In case it wasn't evident, I started this thread in order to consolidate and discuss any multiplayer after action reports that anyone can bring to us for PR. You can use whatever format you wish, but try to keep it clean and organized. You can also follow my format if you're lazy.
Unfortunately, for the couple matches that I had against shadowrevan266 tonight, my Xfire video kept cutting out after the first few minutes of the match, and it turns out I only have the free trial of FRAPS, which limits videos to 30 seconds (I thought it had said 30FPS or something. D'oh.). So I don't have any video to offer. Shadowrevan266, on the other hand, has video of the first two matches. So when he can get around to posting those on YouTube, and offers the link, I'll put them here.
Tropical Bob (Corporate Sector Authority) vs. shadowrevan266 (Galactic Empire)Bespin BeatdownThe Battle:The game started in conflict and kept at it. Both the CSA and the Empire stormed the Mining Asteroids in the top right corner. The Empire hired out Boba Fett to reinforce its GAT-12 and other small ships, but, while effective, their strength was stifled by the overwhelming numbers of YV-666s that the CSA rapidly chugged out. CSA
Marauder-class Corvette support met with quick ends, the first immediately upon arrival, the second to the next Imperial wave. A
Carrack-class Light Cruiser and
Acclamator-class Assault Ship entered the fray, attempting to bring the Imperial might to the forefront. Shortly after exiting hyperspace, the
Acclamator's fighter support diminished, and its
Carrack-class escort was destroyed. The surviving
Acclamator was brought down, and CSA dominance ruled over the valuable Mines. A side force of YV-666s, Mankvims, and Skipray Blastboats liberated the Merchant Dock, disallowing Imperial heroes from being summoned to battle. The force then moved on the last Mine under Imperial control, severing its cash flow. The CSA moved to take advantage of this new development by advancing with two
Invincible-class Dreadnaught Heavy Cruisers. The Empire, reeling from the loss of so much territory, called for all available reinforcements. Consisting of not much more than an
Acclamator and some support, suffice it to say that the new CSA
Victory-class Star Destroyer put an end to the last vestiges of the local Imperial Fleet. Another
Victory-class joined in to mop up the Imperial Space Station, and claimed
victory for the Corporate Sector Authority.
Summary: The CSA proves a danger early game. Swarming with impunity, fighter superiority was established relatively early. Any larger ship resistance was met with durable Transports and a couple Bombers. With fighter superiority, the CSA held the majority of the Mines, denying important cash flow to the more money-dependent Empire. From there, it was only inevitable that the CSA would bring in enough heavy firepower to finish what its Fighters started.
-Early game:
Tie: The Empire put up a very good early game fight, and the CSA didn't start wining out until towards the mid game. It was a long struggle for that Mine.
-Mid game:
Corporate Sector Authority: The CSA established domination and held it.
-Late game:
Corporate Sector Authority: The CSA took advantage of its domination and finished off with a clear victory.
Comments:
-The CSA is heavily reliant on Fighters early game. Its initial ship roster is either outclassed by its Imperial or Rebel counterparts, or too expensive in Credits and time to invest in that soon. The key to defeating the CSA is to counter its Fighter swarm. Transports are probably the best option for doing so. Fighters will be incredibly overwhelmed by Mankvims, or hunted down by YV-666s. For the Imperials, spam whatever GAT-12 Skipray Blastboats that you can: they'll dominate Mankvims, and hold up well enough against the YV-666s for larger support, or just more Blastboats. 5-10 of them seem to do rather well against the AI-controlled CSA, so I would probably go with at least 10 to win out against a human.
-The CSA's capital ship roster is hardly what one could call powerful. The
Invincible-class Dreadnaught Heavy Cruisers are not much more than butter to pad the heavier ships. A long, rather unwieldy behemoth, it doesn't have enough concussion missiles to scratch much more than perhaps a Cruiser at best, and its guns are too light to rival anything large. At most, it's a tool to scare fighters off. Both the
Recuscant-class Destroyer and the
Dreadnaught-class Heavy Cruiser can do more against Fighters, while still employing enough heavy guns to to some damage to larger ships. The
Victory-class Star Destroyer is probably the most effective of all the CSA capitals for most of the game, until the
Imperial-class becomes available. Despite being, I think, slightly stripped down from its Imperial version, expect to see the
Victory-class to form the backbone of the CSA fleet. The main strength of the roster is not in raw power, but in entering the battle, hopefully, without too much resistance, since the early fighter superiority has weakened or destroyed a lot of opposition.
