mark I Assault Frigates
20 Mark II Assault Frigates
25 Nebulon B Frigates
3 Imperial II Class Star Destroyers
10 SFS Imperial Interdictor Cruisers
Squadron Command:
7 Squadrons of X-T71 Wings Fighters
5 Squadrons Droid Heavy Bombers
5 Squadrons Droid Gun Ships
8 Squadrons of Droid Tri-Fighters
20 Legions of DANJI Star Fighters
10 Legions of Sith Mark VI Supremacy-Class Fighters
10 Legions of Sith Fury-Class Interceptor Fighters
10 Legions of Sith B-28 Extinction Class Bombers
30 Legions of Chiss Empire Fighters
how many ships in each squadron/legion?
Why so dark?
*17 BELLATORS?!*
This is a navy
I'm glad you went with a conservative 3 imperial classes, they will fit nicely with your 17 bellators
I actually like the idea of Vulture droids over X-wings for this fleet. Since you've decided on a less carrier focused strategy, the vulture droid's ability to be stored externally means that you could do away with carriers entirely and use the eclipse's sleek sexy hull to store all your fighter craft. Reserving the more limited internal hangar space for bombers and other support craft. This also means you can get WAY more fighters. Each Quazar class only has a compliment of 48 starfighters. So instead of lackluster carrier and less than 50 x-wings. I'd use that money to buy almost 500 vulture droids that can all be launched simultaneously from the surface of any of my capital ships, reducing deployment time and vastly increasing overall screening potential. Especially when considering the Vulture droid's apt missile compliment.
My fleet would just be a hoard of suicidal GR-75s.
Colin McDill truly an unstoppable force.
Pack every single one of them with nukes and have suicidal gonk droids as the pilots
some could be civilian type as well.
My fleet will be venator's,acclamators,arquitens,cr19s,old republic hammerheads,foray blockade runner's, and finally 1million republic dreadnought cruisers
@@DiegoMartinez-Legolu1vs my fleet would be one Odyssey class explorer USS Enterprise (NCC-1701-F) my flagship, probably five sovereign class starships, 8 Galaxy class starships, 12 Akira class starships, one Prometheus class USS Voyager (NCC-74656-A), the other starships would be just prototypes, a century class explorer the USS Hood (NCC-1703-E), including ships from the mothball fleet say 40 constitution class starships, 30 excelsior class starships, 25 Federation class dreadnoughts plus some ships from the Miranda class last but not least a full-blown Armada of inquiry class starships and yes they are star trek ships
You should try building a “best fleet” across multiple sci-fi franchises!
me, pulls out star forge:
you had activated my trap card
Hoping to see Eckharts fleet in episode 9 as the "allies in the outer rim" first order will be fucked !
Me too
I'm hoping Disney will not disappoint us in Episode IX
Lucrehulk's, Lucrehulk's all the way. Assaulting something? Slap a few thousand long range artillery droids to the hull and concentrate all power to shields.
Droid starfighers are crap in my oppion, mainly because of their flight capability of a dismal 30 mins...so lets cover them in explosives and Omega protocol anything.
I like the Lucrehulk, she just gives so manny options, peacetime? She is a cargo ship now.
War? What do you need? Supply ship, pocket star destroyer, long range radar outfit, Blocade vessel, and the escape command center.
So basically a futanari(in that she can do anything)
the lucrehulk is less a slow battle ship and more a highly mobile battle station, it is even arguable to state it is the precursor to the death star, considering the death star was originally designed by the CIS
But wouldn’t the artillary droid be destroyed
pSeries
Thats what Shields are for mate...
But Lucrehulk isnt exactly the best ship for chasing someone though.
No offense but have you seen how big she is ? In all honesty as the guy above me have said she is more of a mobile station.
Woah, finally some acknowledgement of the Carrack! Nice.
I'd love to see a head to head comparison of the Carrack vs the Nebulon B.
As carrier, I choose Lucrehulk class droid carriers as well, and swarm the sky with cheap air defense role droidfighters to protect the core of the fleet.
yes, but luckerhulks are giant and so expesive
MonsterMan CZE1379 And those fighter swarms will get raped by CR-90s, Tartans, and Lancers.
Gregory Lumban-Gaol
The droid fighters will not go away from the capital shipsthey appointed to defend. If the CR90s and the other AA ships want to rape them, they have to get really close of the BIG guns of the star destroyers. Maybe some of the droid fighters following the assault fiĝters and bombers, but most of them will stay close to the expensive capital ships.
bandiras2 Those droid fighters are gonna have to do something when a Dreadnought escorted by Lancers, Tartans, and CR-90s bombard the shit out of the Lucerhulk.
+EckhartsLadder,
*My Ideal Fleet*
First of all, I'd like to set the parameters of the scenario, to address the challenge set to explain my personal favourite fleet. Using a logical system to fairly compare things, would make more sense than randomly choosing ship classes with no rules on their numbers and arrangements. I'll deal with that issue as I explain what my perfect fleet would be.
- Now, just to begin with, I must say that there are some missing categories in your category list. I would also prefer to expand upon some categories because the subcategories/variants within can be quite unique in form and function.
- Secondly, I would strongly suggest that the perfect fleet would perform best, usually, in a defensive role. In military history, in wars of attrition or battles and campaigns contested between two well versed and smart leaders (the latter being a rarer situation, as usually one side has a clearer leadership advantage especially on a tactical level, where individual leadership skills and merits are vital, just as strategic genius on the grander scale is also important when seen in certain individuals) it can often come down to the environment fought in, the one who is defending instead of attacking, or ultimately the luck of the critical hour and turning point in the battle/even war. Luck does have its part.
It would be luckier, in my opinion, to generally have to be the one on the defensive. In military terms, the defender can often (though certainly not always) decide an array of things to swing the battle/war in their favour. To be attacked, is to imply the aggressor either has (usually) some momentum and impetus to dare to attack in the first place - or, in the case of the Rebel Alliance and Resistance in Star Wars, attacking can be hit and run affairs turning that norm on its head. Usually, the Galactic Empire or First Order would be on the offensive, with their own agendas to fulfil. Whereas, during the Clone Wars, the Republic and Separatists attacked each other often equally confidently and aggressively, in a war of attrition that swung either way for a long time, until, it didn't. Point being, that, I would much prefer to *command a fleet in a defensive formation* that have to try an offensive formation, in the offensive role. The defensive role is generally the most conducive to success, even over greater odds. Of course, that is not the course if the forces you have to defend with, are very substandard or relatively weak. However, suffice it to say that a good defender is always good on the counterattack.
- Thirdly; in this perfect fleet scenario, I would like to begin with defence, and if successful under any pressure, I'd then condone a counterattack. While the defender is usually the one with less hard work to do to overcome fixed defensive positions, unlike the unfortunate attackers, the truth of the matter, is that depending on momentum and leadership skill, a counterattack/counteroffensive would amount to and become the best form of defence; sometimes (though not always) the best defence, being a good offence. This ability to move from a strong defence to a similarly successful counteroffensive, is vital and also encourages the selection of certain ship classes that would make the engagement ideal in hopefully as many scenarios as is possible.
- Fourthly, there should be specific rules governing the way the ''perfect fleet'' is to be tested. I shall suggest this approach;
. Each test and *Fleet Battle will occur over 1 system and 1 system alone* which of course would make the selection of the system/planet in question, very important. As the defender, I would prefer either a planet which is very large and has a lot of resources to help sustain the fleet, or planet of any size (preferably quite a big planet) which is *totally barren and hostile to life outside of key strongholds and designated bases of operations* for the purposes of being a deliberate hazard to enemy forces crashing on the planet potentially. This may seem cruel, but it would amplify the casualty rate of the enemy. If dug into a strong defensive position holding a key system, the defenders would be far more familiar and far more able to save their downed crews and troopers, if necessary. The confusion on the enemy side would be greater and more losses would occur due to this.
. There should be a clear, *maximum number of ships* and ships-of-class specifically, in a specific arrangement. This shall be explained later. This goes for the attacker as well. However, as the defender, the real test would be to see if the ''perfect fleet'' in a defensive formation, would be able to repel a larger fleet (much larger fleet) using smart defensive tactics and clever positioning, while also being able to rout the attacking fleet from out of the defensive positions. That would be as impressive a victory, if not more impressive, as a smaller fleet attacking and defeating a larger defensive fleet.
In war, the *key advantages of defence* are; the ability to most often chose the battlefield and prepare the location for attack, the ability to use far fewer units to defend key locations and bottlenecks against even huge enemy forces, the ability to more quickly redirect reserve forces to sure up faltering sectors of the battlefield, the established home field advantage and dug in nature of the defender meaning each unit is harder to bring down (usually) while devoted to that duty, the quicker chain of command and logistical support, the strain of logistics on the attacker meaning no matter how much bigger the attacker's supply lines are in length and number, that this will be very expensive for the attacker and provide a serious setback strategically, and the overall ability to let the enemy vent their momentum in their attacks, while carefully planning a strong counterattack. The risk of becoming demoralised by heavy casualties due to the role of the attacker being more dangerous usually, is another defensive advantage.
On the down side, the *key disadvantages of defence* are; the risk of becoming too complacent, the initiative most often being stronger in the hands of the attacker (as the attackers are by definition forced to be more proactive in order to win - and sometimes more desperate and eager to do bold things), the risk of becoming trapped in an encirclement and allowing the attacker to call the shots, the risk of running out of supplies (in spite of superior defensive logistics with that home field advantage meaning the supplies are right there on your system as you defend it, the attacker can counteract that advantage by bringing in more resources from the wider galaxy - meaning the battle of attrition is a race against the clock too, for both the defender and the attacker in different ways), the risk of your planet-side bases and installations being bombarded from orbit should the space battle go badly for the defender, and also there is the risk of becoming demoralised by dwindling supplies should the battle extend long enough to nearly exhaust all of them.
