21:58 This is where you messed up by the way, Not baiting the ion cannon with another capital ship, and hot dropping the Mandator directly into the fight. You take extra damage for several seconds after coming out of hyperspace. I also recommend hit and runs with super ships they're shockingly good at it.
Another great episode! I can only imagine the headlines on the holonet from this episode.... "Tragedy at Fortress Fondor!" "Republic officials are still assessing losses and damage"
Y'know... that bit about "you're not supposed to blitz the AI"... sod it, they're cheating. Also, that poor Mandator, didn't expect it to get its teeth kicked in so hard (by what did it).
If somebody has yet to beat me to the punch, Plo Koon’s troopers are of the 104th Battalion, also referred to as the Wolfpack Battalion. Originally they had Maroon markings, but changed to Grey-Black after the battle of Khorm where Wolffe lost his eye at the saber of Asajj Ventress.
@@caelvanir8557 Well, it's no wonder they're called the Wolfpack, then, with how much Dave loves his wolves. Actually, I never put it together that Plo Koon, being his favorite Jedi, got a Clone unit called the Wolfpack.
Love the video playing through the campaign myself here are some helpful tips. 1. You want to get the pelta repair ships for your mandator fleet have several of them surround it to keep healing it's hard points when the shields go down. 2. The mandator isn't going to be good for fighter based fleets because how much of a population cap it takes I recommend the praetor for that role invest more and ships like the dreadnaught as they can provide additional firepower and a light fighter screen once you upgrade them to have fighter capability. 3. Planets like fondor you're just going to have to do hit and run tactics have a handful of small ships draw the fleet away from their bases and take them out first this will get rid of additional reinforcements coming your way. This can also work if they have an asteroid filled in the middle of the map as you can use separate the fleet and pick off certain parts of it. 4. For defensive ground battles you want to rush the control points this has the benefit of giving you additional reinforcements and prevents the enemy from landing additional ground units, this is especially important if you don't have a planetary shield otherwise they will run up to your doorstep and bombard your buildings. 5. For planets that keep getting invaded just make sure they're full of Clone troopers in all the slots if you can invest anything else. 6. Depending on the map you're defending it might be beneficial to just rush their landing zone if you're quick enough you just have to face a couple of units and then you can push them off planet. 7. If you have planets that you know can't invaded anytime soon because they're surrounded by other friendly planets then replace all their buildings with farms and factories to get more resources. 8. If you're low on credits just reinforce some of your fleets with dreadnoughts and such they're cheap to replace and have a lot of firepower.
Fortress Fondor indeed... That was downright harrowing to watch. And strategically, it's such a dangerous spot in your backlines...oof. Good luck on grinding it down. I think you and the good Captain are going to need it.
Seems like the last person who pointed out the Jedi hero bug was right. If they target buildings and are killed by another unit then they bug out. Send them alone I guess
They're VERY effective in Thrawn's Revenge, but the Mandator 1 and Praetor 1 are hugely undergunned for their size because they were essentially built under the Space London/Washington Naval Treaty: The Ruusan Reformations.
Ships like the Mandator have specific roles to fill as without good support they can get ganged up on by fighters and of course ion cannons. They can wipe entire fleets by themselves while sustaining minimal damage, but that's mainly for the Mandator II. The first version you build is pretty lightly armed and is dead slow, at that point you've better off fielding a pair of Praetors.
@@The1337guy1 It was also the first ship he deployed meaning he didn't bait the ion cannon. And he also hot dropped it so it took extra damage coming out of hyperspace
You got weekly update in log about healing SSDs plus it's listed in like secon section of statistics log. Ledger icon menu on the left side. It was at 40% by week 19.
@@SorcererDave they're slightly more durable, but their big advantage is the missile armament. It can inflict some considerable damage on larger enemy ships and clustered hardpoints.
It wasn't just the Ion cannon shredding your shields their fighters did alot aswell. Fighters expecially the hords that the Sepratists get from the Lucahulks can do a number on even large ships like the mandator and praetor. Either got to micromange your own fighters to intercept or use more escort vessles with point defense and laser cannons. But anyway really enjoying this series so glad it came back, looking forward to it continuing into the Galactic Civil War and maybe even beyond.
It seems like you're at least a few episodes ahead on this, so I'll just say I'm hoping for the best in terms of retaking Bothawui, and as much as my turtle brain is going "spend all your money on space stations and infrastructure" it does seem like keeping the AI at bay with blitzing until you have a solid front line to defend seems like a good move. I will offer that the hypervelocity cannons are great, especially on worlds that you really want to defend in space like if it has a solid space yard like a tier 3 or 4 or is a notable chokepoint in the hyperspace lanes, (for the republic I also will build one on cloning worlds like Kamino). as it does direct damage through the shields and can bust up hard points really nicely, but that's definitely for further down the line when you have a solid front line to defend. I don't think they take upkeep if memory serves, I don't play the republic often.
14:20 Plo's Bros. (That's actually on one of their Gunships in an episode of TCW. In Aurubesh but it's there.) It's Wolf's command but I forget what it's called.
did OP forget that ships take much higher damage when you drop them right into enemy fire? I remember him mentioning that several episodes ago but he continues to do it in almost every battle, and lost the Fondor battle mostly because of that especially when the ship you drop right beside all of the enemy fighters and incoming fire is the one you really don't want to lose shields super fast lol seems with ships like the mandator and even the venators the thing to do is warp them out just before they lose their shields, that way their engines cant be destroyed. if he had warped the mandator out as soon as it lost its shields and replaced it with the bunch of venators and other ships he had in reserve would have been a fairly easy win, I think. same for the admiral on the venator and the other venators, as soon as one is about to lose shields retreat it and swap it with another in reserve.
I think, by jumping in the mandator sidways you lost a significant amount of its fire power in the early battle. Maybe it wouldn't have won you the battle but it might have been enough to eliminate the first donut
Often I do it because it means they'll already be there if I need to defend the planet. They can inflict some serious casualties on an attacker if you've built them up previously.