Orinda CampaignGeneral notes- Orinda Campaign is a very fast paced GC, planets are very close to each other (except Scarl ¯\_(ツ)_/¯), meaning you will likely have little to no respite
- Quick nature of the GC should lead you to always plan ahead, frequently pause the game on galactic map to see what is happening and what your next move is.
- GC has relatively few chokepoints than you might expect for such size (28 planets), which makes turtling less viable
New Republic:
- Everything fundamentally favors you in this era (5), you have the best units available (Nebulas, BAC's, Viscount, MC90)
- That being said be aware that while you start with an executor (Lusankya), Empire starts with one as well (Reaper) and a single Bellator with another coming at week 10
- You start with less money and less income than Empire, but smaller upkeep
- You have a better hero roster (Executor hero, Endurance hero, Fighter hero, Ground jedi hero and ground/space hero Han)
- Far better starting forces
- Your starting planets are slightly disconnected with Hewett and Bandomeer being cut off by Paarin Minor
- You can only build Republic Engineering Corporation, which gives you discount on your New Class ships (Sacheen, Majestic, Nebula and Endurance), no discount for your Mon Cal ships like in many other GC's (Technically you can also build KDY subsidiary on Jaemus but by the time you conquer that planet you are very likely almost done anyways + it only dicounts Corona)
- Very good starting land forces
Empire:
- Era 5 is your weakest era, NR ships and fighters all outclass their imperial equivalents so adjust your playstyle accordingly
- To slightly offset that problem you do start with a free Bellator and another one (a hero one at that) will join you at week 10
- Your hero roster is almost non-existant (Executor hero and a fighter hero)
- You start with more money and bigger starting income, but higher upkeep
- Your starting space forces are ill equipped for the perils you face in this era (no anti-fighter or carrier units)
- Don't lose your SSD's, they are
the thing that is keeping you on par with NR in this gc, under no circumstances is it worth it to lose them
no matter what casualties you inflict on NR
- You can build KDY subsidiary and Sienar Fleet Systems, giving you discount on Lancer, TIE Defender, Ton-Falk, Acclamator, ISD I, ISD II, Tector, Praetor
- Solid starting land forces
Personal strategy
Empire:
- Immediately start fixing your starting forces. Build Lancers and Ton-Falks/Acclamators. Split your starting forces into a Reaper fleet and Megador fleet, no reason to bunch them up.
- Capture Dathomir and push the frontline by attacking Hewett and Bandomeer, those planets are already cut off and this will allow you to build up your economy as Hewett and Dathomir have high value (130 and 85)
- NR starts with bigger forces and better ships, you need to be aggressive and use your SSD advantage
- Build up your third fleet with Teren Rogriss joining you on week 10 in mind
New Republic:
- No need to stress yourself as you start with big advantages all around
- Use your fighter advantage to maximum extent, don't be afraid to engage enemy SSD's without Wedge, your fighters will tear them to shreds
Black Fleet CrisisGeneral notes- Smallest GC in game, meaning its gonna be the fastest one and most unforgiving- every loss will hurt and you
will notice it
- Few planets and stemming from that low income mean you will have opportunity to buy only a limited amount of ships
- Relatively high amount of heroes for such a small gc will force you to care about them and actually plan ahead and micro in battles (I personally endorse that very much)
- Low amount of planets means one thing: build economy structures everywhere, squeeze out every extra credit you can
New Republic- No super ships. You thought that being era 5 you will be able to build Viscount?
- Although your fighters are very powerful, don't underestimate Trifoils, they are
not the imperial crap you are used to shredding in this era
- By far better ground forces
- Better and more diverse starting space forces, including heroes (MC90, Home One, Endurance, Dreadnought, Immobilizer, Millenium Falcon, Kyle and Luke technically have space stuff (Moldy Crow and single X-Wing) but they are very meh and primary land heroes)
- You start with less money, less income and more upkeep
Duskhan League- You have executor, yay! Don't lose it.
- Very meh starting ground forces, basically Empire with power to weapons on AT-AT
- Interesting and diverse hero roster (Executor, Allegiance, Victory II, Immobilizer, Thrustship, Corellian Corvette)
- Thrustships, a unique unit. Despite looking like goofy space pokeball, they are actually quite scary in mass numbers. Big upside is the lact of hardpoints, which makes them do 100% damage up until the moment they are destroyed
- Trifoil fighters. Your mainstay fighter (your executor, immobilizer and victory hero will spawn some TIE's as well). As with thrustships, very good in bigger numbers, good against NR fighters, not very effective against ships
- You start with more money, more income and less upkeep
Personal strategy
New Republic:
- You are by far superior on land, if you don't want to engage deathstacked Yevetha fleet, just camp ground on some planets and just dont defend space and wait for an opening into their territory
- Yevetha power is dependant on the executor, once its gone you are close to victory, try to catch it alone, without other heroes and swarms of thrustships. As with SSD's in general, use your superior bombers to obliterate it
- Be careful with your heroes, especially when faced with masses of thrustships, once they decide to gank up on one of your heroes they can bring him/her down very quickly
Yevetha:
- Abuse your SSD to maximum extent, NR has nothing to directly challenge it with
- As mentioned above, use swarms of thrustships, *thrust me*
- Build Black 15 on N'Zoth, not only will you get a big discount on your ships, you will also get Cardan 5 station from base game to guard your only shipyard planet