Effective Military Strength
War Assets are the people, weapons, armies, fleets, items, and helpful technology you can accumulate throughout the campaign. War Assets may also be obtained by scanning and collecting planets and colonies across the galaxy. War Assets are assigned a point value, indicating Total Military Strength multiplied by a Readiness Rating to produce the Effective Military Strength (EMS).
We will provide an initial EMS for you to start.
They are earned directly from what occurs during the campaign, whether it be events happening in the background or in which you actively participate. The goal is to build up your EMS through actions and drives that require creativity, strategy, and risk.
How To Setup Your EMS
You have a ground block and separate space forces equal to your EMS total. Example: If you have 300 EMS, you’d have 300 EMS Space Forces and 300 EMS Ground Forces.
Ground EMS System
10 EMS ~ 1 Infantry Squad 15 EMS ~ 1 Speeder Bike Squad 20 EMS ~ 1 Infantry Platoon 20 EMS ~ 1 Apprentice / Padawan / Other 30 EMS ~ 1 Light Tank / Walker Platoon 30 EMS ~ 1 Lord / Knight / Other 30 EMS ~ 1 SpecForce Squad 40 EMS ~ 1 Medium Tank / Walker Platoon 40 EMS ~ 1 Artillery Battery 45 EMS ~ 1 Darth 50 EMS ~ 1 Heavy Tank / Walker Platoon 50 EMS ~ 1 Close-Air-Support Patrol 60 EMS ~ 1 Infantry Company 100 EMS ~ 1 Behemoth Vehicle 180 EMS ~ 1 Infantry Battalion
Army: The Storm's Fury Commander: Fen-Mika EMS: 300/300 2x Infantry Battalion (20 EMS) 2x Infantry Platoon (40 EMS) 2x Zeison Sha (60 EMS) 2x Medium Tank/Walker (80 EMS) 1x Behemoth Vehicle (100 EMS)
You can combine and balance your EMS as you wish, yet your enemy will do too. The EMS list provides enough room for your creativity to run wild, but there are advantages and disadvantages against enemy forces.
A combined arm is only effective if your enemy focuses on the same. Things get trickier when you rely on your infantry, mechanized forces, or heavy armor because your enemy will undoubtedly do.
The infantry only has a minor advantage against combined arms. Still, it is best when faced with heavy armor. However, it has a disadvantage against mechanized forces, and the opposite is true, except for heavy armor, which has a considerable advantage against mechanized units.
You may wonder what it means to “have an advantage.” It is pretty straightforward; whenever you roll, you will get an advantage from +1 to +2. The opposite is true, too; choosing the wrong force can result in punishment between -1 and -2.
Army Types | Against Combined Arms | Against Infantry | Against Mechanized/AI | Against Heavy Armor |
---|---|---|---|---|
Combined Arms | No Bonus | -1 | -1 | -1 |
Infantry | +1 | No Bonus | +2 | -2 |
Mechanized/AI | +1 | -2 | No Bonus | +2 |
Heavy Armor | +1 | +2 | -2 | No Bonus |
Space EMS System
10 EMS ~ 1 Starfighter Squadron (No host vessel) 20 EMS ~ 1 Corvette 30 EMS ~ 1 Frigate 40 EMS ~ 1 Elite Starfighter Squadron 50 EMS ~ 1 Light Cruiser 70 EMS ~ 1 Heavy Cruiser 70 EMS ~ 1 Escort Carrier 80 EMS ~ 1 Legendary Starfighter Squadron 100 EMS ~ 1 Battlecruiser 150 EMS ~ 1 Battleship 150 EMS ~ 1 Fleet Carrier 200 EMS ~ 1 Dreadnought 500 EMS ~ 1 Heavy Carrier 500 EMS ~ 1 Heavy Dreadnought 750 EMS ~ 1 Super Carrier 750 EMS ~ 1 Super Dreadnought
Fleet: The Dark Sovereign Commander: Susoi Aura Flagship: The Vester EMS: 300/300 1x Centurion Class Battlecruisers (Fleet Carrier) (150 EMS) 3x Sutta Class Patrol Cruisers (Light Cruiser) (150 EMS)
You can combine and balance your EMS as you wish, yet, your enemy will do too. The EMS list provides enough room for your creativity to run wild, but there are also advantages and disadvantages against enemy forces.
