Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JMDurron

Pages: [1] 2
1
Imperial Civil War Tech Support / Re: Galactic Campaign Lag
« on: September 07, 2019, 09:35:24 AM »
I was having the same issue, what worked for me was changing the game in task manager to prioritize the game to run one on thread of my processor as it is not designed for modern quad core processors. Follow these steps, open empire at war FoC, open task manager, go to the details tab, select "StarWarsG.exe, right click and select "set affinity", select the core you'd like to run it on (i'd recommend core 3), close the game and reopen it, your problem should be fixed  ;D.

By "close the game and re-open it", do you mean just to quit the game from the galactic map or combat mode and then re-load the game, or do you mean to exit to desktop completely?  It appears to forget  the affinity setting when quitting to the desktop.

2
Beyond what has already been discussed:

EoTH - Being able to stack some (as in 3+) Ascendancy/Syndic/Phalanx capital ships on one plane, 4+ Chafs (power to weapons has a minimal shield drain compared to Victory-class ships) on another plane, and 6 Vigilance Gunships all in a tight bunch in a line formation is a beautiful way to melt incoming opponents.  I'll generally put a leader and an Interdictor behind the line.  I like to use Baron Fel and all the starting fighters as a defense force at Nirauan or Bilbringi (top priority target for me early) to free up capital ships for use elsewhere. The only thing I really do later is upgrade to Phalanx destroyers once they become available. 

NR - I find the starfighter advantage to be somewhat muted except against capital ships until E-Wings become available.  Corvettes are, for my money, the best anti-fighter ship option in the game, though.  I never hyperspace out without them.  Era 5 is awesome, when the Mon Cal Cruiser with Assault Frigates and/or Dreadnaughts combo gets fully upgraded to Nebulas with Bothan Assault Cruisers. 

IR - If you reach Era 4, you've failed.  TIE Defenders are so superior to any other fighter in the game that I get bored with using them beyond the emergency "going against an SSD with 2 HVGs supporting" battle against the Pentastar Alignment.  ISD-2s, VSD-2s, and Lancers are my fleet composition of choice, but the ISDs are annoying compared to my EotH and NR fleets due to the huge battle map space that the ISDs take up beyond their visual representations.  It makes formation maneuvers difficult. 

Not sure whether you mean positioning/tactics on the galactic map, or just within space battle mode, so I'm leaving that alone. 


3
Completed Wave 9 as EotH.  The lack of fighters in my Phalanx - Warlord - Vigilance force was a critical flaw when the Venator-Praetor waves arrived.  I avoided fighters against the early Carrack-Lancer waves for obvious reasons, but then I didn't have enough cash left to round out enough fleets to defend all angles later on.  The switch by the AI to one huge fleet really exposed how unbalanced I was. 

4
In my opinion, EotH isn't disadvantaged compared to the other factions, it just happens to be by far the most different in terms of best tactics/strategy, so applying methods from the NR/IR to the EotH isn't going to work very well. 

To be fair, this opinion is based on just playing my first game as EotH (Empires at War - so stuck in Era 1 tech!), but I've already noticed two huge advantages that the EotH has. 

1) The Chaf's ability to enhance power to weapons does not appear to drain its shields in the same way that all other factions' equivalent frigates' ability does (in Era 1, anyway).  It's one small "chunk" of shield strength, for lack of a better term, whereas the VSD/Dread drain their shields entirely or almost entirely.  Combine that fact with the ability to "stack" frigates like the Chaf along the Z-Axis with the capital ships and a large number of space heroes, and the EotH has a big edge in any non-SSD Era 1 battles.

2) Phalanx Commandos are absolutely awesome, with their ability to conquer lightly-defended planets on their own.  The ability to sneak onto any enemy's planet with a known hyper lane is deadly in two particular situations.  The first is early in the game, before the AI builds turbolaser towers or ground production sites that have infantry-killing garrisons.  The second is against the PA, with their extremely weak anti-infantry early unit mix.  Jerec is the only guaranteed counter to the commandos with his lightning attack, but I've taken 8 of the PA's planets without ever fighting a space battle against them, using only 5-unit stacks of Phalanx Commandos.  This method is also almost hilariously easy to use against the Yevetha, but that's a scenario-specific quirk due to their lack of ground unit production.    Throw in the 100 credit cost and the fact that you start with the ability to build them on all of your planets, and you've got a devastating blitzkrieg tactic to start things off. 

