Thrawn's Revenge
Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: kucsidave on June 22, 2017, 01:54:11 PM
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Okay, everyone I need ideas on challenges for playing ICW.
There are many limitations I pressed upon myself over the years I've been playing it, but ran out of ideas.
Challenges I've done already on my own ideas:
-No SSD challenge (this persisted even with all the other challenges since they just trump everything in player hands. This includes SSD Heroes as well)
-No Battlecruiser
-Only 1 Mine/Tax A. on a planet
-No Defenders for Remnant
-No Era change challenge for NR and Hand(which means I can't kill the IR leaders and the Era change is entirely dependent on the AI). the unforeseen side-effect was that when the IR's leader attacked I had to retreat... It felt like an eternity until I got rid of Isard...
-No Imperial Tech for the PA (Basicly I could only build PA only ships :D Note that I count the Enforcer a PA only ship even though IR can build them in skirmish)
-One fleet challenge which basicly mean I can only have 1 fleet in the entire game, so if I'm being attacked elsewhere I have to rely on defense stations, space station defense forces and surface-to-space weaponry in space battles, or hold them on the ground.
-No surface to Space Weaponry. Kinda pointless with the Hand though...
Challenges I am going to do from your recommendations bellow:
-No capital ships.
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no capital ships
no air units for ground
no defensive structures
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The no air units and capitals I will surely use, but I never build defensive structures either way as I found them useless compared to other buildings.
Especially the shield generators. Those things doesn't worth any money in my book.
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Gotta say the one economic building per planet would be tough to survive with especially with the NR and EOTH. But that's why its a challenge! Though I have to say, one fleet without SSDs are probably easier to use. But without capital ships that would be killer.
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NR would be strongest at the no caps run, I think, then EoTH, then PA, then IR weakest. Small carriers galore will do the job.
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NR would be strongest at the no caps run, I think, then EoTH, then PA, then IR weakest. Small carriers galore will do the job.
I would think PA actually would be before the Hand early on though... But only because of the Venator. That thing is a killer with it's fighter escort if handled right.
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I would think IR would be easiest, because TIE Defender spam is unstoppable in most cases.
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Sorry, sorry. Forgot to say I don't use defenders either. Exactly because they are OP.
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For a little challenge, you can play ICW 2.2 Demo as the NR and use only the Solo Fleet (http://starwars.wikia.com/wiki/Solo_Fleet) for attack. It's 40 pop so it's sound not that hard but on my first try I got steam rolled by Terradoc and Tavira !
For those interested the fleet is : Solo, Rogue Squadron, Wraith Squadron, 2 winged MC80, 2 ISD-II, 1 ISD-I, 3 Nebulon B, 1 Quasar, 1 CR90 & 1 Maraudeur.