A balanced space force has a minor advantage against another proportional force. A carrier-focused force will face a fair fight with a proportional space force better and even more when dealing with a combat-focused enemy force. When it comes to a combat-focused power, it has an advantage against balanced forces, but it fights best against a picket. Last but not least, a picket-focused squad fights well against a proportional force but fights best against carriers.
You may wonder what it means to “have an advantage” it is pretty straightforward; whenever you roll, you will get an advantage from +1 to +2. And the opposite is true, too; choosing the wrong force can result in punishment between -1 to -2.
Fleet Types | Balanced | Carrier | Combat | Picket |
---|---|---|---|---|
Balanced | No Bonus | -1 | -1 | -1 |
Carrier | +1 | No Bonus | +2 | -2 |
Combat | +1 | -2 | No Bonus | +2 |
Picket | +1 | +2 | -2 | No Bonus |
Ship Classes
Starfighter
Mainline combat strike craft, typically, multirole and 1-3 man in size.
Bomber
Dedicated anti-capital starfighter, typically heavier and less agile.
Gunship
Larger strike craft typically carries large weapons and troops.
Shuttle
Larger than starfighters but lightly armed, typically used for ferrying cargo or personnel.
Corvette
Light mainline combat warship is typically 100-200 meters long. They are utilized for blockade running, picket duty, and combat support.
Light Frigate
Lighter combat vessel used for escort and support duties, typically 150-300 meters in length, with a lighter armament than Heavy Frigates.
Heavy Frigate
Medium combat vessel typically 200-300 meters long, usually versatile and multirole.
Light Cruiser
Heavier warship is typically 300-400 meters long and used to support larger vessels.
Heavy Cruiser
Larger warship is typically around 400-600 meters long, and focusing typically forms the backbone of most fleets.
Escort Carrier
A light and typically economical carrier vessel primarily designed to host starfighters.
Battlecruiser
Heavy capital ship focusing on speed and weapon power over durability. They typically measure between 600-700 meters in length.
Battleship
Heavy mainline capital ship emphasizes combat and large gun batteries.
Fleet Carrier
Heavy starfighter carrier, typically the centerpiece of a fleet. It’s around the same size as a Battleship.
Dreadnought
Large and exotic command vessels, using heavy gun batteries.
Heavy Dreadnought
Imposing capitol-class Dreadnoughts vary in function and utility.
Super Dreadnought
Huge and rare vessels of immense size and scope.
Star Dreadnought
The largest vessels in the galaxy, typically above 5,000 meters in length.
With that in mind, as we are testing and expanding our Navy RP and our EMS is starting to increase, I strongly suggest having a few corvettes, frigates, and others under your belt before considering a heavy cruiser. Those without support are particularly vulnerable against fighters, especially considering the Carrier-oriented Republic tactic.
I‘d suggest something akin to a light cruiser being your flagship (if you want to go to the ship-heavy side of things) and then add like two frigates or corvettes instead, or having something like four corvettes frigates, and no light cruisers for better anti-fighter management. They could even play with a few fighter squadrons, especially considering how much pain they can bring to even 100 EMS ships at the cost of only 10 or 40 EMS.
Corvettes, frigates, and light cruisers are all essential to the navy, and a light cruiser might even threaten a heavy cruiser with the proper support.
You have 100 EMS minimum to spend on ships of a caliber equal to contention sizes you‘ll engage. Taking command of a lone heavy cruiser with minimal support is a sure way to risk it in combat. If anything, the experience should make you a competent commander with competent tools at your disposal.
Reminder: Most cruisers have fighter support and hangars.
20 or 40 ems worth of fighters is enough to threaten a 100 EMS ship under the right Commander.
Our focus is quality over quantity. As stated, 100 EMS is quite effective depending on your composition and could even take on larger compositions depending on circumstances.
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