This is just in Era 1, so the complete lack of airpower on the ground or any super-level ships to build (Phalanx being the closest produce-able one) is a shock to my system after playing through every GC as the IR after doing so as the NR, but the power of the EotH is considerable once you shift your thinking to better leverage their strengths.  My first attempt at a conventional ground attack against a well-defended IR planet was essentially a disaster from a casualty standpoint, although I ended up taking the planet anyway.  Neither my NR airpower doctrine nor my IR "smash through them with armor" doctrine lent themselves well to the EotH ground force I had built, but that's just indicative of me needing to adapt my thinking more. 

5
Discussion, Suggestions & Feedback / Re: Tie Defenders
« on: May 26, 2017, 08:31:07 AM »
One of the things that I appreciate about this mod is that they prioritized being true to the Legends canon over game balance when the two clearly conflicted.  In the case of TIE Defenders, they clearly conflict, because the TIE Defenders honestly are/were that good/overpowered compared to everything else in the SW universe at the time. 

A TIE Defender fleet is my attack force of last resort as the IR, as I generally find myself not needing them even on Admiral (if you strike the enemy AI early enough and hard enough, they'll never build up enough of a doom stack for you to need them), and I find it slightly more appealing to go with SSD/VSD-2/Lancer fleets over an all-fighter fleet from a canonical Imperial doctrine perspective.  40 TIE Defenders are, essentially, an automatic win for the IR, which is cool for a couple of battles before it gets boring.  By the time I've had enough time to build up that fleet, though, the campaign is usually effectively over anyway, so I find it's a crutch that while available, is rarely necessary. 

6
I promise that this is the right topic for this post, it's not just thread necromancy.  Even if 2.1 strategy is becoming somewhat passè.   ;)

I actually took two tries to handle this one, and looking back I probably could have made it through the first time.  This is part play-by-play, part strategy, since this scenario is hard enough that I think some detail on my approach might make for useful or entertaining reading to folks.  Perhaps that is arrogant of me, but I blended a couple of approaches that I thought might be worth sharing. 

The key to victory is to hit the Warlords first-and fast!
jump one ship in to clear fog of war, Teardocs will gradually spead out either to the first jump in point or back towards the station. Seperate the VSDs and overwhelm them with your assualt cruisers and fighters. Focus all your ISDs on Teradoc, kill him quick to get rid of his Fleet bonuses. Once that is done kill the station and mop up. You WILL take casualties but it is doable. Take the planet.(Land a few troops and walkers or Maulers and wait for your bombardments and Bombing runs to charge up, use tactically)
This will give you Pellaeon and some BADLY needed breathing space, hit the lightly defended asteroid belt next then hit Harrsk, focus fighters and bombers on Harrsk, kill him and his fleet is easy to take apart, bypass the ground battle, and head to Odik with all your fleet. KILL Delvardus's Praetor and then mop up his fleet, losses are irrelevant(EXCEPT Pellaeon, do NOT lose him he doesn't respawn) Take the planet from Delvadus's few ground forces. Congrats you now have Night Hammer AND Col. Cronus along with the ability to build Crimson Command VSDIIs. From here your path to victory is clear.

I'm not picking on Lord Xizer, it's just the best way to highlight how I did or did not vary from his advice. 

#1 - I hate multi-front wars, and in this scenario I identified neutralizing the Yavin-Mon Cal front as my top priority.  So, I'm completely ignoring "hit the warlords first and fast" here. 

