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Kaggath Battlegrounds Semi-Finals: IDD vs Fist of the Empire vs Phantom Hegemony


Beniboybling

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“No game of dejarik can be won without pawns...”

Round 2: The Imperial Droid Division vs The Fist of the Empire vs The Phantom Hegemony

 

Welcome to the second round of Kaggath Battlegrounds Semi Finals! Where instead of the entire galaxy, combatants will compete in planetary arena, where every soldier, stronghold and ship counts.

 

For all those of you aren’t aware, the Kaggath is an ancient rite of the Sith, ‘one part duel, one part large-scale dejarik-match’. The two combatants have full use of their power bases, be it armies, strongholds or fleets, in order to outwit and outmanoeuvre their opponent. But the Kaggath is no simple lightsaber duel, although it can come down to one, and the arena can be anywhere: a planet, star system or the entire galaxy.

 

Before we begin, let’s go over the ground rules:

 

 

  • The arena: Dromund Kaas – see the faction rundowns for BOEs.
  • #1 The Kaggath is won or lost when the leader of either faction is killed.
  • #2 No outside help of any kind, the combatants cannot call upon assets outside their power base or influence.
  • #3 No outside involvement, other powers will not and cannot interrupt or affect the battle, for the purpose of argument they are non-existent.
  • #4 No surrender, fight to the death!
  • #5 Apathy is death. Factions are not allowed to hide or wait. They must act.
  • #6 Technology level is universal (unless considered archaic or advanced at the time): blaster fire, armouring, lightsabers etc. are all the same regardless of period, all that matters is size, quantity and power.
  • #7 Factions are autonomous – players have no control over their faction’s decisions, this is instead determined by the nature of their leadership.

 

Read the full rulebook here.

 

So, the combatants: Gathered deep within the territories of the Sith, a trio of dark empires gathers to do battle, and so prove through fire and blood who is strong enough to lay claim to the ancient Sith heritage, and challenge the Republic and the Jedi. The Imperial Droid Division under Jerec’s command seeks to restore order to the galaxy through mechanical might and bring forth a new era. The Fist of the Empire seeks to realise Tyranus’ vision of the future, a galaxy governed through Sith might and the power of the Force. Finally the Phantom Hegemony under Lumiya’s direction seeks to seize the galaxy from the shadows, and restore her masters Sith legacy through the supreme will of a Dark Lord.

 

Behold the factions!

 

The Imperial Droid Division

Base of Operations: Dark Temple

 

Leadership

 

Head of State: Inquisitor Jerec

Second-in-Command: Admiral Trench

Allies: Desann & IG-88

Supplier: Commerce Guild [sullust]

Organisation: Inquisitorius [Prakith]

 

Ground Forces

 

Major Ground Force: Phase I Dark Troopers [768]

Minor Ground Force: Phase II Dark Troopers [128]

 

Light Vehicle: Phase III Dark Trooper [21]

2nd Light Vehicle: Persuader-class droid enforcer [43]

Heavy Vehicle: OG-9 homing spider droid [21]

 

Naval Forces

 

Fighter Classes: TIE/D fighter

Bomber Class: GAT-12 Skipray Blastboat

Elite Class: Shadow Droids

 

Light Capital Ship: Tartan-class corvette [24]

Heavy Capital Ship: Vindicator-class heavy cruiser [16]

Flagship: Praetor Mark II-class battlecruiser [Vengeance]

 

Naval Crew: Galactic Empire

 

The Fist of the Empire

Base of Operations: Kaas City

 

Leadership

 

Head of State: Darth Tyranus

Second-in-Command: Asajj Ventress

Allies: Rycus Kilran & General Veers

Supplier: Trade Federation [Cato Neimodia]

Organisation: Sith Intelligence [Dromund Kaas]

 

Ground Forces

 

Major Ground Force: Sith Troopers/Great War era [2,304]

Minor Ground Force: Sith Warriors/Great War era [50]

 

Light Vehicle: All Terrain Scout Transport/Assault (AT-ST/A)[34]

2nd Light Vehicle: Hailfire-class droid tank [34]

Heavy Vehicle: Scorponek annihilator droid [4]

 

Naval Forces

 

Fighter Classes: Mark VI Supremacy-class starfighter

Bomber Class: B28 Extinction-class bombers

Elite Class: Fury-class Imperial Interceptor

 

Light Capital Ship: Harrower-class dreadnought [11]

Heavy Capital Ship: Providence-class star destroyer [5]

Flagship: Lucrehulk-class battleship [sovereign]