. There should be a clear decision made on which character leads both the defending and attacking fleet. I choose *Grand Admiral Thrawn* for my perflect fleet. Note, it must be assumed that, as this is a cross-era scenario, that Thrawn and any other character chosen to lead, is familiar with every single ship class and how to make good/or potentially great use of them.
*NOW* with that established, I'll set my rules for maximum fleet numbers. In war, the general rule is that the attacking force should at least try to rally an assault force which outnumbers the defender around 5:1 to begin to be confident of victory, even using average leadership and assault forces. Therefore, in my scenario, my perfect fleet should be outnumbered 5 to 1 to make the case for why the perfect fleet of mine, is worth a damn.
*MY SHIP CLASS CATEGORIES*
- *Starfighter* : to be divided into 4 subcategories; standard fighter, elite fighter, strike bomber and interceptor fighter.
- *Shuttle* : to be divided into 4 subcategories; light shuttle, cargo shuttle, heavy shuttle and personal transport shuttle.
- *Corvette* : to be divided into 3 subcategories; light corvette, heavy corvette and specialised corvette.
- *Stealth Ship* : to be a unique ship in the fleet, with only 1 in the fleet allowed on either side.
- *Frigate* : to be divided into 3 subcategories; light frigate, convoy escort/medium frigate and fleet defence/heavy frigate.
- *Carrier* : to be divided into 3 subcategories; fleet support carrier/light carrier, carrier-cruiser/modified cruiser and heavy carrier/fleet carrier.
- *Interdictor* : to be a unique ship class in the fleet, which is really a form of cruiser in size though less well armed, with point defence weapons more useful in defending against fighters and bombers, rather than taking on enemy warships. Only 2 per fleet allowed.
- *Destroyer* : to be divided into 3 subcategories; light destroyer, medium destroyer and heavy destroyer.
- *Cruiser* : to be divided into 4 subcategories; light cruiser, medium cruiser, heavy cruiser and specialised cruiser.
- *Battle-cruiser* : to be divided into 2 subcategories; battle-cruiser and armoured battlecruiser/heavy battlecruiser
- *Battleship* : to be divided into 4 subcategories; fleet battleship, super battleship, specialised battleship and flagship battleship.
- *Dreadnought* : to be divided into 5 subcategories; fleet dreadnought, heavy dreadnought, super-dreadnought, specialised dreadnought and fleet flagship super-dreadnought.
- *Orbital Defence Platform/Orbital Battlestation* : NOTE: Given to the DEFENDERS only. Maximum of 5 allowed, minimum of just 2 if more ships of bigger classes are used instead as a trade off either way.
Now with that out of the way:
*Ship Numbers Allowed for Perfect Fleet by class and total number allowed*
[part 1 of 3, see part 2+3 below]
[part 2 of 3]
*Ship Numbers Allowed for Perfect Fleet by class and total number allowed*
- *Starfighter* : (all 4 subcategories depends entirely on the ship classes carrying them)
- *Shuttle* : (all 4 subcategories depends entirely on the ship classes carrying them)
- *Corvette* : 36 Corvettes allowed; 18 light corvettes, 12 heavy corvettes and 6 specialised corvettes; 3:2:1 ratio.
- *Stealth Ship* : only 1 solitary stealth ship allowed on either side. 1 in my ''perfect fleet''.
- *Frigate* : 32 Frigates allowed; 14 light frigates, 12 convoy escort/medium frigates and 6 fleet defence/heavy frigates.
- *Carrier* : 12 carriers allowed; 6 fleet support carriers/light carriers, 4 carrier-cruisers/modified cruisers and 2 heavy carrier/fleet carriers.
- *Interdictor* : Only 2 per fleet allowed. My fleet shall have 2; one in primary use, one on standby in active reserve, both protected in the rear and centre of the fleet close to an orbital defence platform/orbital battlestation.
- *Destroyer* : 35 destroyers allowed; 15 light destroyers, 12 medium destroyers and 8 heavy destroyers.
- *Cruiser* : 60 allowed; 25 light cruisers, 15 medium cruisers, 10 heavy cruisers and 10 specialised cruisers.
- *Battle-cruiser* : 24 allowed; 16 battle-cruisers and 8 armoured battlecruisers/heavy battlecruisers
- *Battleship* : 24 allowed; 12 fleet battleships, 6 super battleships, 4 specialised battleships and 2 flagship battleships.
- *Dreadnought* : 12 allowed; 4 fleet dreadnoughts, 4 heavy dreadnoughts, 2 super-dreadnoughts, 1 specialised dreadnought and 1 fleet flagship super-dreadnought.
- *Orbital Defence Platform/Orbital Battlestation* : NOTE: Given to the DEFENDERS only. Maximum of 5 allowed, minimum of just 2 if more ships of bigger classes are used instead as a trade off either way.
Using my own rules, I chose to select just 2 instead of 5, to focus the orbital defences on a tighter area to defend, and to allow the numbers of ships I desire for the ''perfect fleet''. This fleet will still be outnumbered 5 to 1 later on anyway.
*TOTAL* not accounting for the exact numbers of starfighters and shuttles in all class subcategories (which would be likely thousands strong)
= 268 ships of all classes + 2 Orbital Defence Platforms; 270 space ships/platforms to defend with.
As noted, the attacking force would number well over 5 times the number of this, so they'd possess over 1,000 warships of varying classes, for a massive showdown. Now, I'll get into which exact ship classes I'd choose from cross-era selections, in a cherry-picking manner. Remember, I want *Grand Admiral Thrawn* to lead the fleet (and we're talking about his razor sharp self in the Legends material, not the rather watered down and less impressive Thrawn seen in Star Wars Rebels, and even in that he is quite lethal)
*Fleet Composition of Ship Classes*
- *Starfighter* : (2 variants allowed per subcategory)
. Standard Fighter = First Order TIE/sf space superiority fighter and Vulture Droid
. Elite Fighter = T-70 X-Wing and TIE Defender
. Strike Bomber = Droid Hyaena Bomber and Y-Wing Bomber
. Interceptor = RZ-2 A-Wing and Droid Tri-Fighter
- *Shuttle* : (1 variant allowed per subcategory *except* for light shuttle/troop transport subcategory)
. Light shuttle/troop transport = Lambda-class T-4a shuttle and/or Atmospheric Assault Lander/AAL (First Order)
. Cargo Shuttle = Zeta-class cargo shuttle
. Heavy Shuttle = Sentinel-class landing craft
. Personal Transport/Command shuttle = Upsilon-class command shuttle
- *Corvette* : (1 variant allowed per subcategory)
. Light Corvette = CR90 Corellian Corvette
. Heavy Corvette = Hammerhead corvette
. Specialised Corvette = Raider II-class Corvette (e.g Corvus)
- *Stealth Ship* : only 1 solitary stealth ship allowed on either side. 1 in my ''perfect fleet''.
= Scimitar; Darth Maul's ship.
- *Frigate* :
. Light Frigate = MC30c frigate
. Convoy Escort/Medium Frigate = EF76 Nebulon-B escort frigate
. Fleet Defence/Heavy Frigate = Munificent-class Star Frigate
- *Carrier* :
. Fleet Support Carrier/Light Carrier = Acclamator-class assault ship
. Carrier-cruiser/modified cruiser = Quasar Fire-class bulk cruiser
. Heavy Carrier/Fleet Carrier = Venator-class Star Destroyer
- *Interdictor* :
= Interdictor cruiser (Imperial)
- *Destroyer* :
. Light Destroyer = Recusant-class light destroyer
. Medium Destroyer = Victory-class Star Destroyer
. Heavy Destroyer = Providence-class Destroyer/carrier
- *Cruiser* :
. Light Cruiser = Arquitens-class light cruiser
. Medium Cruiser = Dreadnought-class Heavy Cruiser (called Heavy Cruiser though that is debatable, its medium)
. Heavy Cruiser = Subjugator-class heavy cruiser
. Specialised Cruiser = MC85 Star Cruiser (e.g. Raddus)
- *Battle-cruiser* :
. Battle-cruiser = MC80a Star Cruiser
. Armoured Battle-cruiser/Heavy Battle-cruiser = Resurgent-class Battle-cruiser
- *Battleship* :
. Fleet Battleship = Imperial II-class Star Destroyer (First Order upgrades)
. Super Battleship = Viscount-class Star Defender
. Specialised Battleship = Lucrehulk-class Droid Control Ship
. Flagship Battleship = Resurgent-class Battle-cruiser (elite upgrades; Kyber-powered systems and guns e.g. Finalizer)
- *Dreadnought* :
. Fleet Dreadnought = Mandator IV-class Siege Dreadnought
. Heavy Dreadnought = Mandator II-class Star Dreadnaught
. Super-Dreadnought = Executor-class "Super Star Destroyer"/Star Dreadnought
. Specialised Dreadnought = Eclipse-class ''Super Star Destroyer''/Star Dreadnought
. Fleet Flagship Super-Dreadnought = Mega-class Star Dreadnought (i.e. Supremacy)
- *Orbital Defence Platform/Orbital Battlestation* :
= InterGalactic Banking Clan's gun platforms
[part 3 of 3]
*The Planetary Systems I choose to test my ''perfect fleet'' on*
There shall be 20 Planets tested, with each being a new test with my ''perfect fleet'' of around 270 ships and thousands of fighters, in the DEFENSIVE role, while being attacked by different kinds of enemy fleets 5 times more numerous with well over 1,350 ships.
