Roger L.S. Griffiths
[Ship Review] Terran Asgard
Link to main forum thread Terran Asgard review
Hi ppl and fellow meat popsicles,
This is my third Ship Review (the third of three that I plan to write) so feel free to comment and be as brutal as you like (I can take it... and dish it out when inclined). Anyway, the stats come from my game so should be accurate (but if I have made a mistake please tell me so I can hit myself with a smelly wet fish).
“Military Large Transport/Capital Ship Carrier”
This ship is highly respected by Terran High Command and for good reasons. With the shields of a destroyer, weapon power generator of a carrier, the speed of a heavy fighter and Point-to-Point jump capability this ship is a formidable asset.
The Asgard is one of only ships capable of docking with a fellow capital craft, but this is at the expense of internal docking facilities. This means that the Asgard relies on either its own defensive capabilities (which are formidable but not invincible) or the aid of its docked capital craft. Given these facts, this ship can be viewed as a fleet deploy and support ship (Point to point the fleet - 2 capital craft at a time - to the rally point and then stay to provide repair and rearming facilities)
As a TL the Asgard is the largest in the known universe, with the capacity of two mammoths and the hull size of a station. Not only is it the largest TL, but it is also the fastest TL which combined with the Point to Point capability makes it a financial war machine capable of transporting large amounts of cargo between any two stations in the universe in a matter of sezuras.
For the budding entrepreneurs of the universe it is a highly recommended purchase as its financial cost is well worth the benefits. Get one from your local friendly Martian today!
NOTE: EMP Weapons are only mountable from either the turret or the combat section of the ship menu. When EMP weapons are transferred to an EMP capable ship then the weapons will auto mount if a suitable mounting point is available.
Combat Test Flight Summary
The GTI Enterprise (named after the USS Enterprise in Star Trek) equipped with 26 B-EMP cannons (6 fore, 8 right, 8 left, and 4 aft) and having an OTAS Boreas and Terran Aegir docked used its point to point jump drive to enter at the start of a Xenon Invasion in Menelaus' Paradise.
Upon arrival in the sector I targeted the K and watched it blow up a few seconds later. The Asgard had all turrets set to "Attack My Target" and the initial flood of B-EMP blew the K all the way to Kha'ak space.
Impressed with my opening engagement I switched to the Boreas and let the Asgard recharge it's batteries. I tried to manoeuvre the Boreas into a fighting position but was being cautious with the FAA as the Xenon fighters were close to a station. So I headed back to the Asgard to wait for the J, for which I did not have to wait long (a repeat of the encounter with the K ensued and the J exploded in sezuras).
Switching back to the Boreas to deal with the J's fighters my Asgard took a little shield damage from friendly fire so I jumped it to a safer location between the Equipment Dock and the Trading Station. Then not long after that the second and final J jumped in. Too far from my Asgard to dock I ordered it to attack the J. Again the J exploded in sezuras with no shield damage to the Asgard.
In brief, the Asgard projects a powerful initial presence but do not expect it to maintain that presence for long. The Asgard can be considered acceptable for shock and awe tactics but if the enemy survive the initial barrage prepare to get out of dodge quick sharpish.
Comments from other pilots
Comments from Observers
Ship Class: TL
Basic Cost: 128,711,043 credits (Highest - double the cost of a Mammoth)
Max Speed: 135.72 (Highest - though not by much)
Max Rudder: 0.74
Max Shields: 10x 1GJ (Highest - 10-15 times the norm, M2 typical)
Max Cargo: 130,000 units ST (Highest - double the Mammoth)
Docking: 2 M1/M2/TL, 2 M6, 2 TS/TP (Unusual - unable to dock fighters directly but can dock capital craft instead)
Shield Regen: 10,000 MW
Weapon Battery: 87,000 MJ (Highest - M1 typical)
Weapon Regen: 870 MW (Highest - M1 typical)
Missiles: Mosquito, Wasp, Dragonfly, Silkworm, Hornet, Disruptor, Firefly, Thunderbolt, Tempest, Hurricane, Spectre, Cyclone, Tornado, Typhoon, Firestorm, Aurora, Remote Guided Warhead, Beluga, Hammerhead, Rapier, Wildfire, Windstalker, Banshee
Fore Turret: 8 mountings; A-PAC, B-PAC, A-HEPT, A-PPC, B-PPC, A-FAA, A-EMP, B-EMP
Aft Turret: 4 mountings; A-PAC, B-PAC, A-HEPT, A-PPC, B-PPC, A-FAA, A-EMP, B-EMP
Left Turret: 12 mountings; A-HEPT, B-HEPT, A-PPC, B-PPC, G-PPC, A-FAA, A-EMP, B-EMP
Right Turret: 12 mountings; A-HEPT, B-HEPT, A-PPC, B-PPC, G-PPC, A-FAA, A-EMP, B-EMP
Point to Point Jump Drive
Description: Jumps directly to a given location in a sector at double the cost of jumping to the sector normally.
Support for Ship Repair facility
Description: When equipped with a Machine Shop the Asgard can repair any ship docked directly to it. This is the only TL known to support this feature.
Strengths & Weaknesses
Pros: Very large ship with big shields, fast, Point to Point Jump Drive, can dock two capital ships (M1/M2/TL), can mount lots of B-EMP and fire them all long enough to kill most capital craft, obscene cargo bay size, can repair the hulls of capital craft if a Machine Shop is fitted
Cons: Very large ship with low manoeuvrability, power generator can not support continuous firing of even a single B-EMP, unable to dock any fighters (M3/M4/M5) directly
Egosoft - for developing such an addictive and engaging game
XTM Development Team - for developing a well moulded mod
Sirus5 - for his comments and suggestions for improvement
Pyromancer - for the info on the Ship Repair facility support