Tropical Bob (Galactic Empire) vs. shadowrevan266 (Alliance to Restore the Republic)Endor AblazeThe Battle: The Empire and the Rebels quickly clashed at the bottom left Mine. Confident in its strength, the Empire attempted to win out quickly with a few groups of GAT-12 Skipray Blastboats, and follow up with two IPV System Patrol Crafts and a
Carrack-class Light Cruiser. The Rebels had a different idea of how events would pan out, however, and proved tricky by bringing in late reinforcements in the form of several
Barloz-class Medium Transports. These heavy Rebel craft soon established their dominance as the Empire tried to salvage the failing scenario by bringing in more Skipray Blastboats. The IPVs and
Carrack were forced to retreat when a Nebulon-B Frigate appeared, but not without casualties. Some TIE Fighter meat shields attempted to distract the pursuers long enough for the retreat to finish. It proved successful, and both IPVs and the
Carrack made it back to the Space Station's umbrella, along with several Skipray Blastboats. Meanwhile, the Rebels gained control of the Mine. To counter the tide of enemy Fighters and Transports, the Empire called in a
Dreadnaught-class Heavy Cruiser, only to find that the Rebels have done the same. An equal matchup, to be sure, but not when the surviving Skipray Blastboat squadrons from earlier, now reinforced to a total of 10 groups, assisted the Imperial
Dreadnaught. The tide quickly turned, and the Rebellion was forced to fly reinforcements from across the area to save its soon to be lost Heavy Cruiser, as well as deploying a couple more Fighter squadrons escorting a couple Bomber squadrons. The Imperials accessed Nebulon-Bs of its own to stem the tide of Rebel Fighters, Transports, and Bombers, while the Skipray Blastboats and
Dreadnaught bombarded the enemy counterpart. It was forced to retreat when it lost its support, while being chased by the Skipray Blastboats. The Imperials launched one last proton torpedo volley before heading home, sure that the Rebel
Dreadnaught was finished. But alas!, it lived, just barely, and limped back to safety, and repairs. The Imperials had a desire to expand to more Mines, and launched an offensive against the lower-left Mine once again. The Rebels brought out their reserve of
Barlozes to counter the Imperial push. But the Empire unleashed the possibly greatest creation to spawn from the Galactic Civil War, and swayed the order of battle to its side. Three
Lancer-class Frigates exited hyperspace, and laid waste to the Rebel defense. The Imperials further secured the Mine by reinforcing with two of its new
Strike-class Medium Cruisers. Attention turned to the top-right Mine, still under Rebel control. The IPVs and
Carrack that survived from the beginning rushed out to take it, hoping to take it unawares, but the Rebels had it defended with Transports and Fighters. Three more
Lancers were commissioned to mop up, and the Imperials secured that Mine as well. Upon returning to the lower-left Mine, the Empire was surprised to find a
Reef Home-class MC80 Star Cruiser attacking. The
Strike-class Medium Cruisers were holding their own against a much larger foe, but not for much longer. The
Tector-class Star Destroyer arrived in time to see one Medium Cruiser go down, and it, with assistance from the remaining
Strike Cruiser, destroyed the Mon Calamari Cruiser, but not without damage. Modular Taskforce Cruisers came to repair Imperial ships in the field. To ensure no more Rebel Fighters or Bombers were called in, the Empire destroyed the X9 Fighter Factory, and retreated, even in the face of imminent victory. With only one more MC80 to defend the Space Station, the Empire bided its time. In order to support its final victory, the Empire sent several ships to their deaths. Then, Death himself was unleashed, in the form of a
Praetor-class Star Battlecruiser. The Rebels lasted only minutes longer, granting
victory to the Empire.
Summary: The Rebels proved a greater foe than expected early game, securing the majority of the Mines available. Through the use of ships designed to deal ultimate destruction against the Rebels, the Empire forced the Rebellion back, and secured the Mines for itself. The game turned into a stalemate, with the Rebels not wanting to attack the superior Imperial task force, and the Empire not wanting to end the game before it could showcase its Star Dreadnaught.
-Early game:
Alliance to Restore the Republic: The Rebellion came through with a strong early game.
-Mid game:
Tie: The Empire began to present a stronger opposition to the early Rebellion domination.
-Late game:
Galactic Empire: The Empire pulled through and drove home the token Imperial power.
Comments:
-Surprise can be a large factor in the game! Appearing weak to tempt an attack, and then suddenly outnumbering the enemy can force panic and retreats. Along the same lines, keeping the enemy engaged before bringing in something to directly counter what's present, or retreating before a pursuing enemy into more of your own forces work as well.
-Knowing the mechanics of the weapons present can be a boon. For instance, normally a
Dreadnaught's quad laser cannons can do a lot of damage to even heavy Transports. But by circling Skipray Blastboats out of laser range, you can keep the powerful anti-capital weapons of the Skipray Blastboats, proton torpedoes and concussion missiles, in range. Wave after wave of damage will hit the enemy ship without friendly forces taking any damage in turn. It also keeps them condensed, and easier to regroup and move on if necessary.
-Freighters are
key. Without them, the Empire would have been broke once it was left only one Mine in its control. Freighters provide income, at the cost of Population. To be a significant source, probably get 10 or more. Be careful, though! Such an important ship is also quite the frail butterfly. Easily destroyed, keep them behind the Space Stations, or at least behind strong ships. They're easily replaceable, but will take valuable time to do so.