Based on the criteria earlier, for which kinds of planets I'd like to defensively engage over (with the ground aspects to the scenario, also kept in mind) there are 10 Planets in 2 lists: Planetary List A, ''Resource Rich and Developed Planets'' and Planetary List B, ''Barren, Hostile or Otherwise Extremely Dangerous Planets''.
*Planetary List A* (1-10) ''Resource Rich and Developed Planets''
1. *Coruscant*
2. *Kuat*
3. *Fondor*
4. *Vardos*
5. *Muunilinst*
6. *Naboo*
7. *Christophsis*
8. *Corellia*
9. *Dantooine*
10. *Cato Neimoidia*
*Planetary List B* (11-20) ''Barren, Hostile or Otherwise Extremely Dangerous Planets''.
11. *Geonosis*
12. *Kamino*
13. *Mustafar*
14. *Mygeeto*
15. *Umbara*
16. *Hoth*
17. *Abafar*
18. *Felucia*
19. *Jakku*
20. *Crait*
*Planetary Forces*
My ''Perfect Fleets'' Infantry/Troopers: Phase II Clone Troopers, First Order Stormtroopers, Separatist Battle Droids.
Each of the three broad classes of soldiers I prefer, have many variants and are all numbering in the hundreds of thousands, each. They are all fully-armed with their preferred weapon types and are controlled by *Grand Admiral Thrawn* collectively.
*Special Forces*:
Inferno Squad, Delta Squad, ARC Troopers (e.g. the Muunilinst 10), Imperial Death Troopers, Praetorian Guards and Commando Droids.
*Heavy Ground Vehicles*:
All Terrain MegaCaliber Six (AT-M6), First Order All Terrain Armoured Transport (AT-AT), Self-Propelled Heavy Artillery Turbolaser, HAVw A6 Juggernaut and the Multi-Troop Transport (MTT)
*Light/Lighter Ground Vehicles*: First Order All Terrain Scout Transport (AT-ST), Armoured Assault Tank (AAT), All Terrain Tactical Enforcer (AT-TE), All Terrain Recon Transport (AT-RT), Octuptarra tri-droid and the All Terrain Mobile Artillery (AT-MA) + various cross-era speeder bikes.
*Atmospheric Craft*:
TIE Striker, LAAT/i (Infantry variant) Gunship, LAAT/c (Transport/Carrier Gunship variant) and HMP (Heavy Missile Platform) droid gunship.
1. Coruscant;
Blessed with the full support of the Coruscant population and all the reserves of resources, food and materials there at the eucomenopolis city-planet, with numerous garrison facilities, barracks, headquarters and outposts, *Grand Admiral Thrawn* would find an extra boost to his resources and logistics. However, billions upon billions of civilians and citizens would be in peril from the risk of being killed by falling starships. In which case, he'd focus his defence above the main areas of the planet, and provision garrisons around the planet.
2. Kuat;
Defending the vast naval shipyards and wealthy streets of Kuat, the planet would provide many essential supplies, materials and resources to support the fleet. Similar to Coruscant however, would be the risk of terrible civilian casualties if caught in the crossfire or hit by the fallout of the battle. Garrisons would dig in on the planet and in the vast orbital stations and shipyard facilities. The control hubs of the shipyards would be the key defensive position in orbit.
3. Fondor;
As with Kuat, Fondor is a planet best known for its industrial scale production of starships, in vast orbital shipyards. Not quite as impressive as Kuat, Fondor is still a major location. Populous, industrious and again, this risks heavy civilian casualties if caught in the crossfire or hit by the fallout of the battle. Garrisons would dig in on the planet and in the vast orbital stations and shipyard facilities. The main shipyard above Fondor would be the focus of the battle.
4. Vardos;
An imperial ''utopia'', and source of vast military training grounds and recruitment for the Galactic Empire, akin to the success of Carida, Eriadu and Kamino as militant worlds, Vardos is heavily populated, and would be fiercely supportive of *Grand Admiral Thrawn* of course. The fascinating world would be primarily defended from Kestro, the capital city, with the main fleet positioned in orbit, directly above. Vardos would not be able to resupply the fleet for as long as the three previous planets, though, so it would be even more important to secure a swifter victory here; lest resources run out completely. Ground combat would be very likely.
5. Muunilinst;
A wealthy world in the back-pocket of the Separatist Leaders/later the First Order, and an outrageously rich world of banking giants and corporations with galactic outreach, there is no doubt that defending this world would be a profitable experience so to speak. With the support of the local populace of Muuns and the main defence of the planet fixating on the skies and space above the capital city of Harnaidan, there would be a risk of severe damage to the cities of Muunilinst, as had occurred during the Clone Wars, in the hard-fought Republic victory there. Defending the orbital positions around Muunilinst would be the first phase, those being forced back into atmospheric positions would also be highly likely. Ground combat would be very likely, as at Vardos.
6. Naboo;
An idyllic and tranquil world, lush and verdant throughout, with vast waterways, swamp-forests and grassy plains, Naboo is a jewel of the Old Republic, and a beacon of liberty much the same as Alderaan was in its own way too. While not nearly the most wealthy world around, Naboo had great wealth and beautiful architecture, that would be important when considering the defence of the planet. The largely peace-loving populace would lend support but would be far less efficient at doing so, than say, the people of the ardently militant world of Vardos by contrast. That said, the battle for Theed, capital of Naboo, would be the main issue in terms of ground combat, which would be very likely. Orbital defences would concentrate above Theed, and extend into the atmosphere.
7. Christophsis;
A striking, crystalline world, rich in minerals, crystals and gems, that has a large population and plenty of resources. However, most of its resources are, like Coruscant and Kuat, shipped in. Its own relatively unproductive, crystalline and otherwise urbanised surface, is beautiful, yet vulnerable to being starved of supplies. Even more dramatically here than on Vardos, resource provisioning would be a key factor that would always be a high pressure matter. Quicker victory would be vital, or else the fleet could be starved of supplies and fuel.
8. Corellia;
A bustling and thriving world of humankind and other species, with largely variable planetary conditions and environments, and a large population. Known for starship production, first and foremost, it is also a huge exporter of agricultural produce, and alcohol. It would also have large stockpiles of raw materials, luxury items, fuel and weapons, due to its role in starship production. Mining corporations, retail sectors and trade networks, as well as a thriving cities, were commonplace to Corellia. Defending this world would be comfortable, if not for the risk of heavy casualties in the crossfire and fallout of battle. The defence would focus around the technologically advanced marvel of Coronet City, the capital, and Kor Sella, another thriving trade hub and historic city of Corellia.
9. Dantooine;
While somewhat of a backwater, quiet and rather remote, the sheer agricultural output of the peaceful and beautiful planet, would be a boon to the fleet and help maintain the forces there. Vast agricultural reserves and stockpiles would be further able to be supplemented, by the planet-wide prevalence of agricultural production. Far less casualties would occur due to the lower population levels, and the smaller size of settlements and cities. Open plains, grasslands and prairies dominate the landscape, making for quick establishment of ground bases from scratch. However, the fuel reserves of the planet would be relatively low, and would be stripped bare in relatively little time. That said, feeding the fleet would be far easier here than elsewhere, and fuel reserves would not be much of an issue defensively instead of offensively.
10. Cato Neimoidia;
A purse-world and topographically curious planet of towering mountains and murky abysses below them, connected with spectacular bridge cities , Cato Neimoidia is a staggeringly wealthy planet, rivalling or perhaps even surpassing the likes of even planets like Muunilinst or Cantonica. Rock-arches and vast cliffs rise from the clouds, where the bridge cities hang between. Opulent, lavish and gilded cities, with vast wealth, filled with palaces, attractions, factories and offices. With a relatively low population and a less productive world, it would be less helpful in some regards as a supplier, but as a financial hub, it would help in some ways too. Capital city Zarra, and the resplendent city of Tarko-se, would likely be the key defensive battlegrounds.
11. Geonosis;
A desperately dangerous world for the unwary, and an inhospitable environment too, Geonosis is a bad place to crash land on, that is for sure. Deserts, canyons, mesas and rocky spires dominate the landscape, and the temperatures are very hot, with a dry climate in arid conditions. The native population would be entirely hostile (if we are imagining that the Geonosians are still alive, whereas the Empire committed genocide upon them during the Imperial Era leaving the world effectively devoid of advanced life save for Imperial garrisons) It might be difficult to be sure which would be a worse fate; crashing on Geonosis with Geonosians around, or crashing on Geonosis with nothing there at all. Including, no water for the most part, and no food either. Defending the planet from the orbital positions would mean dodging asteroids.
part 4 (extra)
12. Kamino;
An oceanic world of intense rainfall and endlessly stormy weather. Crash landing on Kamino would almost almost be a disaster for whomever did, and a watery grave would await the majority. The Cloning world is famous for its Clone Troopers - but very little else at all, save for the weapons and armour production industry, which, itself is in place only because of the clone trooper program. In fact, cloning and arms production are the only major sources of income for the Kaminoans, and while their scientific sectors are incredibly advanced (albeit, rather cold and clinical) the fact is, Kamino is next to useless in terms of resource potential. So, defending here is very difficult. It is dotted with cities such as Tipoca City, the capital. Stilted and domed cities standing in stormy seas like these, would be battlegrounds too. Orbital defences would be in position over the capital primarily.
