Hydran Ship Ratings



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Before giving reviews and ratings there are a couple of bits of information that must be imparted. First of all, I did my ratings based on the understanding that sometimes you'll have fighters on a ship, sometimes you won't. Ships don't come with fighters, players have to purchase them separately. I was keeping that in mind when I rated the ships, and it was the POTENTIAL to carry fighters that I rated, not the ship alone, and not the ship with a full complement. Ratings primarily made in terms of both combat- and cost-effectiveness within the category. This typically made early era ships have lower ratings and later era ships higher ratings. In the later era you got more bang for your buck! All ratings were done on a scale of 1 to 10, 1 being the lowest possible rating, and 10 being the highest. A rating of 5 would be average, except what kind of military wants to build an AVERAGE vessel...therefore almost all of my ratings were between the 5 to 10 marks, usually around 6 to 8. I will be the first to point out that the individual playing the ship can have a lot to do with it's effectiveness in a battle.

General note:



Frigates/Destroyers

Hydran design in these classes of ships reflects a great degree upon their neighbor the Klingons. These classes of ship all incorporate either one or two phaser G's. All phaser G's on Frigates and Destroyers have a 360 degree arc of fire.

HN

Armament: 2 fusion, 3 ph2, 1 phG.
A very weak ship, poorly armed and that only for close range. Poor shields add to the problem. No fighter bays.
BPV 54
RATING 5

HNG

Armament: 3 ph2, 1phG.
Even weaker than the HN, trades 2 fusion for 2 transporters and additional marines. Same poor shields and no fighter bays.
BPV 53
RATING 3

DWF

Armament: 3 fusion, 2 ph1, 2 ph2, 2 phG.
Excellent shields, sufficient power and carries 2 fighters in the bargain. A close range brawler but no long range abilities.
BPV 84
RATING 8

CU

Armament: 1 phG, 4 ph2, 1 HB.
Shields are average, no fighters. Good for an escort but not as a single ship.
BPV 62
RATING 5

DWH

Armament: 2HB, 3 ph1, 2 ph2, 2 phG.
Excellent shields, sufficient power. No fighters but carries 2 transporters. Great for an escort, but only average on its own.
BPV 102
RATING 6

CRU

Armament: 2 fusion, 1 HB, 4 ph2, 1 phG.
Only 1 transporter. Good power and shields. Strong close punch, good long range. Very balanced but bad for boarding.
BPV 74
RATING 8

DWL

Armament: 2 fusion, 2HB, 5 ph1, 2 phG.
2 transporters. Excellent shields, Good power. Good at close and long range. Carries 2 fighters as well.
BPV 112
RATING 10

GEN

Armament: 2 FUS, 1 phG, 1 ph2.
Poor shields but power is sufficient. Next to worthless but cheap.
BPV 50
RATING 2

GEN+

Armament: same as GEN but rear 3 shields increased and 2 fighters added.
Still next to worthless, but for only 1 more BPV a nice refit.
BPV 51
RATING 4



LIGHT CRUISERS

Light (and heavy) cruisers in the early periods incorporated phG's that only fired either RA or RX, both of which leave the FA dangerously uncovered. This is especially dangerous in the fusion variants of ships which by necessity must close with their opponent. Unless otherwise noted, phG's are LS/RS Also, many ships were built with either 1 or 2 ph1's or ph2's firing 360 degrees. This is mentioned under the individual ships.