 

Naval Crew: Sith Empire [Great War era]

 

The Phantom Hegemony

Base of Operations: Lord Grathan's Estate

 

Leadership

 

Head of State: Lumiya, Dark Lady of the Sith

Second-in-Command: General Grievous

Allies: Savage Opress and Ziro the Hutt

Supplier: Baktoid Industries [Geonosis]

Organisation: Imperial Intelligence [bastion]

 

Ground Forces

 

Major Ground Force: B2 super battle droids [5,460]

Minor Ground Force: Storm Commandos [40]

 

Light Vehicle: All Terrain Missile Platform (AT-MP) [40]

2nd Light Vehicle: Carbonite war droid [20]

Heavy Vehicle: Octuptarra magna tri-droid [14]

 

Naval Forces

 

Fighter Classes: Droid tri-fighter

Bomber Class: Hyena-class bomber

Elite Class: HMP Predator

 

Light Capital Ship: Munificent-class star frigate [7]

2nd Light Capital Ship: Escort carrier [12]

Heavy Capital Ship: Recusant-class light destroyer [16]

Flagship: Malevolence [subjugator-class heavy cruiser]

 

Naval Crew: Confederacy of Independent Systems

 

The ultimate showdown between three masters of evil has begun, and through the ancient rites of their Sith heritage only one will leave victorious. It’s a battle between empires, but who will win? The battle lines have been drawn…

 

Let the Kaggath begin!

Edited by Beniboybling
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==================================================

 

THE SPACE BATTLE HAS BEEN CALLED, FOR SCENARIO & RESULTS SEE HERE.

 

==================================================

 

As I'm sure we're all aware, the Arbiter for this match is Selenial

 

OK, so important notes for this match:

 

 

  • Savage is pre-cybernetics
     
     
  • The Malevolence does not possess an ion cannon
     
     
  • Asajj Ventress is pre-betrayal
     
     
  • According to a 3D model from The Essential Guide to Warfare the Harrower has 25 quad-turbolaser cannons and 16 light turbolaser cannons.
     
     
  • The Praetor Mark II-class battlecruiser is approx 8,000 metres according to Age of Rebellion

 

And to remind everyone of the rules specific to this Kaggath:

#102 In the event that the faction of the Supreme Arbiter is participating in the Kaggath the following powers are stripped and following rules apply:

 

 

  • #102.1 The Supreme Arbiter does not have the authority to make changes to the rules or override the decisions of the appointed Arbiter; however the Arbiter is expected to seek the advice of the Supreme Arbiter before making major decisions.
     
     
  • #102.2 The Supreme Arbiter does not have the authority to call the Kaggath or dispute the decision of the appointed Arbiter.
     
     
  • #103.3 Only the Supreme Arbiter however has the authority to make changes to the Ground Rules and the layout/structure of future matches etc.

And that is all for now. Take it away Selenial!

Edited by Beniboybling
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And that is all for now. Take it away Selenial!

 

No... I'm scared :sul_confused:

 

Edit: Sorry to ruin a perfectly awesome front page post, but a rule addendum that I forgot to mention:

Neither fleet may retreat until the space battle has been decided, namely that they have few remaining vessels. This rule is in place to stop the 1v1v1 nature of this Kaggath becoming an argument of "Let these two fight it out, then I'll come in with an easy win." Therefore, no retreat arguments will count for points unless the argument is being used in a "In a last ditch attempt to survive" kind of way.
Edited by Selenial
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So... Beni, you gonna post that anti-IG argument now or what? I think I figured it out, but I want to see what you came up with.

 

And you'd better hope it works, because if it doesn't IG will practically solo your fleet. And that would be bad for me.

 

Edit: And now the waiting starts, waiting for the first person to draw.

Edited by Aurbere
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Capital Ships

Weaponry

 

Praetor II [Vengeance] – Quad heavy turbolaser batteries (60) = 300 guns

Twin medium turbolaser batteries (40) = 200 guns

Twin long range ion cannon batteries (10) = 50 guns

Twin ion cannons (30)

Heavy tractor beam emitters (10)

Such heavy armament will be able to completely obliterate most targets in rapid order, even the Malevolence would flounder against this behemoth.

 

Vindicator [16] – Light turbolasers (25)

Light quad turbolasers (20)

Point-defense laser cannons (20)

Light point-defense ion cannons (20)

Tractor beam projectors (6)

While the armament doesn’t seem overly impressive, it is best to remember that it is a balanced spread capable of dealing with capital ship and star fighters alike. Nor are they slugs when it comes to speed like Victory or even ISD. Their main advantage is they still carry 72 star fighters in addition to their own weapons, unlike most ships of its size that carry only 12-36. That aside, light turbolasers are not to be underestimated.