13. Mustafar;
It may be a volcanic planet, but you certainly won't be safe there. While strong on ore and mineral production, as well as being a moderately scaled industrial economy, it is not nearly enough to be sustaining the kind of fleet that I have here. However, the consumables and fuel reserves on the ships would likely be enough for every scenario anyway. It just cannot be assumed that that is the case though. A volcanic, lava dominated vision into a form of hell, crash landing here would likely mean a rather unpleasant death, if not rescued in time. Casualties for downed enemy vessels would be horrendous over this fiery planet.
14. Mygeeto;
A frigid and historically war-torn planet, it is nonetheless one of the wealthiest worlds in the galaxy, with incredible wealth in mining, minerals, banking and galactic-scale companies that profiteer from war. Mygeeto is akin to Muunilinst, in being a Muun species world, and the wealth of Mygeeto rivals both Cato Neimoidia and Muunilinst. Its productivity and resource provision is low, however, yet it would have large fuel reserves at least. Crash landing here would mean a cold death for anyone not already torn to pieces in the hostile environment. While there are some cities extending high in the sky on bridges and platforms, and there are some centres of civilisation, the majority of the planet is wild and inhospitable.
15. Umbara;
A dark, shadowy planet, with horrific native fauna and flora, akin to the horrors would see on Felucia in the outcome. The outcome being, that this is a world where one does not tread without caution, and respect. It is a dark, dangerous and the roguish native population (who were at least once pro-Separatist) would likely be incredible hostile unless Thrawn could bend them - and their amazing, unique technology - to his will. Crash landing here would be an invitation for all kinds of misfortunes to befall the survivors. Umbara was witness to one of the hardest fought and bloodiest battles of the Clone Wars, in which many, many skilled and heroic Clone Troopers of the elite 501st and 212th, perished regardless. Its very nature is dark, shadowy and unsettling. Defence would centre on the capital city and orbital positions would be marked above it.
16. Hoth;
An iconic yet remote icy world, in the Hoth system. Even more than Mygeeto, Hoth is a snow-bowl and very frigid. It is suicidal to venture out at night when the temperatures plummet so low that even the native wildlife cannot endure it safely. Crashing here would practically spell certain death unless survivors were extracted almost immediately. Icy caves, snowy wastes, frozen valleys, glaciers, crevasses and rocky, snow covered outcrops, dominate the landscape. Hoth is no place to go for a casual stroll, even in the best of times in the middle of the day. It is thoroughly unpleasant, freezing cold and unsettling, what with the howling winds and roving Wampas which hunt the unwary. Rebel sentries - during the time of the Galactic Civil War - in and around Echo Base, would sometimes go missing (killed by marauding Wampas) adding to the sense of fear the place held. Blizzards and snowstorms blew over the planet, and though conquered by the Empire during the Galactic Civil War, they too suffered in the conditions. Hoth is practically entirely devoid of resource production, so is useless in terms of resupply potential.
17. Abafar;
A far away planet in a strange sector and neck of the woods of the galaxy, far from anywhere important or truly productive. It is a barren and bizarre world, dominated by dusty and scorching flats. Deserts, pancake flat, stretched in all directions as far as the eye could possibly see. An endless and distressing emptiness that looks even more bleak and barren than Jakku or Crait. It was scarcely populated, and where settlement was to be found, only small and strange communities, largely comprised of randomly assorted ragtags and passing vagrants and wastrels, or even criminals or refugees, hiding from plain sight for a while. The featureless vastness of the planet spanning desert on Abafar, was literally known as The Void. Many have died in this unimaginably unnerving emptiness. Evidence of the wreckage of crashed starships, with their crews turned to little more than dry, dusted and emaciated skeletons, are sometimes visible. Due to particulates in the atmosphere, sunlight reflected on the chalky, white surface produced a diffuse orange sky, and these conditions, combined with regolith properties in the white dust on the ground made visibility uncomfortably hazy. Because of this, it was nearly impossible to cast shadows, leave tracks and tell the direction or time of day. Abafar, for all its general barrenness and bleakness, did have one ace up its sleeve; *Rhydonium*.
This volatile, and highly expensive fuel, would be deeply useful as not only fuel for the fleet, should it be needed, but also a weapons grade source of an unconventional kind. It could be collected in barrels and turned into a lethal added means of obliterating an enemy warships. Perhaps makeshift Rhydonium bombs loaded onto bombers, or even aerial gunships depending on the situation, would be devastating. Even small amounts are incredibly destructive. Pons Ora, the main town/city on Abafar, would likely be the focal point of the defence. Not only is it one of the only ''major'' settlements, it is the centre of the Rhydonium Mining Complex on Abafar.
18. Felucia;
This planet is a hell-hole of fungal overgrowth, flesh-eating parasites and infections, fungal spore contamination, vicious wildlife, bizarre geography and sweltering conditions. While spectacularly colourful and fantastical in its shapes and forms, variety and unique look, Felucia is all the while, a deeply unpleasant place to be. It is riddled with dangers and could never be lightly traversed without a serious military expedition. During the Clone Wars, the 182nd was sent to recapture Felucia. Eventually, communication with them was lost; and the 501st Legion later discovered the entire Legion save for a single, injured trooper surviving to tell the tale, had been wiped out. An entire Legion, eradicated. Partly it was the Battle Droids swarming them in vast numbers; partly it was the local fauna and flora that took their own grim toll on the Clones. So many troopers died horrible deaths. Even the 501st suffered badly, in one of its bloodiest and most painful missions there. Hostile terrain, Acklay infested rivers and valleys, flesh-eating bacteria, fungal infections and other serious obstacles and hindrances, had helped destroy the 182nd Legion within 1 month of it arriving, and had also taken a brutal toll on both the 501st and 327th Star Corps in turn.
The main exports of biotoxics, biochemicals, exotic botanical specimens, medicine and drugs, would not exactly be completely helpful (besides the medicine, and besides the potential usefulness of biotoxins militarily) Defending the sparsely distributed farmsteads and research facilities with garrison forces and building fortifications to rise above the surroundings, would be the only way to proceed. Crash landing here would be horrific beyond belief; being about as likely to get diseased or eaten by a Bull Rancor, as it'd be to be rescued.
19. Jakku;
A desert planet noted mostly just for its junkers, slavery and inhospitable, remote nature, the sands of Jakku would be fatal for the unwary. Scorching temperatures, marching dunes and scarce resources, make life here largely tough, unpleasant and laborious; the struggle to stay alive, for the locals, is ever present. Hardy wildlife eek out a living, though this planet isn't quite as severely bleak as say, Abafar. Even so, it is probably more dangerous. Sinking sands, criminal gangs and vagabonds hiding from scrutiny, are ever present dangers. In general terms, Jakku had little to offer anyone really. The Empire fought and lost a pivotal battle here, that killed vast numbers of Imperials and Rebels alike, but cost the Empire dearly; and they were the ones defending. From Jakku come the origins of large aspects of the First Order. Defending locations such as Niima Outpost would be relatively pointless, though using that as a place to expand on as a base of ground operations, would be logical too. Only a small garrison of a company or two would be needed.
20. Crait; The planet which was even more desolate and deserted, remote and uninhabited than either Jakku or even Abafar. This intriguing world, is a small and uninhabited one. A modestly developed Rebel Alliance outpost had been built there since the early days of the rebellion, yet it appears the Empire never knew or attacked it. The crystalline interior of the planet, with its red crystals and glittering caves, was covered with blood-red coloured soil, coated in layers of white salt. Very beautiful.
ThePalaeontologist that’s a lot of amazing details may I recommend a generation tech video search for
What the rebel Alliance military like and find the build your own empire comment this’ll fit in nicely
+SkySlasher
Thank you for the kind words, well, I know my comments are long but I'm appreciative someone gave it the time to read, thanks again.
I'd definitely go with a Lucrehulk for the carrier class, and the Viscount Star Defender for the Dreadnaught, but other than that I agree!
Unfortunately, we know all know that ALL these big ships can be destroyed or badly damaged by HYPERSPACE RAMMING an object toward it.
Dennis Alfonso that’s why I hate that scene
Thanks, nice to know someone agrees to me regarding that scene.
There should at least be a few ways to counter it
BXOTROT ___ interdictors, plus the fact it’s probably a 1/1,000,00 chance for it to work
Didn't the Executor effortlessly tank several ISDs that rammed it due to a badly calculated hyperspace jump? Maybe it is enough to raise the shields once in a while.
I dont like the idea of "perfect fleet" but here it is:
A Mini-Galaxy Gun for destroying larger ships from long range (it would be placed in the center of the fleet)
Some Praetor IIs to protect the Galaxy-Gun
Lots of Phalanx Destroyers for killing other big ships
Lots of MC80b to tank shots for the Galaxy Gun and Phalanx
Some Cloaked Nuruodo Frigates for flanking
Lots of Droid Command Ships for droid swarming
Some Carrack Cruisers full ion for taking shields down from frigates
Some Katana (Forgot the name of that ship) for destroying the frigates
Few Carriers with Tie Defender Squadrons (without hyperdrives)
MANY Anti-SF Corvettes, armed to the teeth with fast laser canons to protect every other ship
...
A Millennium Falcon to annoy the fuck of everyone with that FUCKING INVULNERABILITY TOGGLE LIKE ON STAR WARS EMPIRE AT WAR.
If you played it you will probably understand...
Hows this for a fleet.
steamcommunity.com/sharedfiles/filedetails/?id=102379915
yeah screw the invulnerability ability on the falcon. when I have 10 squads of tie interceptors shooting you YOU SHOULD GO DOWN DAMMIT
Try out Homeworld mod for Star Wars, SW Warlords. The Falcon can avoid everything and have dozens of ships on its tail, they just can't hit it, the ultimate distraction just like in TLJ...
