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Topic Summary

Posted by: Hari Seldon
« on: June 30, 2011, 02:45:50 PM »

The Imperial Remnant gets a SSD free that their female leader gets, just hover the mouse over her portait to check.  Send her out and she can annihilate everyone's space forces so long as the heroes are not around.  You can still try to hit-and-run if there are heroes or a large force.  Build another Super Star Destroyer as soon as possible after you fill most worlds with tax agencies.  Keep building SSD and AT-AT and you easily win.  If you are having trouble with bombers build some TIE defenders because Remnant ship-spawned fighters and bombers are terrible in Era 1.

The New Republic has many heroes.  Group the non-politicians together and take over Horongir and Kessel.  Use other ships to take over the empty rim worlds.  Fill most worlds with mining facilities and then build the most expensive capital ship at all worlds that can, those ships in a full stack can win against a SSD if Ackbar is there, and the other heroes help too, especially to win on the ground, sometimes needing artillery and tank support.

The Hand heroes are weak both in space and on the ground, except that crazy clone Jedi in the Carrack cruiser is a good ground fighter, but he spasms in an isolated area.  Put him in space and if attacked retreat him until he retreats to your main empire and links up.  Fill most worlds with mining facilities, and build the most expensive capital ships as soon as possible.  Don't wait to attack to fill up your maximum unit population, attack once you can fill the tactical space battle unit cap with those expensive capital ships and the Hand's awesome bombers and thrawn for the large leader bonus he has.  Also invest in heavy ground weaponry to conquer the planets you take.

Barracks and the troops from them are worthless.  Factories are the way to go.

These tactics will let you win even on hard.  Remember to fortify your choke points and move your safe worlds' fleets to the front.  Remember to always use heroes to help with the leader bonus.  Money is much tighter in this game, so hit and run/retreat to hyperspace is awesome so long as none of your ships lose their engines and can't jump.  Use the freely spawned fighters and bombers until they all die, focusing on the anti-fighter ships first, then anti-fighter hardpoints and enemy fighters.  If your freely spawned fighters can take out enemy anti-fighter and small ships, then you retreat, you can come back and attack again as soon as possible and crush them.
Posted by: Archeleos
« on: June 29, 2011, 09:09:01 AM »

First thing I do when starting a GC game is look at the systems near by, and determine which can be held as a bottleneck for more of my planets. By that I mean having a single planet that leads to other planets, those other planets that dont need protection if I can hold this one planet. It's easier to use for production and easier to defend, many times you will find having 1 or 2 planets held will leave a good 10-15 planets safe.
Posted by: REvan1138
« on: June 28, 2011, 04:37:10 AM »

First I want to say that this mod is what Empire At War should have been. For me it's now the best Star Wars game ever. Thank you guys for all your hard work and your continuing support.

Now to business. How can you win or at least survive during galactic conquest? I got hammered in the first few minutes and lost 4 planets in the process. Do you guys have any tips or tricks on how to survive?
Those working on this mod do so in their own free time and for no pay.
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