Conqueror Star Destroyer.

By Indy_com, in Star Wars: Armada

7 minutes ago, Arowmund said:

Okay, but here's the problem I see with this (and why I went the route of targeting via the dice rather than an arc); how do you "aim" a ship directly at another ship using a system that clicks exact changes in course and doesn't allow for "realistic yaw" (less than a full click)? You could easily go a full tourney and maybe only get off one shot with a ship that should have a high point cost. There would be no point in taking the ship?

I agree on making it vulnerable to fighters and small ships that rush it (even under my idea of insta-killing a small ship per hit, a flotilla of low cost ships could possibly kill it before it could get them all) but to narrow its firing arc to the point of "what's the point" seems to negate the whole point of the ship. I mean, sure it would likely work that way in point blank confrontations, and that's exactly why I didn't go that route. You'd never see this ship in a point blank confrontation. It would sit far out from the battle, where that narrow fire arc covered a quarter of the sky. Consider how far away from the DS 2 the fleet was when it was sniping them. That's the distance you'd park this thing at. IMO

No one really has problems aiming Neb Bs at targets with their front battery... and that’s what we’re talking about, arc wise, really.

... and we’re still talking about s maneuverable isd chassis.

the other part about standoff Range is it isn’t fun for an opponent to see. I mean? That was the main complaint of flotilla lifeboats - they were never in danger.

Risk/Reward is best game design. ?

(its also why I suggest an arc, rather than parallel lines, with los sit back, normal range, and instant gratification for shots)

its plausible because it works now, basically.

Edited by Drasnighta

Well, I freely admit I am out of date on the rules and mechanics. I come here from time to time because I still love the game (even though I never get to play anymore) and have always enjoyed the brainstorming and ideas I find here.

I defer to your wisdom, Dras (and not being snarky, I've read enough here to know you know your stuff). :)

2 hours ago, Drasnighta said:

How many reactors did the DS have?

because we’ve seen what a single one does...

the cross section pre-dates Rogue One, so we're not sure how many exactly, since the book only shows one (the main reactor), and exactly what the Rogue One dialog meant has not been defined yet.. but the cross section main reactor is huge, and there are several 'powercells' listed for the superlaser weapon (which would be my guess as to what Krennics order meant.)

and all of them are way more massive than an ISD.

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a star destroyer sized system would probably have no issues wiping out another ISD, but would probably not be very destructive to a planet.

Dissenting and brainstorming is good ?

i mean, fundamentally, I cannot escape te mindset of the fact I don’t actually like the ship or concept , so I can’t be assured I’m doing it fan justice, and I’m just sabotaging it unconsciously. ?

13 hours ago, mithril2098 said:

a star destroyer sized system would probably have no issues wiping out another ISD, but would probably not be very destructive to a planet.

Certainly that's the way it ought to be. Nevertheless, some sources do suggest that miniaturised superlasers can be almost as powerful as full-size ones.

The Wookieepedia page for the Conqueror does say it destroyed small planetoids and was supposed to be capable of destroying regular planets.

The Conqueror may be an aberration though - the much larger Eclipse had a superlaser too - a bit weaker than one of the tributary beams on the first Death Star - and this was not a planet-shatterer, but a crust-cracker - more like Rogue One's "single-reactor" superlaser blasts.

I played with the Conqueror a while back on KDY.

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The idea was to require a specific combination of upgrades that are not as effective separately.

My own take on it:

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Also, note the new upgrade type: Variant. Basically same rules apply for variant-type as title-type. It doesn't have to be in your upgrade bar to apply it, but they are always class-restricted. Also you can only have one variant. In this case, this takes both Title and Variant slots, so you can't have another variant AND it's unique.