Someone plays Thrawn's Revenge...
Yeah I play both games. It is just ugh PLOT ARMOR IS REAL IN THESE GAMES
The ONLY thing I would like to say to this is:
Customs Ships go Brrrrrrrrrr
In the new canon, the Empire deploys smaller ships (Gozanti assault carriers, Arquitens light cruisers, Quasar Fire light carriers, Raider Corvettes, etc.) to support its star destroyers, so the Imperial fleet was much more flexible than it might appear in the original trilogy
I think that just means the imperial remnant uses smaller ships to draw less attention.
@@kristijanmadhukar516 my fleet would be one Odyssey class explorer USS Enterprise (NCC-1701-F) my flagship, probably five sovereign class starships, 8 Galaxy class starships, 12 Akira class starships, one Prometheus class USS Voyager (NCC-74656-A), the other starships would be just prototypes, a century class explorer the USS Hood (NCC-1703-E), including ships from the mothball fleet say 40 constitution class starships, 30 excelsior class starships, 25 Federation class dreadnoughts plus some ships from the Miranda class last but not least a full-blown Armada of inquiry class starships and yes they are star trek ships
Do “perfect ground force/military” next
AT-M6's and AT-OT's.and maybe a few AT-TE's?
@@n3gat1vecreep aren't AT-OT's countered by a guy with a good arm and a bag full of grenades?
One Obiwan Kenobi with the high ground
Can I just use Starkiller base and 5 thousand flying AT-ATs?
Permission Granted
NEGATIVE GOD NO MISTER
@@Nathanct43 you should be saying IT'S A TRAP!!!!
No god
No, you need different type and different ranked ships
Dreadnought: 1 Assertor Class Dreadnought
Battleship: 2 Devastations
Cruiser: 3 Malevolences
Destroyer: 6 Keldabe Class
Carrier: 8 Endurance Class Fleet Carrier's
Frigate: 12 MC30c's
Corvette: 8 Vigil Class, 2 Ninka Class, 6 Marauder Class
Gunships: 15 Corellian Gunships, 20 YV-929's
Starfighters: Kom'rk, K-Wing, Tie Interceptor, Vulture Droid
Support Craft: Acclamator Heavy Cruiser
Malevolence is borderline dreadnought, but i'll allow it
Nice fleet 75 ships
I don’t get why people call the subjugator a cruiser
and then get surprised when it has 500+ guns
@@starwrath1326 your right the Malevolence is a dreadnought type
My flagship would be the USS Enterprise (NCC-1701-F) Odyssey class starship with 2 or 5 sovereign class starships with 8 galaxy class starships including 19 ambassador class starships with 24 excelsior class starships with over 30 Constitution class starships and 50 Miranda class starships.
My ships:
1x Executor Class Star Destoryer
2x Secutor Class Carriers (Lead the Carrier Battlegroup)
6x Resurgent Class Star Destroyers (Two per three forward battlegroup)
2x Allegence Class Star Destroyers (Escort for the Executor)
6x ISD-II (With updated point defence system)(2 Per forward Battle group)
3x MC-90s (1 per Foward Battlegroup)
4x Municifent Ships (Escort the Executor)
12x Victory-II (3 for 3 frontline battle ships, two to escort the carriers)
4x Quasar Fire-Class light carriers. (All in the Carrier group)
10x Carrack Cruisers (Spread Throughout the fleet)
9x Strike Cruisers (Forward Battle Groups)
9x Raiders (3 per Forward Group)
12x Cr90s (8 for carriers - 4 for the Executor)
5x Interdictor ships
8x Heavily Modified Firespray class gunships (Boba Fetts ship)
Various Fighter Squadrons including:
6x Tie-D Defender Squadrons
Y-Wings (Heavy Bombers)
B-Wings (Assault-Fighters)
X-Wings (of course as main fighter)
First Order Tie Fighters (Interecepters)
In the old version of Warlords mod for Homeworld 2 (before the Remastered) there was a Correlian destroyer, just a very upscaled correlian corvette, packed with missiles and torpedo launchers. Not only I loves those ships but they were quite powerful. And don't forget the Katana dreadnaught heavy cruiser, very powerful and resistant for its quite small size. New Republic assault frigates are directly inspired from it, like a bastard of a Katana and a double Nebulon B.
Sniper .93c well, your never loosing your virginity
Sounds cheap
Cr90s only are able to have 4 ships docked not of a carrier if you ask me
the fleet of my own: My flagship would be the USS Enterprise (NCC-1701-F) Odyssey class starship with 2 or 5 sovereign class starships with 8 galaxy class starships including 19 ambassador class starships with 24 excelsior class starships with over 30 Constitution class starships and 50 Miranda class starships.
The perfect fleet? The composition of the fleet is important yes but it’s commander is far more important. Without a leader that can coordinate a fleet and understand the oppositions... culture... a fleet is useless.
Grand Admiral Thrawn You are a freaking genius man If only your were part of the Alliance :(
Grand Admiral Thrawn an example of this is when Captain Keys destroyed a invistion force with one ship that was smaller has less fire power and was far less advance
Very true, but an excellent admiral should have access to the most excellent equipment.
Grand Admiral Thrawn go thrawn !!!
I always thought that The Empires main doctrine was win by fear and overwhelming force not much on strategy.
My fleet
Gunship: Correlian gunship
Corvette: CR90 or Raider-Class
Frigatte: Carrick (anti stifighter configuration) and Arquitens (for a more general role)
Escort Carrier: Quasar Fire
Light Cruiser: Munificent or Vindicator
Heavy Cruiser: Tector (since I have a dedicated carrier I don't need it to carry starfighters)
Carrier: Venator
Battlecruiser: Allegiance and Preator
Dreadnought: I wouldn't go over 10km so something like a few Belators or Mandators
Specialised: Acclamator (for transport and troop landing)
Starfighters
Interceptor: TIE interceptor (upgraded with shields)
Naval bomber: TIE interdictor (upgraded with shields)
Escort fighter: A-wing or hyperspace capable TIE interceptor (with shields)
Multi-role fighter: X-wing
Attack craft: B-wing or possibly modified ARC-170 (one less crew, but more ordinance)
Bomber: Scurrg H-6
I'd add some liberator cruisers and dauntless heavy cruisers for the lols...
I'd also replace the CR90s with Raider class Corvettes
P.S.: Ressource scarcity? So then it'd be a MC90 Star cruiser, a carrack, and a raider plus a few brahataq gunships...
Also E-Wing
And a GNK-Droid with thrusters stuck to it
Hmm interesting. Heres my idea of a fleet I would field:
Corvette: CR-90, i would use it as you would as a anti fighter corvette
Frigate: carrack, though it is legends I just like it, but i would also use the nebulan B as more of a support and anti fighter ship.
Destroyer: munificent, victory-II, assault frigate, and dreadnaught, with a few recusance light destroyer mixed in because I like them. The big boys are starting to come out and play.
Cruiser: This would be a wide variety. Mainly it would be ISDs, MC-80s (not 90s as I feal that those dont exist anymore due to change in canon and legends, the other legengs stuff I listed is because it is not in the "future" but in the "present" or "past" like civil war and clone wars, eras that we know happened in canon but just expanded a little) some venators and providences for also firepower but additionally flexibility.
Battleship: resurgence, allegaince, lucrehulk for firepower and carrying cappacity,
Dreadnaught: either Executor class super star destroyer for shear firepower or assertor for better structure defence from the looks of it (no real specs)
Carrier: quasar mixed with the hangers of all the other warships.
Starfighters: same as the vid.
What do you guys think
Legendary you included assertor which is legends. Just go full on legends and canon and go with the mc90s. Personally however, I would pick the nebula class star destroyer over it. Good fleet all around and damn you got some heavy hitters in the destroyer section
Nicholas Wong I think you misunderstood about my legends canon thing. I would include legends from either imperial civil war or clone war periods as it was based of real canon, but not new republic because of the new trilogy that techincally dosnt exist anymore. Instead use ships from the first order/resistance era (honestly I hate this new era too. Its just the empire vs the rebels. It would be more interesting if it was new republic vs imperial reminant). Also i didnt really think the destroyer section as heavy hitter by themselves. They sorta help focus the enemy with the help of the big boys (cruisers and up) honestly my favorite class is cruisers as they have tons of firepower but are still generally flexible. Battleships and dreadnaughts are all about being big slow and going pew pew very well.
Legendary You need some ARC-170 fighter/bomber’s. They can be better than X-Wings, sometimes. Maybe even some Z95 Headhunters
Cool fleet
Good except because you need 1 trilion planets to maintan so many types of ships of diferent tecnologies
One thing I do think would be great in addition to this fleet, is the addition of vulture droids to the fighter core (given sufficient funds.) The vulture droids would be a great addition for more riskier assignments, as the loss of a vulture results in no loss of life. Also, theoretically, why not try a TIE Bomber with the shield capabilities of the TIE Defender?
Those exist, they're called Scimitar assault bombers and they're amazing. They have hyperdrive too.
Idk a few rebel fighters seem to be enough to overwhelm any imperial fleet so lets go with that
lol
po damarin and a few bombers vs an entire dreadnought lol
Ahh, the best dreadnought, is the GR-75, obviously, jeez.
Definitely
Now it's the gonk droid
I’d only include missile boats like the broadside cruiser. Coupled with spotter units they are devastating at long range. They also add preemptive fighter screening since one nuke blast from a broadside’s long range concussion missile can take out an entire squad of fighters and bombers before they can get into range.