 

Tartan [24] - Laser cannons (20)

Not exactly diverse, but its advanced targeting systems allows these laser cannons extremely accurate shots against fast moving targets, allowing it to counter squadrons of star fighters with ease.

 

 

Defenses

 

Vengeance – Mostly vague, but it is mentioned its armor is strong enough to deflect most conventional bolts. Due to its reactor it is highly likely its defenses are quite immense before the armor is even needed. It very likely has the most powerful defense of any ship currently in the Kaggath.

 

Vindicator – It is heavily pointed towards in its stats as well as statements that the Vindicator is only slightly less powerful than the Victory-class, while 2 Victories are said to be a match for 1 ISD, it is theorized 3 Vindicators can take down 1 ISD. After all, Vindicators were sent where the ISD’s were unavailable, indicating that they are no pushovers when it came to surviving combat and enforcing the Empire’s will upon the opposition.

 

Tartan – Fast, agile, and decent shielding were likely the most common traits attributed to the Tartan class. While it’s firepower against star fighters was not as powerful as latter iterations such as the Lancer class, its ability to keep pace with X-Wings as well as its agility to dodge larger ships fire, allowed it to be an impressive defense against star fighters. Not only did it defend itself in so doing, but the rest of the fleet as well.

 

 

Compliment

 

Vengeance 120

Vindicator 72 x 16 = 1152

Total 1272

 

 

Special

 

Vengeance – Bridge is well protected and armored unlike most large capital ships. Its armor is extremely advanced, as well as being meant to be a bruiser against other capital ships, reflected in its armament. It is also of note that unlike other large Imperial ships, its reactor is well defended and no bulge is visible. Its engines also are in the same configuration as the larger Executor.

 

Vindicator – Very well balanced between offense and defense, not to mention it can defend itself just fine from fighters/bombers due to its point defense weaponry.

 

Tartan – The only Corvette left in the Kaggath, an extremely powerful anti-fighter vessel that will help to even the odds when they come to the fore.

 

 

Star Fighters

Weaponry

 

TIE/D fighter - Laser cannons (2)

Not too overly offensive weapons wise, but combined with factors I will discuss in the Tactics section, these ships are not to be underestimated.

 

GAT-12 Skipray Blastboat - Medium ion cannons (3)

Twin laser cannon turret (1)

Proton torpedo launcher (1)

Tractor beam projector (1)

 

GAT-12h/i/j:

Mendarn Arms medium Dar-2 ion cannons (3)

Twin Senko Systems 5000x2 "Tru-Lok" laser cannon turret (1)

Starboard proton torpedo launcher (1)

Standard load: 4 torpedoes (12 for GAT-12j)

Port concussion missile launcher (1)

Standard load: 8 missiles (18 for GAT-12j)

The weaponry, no matter the variant, was extremely heavy even for a bomber. Its turrets allowed it to cover all angles while bombing runs and other maneuvers were being made, not to mention those who try to tail it will swiftly be blasted by its top turret.

 

Shadow Droids - Laser cannons (2)

Ion cannon (1)

Repeating blaster cannon (1)

Electromagnetic pulse gun (1)

Concussion missile launcher (1)

Proton torpedo launcher (1)

The Shadow Droid’s offensive capabilities are nothing less than a complete arsenal, with a weapon for every occasion. What makes this even deadlier is the fact that every single Shadow Droid is an Imperial Ace that is amped considerably by the dark side and advanced cybernetics.

 

 

Defenses

 

TIE/D fighter – Of the TIE series, this ship despite being a droid boasted some of the best armor coupled with their incredible agility, made them difficult to defeat should they have proper controllers.

 

GAT-12 Skipray Blastboat – Despite their size and incredible armament, this ship was not as sluggish and immobile as most bombers. In fact, it was officially classed as a capital ship due to its shield strength. No matter what type of fleet it found itself in, it tended to be highly praised for both its offensive and defensive capabilities, a real loss for the Empire that it was made for.

 

Shadow Droids – The main thing to keep in mind is that they have access to the dark side of the force which acted like a sixth sense in evading danger and exploiting openings. Due to this, it is able to take advantage of its immense agility and firepower, capable of comepletely out classing almost any organic or droid pilots. On top of all this however, it has a special coating on its hull that allows it to be nigh undetectable unless they are searched vigorously for.