--PART ONE--First, Failed (?) Campaign

I gambled (correctly) that Teradoc would just sit around doing nothing at Hakassi until somebody came to kill him, so I left the Maw completely undefended to secure the "Northern" front.  I wasted some money on building Golans at the May just in case, a mistake in hindsight.  Took Bimmisaari for ground production, and played "whack-a-mole" with the Republic fleets at Yavin and MonCal until I finally wiped them all out.  I then left a Carrack Cruiser over each of Yavin and Mon Cal to prevent re-spawning, while not wasting any ground troops on that quagmire.  I then took out Teradoc (lost 1 ISD and 1 Carrack, I mistakenly let them concentrate instead of following Xizer's advice) and conquered Hakassi to get Pellaeon. 

Now we come to where I think I went wrong.  Since Hakassi was the only link to the Republic forces outside of my next planned line of advance, I paused to fortify my position with HVGs and shipyards.  I did take the asteroid field for income, but then waffled between pushing out further and maintaining my fortification until I had 2 HVGs and 2 Golans.  This left me caught somewhat flat-footed when the Republic combined two major fleets for an attack on Hakassi.  I inflicted moderate casualties on them, but elected to flee rather than risk my fleet's destruction.  I was hoping to do hit-and-fade attacks on the Republic fleet in order to allow my HVGs to whittle them down, but the mid-map starting point left me no time to get my Carrack Cruisers away from their forces long enough to even take out a single opposing ship.  The NR had now built up a sufficient force at Khomm to make taking even it cost-prohibitive from space, AND I stupidly left my entire ground army on Hakassi, where they were now trapped.  I then considered the campaign "lost" and started over. 

--PART TWO--Same Idea, Better Execution
So, I think there were two key things that I could fix to make my overall strategy work.  The first was to reduce the "northern" NR fleet much more efficiently than I did in Part One - I ended up letting Ackbar jump around me enough times that I had to rebuild space stations over Kessel and Bimmisaari 3-4 times combined, and an effort that could have been completed in 3-4 weeks ended up taking 8-10 weeks.  The second thing was to keep my main land army moving rapidly forward once it was prepared.  I hadn't decided how to handle Hakassi once I took it at the beginning, but as you'll see, that choice ended up being taken out of my hands anyway. 

Now I'm getting into a little more detail, even for things that I did in both attempts at this. 

Opening moves - combine entire space fleet over Kessel, build 2 probe droids at Kessel, build 2 tax collection agencies on Kessel, start building Lancer Frigates at The Maw (NR fleets would chew up my force when I headed "West" otherwise) until I had 6 total, and bring combined space and land forces all together to Bimmisaari.  Took Bimmisaari with no losses - I didn't use the speeder bikes at all, and kept my 3 trooper units concentrated to gang up on the piecemeal warlord troops.  I focused on force-moving my troopers incrementally towards the mining facility near the middle of the map, as I ended up not getting there in round 1 before the warlord forces were killed.  I completely ignored the civilians and let them do some of the work of reducing the warlord forces for me.  I immediately started building a prison, light factory, barracks, and heavy factory on Bimmisaari in order to build my forces for the main campaign to the "west".  Only other building activity was the periodic checking on the Maw Lancer production line - I needed 6 total before going West. 

*Eliminating the NR's Northern Fleet*
There are 3 crucial pieces to this part - Speed, Getting to Mon Cal before they build any heavy ships or many Golan platforms, and SPEED.  I knew that Ackbar would most likely strike out at Kessel to destroy the space station there, but I was fine with that as it was just a temporary way to get probe droids over Yavin and Mon Cal anyway.  I went from Bimmisaari to Yavin with my space forces, leaving all ground troops to hold Bimmisaari.  The Yavin space engagement was an easy, loss-free battle.  I left 1 Carrack in orbit to prevent any rebuilding of space forces, turning Yavin 4 into a relaxing Timeshare resort for those pesky Jedi, who would be irrelevant for the rest of the campaign.  At this point, my probe droid was showing me Ackbar in orbit of Mon Cal, with the Level 3 shipyard in place, plus 1 MC-90, 1 MC-80b, 1 Dreadnaught, and some fighters.  It was all or nothing at this point, but I was committed regardless of how Ackbar behaved.  If he stayed at Mon Cal, then a slow, deliberate, micro-heavy siege campaign would be needed to win the day.  If he left for Kessel, I'd lose a worthless shipyard, but would gain a divided enemy AND I was confident that the AI wouldn't send ground troops so early in the game until the orbit of Kessel was secured.  That hyperspace lane was long enough that I'd be easily over Mon Cal before they could dispatch such a land force.  Just prior to my arrival at Mon Cal, Ackbar and the other 2 Capital Ships departed for Kessel (I get no "enemy fleet approaching" notification when Ackbar moves for some reason), so it's my entire remaining force against a Capital Shipyard, 1 Dreadnaught, some fighters, and a single Golan 1 platform.  Beautiful!  I left my other Carrack in orbit of Mon Cal and raced to Kessel to destroy Ackbar and his fleet. 