I know this is an old video but watching it again reignites my interest in fleets and fleet strategy. I think it would be awesome if you did a video like this but for each of the four main factions and how you would strategize with each one
How about Design the perfect Star Wars ship.
You definitely went towards the kind of fleet I was thinking of. For me, it would be a Super Star Destroyer called Tsunami as the flagship. I would have three star destroyers two interdictor cruisers to prevent enemies from escaping. But when you mention ships you missed or overlooked, as a new edition, a few raider corvettes for support for larger ships and for scouting missions.
You should build the best fleet using ships only from 1 faction ex. Empire, CIS or Republic
Ok my turn.
-Viscount as my Dreadnought. I just want the Fighter Support and Shields the Defender has.
- 3 Alliengance Class Battlecrusier would be give me some extra fire power and they would be supported by 6 Venator.
- My Battleship/Cruiser Formations would consist out of 1 MC90, 2 Nebula Star Destroyer and 1 Endurance Fleet Carrier. I would deploy multiple Groups, at least 4.
-my other cruisers/destroyers would be consisting out of Majestic Heavy Cruiser operating in groups of 2 (in total maybe 12 Cruiser. Others would be the Assault Frigate Mk2 operating in groups of 3 (in total 15 or so) with a Victory Mk2 backing them up (+5) and one Gladiator for each group
-My last Cruiser/Destroyer Units would be 6 Dreadnought Cruiser + 2 Centax Frigates. Maybe 3 Groups of them.
- Against fighters i would field 12 Groups of 2 Carracks Cruiser and 3 Lancer Frigates. And 3 Groups of 4 Tartan Cruiser that would be task to especially defend the 3 Alliengance.
- the last Ship Typ for my fleet would be the DP20 Gunboat in Groups of 4 (8 Groups or so)
- Main Fighter would be X and E Wing with the idea in mind that they perform multi-role task.
-Main interceptor would be the A-Wing but also the Defender Starfighter, but in a specialized Capital Ship protection role
- Main Bombers would be the B and K Wing.
- Some TIE Phantoms would be used but in few numbers.
The Idea is to use my fighters and bombers in a mostly offensive role (except the Defender). They should secure space superiority immediately and start taking out the sub systems and support ships. My DP20 Gunboats would harass the enemy support ships. The Carrack, Lancer and Tartan would stay close to the capital ships and defend them against enemy fighters and bombers with the help of the defender fighter. My Crusiers, Destroyers and Battleships would stay in formations. The Battleships would fire from a distance or move up and protect the cruisers with there shields. The Victory and Assault Frigate would start flanking the enemy while my heavy crusiers and dreadnoughts and centax would rekt the enemy ships close to my fleet. Important is that the DP20's should constantly use hit and run tactis and my Victorys , Gladiators and Assault Frigates with maybe a few MC90, Nebula and Endurance groups should start the encirclement. They would be escorted by Carracks and Lancer. The Alliangence, Venator, Dreadnought, Centax and Viscount would attack head on although the Dreadnoughts would angle the ships for optimal firing positions.
They would also be supported by Anti Fighter Vessels.
I would command my fleet from one of the Nebula Destroyers.
If I had an Interdictor he would be escorted by 2 Tartan and stayed close to the Viscount.
I'd love a series breaking down why each ship is the choice over other strong competitors in each episode. I'd also love to hear the choices for each support role (Bombers, troop carriers, etc)
Venator can be more expensive, but 2-3 of them can carry that much fighters that could overrun an entire fleet. It can also better hold against enemy ships than quasar carriers. Even can beat medium size ships. If you chose a smaller ship type for a carrier role, you risk that you make loose some of them in every battle, even let fighters back cause of no space, if thefighters dont have hyperdrive.
In fact, a Moncala-type Venator would be the perfect carrier, because of durability :) We should ask JJA to invent that one on ep9
Zord 13 also in the clone wars the venitor looks to always have additional room, it never seams packed, if it had some compact fold up fighters I think it could be over powerd as shit, x wings are quite large, it couldn't carry very much I imagine, sure the wings fold down but that really doesn't reduce the wing span just the hight and very little at that, it has a large fuselage in general, unless u could possibly stack 2 or 3 in a venitor I don't think the xwing is good in that situation
it also seams to have very good shielding taking sustained fire even on the under belly
Flagship: imperial 2 class star destroyer
Now let me explain, I like how this ship can be used as a ship that can fight other capital ships and then I would have a venator's for its fighter capacity, next I would have victory class star destroyers and because of their flexibility and lastly I would have arc 170's and if I have spare change tie defenders because of their many uses. For bombers I would have y wings cause plot armour and that would be my fleet. Any nit picks?
Edit: also my fleet admiral would definitely be Thrawn
Grand Admiral of the Imperial Navy: "How many ships do you want, my lord."
Emperor Palpatine: *"Yes"*
Do a ground warfare version of this video
My ideal fleet:
Flagship: Supremacy
With Imperial 2s and Resurgent's making up the majority of the Battleship roll.
Not exactly sure where the Subjucator line would fall in but I would want a few of those
Corvette: Raider class
Frigate: Nebulon B
Carrier: Acclamator
With fighters mainly consisting of Vulture and Tri fighters, with X wings, Y wings and B wings supporting them
Star Wars: Facts and Theories there os an imperial mk 3
@@jeffmates1619 my fleet would be one Odyssey class explorer USS Enterprise (NCC-1701-F) my flagship, probably five sovereign class starships, 8 Galaxy class starships, 12 Akira class starships, one Prometheus class USS Voyager (NCC-74656-A), the other starships would be just prototypes, a century class explorer the USS Hood (NCC-1703-E), including ships from the mothball fleet say 40 constitution class starships, 30 excelsior class starships, 25 Federation class dreadnoughts plus some ships from the Miranda class last but not least a full-blown Armada of inquiry class starships and yes they are star trek ships I've some how chose these ships from star trek Picard and star trek the lost frontier.
2:01 starfleet logo on top of ship
my fleet from the star trek universe is one Odyssey class explorer USS Enterprise (NCC-1701-F) my flagship, probably five sovereign class starships, 8 Galaxy class starships, 12 Akira class starships, one Prometheus class USS Voyager (NCC-74656-A), the other starships would be just prototypes, a century class explorer the USS Hood (NCC-1703-E), including 40 constitution class starships, 30 excelsior class starships, 25 Federation class dreadnoughts 13 ambassador class ship plus 50 ships from the Miranda class this is the fleet
A fleet without any Mandal Hypernautics ships is a fleet ready to fail.
Furcrafter you are not a dummy
For my fleet I would have the same as you, but with the addition of ARC-170 s; CR-90 s with the addition of Raider II/ Raider Is to keep them company; then, for the frigates, I would have a great variety of ships(small numbers of MC-30c frigates dotted around the fleet, DP-20 s to escort our supply convoys -GR-75 s and other smaller craft-, Carrack class, Extremely small numbers of Nebulon-Bs, scattered in strategic locations, and small-ish numbers of assault frigate mkI/II s dotted around the fleet in strategic locations); for destroyer I would have munificent-class 'frigates' and Arquitens-class 'cruisers' and the Victory I class star destroyer; and for carrier, I will agree with you; for the Interdictor, I would also have the Interdictor-class and other small ones dotted around; for star cruisers I would also have the MC-90 with some MC-80 s dotted around; for battleship I would also have the allegiance; and I would only have the Vaicount, because I prefer fast, hard-hitting style not slow attrition style. Yes the Eclipse has the super-laser, but what if that super-laser was knocked-out? I prefer fleets that aren't solely dependent on one other type of ship to keep the balance, I prefer a very flexible fleet. This took a while to write......
A very great video as always EckhartsLadder. And I agree with your opinion on your fleet.
You forgot the most powerful Ship in SW! Luke’s X-Wing, it has laser cannons, R2 and *PLOT ARMOR*
Faster and more maneuverable.
Poe's X-Wing
*IT HAS MORE PLOT ARMOR THAN LUKE'S X-WING*
pretty sure luke's xwing is still taking a bath, while kylo blew poe's xwing up.
ThatRedGuy On Steam don’t forget db8
Good list but missing a bomber class like the K-Wing. Another good list would be to expand this into a navy list including support craft, patrol craft and so on.
For carrier I’d go with the Acclamator cargo variant. It’s not a dedicated carrier, far from it really, but when converting that cargo space for this purpose it’s capable of fielding an absolutely absurd number of fighters. I always thought if the Rebels could get their hands on one, with their focus on starfighter tactics, it could’ve been a force to be reckoned with. Taking advantage of one of the fastest hyperdrives in the series, it would be a devastating mobile command center for their trademark hit-and-runs.
(Acclamator enters the chat.)
Acclamator: HUNDREDS OF FIGHTERS LIKE BEES ON NIC CAGE.
(Acclamator leaves the chat.)
Imagine a completely carrier fleet. Just overwhelm them with a shit ton of fighters
sounds like something i would do
tom ugobarf that would be a good strategy I'll give you that
Until you run into an Lancer class frigate with masses of anti starfighter weaponry, or the enemy gets close enough to get into a gun fight and destroys your entire fleet. The random nature of war would state that this will happen at some point.
This only works in the Star Wars universe due to shields, hyperdrive and no really long range targeting. Modern missiles can target enemy ships from hundreds of kilometres away whereas in Star Wars they need to get to within a few kilometres at most.