 

 

 

Utility

 

TIE/D fighter – Built to take orders from other sources, with an advanced droid brain should it be forced to operate independently. This will help lead into the tactics section significantly.

 

GAT-12 Skipray Blastboat – Able to be given upgrades relatively easily, such as when the Zann Consortium gave them jamming tech.

 

Shadow Droids – Able to broadcast dense code streams to other ships, both for coordination and communications.

 

 

Quotes

GAT-12 Skipray Blastboat

 

The 12j upgrade was released only weeks after the death of Palpatine. Its most significant additions were larger ammunition bays for the proton-torpedo and concussion missile launchers, increasing the capacity to 12 torpedos and 18 missiles respectively.

 

- Taken from Essential Guide to Vehicles & Vessels

 

The ships are only 25 meters long, yet have an incredible weapon array, including 3 capital ship medium ion cannons, a proton torpedo launcher, two laser cannons and a concussion missile launcher. The ion cannons give it a reasonable chance to disable larger combat ships.

 

- Same

 

The hull plating is so heavy that most starfighter lasers would have a tough time penetrating the armor, making it impervious to all but the most powerful fighter weapons.

 

- Same

 

Blastboats are more maneuverable in an atmosphere than in space, having a top atmospheric speed of over 1, 200 kilos per hour, they are as fast as Alliance X-wings in space.

 

- Same

 

Skiprays are equipped with hyperdrives and nav computers that can store 4 sets of astrogation charts, allowing them to operate independently from larger base ships. The Skipray normally carries a crew of 4, the pilot, the copilot and sensor officer and 2 gunners, in an emergency it can be flown by a single person.

 

- Same

 

Blastboats are used for system patrol, point defense or fire support for large capital ships, they are normally deployed in pairs so that the ships can cover one another.

 

- Same

 

Blastboats fill in the gap between speedy, maneuverable starfighter designs and the slower, more heavily armed capital ships. They are swift enough to overhaul most system intruders and strong enough to deliver- survive- blows from powerful weapons. They operate equally well in atmosphere, on patrol in the far reaches of a star system, or performing fleet point duties with or without starfighter support.

 

- Taken from Imperial Soucebook edition 2

 

 

 

TIE/D Automated

 

TIE/Ds are essentially identical to the standard TIE/In except for the onboard pilot station. The ship can be piloted by the droid brain or from a remote piloting station aboard a capital ship.

 

- Taken from Essential Guide to Vehicles & Vessels

 

These droid brains have been equipped with advanced logic circuits that are suppose to achieve the same kind of performance as organic pilots, although actual combat reports show that skilled living pilots are far superior to any droid brain on the market.

 

- Same

 

The ships have the same twin-chin mounted laser cannons found on TIE/Ins, with an identical power generator and engine configuration.

 

- Same

 

TIE/Ds have rectangular solar array panels, with the extra energy being fed into the drive systems to improve maneuverability. Despite increased armor plating, the absence of a pilot gives the TIE/D virtually the same mass as a TIE/In

 

- Same

 

While each droid brain can be easily upgraded with new maneuvers and tactics, the brains are not as inventive and unpredictable as living pilots.

 

- Same

 

 

Shadow Droid

 

Shadow Droids are actually cyborgs rather than true droids. Their biotic nature gives them an additional advantage that automantons can't match, the sleek fighters are armed with the power of the Darkside.

 

- Taken from Essential Guide to Vehicles & Vessels

 

Umak Leth removed the still-living gray matter from grievously wounded or incapacitated TIE fighter aces. They cybernetic hardware stripped the pilots of every remaining shred of humanity, but augmented their reflexes and abilities far beyond anything they would have otherwise known.

 

As a final twisted 'gift' Palpatine's clone bestowed upon his creations the limited ability to touch the darkside.

 

- Same

 

Shadow Droids are capable of keeping the pace with an X-wing in space. In atmosphere they utilize a maneuverable repulsorlift system, but can easily reach supersonic speeds with a short blast of their ion engines.

 

- Same

 

Twin wings extend from the sides of the control pod, supporting repeating blasters, ion cannons and electromagnetic pulse guns. Two additional weapon pylons serve as racks and launchers for proton torpedo and concussion missiles. Two small dorsal lasers cover the rear field of fire and a long range antenna allows the fighters to transmit their dense binary code stream between the others and their command ship.

 

- Same

 

It is unclear how the machines manipulate The Force, but it is likely they use it as a sixth sense for identifying potential threats.