LN

Armament: 3 FUS, 3 ph2 (1-360), 2 phG (RX) 1 transporter, 4 fighters.
Good shields though weak in the rear. Low in power, but doesn't have anything to spend it on anyway. The RX phG's make it vulnerable to seeking weapons on the approach to target. Since it has to get in to use the fusions that is a major flaw.
BPV 72
RATING 5

LN+

Armament: 3 FUS, 1 ph1(360), 2 ph2, 2 phG, 4 fighters.
1 more warp and improved rear shields come with the refit also. Now it is a viable attack platform, very capable of leading in its 4 fighters. Still only has 1 transporter so is weak on BP actions.
BPV 79
RATING 7

LNG

Armament: 3 ph2(1-360), 2 phG (RA), 2 fighters.
Very weak even for the BP actions it was meant for. Has the same shields as the LN and even worse phG arcs.
BPV 68
RATING 4

LNG+

Armament: 1 ph1(360), 2 ph2, 2 phG.
Enjoys the + refit from the LN. Now has better shields, better phG arcs and a ph1 in the 360 position. Still carries 2 fighters. Still a weak ship.
BPV 74
RATING 5

CNT

Armament: 3 FUS, 1 HB, 3 ph1(1-360), 2 phG, 1 transporter.
Good shields, power a little low. A capable close in fighter but weak at range without its 4 fighters.
BPV 95
RATING 8

HR

Armament: 2 FUS, 6 ph2, 2 phG (RX), 2 transporters, 6 fighters.
Suffers from no forward coverage from the phG, poor rear shields, and low power. Carries 6 fighters to make up for the fact, but without them is in trouble.
BPV 94
RATING 6 1/2

HR+

Armament: 2 FUS, 2 ph1, 4 ph2, 2 phG, 2 transporter, 6 fighters.
Rear shields improved and PhG arc improved by the + refit as well as 4 more warp.
BPV 104
RATING 7

CAT

Armament: 4 ph2, 2 phG, 4 trans.
Excellent shields and carries 2 fighters. A reasonably capable commando cruiser.
BPV 99
RATING 5 1/2

MNG

Armament: 3 FUS, 2 ph1, 4 ph2, 2 phG, 2 transporters, 6 fighters.
Excellent shields. A wonderful slugger in close, only has the fighters for ranged combat. Very capable of leading them in to attack.
BPV 107
RATING 8

COM

Armament: 3 FUS, 2 HB, 4 ph1, 2 phG, 4 fighters, 2 trans.
Excellent shields, especially the front. Another great slugger in close, but this time with a long range punch as well.
BPV 131
RATING 9

MHK

Armament: 4 FUS, 2 ph1, 4 ph2, 2 phG, 8 fighters, 2 trans.
Good power, Great shields. No long range punch except the fighters, but a real brawler in close. Very capable of leading in the fighters to attack.
BPV 126
RATING 8

KN

Armament: 2 HB, 3 ph2(1-360), 2 phG (RA) 1 trans.
OK shields but the rear is a little weak, no close in punch makes close range risky. Lack of fighters makes effectively using the HB difficult at best. This is a good escort, but not great as a stand alone.
BPV 88
RATING 6

KN+

Armament: 2 HB, 1 ph1(360), 2 ph2, 2 phG, 1 trans.
Improved rear shields and phG arcs make this a much more defensible ship, but it still lacks the punch necessary to weaken a shield for the HB to take advantage of.
BPV 94
RATING 6 1/2

ERL

Armament: 2 FUS, 2 HB, 3 ph1(1-360), 2 phG, 1 trans.
Good balanced shields and an even mix of armament make this a viable ship. It is the typical "jack of all trades, but a master of none." Don't try to go in close with a slugger, or stand back with a long range fighter, you'll get killed.
BPV 104
RATING 7

WAR

Armament: 2 FUS, 2 HB, 4 ph1(2-360), 2 phG, 2 fighters, 1 trans.
A slightly modified ERL. This has the added firepower of a ph1, and 2 more fighters. It still suffers from "jack of all trades" syndrome.
BPV 108
RATING 7 1/2

TR

Armament: 2 HB, 6 ph2, 2 phG (RX), 2 trans.
Poor rear shields but good power. This is another good escort with the HB, but only has the ph2's for damaging that initial shield and no front cover from the phG's.
BPV 112
RATING 5 1/2