All goes well initially in space over Kessel, and the NR AI is dumb enough to bring the cruisers at me piecemeal.  Ackbar starts maneuvering away as soon as my bombers strike at him, and the MC-90 and MC-80b proceeded to come at my entire stationary fleet (at initial entry point, 3 ISDs on the front line with Daala and the Escort Carrier behind, with a concurrent line of all 6 Strike Cruisers and 1 Dreadnaught stacked on top of the ISDs for maximum concentrated firepower) sequentially, instead of combining power on one side of my defensive line or the other.  The only problem with this approach of letting them come to me is that once the MC-90 and MC-80b were all destroyed, Ackbar fled into hyperspace before I could race my fleet down to take out his engines.  This would be a small factor in the decisive event of my campaign.

Following the battle, the skies over Mon Cal, Yavin, Bimmisaari, and Kessel are all clear of NR rabble.  I send my space fleet to The Maw to await the last 1.5 Lancers (50% done on #5 of 6 at this point), and notice with dismay that my build order on Bimmisaari will leave me with a choice between waiting entirely too long to get my ground force combined with my space fleet, or leaving my fleet in orbit over Hakassi for an extended period awaiting ground troops.  I chose the latter option, sending my fleet to Hakassi (now including 6 Lancer Frigates, 1 of which is in the Fleet Scout slot) to confront Teradoc while building the following ground force on Bimmisaari to go with my 3 troops and 1 biker scout:

- 4 AT-PTs
- 2 Specialists
- 1 XR-85 "Doom Laser"

I also start building Tie Defenders one at a time at The Maw, to supplement my Hakassi defense force once I take it.  My thinking is to have Tie Defenders as my hit-and-fade force to combine with HVGs to deal with any NR attacks of sufficient strength to make me retreat. 

*The Hakassi Space Campaign - AKA "The Campaign Is Decided Early"*
The usual Teradoc battle ensues, except this time I heeded Lord Xizer's words.  As soon as my Lancer reveals the map, I see 3 Crimson VSDs stay near the middle of the map while Teradoc's remaining forces head towards the Level-2 Shipyard.  I jump all 4 of my ISDs on top of those 3 Crimson VSDs the instant that they turn around towards the rest of Teradoc's fleet, then pause again to place my 6 strike Cruisers and 1 Dread just behind/beside the ISDs to ensure that the ISDs take the initial volleys from the Crimson VSDs.  All 3 non-Daala ISDs lock tractor beams onto the VSDs to prevent their escape.  I leave the game unpaused while organizing my forces in my standard line formation (3 ISDs in front, Daala and Carrier behind, all Strikes and the Dread aligned along the same line as the 3 ISDs) to give my ISDs' shields time to recharge.  I win this battle *without losses* my obsessively microing the approach of my fleet towards Teradoc's forces.  Inching my offensive line forward just as one of the VSDs tries to do a quick "swing out to fire a volley, then flee to recharge shield" routine provides just enough firepower to either destroy (if it lingers) or cripple (if it flees quickly) each VSD that tries this.  Once the ISD-II comes forward, Daala swings around my line to whichever side it approaches, and my fighters and bombers join the fray for the first time.  Teradoc's lack of fighter support is key here - my fighters are expendable to keep his Lancers focused away from my Bombers, while my Bombers soften up the ISD-II just enough for the combined firepower of 2 ISDs (1 regular + Daala), 3 Strikes, and 1 Dread to take out the largest remaining threat.  My regular ISD has yellow hull my the end of this, so Daala takes its place on the line for the remaining advance and eventual elimination of the enemy forces. 

