Posted by: Grand Admiral Rufaan Tigellinus
« on: December 13, 2017, 06:26:23 AM »So my current style of play with the IR has generally lead to... Disappointment and the execution of several ground commanders by NR forces, so to speak. This is in an Era 1 campgain
I've previously been using a group composed of 2 Stormtrooper companies, with 3 AP-PT squads as anti-infantry and anti-air, followed by 3 2-M Repulsor Tanks as anti vehicle, with a SPMA acting as artillery to demolish turbolaser towers, and a Juggernaut to ferry the Stormtroopers around. This has mostly lead to disappointment, perhaps on a tactical level. I should probably manage my troop transport better, keeping it out of the line of fire, maneuver my AP-PTs better to avoid T4Bs and take the brunt of rocket troops, have my 2-Ms flank more, have the SPMAs set up more often for fire fights.
But I also think I should perhaps revisit decisions for unit composition. I'm dumping the Juggernauts, as they're just too expensive and too long to produce for me to have fun using them, not to mention they're made of tissue paper. This goes for general as I'm refusing to put in the resources for an AT-AT factory anymore, too much credit and time investment that could be replaced with spamming legions and legions of suicidal Stormtroopers for the glory of the Empire. Considering that in 2.15, infantry are near useless due to how quickly they die, I'll have to rely on mechanical warfare. And so I need help with rebuilding my forces. Should I use AT-STs in place of AP-PTs for better anti infantry at the cost of anti vehicale for anything not a T2B? Should I get rid of the 2-M repulsor tanks? Perhaps dump artillery altogether? I request ideas.
I go for good old AT-ATs coupled with XR-85s or TIE Crawlers (Century Tanks) if it's not Era III yet. Or even both if it is. No need to buy generic stormtroopers when you have AT-ATs (if we're talking 2.15). I go for 3-4 of them, and each one provides you with 2 stormtrooper squads. And IDTs are perfect for intel, capturing remote landing zones or sensor arrays. And if the enemy has air units, AT-AAs are a necessity, of course. AT-PTs work well against air units, but AT-AAs are still much better at that (their special ability makes them useful against MPTLs, which is an extra thing, not to be underestimated). On maps with little to no build pads Specialists would also be handy (again, if it's 2.15). I seldom use SPMAs, only on maps where they are really useful (Cejansij/Commenor, for instance). It has to be said that this compliment of units is EXTREMELY slow, but since I always take my time during land battles, it's never been a problem for me. If you wish to be done with your land battles asap, you'd have to avoid AT-ATs/AT-AAs, unfortunately. For me, personally, land combat is possibly my favorite thing about EaW/ICW, and it always pains my heart when people critisize this aspect of the game. And another thing, when you use the combination of AT-ATs and XR-85s or TIE Crawlers, the key thing is to make sure the much faster XR-85s or Crawlers don't outrun AT-ATs too much ahead. The best way to do this while avoiding micromanagement is to order XR-85s or Crawlers to escort AT-ATs. This way they'll travel with the same speed, and will attack anyone opening fire upon your AT-ATs. For me, the only casualties I ever encounter with the Remnant on the ground are IDTs, if they run into a Turbolaser tower on a map I don't remember that well. When facing the NR, their biggest threat to you are the commandos with their grenades. As long as you manage to kill them as soon as you see them coming, everything is easy, your heavy armor will deal with anything else with maximum efficiency. And TIE Crawlers are easily as good against infantry as AT-PTs, but their turbolaser gun makes them much more effective against vehicles. Well, I hope this was helpful.