 

- Same[/Quote]

 

Naval Academies/Training/Pilots

 

 

The Imperial military inherited a long-established system of schools and officer training academies that had served the Republic Judicial Forces, Planetary Security Forces and the galaxy's mercantile fleets and hyperspace scouts. These schools kept the culture and traditions of the army and navy alive, and the Empire built upon their efforts to create an academy system that ensured a steady flow of capable officers.

 

- Taken from Essential Guide to Warfare

 

At Prefsbelt midshipmen began with academic study and tactical simulations, before moving onto leadership courses and active service rotations as ensigns. Most entered naval service after 3 years, but some did shorter stints, shifting to a flight school or continuing their studies at Carida, Corulag or Anaxes.

 

- Taken from Same

 

The embodiment of naval tradition, Anaxes offered active training and combat simulations, served as a think tank for promising cadets, and active duty officers, and tested new warships and equipment via training cruises.

 

- Same

 

Lastly there was the Empire's flight school system, reserved for the top graduates of the Sector Naval Academies and Prefsbelt. Few flight schools had fixed locations, most were based on capital ships, including Imperial Star Destroyers, Venators and a handful of captured Lucrehulks. The most prestigious was the Vensenor flight academy, housed on the Venator class star destroyer of the same name.

 

- Same

 

From the men who fly the capital ships, to the men who leap into the cockpits of the TIE fighters, Imperial pilots are the mainstay of the Imperial Navy. The top pilots in the galaxy are found in the Imperial Navy. These pilots following the glorious and time honored allure established during the Republic, attend the premier academies.

 

- Taken from Imperial Sourcebook 2nd edition.

 

Imperial pilots receive top level training at the Imperial Academies and must endure countless hours of pre-commissioning flight exercises before transferring to combat units.

 

- Taken from Star Wars Roleplaying Game, 2nd edition.

 

 

 

Imperial Navy Troopers

 

 

To protect its vast number of capital ships without relying on help of the Army, the Navy has created a corps of troopers to act as soldiers. These men, trained in the traditional combat skills, also learn the needed skills to survive aboard the mighty vessels that patrol the galaxy in the name of the Emperor.

 

- Taken from Imperial Sourcebook 2nd edition

 

These soldiers dressed in black, are deadly warriors, but they serve other functions aboard Imperial ships. They act as security, handle hanger traffic control, monitor sensor arrays and other duties when their combat skills aren't required.

 

- Same

 

With the New Order and especially since the massive build-up orders issued after the Battle of Yavin, the Navy has received top of the line equipment throughout the upper ranks of the Imperial Fleet. Only in the lower, system level units, does the older, less standardized equipment appear in large quantities.

 

- Same

The basic Navy Trooper is specialized in fighting aboard starships and space stations.

 

- Taken from TFU Campaign Guide

 

 

 

 

Imperial Pilots

 

 

The top pilots in the galaxy are found in the Imperial Navy.

 

- Taken from Imperial Sourcebook 2nd edition

 

Straightforward.

 

TIE pilots form an elite group within the Imperial Navy. Each candidate for admission into the rigorous TIE training program must undergo a strenuous screening and testing process.

 

- Taken from Imperial Sourcebook 2nd edition

 

TIE pilots are an elite group, the training is rigorous for those that pass through the screening and testing process.

 

Imperial Fighter pilots form an elite group within the Imperial Navy. Only 10% of those accepted into training graduate with commissions.

 

- Taken from Episodes IV-VI Visual Dictionary

 

Only 10% actually become pilots.

 

TIE pilot training was second to none, less than 10% made the grade, and the Imperial Pilot Corps was considered an elite unit within the Imperial Navy. The high performance of their fighters meant that pilots had to have reaction speeds well above normal.

 

- Taken from Fact File 13

 

 

=======

 

Take note though, TIE Fighter Pilots =/= Imperial Starfighter pilots, they are different. But regardless, the best pilots are found in the Imperial Navy.

 

=====

 

Imperial Gunners

 

 

Gunners are a special sub-unit of the Imperial pilot corp. Any Imperial military vessel larger than a one-man TIE fighter makes use of these weapon masters to handle the high-tech arms employed by the Empire.

 

- Taken from Imperial Sourcebook 2nd edition

 

They man weapons on any vessel larger than a TIE fighter and are noted as weapon masters.

 

Most Gunners are either pilots in training or pilots who failed to make the grade in all the skills necessary to fly a vessel. Nonetheless a Gunner must have a keen eye, superior reflexes and a rapport with the specialized equipment.