So, just like last time, Hakassi is mine, but now I am both wiser AND suffered no losses of any kind.  The only wrinkle is that I'm still waiting on my ground troops, but I'm several weeks ahead of schedule from last time, so I estimate that I should still have time to get to Odik before the NR brings the hammer down on me this time.  Boy, was I wrong! 

Ackbar's retreat from Kessel took him back to the main/western NR region, and his addition to those forces apparently triggered the AI's "ok, I have enough ships to go take Hakassi now!" logic.  Although he does not arrive himself, every other major ship in the NR arsenal heads to Hakassi.  I have no idea what is about to happen, because since Hakassi is still owned by the Warlords, I get no "enemy fleet" approaching message.  There are two crucial differences between this attack and the "normal" NR attack I faced in Part One over Hakassi from the NR perspective. 

1) Since it is happening earlier than expected, the NR has apparently not combined its two major fleets (from Kuat and Coruscant, I would assume) into a single force like it did to me the first time.  This means I am facing 3 fleets (1 from Tsoss Beacon, 1 from Kuat, 1 from Coruscant) instead of 2.
2) Since it is happening earlier than expected, the NR has not built any noteworthy additional forces to supplement its starting fleets, whereas in Part One I was facing additional Endurance and Nebula-class ships

#1, as it turned out, saved me.   My defensive alignment should now be mentioned, as it was crucial to the outcome, and was identical for the first two battles.  I immediately shifted from the default, initial, horrifically stupid AI fleet disposition to a modified version of my standard line formation.  My 4 ISDs begin in a diamond shape formation, with Daala in front.  This is a great way to make her very dead, so she is directed behind the back ISD in the diamond, while the side ISDs are shifted to be in-line of that back ISD.  I want to give the AI as much room as possible to spread out on their way to me, but trying to run all the way back to the corner is pointless with no defensive platforms to aid me.  I put 2 Strikes and 2 Lancers on top of my 3 front ISDs, with the Lancers slightly in front to intercept the horrifying hoarde of fighters heading my way.  The carrier is positioned just behind where I sent Daala, as I learned in Part One that sending it all the way to the back corner is a great way to get chewed up by the AI's "scour every corner of the map for no reason" fighter tactics.  My bombers also head back there, and my fighters hang out over my middle ISD for the moment.  As soon as the initial fighter wave is repulsed by the Lancers, my fighters swoop in to kill off as many A and E-Wings as possible, before quickly moving on towards the inbound B and K-Wings.  The AI tended to concentrate bombers to the northern side of the formation in both of the major battles.  At approximately this time, Daala is now moving under/over/through the middle ISD in my line formation.  I have no qualms about taking advantage of game/AI quirks whenever I can, especially in this campaign, so I immediately issue her a stop order, then order her to face back towards the NR fleet as soon as she is as close to co-located with the middle ISD as possible.  It's two ISDs in the same place, thanks to Daala being on another Z-axis by virtue of being a leader (I guess that's why?). 

The first major NR fleet (presumably from Kuat) consists of a single MC-90 and a large number of Coronas and Sacheens (10+ Coronas, ~3 Sacheens), plus an Assault Frigate and (I think) a Dreadnaught. There are, of course, several independent fighter groups, including at least 1 K-Wing and 2 B-Wing groups.  This fleet is repulsed with little difficulty, and no losses, thanks to the combination of AI stupidity (fighters spread out all over, frigates allowed to get ahead of capital ship, ships turning around to run away after getting close to my line for no apparent reason) and my defensive formation providing a heavy dose of concentrated firepower.  A couple of Coronas and some fighters escape, the rest of the NR fleet is turned into burning debris. 