Or An All Out Dreadnought Fleet Of Hundreds Of Hundreds Of Dreadnoughts, With More Missiles, More Auto Cannons, More Anti Bomber and Anti StarFighter, More More Turrets, Also With Gravity Wells On Them, Hyperspace Trackers, More Crew And Troopers, And Last But Definitely Not Least Thousands and Thousands and Thousands Out Of Millions Of Auto Turrets, And AutoTurrets and AutoCannons Are Different FYI
Max Power
1 lancercould probably take a swarm of 12 fighters but not 24 or 36 or 144, and the carriers themselves should have the firepower to take down a lancer.
to neutralise Home One's fighter wing would require at least 4 lancers, to neutralise a venitors wing would require dozens of Lancers.
1 Lancer is no match for any medium carrier fighter wing
if you have a fleet of carriers I would guess you would have hundreds if not thousands of fighters, one Lancer would be worthless against that kind of force, and if you took suficent Lancers to counter a carrier fleet you would be seriously disadvantaged against a more balenced fleet
The Keldabe-class Battleship is quite effective!
I remember it being Kind of op with it's "shieldsucker" from empire at war foc x'D
Fucking mass drivers son! imagine how op they would be in such a scenario if they could just shoot through enemy shields and instantly take out important subsystems of enemy ships
I see you have class
@Lincoln Loud it's gonna be a fun fight!
Why not the mega star Destroyer? It's not that your enemy will hyperdrive ram you
*Holdo* : 😏😏😏😏😏😏😏😏😏😏😏😏
Well a starfleet ship fast and maneuverable can run circles around the mega Star destroyer
Awesome video. Maybe you can do another when where you stick to canon ships? Could be more challenging ;)
Yo get a land force video.
I want to see a land forces only VS video like what I suggested a while a go.
THE CLONE GROUND FORCES AT THE BATTLE OF GEONOSIS VS THE UNSC GROUND FORCED AT THE BATTLE OF REACH.
The Immortal Super Being Well I kinda want to see what tanks, special forces, infantry, weaponry, gunships, artillery, speeders, walkers, and etc that he chooses.
Lol again I hate to always be a pain in the ass with logistics but ground battles woukd be a lot less important in real life (if we had space battles I mean) because once you control the orbit of a planet fighting on the ground becomes irrelevant mist of the time because if your fleet has lost orbital control that means you're not going anywhere for the foreseeable future and if you cause too much trouble on the planet the enemy fleet can just bombard you from orbit
Well, that means the enemy still has control of an entire planet. They’re still going to be a pain in the ass even if you’ve completely blockaded the planet.
kristal Taylor Planetary shields... hypervelocity guns... ion cannons... There are many defenses against bombardment. Also you can't bomb cities because the population, you also need a land force to hold the planet. I also just want that video so back off.
Man as long as someone has control of the starforge, HAM, they can go!
Depending on my opponent, I may have chosen to bring a subjugator class ship. If the opponent is viable then I think this ship could easily take down entire enemy fleets without issue.
We all know a Porg Fleet will decimate any enemy.
I would have thrown a Hapan Battle Dragon in the cruiser role, they are pack a punch for a ship their size and can carry 3 squadrons of fighters giving them more versatility
what... no one trillion resurgents? :)
Hows this for a fleet.
steamcommunity.com/sharedfiles/filedetails/?id=102379915
Resurgent is the way to go, Kyber cristal reinforced firepower, missiles defenses, big hangars like on Venators and good old Imperial class firepower in even more numbers. The only thing it doesn't beat the Imperial class at is ground projection capabilities that are superior in the latter. Lucrehulks can be used as bigger ground assault projection ships.
Crimson Hawk op af
Best starfigthers for the fleet:
1. Milenium Falcon
2. Poe's X-wing (because poe use hack)
3. Some random ship with wrist rockets that only clones can watch.
4. X-Wing
5. ARC-170
6. Y-Wing
7. Z-96
8. B-Wing
9. Resistance bomber
WATCH THOSE WRIST ROCKETS
resistance bomber is screwed
LukeStar 979 resistance bomber.....??
@realmario979 with my fleet would be one Odyssey class explorer USS Enterprise (NCC-1701-F) my flagship, probably five sovereign class starships, 8 Galaxy class starships, 12 Akira class starships, one Prometheus class USS Voyager (NCC-74656-A), the other starships would be just prototypes, a century class explorer the USS Hood (NCC-1703-E), including ships from the mothball fleet say 40 constitution class starships, 30 excelsior class starships, and 25 Federation class dreadnoughts these are star trek ships
This video is one of the single greatest "dream team" roster ideas I have ever heard of.
You should go over your army to go with it and match your military against other ones out there from the flood to the Empire and any others.
What if you had unlimited resources, what would your fleet be then? Specifically numbers of each ship etc?
1000000000000000000000000000000000000000000000000000000000000000000000000 Lucrehulk Carriers
100000000000000000000000000000000000000000000000000000000000000000 death star
50000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 GR-75's
1x10^50 lucrehulks and 1x10^100 MC80 cruisers
750000000000000000000000000 eclipses
I did some thinking about this and my fleet would focus on a doctrine I call Galactic Supremacy. I think the Empire had the right idea in trying to go cheap but i think its implementation was wrong. Instead I'll focus on creating whats called a high-low fleet. Have about a handful, im thinking 50-100 large expensive ships, these will all consist of carriers of my own design.
Carrier: Kenobi Class Star Destroyer
Named after famous jedi from the republic era. The Kenobi Class is based on a combined design of the Imperial II and Venator Star Destroyers. It will maintain the larger size of the ISD and implement the dorsal hangar door of the Venator with the Ventral Hangar. With the ships larger size it will be capable of holding up to 900 starfighters. The ship will also have a sizable ground invasion capacity, being able to transport troops and war material. There will be four quadruple turbolaser batteries along the wedge on the front ventral side, abd three more staggered on each side of the command tower which will be low to the command stack sporting the twin Venator-style style command towers. The hangar section and command tower will be protected by twin laser canons.
These carriers will be expensive and will carry a mix of TIE Interceptors, TIE Avengers, and Y-wing bombers.
As for other ships, my fleet will be made up of much smaller and cheaper ships so the fleet can be more flexible. Mostly frigates and corvettes after this next ship.
Battleship: Procursator Star Destroyer
The Procursator is a small Star Destroyer about the size of a Victory but thinner and cheaper to maintain. The Procursator gives up fighter complements in favor of firepower, the ship carries 3 duel turbolaser batteries stacked on the command stack down the spine of the ship. Then two quadruple turbolaser batteries staggered on each side of the command tower with three on the ventral side on each corner of the wedge.
Frigates: There will be two classes of Frigate present in my fleet, the Gladiator Star Frigate, and Proclamator Star Frigate. Each ship will complement the other and be capable of operating independently for long periods. The Gladiator will be more independent while the Proclamator will act as an escort frigate. The Gladiator will carry 20 TIE Interceptors, and 4 TIE Avengers
Corvette: Raider Corvette
This ship will come with the hangar, and will contain 5 TIE Avengers. This ships primary function will be piracy, and smuggling interdiction.
Specialty Vessels: The Gozanti will be used for multiple purposes. Having served many of the galaxies militaries, this ship will have the role of an AWACS platform for fighters and bombers long ways from their stations and will simultaneously act as a refueler to extend their range. The Navy will also make use of the Contentor Class Replenishment Ship as its primary underway replenishment vessel and refueler. For special transport missions the Gozanti will be utilized as a cargo vessel as well. In special cases a Interdiction Cruiser will be used in a case by case basis. Mostly for anti-piracy, and anti-smuggling operations, or other criminal activity.
This doctrine focuses on the fact that the galaxy is to large for larger less maneuverable ships to effectively protect, so it aims to spread its resources through smaller, less expensive ships capable of operating for years at a time. The aim is to use more numerous more maneuverable ships to patrol hyper lanes and major Galactic resources and shipping lanes, while subsequently thwarting terrorist activity, generally the defense of the galaxy is the mission.
Going along with the theme of perfect [franchise] fleet, an interesting video would be the perfect Halo Fleet.
>no hammerhead corvette
Heres my fleet. I know it's a bit overkill but bear with me.
Dreadnoughts:
Mega Star destroyer
Eclipse
1 Executer class super star destroyer
8 Mandator 4s
3 belators
Battle ships:
12 resurgent class battle cruisers
6 Allegiance Class heavy star destroyer
Cruisers:
50 MC-90s
8 xyton class star destroyers
40 Imperial 2 star destroyers
10 imperial 1 star destroyers
Carriers:
40 venator class star destroyers
Destroyers:
20 victory 2 star destroyers
Frigates: 120 carriks, 60 lancer frigates, 20 nebulon bs
Corvettes: 80 CR-90s
Gunships: 20 brahatawk gunships
All the fighter carried by these ships
55% xwings, 5% v-19 torrents, 10% tie defenders, 10% b wings and 20% y wings.
What about z-75s and arc-170s?
torrents arent that good and quickly got replaced by arc 170s and y wings
@@karlbjerke133 headhunters are better than torrents and better dogfighters than arc 170s, they're only not as good as y wings because y wings are purpose-built as bombers.
I'm surprised by your lack of CIS anything. Sure, they didn't have many ships, but the ones that they did have were great.
I would replace your carrier choice with the Lucrehulk. According to legends the Quasar could only hold 48 starfighters. The Lurehulk, however, could hold 1,500 starfighters. With that, it could hold enough units for a ground invasion. It also had a lot of point defense, turbolasers and laser cannons. I would replace your X-wing fighter for the Tri-Droid. It's fast, small, can hold buzz droid missiles and had 4 laser cannons.