Tropical Bob (Alliance to Restore the Republic) vs. shadowrevan266 (Galactic Empire)Peril Above PolusThe Battle: The game went on for a long time before the Rebels and Imperials met each other. The Rebels took the top two Mines, and left the rest to the Empire. Instead of playing the early game, the Rebels went for a late game approach, and built up its economy and production capability. 10 GR-75 Medium Transports provided the early income until the CTF Container Transports became available. 25 of these adorned the Rebels with immense riches, and the, now outclassed, GR-75s went on a suicide self-destruct run against a couple Imperial turrets and an IPV. The turrets were destroyed, and the IPV ended up with minor hull damage. The Rebellion scouted around for gathering enemy forces, and bided its time, constructing a powerful fleet for when it was needed. The Empire launched a small Freighter raid against the top-left Mine, which was countered, somewhat unnecessarily, by a
Recuscant-class Destroyer. The battle entered a temporary cease-fire, as the savage people of Tabasco launched a savage attack on the citizens of Tropical Bob's internal organs. The matter was shortly dealt with, and the battle resumed. The Empire and Rebellion both built their respective fleets up for a time. Until the Rebellion had to decide on its risky strategy: attack now, hopefully have enough forces to destroy the Imperial Space Station, and claim victory, or wait longer and perish in a cascade of green Imperial flame. The former was chosen, and a decent Bomber fleet of 10 groups of
Gamma-class ATR-6 Assault Transports and 5 squadrons of BTL K-wing Assault Starfighters set out. Upon sight, the Imperials countered with an uncountable, innumerable, spread of Fighters, Bombers, and Transports of all types. Apparent from the number of the enemy, the Bomber fleet couldn't accomplish its mission alone. The Rebels supplemented its assault with an
Independence-class MC120 Star Cruiser. The Imperials countered once again. An
Imperial-class,
Tector-class, and
Venator-class Star Destroyer all arrived, granting no quarter, in addition to the masses of Bombers, to the Rebel Dreadnaught. Two
Recuscant-class Destroyers and two
Republic-class Star Destroyers reinforced the Star Cruiser, but not in time to save it. The MC120 gave the final blow to the Imperial Space Station, thwarting the nearly complete construction of an Imperial Star Dreadnaught, and perished shortly thereafter itself. Its death only freed up resources to support a
Bulwark-class Battlecruiser, which, with help from the
Republic-class Star Destroyers, shredded the
Venator- and
Imperial-class Star Destroyers. An unintended consequence of eager gunners led to the death of the Imperial X9 Fighter Factory before the remnants of the Imperial Fleet could be finished.
The Rebellion claimed victory.
Summary: The Rebels planned for a late game push, while the Imperials developed a large amount of reactionary forces for early and mid game pushes. None came, so when the time came to finally attack, the Rebels had enough strength to accomplish the main objective: destruction of the enemy Space Stations. The Imperials were not without strength themselves, but not quite the type to counter the Rebel attack, which consisted of very durable ships.
-Early game:
Tie: Neither side did much at all, except take Mines. The Empire took one more Mine, but it didn't provide a clear game changing difference.
-Mid game:
Tie: A clear map existed for most of the game, and despite a few traded ships here and there, neither faction much attempted, or succeeded, to gain an upper hand.
-Late game:
Tie: Even though the Rebellion came through with a victory, the Empire provided a distinct threat even as its Space Station fell to pieces. The Rebellion luckily saved itself by preventing a
Praetor to enter the battle, and the Empire had a well-balanced fleet prepared for most circumstances.
Comments:
-Scouting is important. While you can't see the enemy's reinforcement pool, a lack of evident expansion could indicate the enemy is bunkering up for the late game phase, or being a reactionary force. If the enemy has a lot of Freighters, it probably points to late game, since the Freighters will eat up a lot of Population. Either way, the enemy's strategy is somewhat more visible. The Empire can utilize IPVs early game to help counter enemy Fighters and Frigates, and have the added bonus of the Sensor Ping ability.
-The durability of certain Rebel forces is evident from this battle. The
Gamma-class Assault Transports and K-wing Assault Starfighters took tons of damage, while dishing out tons of its own, before going down. The
Independence-class Star Cruiser held up against a strong fleet with ample Bomber support for a long time. The main chunk of life for the MC120 comes from its shielding, a strength it shared with other Mon Calamari Star Cruisers. Be sure such ships can be countered by utilizing either a lot of direct high damage weapons that will pass through shields, i.e. proton torpedoes, proton bombs, etc., or ships with a decent number of ion cannons, i.e.
Imperial-class Star Destroyers. Of course, it's not always possible to be prepared for any circumstance, but being aware of the main ships a faction will probably use, such as Mon Calamari ships for the Rebellion, can help guide general strategy.
Phew. That took a lot of intensive memory searching, as well as about three hours to write. I'm gonna go pass out for a while now.
Edited by Tropical Bob, 24 January 2010 - 10:18 AM.