 

- Taken from Imperial Sourcebook 2nd edition

 

Gunners need a keen eye and superior reflexes to operate the equipment.

 

Gunners are trained to handle everything from a single light laser cannon up to turbolaser battery emplacements and even the now destroyed superlaser that was the main weapon of the Death Star battlestation.

 

- Taken from Imperial Sourcebook 2nd edition

 

Trained in all types of cannon emplacements up to even superweapons.

 

In addition to their hands on training, Gunners learn to work with specialized helmets that not only offer protection but are equipped with macrobioncular viewplates and sensor arrays to assist with targeting fast moving fighter craft.

 

- Taken from Imperial Sourcebook 2nd edition

 

Have helmets that help track fast fighter craft.

 

While operating large laser cannons and other large artillery, gunners worked in teams to ensure the weapons did not overheat or malfunction.

 

- Taken from Star Wars Encyclopedia

 

Vindicator

With a thickly armored hull, heavy shields, and a broad and versatile array of offensive and defensive weaponry, Vindicators are assigned as both escort and light battleships, as well as solitary cruisers sent to hunt Rebel ships and maintain order in distant regions of the empire.

"Age of Rebellion" sourcebook

 

They work in teams to make sure the weapons don't overheat or malfunction.

 

 

Tactics

Admiral Trench

 

-Defensive

-Constant study of enemy for weak points

-Intimate knowledge of the majority of the enemy vessels

-Great at defeating larger forces

 

 

IG-88

 

-Able to turn droids against other factions

-Ace Pilot

-Able to help coordinate star fighters

-Able to Stealthily board any ship he wishes

 

 

Droid Meld

-TIE/D link up with Shadow Droids

 

The TIE/D were DESIGNED to link up to other sources, whether it be a master computer or a living being to coordinate them. Both had their own strengths and weaknesses, but neither had the desired result due to lacking the others advantages. With the Shadow droids it brings the reactions of a droid as well as their precision, as well as their organic Ace skills as well as their creativity. Not to even mention the force sensitivity acting as a sixth sense.

 

 

-Shadow Droids act through multiple ships as a single whole

 

They have plenty of processing power in order to take control of the TIE/D, not to mention the TIE/D have more processing power as well to alleviate stresses. The TIE/D have the maneuverability and agility, but they normally can be out witted easily. With the help of the Shadow Droids they become much more precise, even faster reactions, and able to out maneuver and decimate opposition.

 

 

-IG-88 Keeps tabs on entire battle defense/offense star fighter wise, acting as a Commander

 

He does NOT take direct control of the vessels or that would neutralize the advantages the Shadow Droids brings, however, he will act in an overseer position. Directing them with his incredible droid speed and thought speed to the areas of the battle that are in need for reinforcement. This allows the separate groups of Shadow Droids and TIE/D’s to operate well together, allowing each group to act independently, but for the battle as a whole to be fought as one.

 

 

-IG-88 Coverts enemy droid fighters that come close to him to their side

 

He was able to convert the entirety of Mechis III to his control before he even set down onto the planets surface, converting enemy droids that come close to him will be quite simply for him. Should he get close enough to some of the droid frigates… Well, they have always been known for not being too bright to begin with, let along able of fending off the download of the sentience program. The Mechis III thing was more so to show the scale that it could be done on, considering an entire planet of machines is highly unlikely to have lax defenses to hacking.

 

Essentially what IG-88 does is latches onto the transmissions that other droids are using to communicate and coordinate, and sending his own transmission causing them to convert to the IDD side with IG-88's programs. While the PH fighters most likely will be needing to communicate and sending out signals to each other giving him an opening, one method I figured would be much more effective would be to go for the source. If IG-88 can get to a Rescount, he can convert large portions at a time. If he can board the Malevolence... Game over. If he reaches that vessel, he essentially can send his download to the PH's entire fleet since the Malevolence it operated by droids, and the Rescounts ARE droids... The Munificiants I am unsure, but they too are manned by droids.

 

Essentially IG-88 will have an *aura* in a sense that converts enemy fighters around him as he heads for the enemy capital ships, though to convert Rescounts he either would have to land and plug in directly, or get in extreme proximity for a few seconds. I know that isn't long, but being able to convert an entire planet to have his programming with only the time it takes to go from upper atmosphere to the surface, in star wars that ain't long at all. For a singular ship? Should be relatively fast. But yeah, if he reaches the Malevolence, game over. Even more so should a few Dark Nova Troopers be dispatched with him to defend him while he does the upload.