1,500 droid fighters. Droid fighters don't need living space... It would probably be knocked down to a carrying capacity of 700ish if you were using organic fighters like the X-Wing etc
My Fleet
Fighters : The Resistance Fighters so the upgraded X-Wing, Y-Wing, A-Wing, BUT ditch that shitty bomber they used in The Last Jedi ANNNDDDD the Tie-Defender Class super fighter from rebels but these are expensive as frek so they would be in limited numbers for special squadrons or somthing
I would build my fleet around lucrehulks and repurpose them as carriers like hollow it out more and dith some of the turbo lasers for more hanger room.
I would use small corvettes and frigates to screen against fighters. E.G the Hammer Head, The CR-90, Pelta Class Frigate, Nebulon B, ETC
As my main capital ship the Venator.. While yes there are better capital ships than the venator my doctrine is based around fighters more fighters more epic that's why I chose the lucre hulk as a carrier
Im not sure how big it would be but my focus would be my fighters the best pilots, best ships? Hell yeah
My doctrine would be based around star fighters not capital ships broad siding each other because that is the stupidest idea I have ever heard of. Bombers like the Y-Wing and Hybrid X-Wings would be doing most of the heavy lifting in a space battle but I would have plenty of them.
Summary
Fighters : resistance fighters. ( Excluding the shitty heavy bomber from the last jedi )
Carrier : Modified Lucrehulks repurposed as carriers
Capital Ship : Venator Because big hangar
Star Fighter Screen : Mixed Corvettes and frigates E.G hammer head, pelta class, CR-90, Nebulon, etc
Because I do not have a dread naught I would use that money for extra fighters and corvettes
My perfect fleet would include
Koros-Strohna: Dreadnought
Resurgent-class: attleship
Imperial 2 Star Destroyers: Cruisers
Quasar-class: Carrier
Nova-class Hapan ships: Frigates
Carrack-class ship: Corvettes
X-wings, B-wings, and TIE Defenders: Starfighters
Not sure if the Koros-Strohna is too much, but that's what I'd use.
Okay that vary ummm brilliant.
Would snoke's ship face Picard and the enterprise?
Would love to see the best fleets from each group (sith/old republic/republic/new republic/empire/vong) and see how a battle Royale plays out
What's my ideal fleet you may ask? 1,000,000 Death Stars, fully loaded.
Don't forget the e wings they have good maneuverability and good weapons
But they malfunctioned early in their deployment.
The ideal fleet, broken down by Task Force (its more useful variant outside of major fleet engagement). A "complete fleet" would be comprised of 1 Command Force, 3 Task Forces, and 1 Heavy Task Force. This would give the following units: 7 MC90 Mon Calamari Cruisers, 5 Tector Class Star Destroyers, 12 Imperial-II Class Star Destroyers, 19 Victory Class Star Destroyers, 12 Interdictor Cruisers, 13 Quasar Class Carriers, 33 Nova Class Cruisers, 90 Carrack Class Light Cruisers, and 45 Lancer Class Frigates. It would also have 59 wings (72 each) of fighters. This would mean it would have 2,832 Nssis-class fighters, 2,832 A-Wing fighters, and 4,248 X-Wing fighters.
Task Force 001 (Command Force): 1 MC90 Mon Calamari Cruiser, 2 Tector Class Star Destroyers, 4 Victory Class Star Destroyers, 3 Interdictor Cruisers, 4 Quasar Class Carriers, 6 Nova Class Cruisers, 18 Carrack Class Light Cruisers (evenly split between standard and anti-fighter), and 9 Lancer Class Frigates. Notes - This configuration has 10 complete wings (72 fighters) of snubfighters. It can be broken into three wings with solid ease, based around a stronger core formation and two slightly lighter wings.
Task Force(s) 002(-x): 1 MC0- Mon Calamari Cruiser, 2 Imperial-II Class Star Destroyers, 3 Victory Class Star Destroyers, 3 Interdictor Cruisers, 3 Quasar Class Carriers, 6 Nova Class Cruisers, 18 Carrack Class Light Cruisers (again, evenly split), and 9 Lancer Class Frigates. Note - This configuration has 11 complete wings (72 fighters) of snubfighters. It can also be broken into three wings of fairly equal strength.
Heavy Task Force (HF1): 3 MC90 Mon Calamari Cruisers, 3 Tector Class Star Destroyers, 6 Imperial-II Class Star Destroyers, 6 Victory Class Star Destroyers, 9 Nova Class Cruisers, 18 Carrack Class Light Cruisers (all standard), and 9 Lancer Class Frigates. Notes - This combat force is built around pure strength, and would serve the as main attack force against another entity's main battle fleet (with support as needed). It has 16 wings (72 fighters) of snubfighters, and purposefully does not have non-combat units like the Interdictor or Quasar included.
Snubfighters: A standard wing of snubfighters (72) would be based upon the following: 36 X-Wing space-superiority fighters, 24 Nssis-class fighters, and 24 A-Wing fighters. The basic doctrine would be for the Nssis-class fighters, with lower top speed but higher maneuverability, to remain near the capital ships and serve as screening fighters and escorts. The A-Wings, with their speed and concussion missiles, would be the deep penetration fighters meant to take the battle to the opposing fleet. The X-Wings, with their all around dependability, would serve in a hybrid role based upon the circumstances of the battle.
Final Note - I purposefully avoid going with dreadnoughts. Why? Because, despite their pure power, they become the central focus of the enemy and if the inevitable weak point is hit (or they are otherwise overwhelmed) and the dreadnought is destroyed, the entire fleet loses hope and may panic. Instead, populating the fleet with multiple extremely powerful Star Cruisers/Destroyers still provides the combat power of the dreadnought but with no individual loss having the psychological impact upon the rest of the fleet.
My perfect own fleet would be:
3 Victory class Venators
1 starhawk
2interdictors
4 lucrehulk ship
4 liberators
7 venators
4 hammer heads
2 interdictions
5 CR90
14 acclamator
2940 arc fighters
1200 x wings
500 Y wings
700 A wings
500 LAAT gunships
My flagship would be the LAAT/i
.....wait.... its gotta be bigger? Damn...
I know your joking but with a laat/i as your flagship how do you leave the atmosphere and trAvel through space?
Do not ask such questions! It is my flagship!!! YOU CAN'T HAVE IT.
So wait would you be in the pilot seat or ball gun thing or...
I would be the co-pilot. :3
@@barbatoslupusrex8712 mostly you would travel on the final frontier aboard the USS Enterprise the Federation's flagship.
The best possible fleet is CLEARLY a swarm of GR-75s.
I think you just need a dreadnaught with loads of anti fighter weapons and anti capital ship weapons surrounded by vulture droids and hyena bombers to take out frigates
amazing video.... how about a similar video considering all the sci fi universes? halo, mass effect, star wars
do the perfect army
When I played Star Wars Rebellion ages ago, I always chose to make plenty of Lancer Frigates. It's my favourite support ship. Very effective against Starfighters, and if you had like 20 in your fleet, you would always win.
dreadnought: death-star
battleship: supremacy
carrier: supremacy
battleship: supremacy
cruiser: supremacy
interdictor: trumps's wall
destroyer: eclipse
frigate: mandator-4
corvette: resergence
star fighter: poe's X-wing cuz it's hacked ;)
Nye Gaming Tv Trumps wall good one I'm done. 😂😂😂
Nye Gaming Tv He assumed some kind of resource limitation. You're missing the point here, Palpatine.
...
But yeah. If resources were unlimited, I'd have your fleet. And totally have Poe's x-wing either way. It one shots anti-ship turrets for crying out loud.
lol thx :3
Trumps wall lmao
I don't think the Death Star is a Dreadnought. That's a Space Station if anything.
My fleet would be lucrehulks with lots of vulture droids with added hyperdrives, then I'll just make hyperspace jumps through whole enemy fleet - easy win (unless he will have interdictors, but... shhh)
Corvette: Raider/CR-90
Frigate: Carrack
Destroyer: Enforcer
Interdictor: Immobilizer
Carrier: Quasar Fire
Cruiser: MC-90
Battleship: MC-85*
Dreadnought: Viscount
Comms Vessel: Arquitens II
*I really like the design. If retrofitted it has huge potential
Could you do a fleet for HALO or MASS EFFECT.
Personally I would think resurgence class are destroyers would be more effective than the allegiance class, or a first order dreadnaught rather than an interdictor
You underestimate Interdictors.
They Force ships out of hyperspace,And ships within the Field can’t Jump away for retreat
I would have 4 Dreadnoughts, 1 Bellator, 2 Malevolences to ensure any surviving hostile ships are kept on a constant run, and a eclipse, for standard starships I would throw in Venators, MC80s, a few standard ISDs, and A lot of Munificent class cruisers, and for standard common star fighters I would have both the X-Wing and ARC-170 as the multi-role fighters, then the V-Wing, Torrent Starfighters, and the Y-wings, for unmanned common fighters, Tri-Fighters supported by hyena class bombers
my fleet would be one Odyssey class explorer USS Enterprise (NCC-1701-F) my flagship, probably five sovereign class starships, 8 Galaxy class starships, 12 Akira class starships, one Prometheus class USS Voyager (NCC-74656-A), the other starships would be just prototypes, a century class explorer the USS Hood (NCC-1703-E), including ships from the mothball fleet say 40 constitution class starships, 30 excelsior class starships, 25 Federation class dreadnoughts plus some ships from the Miranda class last but not least a full-blown Armada of inquiry class starships and yes they are star trek ships
Could you do your ground forces setup ?