The second major NR fleet (Coruscant?) consists of 2 MC-90s, 1 Nebula, 1 MC-80b (I think), 1 Dread (I think?), possibly another Assault Frigate, and another large number of Coronas and Sacheens, plus fighter support.  In the first battle, the MC-90 seemed to target Daala (I figured since her ship starts out at the front of the diamond on the map, the AI might issue orders to initially target her), so I expected them to conveniently come into the middle of my formation again.  Instead, the enemy fleet initially bounces back from my line (the 2 MC-90s soak up enough fire that the Nebula/Dread/80b get some heavy shots in), then angles up towards the north of the map/left of my line, and a single ISD takes the brunt of their remaining firepower.  I lose that ISD and 1 escorting Strike Cruiser, but the entire NR fleet is destroyed.

The third NR fleet consists of some leftover frigates from the NR's victory at Tsoss Beacon, and is easily repulsed with no losses. 

I now look at the History chart, and the Military Graph is shocking.  The NR lost so many ships that we are now essentially at equal military strength, and I haven't even taken Hakassi yet!  Ackbar's still alive somewhere, but he might be their last capital ship at this point, and by now my ground troops are en route from Bimmisaari.  I take Hakassi, wait for the intial built of a shipyard, 1 prison, and 1 HVG, then leave Daala and all my Tie Defenders (11 squadrons from the Maw by the time my ground troops arrive) at Hakassi while Pellaeon and the rest of the fleet (with the ground troops all right behind him) head to Tsoss Beacon, Khomm, then to take out Harrsk en route to Odik.  I swing over Abregado and leave a Strike Cruiser in orbit to guard my flank from any NR rebuilds on the way.  Odik falls before the NR is able to replenish their fleets, and now my victory is assured.  I've taken all NR and warlord planets "behind" Hakassi, and am taking my time to move Daala around for her production cost bonuses now that my Level 2-Shipyard at Hakassi is backed up by 2 HVGs, 11 Tie Defenders, Pellaeon, 2 ISDs, and the remaining frigates from the original fleet.  The Military Graph shows that I now have superior military force to the NR, and I only have a single point to defend at Hakassi.  My ground troops were all randomly killed at Odik (I lost none during the battle, but 100% of them on the ground were counted as "units lost" after the battle).  That's kinda lousy, but ultimately only changes my timeline, not the final result. 

My experience seemed different enough from both the "get to the warlords ASAP" and the "race back from Odik to face the Republic" posts that I thought it was worth sharing, hopefully someone finds it useful while 2.1 still exists for a short time.  :D

7
I don't believe that ability is in this mod at all. 

8
Discussion, Suggestions & Feedback / Re: T1B Repulsor Tank
« on: February 05, 2017, 01:08:57 PM »
as IR I use AT-PTs. If you micro them they double as AA unit next to the A-Inf. duty. I can spare pop that way. what I can use for a stronger or more diverse army

Agreed.  Against V-Wings in particular, though, I've found that supplementing the AT-PTs (also anti-inf and decent anti-armor in large groups) with the IDT (also air mobility and recon) is both necessary to reduce losses and useful in terms of having a versatile, but still strong army.  V-Wings at full speed just seem able to make those extra 1-2 attack runs before the AT-PTs can hit them enough times to take them down against me, so while they'll be dead eventually, losses can mount on the IR side.  I'm also newer to the IR side, though, so I might just not be micro-ing them well enough. 

9
Discussion, Suggestions & Feedback / Re: T1B Repulsor Tank
« on: January 31, 2017, 08:36:58 PM »
The IDT is my counter to the V-Wings when I'm playing as the IR (AT-AAs are too one-dimensional to me), so they'll do in a pinch.  The missiles are borderline useless against V-Wings that aren't flying in a conveniently straight line, though, so it's usually lasers from multiple IDTs doing the job in my experience.  If I'm controlling the IDTs, I can survive the V-Wings.  If I'm controlling the V-Wings, then I'm wrecking the IDTs. 