 

It is also good to note the speed at which he was able to steal every file aboard the Executor, which only took a couple minutes despite the enormous amount of raw data. Essentially what is going to be happening is that IG-88 will convert Tri-fighters near him to the IDD side via transfering his sentiance programming via their communucations channels while he heads for the larger ships. To convert those he wouldn't need much, either a close fly by, or landing in the hanger and just plugging into a wall port before taking off again. Nor will it be easy to stop him. The IG-2000 is extremely durable and capable of pulling of maneuvers that outwit normal droids, and organics simply can not follow, not to mention it is IG-88 behind the wheel. If he is successful, the majority of the PH fleet will firmly be under my control, and possibly Grievous defeated should he head for the Malevolence. Note, if he was to head there he likely would be flanked by two Skiprays with a couple Dark Nova Troopers to help secure the landing zone and deal with Grievous.

 

 

-Computing is divided greatly to retain maximum efficiency.

 

To simplify this, every one of these units has its own processing power, and the speed at which machines operate is directly related to this. The TIE/D’s have a decent amount but they use it inefficiently, what happens here is that the Shadow Droids take control of the TIE/D and actually use their own processing power to operate them optimally. Leaving them themselves able to still operate at their own peak, while cooperation and precision for all is dramatically increased.

 

 

 

 

 

I would like to thank Wolf immensely for so many quotes to incorporate into this. Now, let the debating begin!

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No... I'm scared :sul_confused:

 

Quite possibly the cutest emoticon (emoji for the kids) we have. On the other hand, quote possibly the only time I've ever heard you say those words.

 

And Aurbere, you know you want to kick this off.

 

EDIT: Classic Sil, beating me to posting. How rude :p

Edited by Canino
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I also would question two things that are possible pre-battle upgrades:

 

Buzz Droid Missiles for Skiprays:

 

The Commerce Guild was incredibly influential when it came to the CIS movement, and as such had access to just such droids. Despite the clone wars being over, it is very possible they could still acquire plenty for use by the IDD. If not, then I can merely use the turned tri-fighters. :d_grin:

 

Jamming Tech for Skiprays:

 

It was relatively simple to be implemented into Skiprays and has been done in the past by the Zann Consortium. This tech actually could originate from the Inquisitorious due to their jobs as hunting down Jedi and moving undetected. Not to mention that as an incredibly elite branch of Intelligence, it would be a common piece of equipment.

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Jeez, that's a big post, Silenceo.

 

Well, if I am going to contend with you and Beni, I have to pull out the big arguments fast. :d_grin:

 

Also, Sel, Lol!

 

Side Note: Canino, since when am I rude? I am a perfectly friendly Assassin Droid. :d_wink::d_evil:

Edited by Silenceo
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Impressive. Fortunately, it's mostly against Beni so I don't have to really worry about countering it.

 

My opening argument is to come. It won't be as long or spectacular, but it will do what opening arguments are supposed to do.

 

I hope you realize that even if all I got from dealing with Beni was his fight compliment and very few losses, I still would gained enough to defeat you. However, if it is successful and I manage to take over some capital ships... I felt no need to expand details concerning that point, since at that point in time it was a lost cause. :d_tongue:

 

Essentially if my plan succeeds, it will be impossible for the Fist to win against those odds. :d_evil:

 

Side Note: Why is it the other 2 factions get the full name in the Thread name, yet mine is the abbreviation? Character limit? A prediction of the future?! :d_frown: Jokes aside, I am merely curious. :d_rolls_eyes:

Edited by Silenceo
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OK, my opening argument is ready.

 

Vs. IDD analysis:

 

 

I do not find the IDD’s fighters as any real danger to the Fist fleet. Allow me to explain. As noted on Wookieepedia (since I don’t have any sources on hand), the TIE automated suffered severely against organic pilots because they lacked the skill to effectively engage them. They were only effective with a huge numbers advantage. In this case, the IDD does not have this advantage, so I don’t see the fighters as any real issue, especially when the Fist fields its Fury’s.

 

But in regards to the Shadow Droid linking strategy, I feel that this is very flawed. And to show this, I will use my knowledge of computers.

 

Firstly, connecting the droids adds to the amount of processing that the Shadow Droids have to deal with. It is only theoretical that the automated droids would be able to relieve the computational stresses that such a connection would bring. But assuming that it is possible, it is not going to be fully effective. As has been noted, organic pilots are more skilled, more unpredictable, and more inventive than droid pilots. When the dogfights start, the linked fighters are going to have to constantly take in new information, sort through the information, and respond to the ever-changing battlefield. The amount of stress this would put on the droids will be detrimental to the abilities of the droids, especially when you consider that the IDD fighters are severely outnumbered by Fist and PH fighters. If the strategy can even work, its effectiveness is severely limited.