TR+

Armament: 2 HB, 2 ph1, 4 ph2, 2 phG, 2 trans.
Rear shields have been fixed, the 360 ph2's replaced with ph1's, and the phG's changed to RS/LS. A little better, but still suffers from the same basic flaws.
BPV 123
RATING 6 1/2

BAR

Armament: 2 FUS, 2 HB, 4 ph1, 2 phG, 6 fighters, 2 trans.
Poor rear shields, but a GREAT forward. Good power. Lacks the close in punch of a good slugger. This is the kind of ship people like to use to FOLLOW their fighters in to attack. Without fighters, this ship is just another "jack of all trades but a master of none", with fighters, it is a worthy carrier.
BPV
130
RATING 8

TAR

Armament: 3 HB, 2 ph1, 4 ph2, 2 phG, trans.
OK shields but good power. Another great escort, but lousy solo ship. Lack of a good punch to damage a shield initially makes effective use of the HB difficult.
BPV 133
RATING 7

APA

Armament: 2 FUS, 3 HB, 4 ph1, 2 phG, 2 trans.
Poor rear 3 shields. This is another of the Jack of all trades ships but leans to long range. It has a close in punch, but not enough of one to STAY inside. If you can get in the fusion punch then get outside and pound with HB your opponent is in trouble.
BPV 142
RATING 8

IRQ

Armament: 4 HB, 2 ph1, 4 ph2, 2 phG, 2 fighters, 2 trans.
Balanced shields and great power. A great escort, but not TOO bad as a stand alone. Pound em with 2 HB each turn and stay away while using your fighters to cover you. If you go in close, rake him with phasers before beginning the pounding all the better, but you'll pay for it too.
BPV 159
RATING 8

CHY

Armament: 2 HB, 2 FUS, 2 ph1, 4 ph2, 2 phG, 6 fighters, 2 trans.
Balanced shields and great power. Not a big punch from close or long range, but well balanced. This ship can either lead the fighters in or follow them to attack. Alone it suffers from "Jack of all trades, master of none" syndrome, but as a carrier with fighters it's great!
BPV 144
RATING 8

SUI

Armament: 3 FUS, 3 HB, 4 ph1, 2 phG, 6 fighters, 2 trans.
Low rear shields but Great power. This is a great carrier for either leading or following in the fighters. The main downfall as a stand alone without fighters is the rear shields, they are lower than they could be, but not painfully so.
BPV 170
RATING 9



HEAVY CRUISERS

RN

Armament: 4 FUS, 6 ph2, 2 phG (RA), 9 fighters, 2 trans.
Good power but poor rear shields. This is a capable carrier and can lead in it's own fighters. The weak rear shields and poor arc on the phG hurts.
BPV 115
RATING 6

RN+

Armament:4 FUS, 2 ph1, 4 ph2, 2 phG, 9 fighters, 2 trans.
3 more warp power. Shields have been fixed and are very good now. PhG's can protect from seeking weapons from in front.
BPV 126
RATING 7

LC

Armament: 6 FUS, 4 ph1, 2 phG, 6 fighters, 3 trans.
Balanced shields and great power. This is a ship that can last alone. The close in punch of 6 fusion cannons is devastating, but when followed by 6 fighters on the attack.....look out! Only the lack of long range firepower keeps the rating from being higher.
BPV 135
RATING 8

LM

Armament: 4 FUS, 2 HB, 4 ph1, 2 phG, 6 fighters, 3 trans.
Balanced shields and great power. This is a well built ship capable of standing alone, or leading fighters in to attack. Once a shield has been knocked down, it's capable of standing off and pumping in a HB a turn or 2 every other.
BPV 149
RATING 9

CHA

Armament: 4 FUS, 2 HB, 6 ph1(2-360), 2 phG, 6 fighters 3 trans.
Rear shields are lower than they could be, but has great power and well balanced weapon systems. Much like the LM but with additional ph1's.
BPV 160
RATING 9