Against AirStraekers, though, I've found that the T-1B dies before the full squad is destroyed due to weak defense and the power of the AS's weapons.  V-Wings in any numbers (2-3 squads, nothing crazy here) work against anything short of heavy AA fire. 

10
Discussion, Suggestions & Feedback / Re: T1B Repulsor Tank
« on: January 28, 2017, 07:54:27 AM »
ok thanks for info. any other anti-aircraft units in the NR aresenal

I've found that dogfighting with V-Wings is more effective as anti-air defense than any ground unit, but I've also rarely used the T-1B personally so I could be wrong on that point. 

11
Discussion, Suggestions & Feedback / Re: Your Best/Most Memorable Battles
« on: January 17, 2017, 08:50:37 PM »
I think it might have been playing through every scenario as the NR before ever playing as the IR that influenced my approach. 

The most agonizing part was the decision to send my fleet back to the planet to initiate the 2nd space battle with my 2nd HVG at ~93% completion, because I was too weak on the ground to hold the planet from a ground assault. 

12
Discussion, Suggestions & Feedback / Re: Your Best/Most Memorable Battles
« on: January 16, 2017, 11:23:21 AM »
My personal best so far was playing as the IR on Admiral against the PA, when one of my border planets was jumped by both Kaine and Jerec (AI actually using him in space), with only a moderately-sized battle fleet on station for defense, early in the game in Fractured Empire.  I had only built 1 out of 2 HVCs, so I was just barely able to take out the escorting ships before escaping the initial battle.  I then had to play the longest game of "hide the lancer frigate" possible, while slowly whittling down first Kaine, then Jerec with my HVC.  I had lost both of my Lancers, 4 Carrack's, and all 3 of my Escort carriers by the time I had finally run out of options besides jumping in what ISDs I had to try to batter down Jerec from behind, after Kaine had been killed.  It wasn't the most intense battle ever, but since Kaine/Jerec had just been smashing the NR on the far side of the galaxy shortly prior to that pair of battles, I was caught flat-footed when the entire PA hero stack showed up over one of my planets.  Therefore, improvising such a "slow and steady wins the race" battle that secured my northern flank for the rest of the campaign and just barely having enough small ships to pull it off was highly satisfying. 

13
Discussion, Suggestions & Feedback / Re: IR Ground Force Suggestions?
« on: December 31, 2016, 03:13:39 PM »
I've been struggling with this as well, having just started playing as IR after playing every scenario (except FTGU) as the NR.  The IR definitely requires a more complex approach than "spam freerunners and Speeders/V-Wings, add 1 Jedi" for someone interested in getting the ground battles over with as quickly as possible. 

So far, I've mostly been using a variant of Greystar's first force.  I've only played in Era 1 so far. 

1 Stormtrooper
2 AT-ATs for anti-vehicle and disposable scout stormtroopers
4-6 AT-PTs for anti-infantry and anti-air
1-3 IDTs depending on map/opposing force for airpower and scouting - the AI as the PA seems particularly allergic to building any useful anti-air units, so I usually set up a chokepoint of AT-ATs with AT-PT support and use 3 IDT groups to wreck their base. 
0-1 Specialists - for repairing AT-ATs and AT-PTs on maps without handy build pads for repair stations
0-2 2-M Repulsor Tanks for scouting where disposable stormtroopers die too quickly and there's too much anti-air to get an IDT through - used mostly against the NR, also handy against opposing air units when massed

14
Discussion, Suggestions & Feedback / Re: Infantry
« on: November 18, 2016, 01:27:58 PM »
Playing the AI on Captain as the NR, the only infantry I bother with are the Specialists, mostly for healing units on ground maps where build pads are scarce.  I use my Jedi Heroes (Corran Horn, Luke, Kyle Katarn in order of preference) to capture reinforcement points and build pads, but I hate wasting Pop Cap on any infantry unless I really need to repair/heal.  Otherwise, it's just a waste of a slot that would be better used by Freerunners and Speeders/V-Wings. 