 

The Tartans, however, can address the issue of fighters. I did a little math and found that the Fist’s Lucrehulk class has nearly twice the anti-fighter weaponry that all of the IDDs Tartans have. If we’re talking a game of anti-fighter firepower, the Lucrehulk easily outclasses the Tartans in that game.

 

And unfortunately for the Tartans, they are next to useless in any actual ship-to-ship battle. Their hull is weak and they don’t have the weapons to engage large cruisers. Why bring this up? Because in order for the Tartans to be used effectively, they will have to enter the field of battle, which will leave them vulnerable to fire. They can only be used safely in defensive formations, but that also limits their ability to attack enemy fighters.

 

On the other hand, the IDD has the Vindicators, which are very powerful heavy cruisers. However, because of the limitations of the Tartans, the Vindicators would not be able to contend with the capital ships in the Fist fleet. This is because the Tratans don’t have the firepower or defenses to engage in ship-to-ship combat, so the Vindicators are on their own outside of the flagship. As formidable as the Vindicators are, they lack the weaponry to engage the Fist’s capital ships on equal footing.

 

As far as the Praetor goes, I’m not going to even approach it right now.

 

 

Vs. Hegemony Analysis:

 

 

Due to the lack of information on the Fist’s fighters, I will avoid a comparison to the PH’s fighters since all available sources point to the PH having better fighters, Fury excluded, of course.

 

As far as capital ships go, the Munificent has a lot of firepower, but its shields and hull are incredibly weak. As has been noted several times in the past, the frigate is basically a glass cannon. Even starfighters have been able to deal a good amount of hull to them on their own. Against the power of actual warships, the Munificents are no match, especially in their limited numbers.

 

Escort carriers are probably irrelevant in ship-to-ship combat, so I’ll skip them.

 

The Recusants are very powerful warships, but they are inferior to the Fist’s ships as well. As noted, a single Providence could take on Victory or Venator cruisers, while several Recusants were needed to take out a single Victory or Venator. Simple logic dictates that the Providence is easily superior to the Recusant. And let’s not forget the Recusant’s weaknesses. It is manned by a primitive droid brain that only allowed the ship to attack a single target at a time. Factor in the superior power of the Providences, the Harrowers, and the limitations of the Recusant, and I can see the Fist ships having an advantage here.

 

As with the IDD, I won’t get into flagship comparisons at this time.

 

 

Tacticians:

 

 

The final piece of my opening argument is the matter of tacticians. Conveniently, the Fist is aware of the tacticians on both sides, and its leadership is fully aware of their tactics and strategies.

 

Thanks to Dooku and Ventress’ knowledge base here, Grand Moff Kilran can be armed with the necessary information to outmaneuver and outwit Trench and Grievous. As far as a hierarchy goes, I would rate the tacticians neutrally as such: Grievous > Kilran > Trench. The reason for this is that Grievous and Kilran established themselves as a force to be feared by the entire galaxy, not just a few individuals. However, Grievous’ reputation and status is superior, which is why I put him above Kilran on neutral ground.

 

However, as said before, the information Kilran can be provided will allow him to use his own tactical brilliance to gain the advantage over Grievous, even if it is a slim one.

 

 

And that's my opening argument for now. It's not as long as Sil's and I didn't approach it from the perspective of a 3-way brawl, but I wrote this in 20 minutes, so sue me. :p

Edited by Aurbere
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Oh ****, I forgot to put this in my front page post, will sub it in, but for all who don't check for edits:

 

Neither fleet may retreat until the space battle has been decided, namely that they have few remaining vessels. This rule is in place to stop the 1v1v1 nature of this Kaggath becoming an argument of "Let these two fight it out, then I'll come in with an easy win." Therefore, no retreat arguments will count for points unless the argument is being used in a "In a last ditch attempt to survive" kind of way.

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Oh ****, I forgot to put this in my front page post, will sub it in, but for all who don't check for edits:

 

Neither fleet may retreat until the space battle has been decided, namely that they have few remaining vessels. This rule is in place to stop the 1v1v1 nature of this Kaggath becoming an argument of "Let these two fight it out, then I'll come in with an easy win." Therefore, no retreat arguments will count for points unless the argument is being used in a "In a last ditch attempt to survive" kind of way.

 

Sounds fair.

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