DG

Armament: 4 HB, 6 ph2, 2 phG (RA), 3 fighters, 2 trans.
Great power, but poor rear shields. Lack of a close punch hurts, but the ability to fire 2 HB each turn and pound from range is nice. Suffers from a bad arc for the phG's.
BPV 149
RATING 7

DG+

Armament: 4 HB, 2 ph1, 4 ph2, 2 phG, 3 fighters, 2 trans.
The rear shields have been pumped up and the phG arc's fixed to LS/RS. A much better ship.
BPV 159
RATING 8

LB

Armament: 4 HB, 2 FUS, 4 ph1, 2 phG, 3 fighters, 3 trans.
Balanced shields and good power. The fusions give enough punch to hurt an initial shield for the HB's to pound from range later. Great for leading in fighters, just too bad it doesn't carry more of them.
BPV 166
RATING 8

CHC

Armament: 4 HB, 2 FUS, 6 ph1(2-360), 2 phG, 3 fighters, 3 trans.
Low rear shields but good power. This can be used just like the LB.
BPV 176
RATING 8

OV

Armament: 3 FUS, 4 HB, 7 ph1(3-360), 2 phG, 6 fighters, 3 trans.
Low rear shields but the front 3 are high. Great power. This is a superb ship for standing alone or for leading in fighters. 3 fusions can make a big dent in shields and 4 HB can take advantage of it. The fighters are a plus if you have them.
BPV 184
RATING 10

D7H

Armament: 2 FUS, 4 HB, 3 ph1, 4 phG, 2 fighters, 5 trans.
This is a captured Klingon D7 that has been refitted. Unfortunately it still suffers from the low Klingon rear shields. The phG's are RRR and LLR so fail to give forward coverage. The 2 FUS give a nice shield cracker for the HB to take advantage of, and if you over run your opponent, 4 phG's can be a RUDE AWAKENING to a rear shield. This only carries 2 fighters, but with 5 transporters I call it the best COMMANDO ship the Hydrans have.
BPV
155
RATING 8

Tournament Cruiser

Armament: 4 FUS, 2 HB, 5 ph1(1-360), 2 phG, 2 fighters, 2 trans.
Good power and good shields. I'm not giving this a rating or BPV because it is supposed to be balanced against the other tournament cruisers.



DREADNOUGHTS

All phG's on Dreadnoughts and Battleships are RX. This is very unfortunate in that the largest of hydran ships have the worst anti-seeking weapon coverage to their front. Also, these classes of ships all were built with either 2 or 3 ph1's firing 360 degrees. The number of those weapons in that arc are mentioned under each individual ship.

PAL

Armament: 4 FUS, 4 HB, 2 ph1(360), 6 ph2, 2 phG 12 fighters, 5 trans.
Good shields but the rear 3 are low. Power is sufficient. Perfectly capable of standing off or slugging it out. Excellent for leading fighters in to attack.
BPV 216
RATING 8

PAL+

Armament: 4 FUS, 4 HB, 8 ph1(2-360), 2 phG, 12 fighters, 5 trans.
Has 4 more warp and the rear shields have been brought up. A very good ship, and with a full complement of fighters is MORE than a match for ANY battleship.
BPV 233
RATING 9

PAH

Armament: 4 FUS, 4 HB, 9 ph1(3-360), 4 phG, 12 fighters, 5 trans.
Not really a huge improvement on the PAL+. The phG's are still RX and fail to cover the front even if there are 4 now, no increase in heavy weapons, only 1 additional ph1, the same 12 fighters. A slight improvement for a cost that offsets it.
BPV 248
RATING 9

MNR

Armament: 4 FUS, 8 HB (2 of which are RA), 14 ph1(3-360), 4 phG, 18 fighters, 6 trans.
Although not the biggest battleship, the Monarch is capable of taking any of them on. With a full complement of fighters it is an armada all by itself. Even the Klingon B-11 has to flinch when a MNR takes the field.
BPV 356
RATING 10

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