15
Discussion, Suggestions & Feedback / Re: New Republic Ships
« on: November 03, 2016, 09:58:09 PM »
I look at fleet makeup as a choice in that situation - either Assault Frigates OR Dreadnaughts with more supporting Corvettes.  Since the AF's have laser cannons, they are more well-rounded, and their better shielding (I think?) works for defensive actions better than the Dreadnaughts' "lots of guns, shields not so impressive" setup, which makes me prefer them for offensive actions.  Keep in mind that I'm still somewhat new to this - only playing on Captain against the AI so far. 

To be honest, though, I generally just fighter spam for key defensive points as the NR.  If you're defending, you have a space station, which has fighter-oriented upgrades, which benefits the NR's balance against any opponent except the EotH throughout the game.  I generally go with 5 E/A-Wings for anti-fighter, 5 B-Wings for anti-ship, and 5 Corvettes for anti-fighter support AND crucial "don't lose the battle just because the space station is gone" capabilities when my fighters just need more time to win the day.  The combination of your space station's X/Y-Wings and the B-Wings, plus presumably an Ion Cannon if you really care about the planet should be able to handle any minor threat, and no moderately-sized force of any composition is going to stand against a full battle fleet anyway, so running away with a small force vs a medium force is a distinction without much of a difference.  I have no clue how well this would or would not work against humans, though, as I have no interest in multiplayer. 

16
Probably not, no.  The 22-year-old might demand to play instead. 

17
Discussion, Suggestions & Feedback / Re: New Republic Ships
« on: November 03, 2016, 06:56:24 PM »
1) Bothan Assault Cruiser (BAC) - they launch top notch fighters and can dish out some major punishment without costing capital ship amounts of cash

2) I've never built them, as I generally ignored mid-sized frigates/cruisers until the BAC became available late in the game. 

3) Corvettes and BACs - The corvettes jump in first to smash up fighters on patrol for a few minutes, discovering the map and drawing out some light opposition, then jump in the BACs on top of the space station, put maximum power to weapons (they don't lose shields when you do this!), then see what happens.  This assumes that you mean the Shipyards, as opposed to the Golan platforms.  If you mean Golans, then you need capital ships to stay out of range of most of their hardpoints and to wear them down slowly, IMO. 

4) Nebula, and it's not close - The MC90 can take and dish out decent amounts of damage, but not quite as much as the Nebula can.  The Nebula also has the newer fighter/bomber classes that can provide a decisive edge in combat - E-Wings and K-Wings are a massive upgrade over A-Wings and B-Wings. 

18
I'm a NR fan personally, although it's still early in my ICW career. 

1 - I'm just a sucker for the good guys coming out on top in the end, even if it took 95 plot bunnies of varying ridiculousness ("Mom's people are invisible!" - really, BFC?), and those are the characters I get a kick out of playing around with.  It gives me fond memories of X-Wing Alliance to send in Han and Chewie first and fly around picking off a couple dozen TIE squadrons before bringing in the rest of the fleet.

2 - I don't really enjoy the game's ground battles (not a RTS guy in general), so the NR compliments how I most enjoy the game.  The NR faces challenges on the Galactic and Space battle realms, where I enjoy the effort involved with managing things precisely enough to win.  Thanks to the Strategy forum, I can make the ground battles less tedious, micro-filled combined arms nightmares by spamming V-Wings, Freerunners, and adding in some heroes to take key points. 

19
I started letting my 5-year-old watch the end credits with me when I win a scenario, since he loves the SW music.  It helps motivate him to leave me alone when I'm near the end of a campaign.  It has definitely improved by ICW experience. 

20
Discussion, Suggestions & Feedback / Re: New Republic Ships
« on: November 02, 2016, 08:20:52 PM »
Defenders seem to be a bit more survivable against late-game IR and EotH fighters than X-Wings, but they still need either massive numbers or E-Wing/Corvette support to survive very long.  The X-Wings are just dead meat anyway. 

Pages: [1] 2
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!