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I didn't checked this thread I started for quite some time, and now that I rereaded the whole stuff something got my attention:There were absolutely no mention of strategies about ERA change tactics!This gave me the inspiration to do one for every single side.As a PA fav. player I start it with PASign explanation: RED GLOW: Hard Era, you have to be careful.GREEN GLOW: Easy Era, you should use your time to strengthen your forces as much as you can before changing Era.ORANGE GLOW: Medium to Hard Era, but should not have too much difficulty if you can use good tactics.YELLOW GLOW: Something really important in the current Era. Pay attention to these informations, and always keep them in mind.Pally is Palpatine, and not Palleon. just wanted to make sure there will be no misunderstanding...Pentastar AlignmentEra 1-First thing to do is to use the Kaine-Jerec duo to go from IR planet to IR planet to find and kill Issard ASAP(means:as soon as possible). Warning: DO NOT AUTORESOLVE! Jerec's autoresolve stats sucks. I don't take over those planets, just kill of everything in space, and then go to the next one until I find my target.-In the meantime build up a massive economy and a solid border with the neighbors. I mean if there is an enemy planet what can attack 3 of mines, then I take it and build up the normal defensive structures I use. I don't tell specifically because I don't want to affect your own gameplay style and form it to mine, however I think it is not a surprise to anyone that all border planets must have at least one HV.gun(Hypervelocity Gun) on it.Era 2-This is your time to retreat with Kaine and Jerec to your own territory. Primary task: do NOT kill Thrawn, and hope the AI will not be an idiot, and get him killed.-Now you have a good economic, and a solid frontier, and as an addon you don't have to fear from an Executor popping up out of nowhere, so it is time to strike. You really should start it with Zsinj. His empire can be reached from Anx Minor, and can easily be defended after taking it out(I mean both all of his starting planets, and even every single one after conquering it in case you have to redirect your forces suddenly. You will get a border planet with the NR, and 1-2 with the IR, but you will have some very important planets including the Corporate Sector, so you will be able to build those Lucrehulks if you can finish conquering it.-After you have the Zsinj planets, it's time to regroup your offensive fleet to Borosk, and start to do exactly the same thing with the EotH... the other reason to finish off Zsinj first is because the EotH will be much harder to be destroyed, and Zsinj's planets can be much easier defended than the Eoth's.-IMPORTANT: If there is an Era change to Era 3 stop whatever you did in your conquering, and focus on the defenses again.Era 3:Almost the exact copy of Era 1, with the exception of you have to be more careful this time, as Pally's and the Sovereign's Superlasers are quite deadly to Jerec and Kaine, so add a small amount of expendable ships to their fleet. I use Lancers for example. It is important to make those ships are the first ones to enter the battle instead of your heroes(the first small box of the fleet if you didn't knew). This is important because those will be the ones which gets those damn superlaser shots from Pally. Make sure tough to call in the reinforcements about 2 seconds after the start of the battle(or you lose), and try to finish off Pally or the Sovereigns BEFORE they could reload their superlasers.Also be careful with the NR because of Wedge, and his Executor...Era 4:Pally is finally gone, and with him the IR's capability to build Sovereigns too, but the existing ones will still remain, so you will have to stay on your guard from now on. As an additional problem, you will have to face Daala's Knight Hammer, and the IR's renewed ability to build Executors again... aaaagh... *sight*No matter. When you reach this point you will have a huge amount of credits to spend, and proper defenses what you can still bolster, so it will not be a problem anymore. It is highly recommended though that if you have only 1 HV. gun on a planet, build a second one in your frontier planets. It will provide you with a faster recharge rate, and it really matters when you can send only 2(with one you can shot it twice as I experienced it) or 4 rounds(this is just a guess to be honest) to an Executor before it even reaches your defensive line. Also you can shot it even after that bastard reached it, so you will weaken it. You can say that one round only takes down about 9.66-11,04% of it's hull, but it means you destroyed 7-8 of it's hardpoints, so it will have less firepower when it reaches you. If we count with 4 rounds until it reaches you, then you killed 28-32 from it's 138 weapon systems. that means a 38,64-44.16% weaker Executor, what can decide the fate of the whole battle. Good luck with it.-If you couldn't conquer completely the starting planets of Zsinj and the EotH, you should start to finish what you started in Era 2. It will be much harder now, but that's why you have to hurry up with it in Era 2-If you have done with your conquers in Era 2, or just catch up to this point your new priority is to take out all of the IR's Capital Shipyards, so they will be unable to build new Executors, and you will have some extra source of Preator IIs-With all of these done you only have to hunt down Daala with Jerec and Kaine.Era 5:-If you could do everything from Era 4 before killing Daala this era should not have any difficulty at all. The only reason I highlighted it Orange is the possibility of what if you could not, and the IR is still able to build those damn Executors. If this is the chase, you should continue what you started, but from now on even the NR will mean some trouble with those Viscount-class Star Defenders... Do the same with them what you already did with the IR(alias take control of all capital shipyard planets), and you already won the game.Imperial RemnantsEra 1What should I say? Easy. The IR is still in it's power. Your only problem is the lack of income. Build up your income as fast as possible. Very important that the NR have lots of planets "within your borders". You should take those planets ASAP to make a solid frontier with your enemy. You will still have planets deep within enemy territory like Thyferra in ICW or AoW(Imperial Civil War and Art of War), but those are not your first priority. If you feel you can defend that planet you can try to build up defences there too. For example I was just ably to finish the ICW in admiral difficulty with only 1 lost battle, and even that was a retreat from Qat Chrystac(the planet where you only control the space, and the planet itself is the NR's. It was too far from reinforcements, so i decided to hand it over to them).This is your Era where you can bolster your forces. You can easily win, even without Era change.If you want to change Era by all means make sure to have those 3 Executors first. It really means a lotEra 2No more new Executors... Do I have to tell anything else? Personally I make sure to kill Thrawn ASAP.(I know you hate me now...)Send him in as the first ship of the fleet, and when his hull reached the red level send in those Executors remained from Era 1Era 3With the proper economy behind you, and if you are clever you made sure to all of your Executors survive Era 2, so the only thing you have to do is to build those Sovereigns next to them, and steamroll everything...Era 4I never made it to Era 4, so i don't really know what to do...Era 5If you changed to this Era, there is only three options:1) You are not good with tactics, and accidentally lost both Palpatine and/or Daala, or2) You are the most idiot ever born.3) You only want the challenge what the NR's Viscount-class Star Defenders bring in.The IR is the easiest side to play because of the Executors and the Sovereigns. This is why it's summary is so short. The only real difficulty in it is that your borders are quite large, and you can be attacked by every single fraction from the very beginning.New RepublicOK, I have to admit that I barely play the NR, as I don't like it's play-style. I will try to do my best to give a proper help though.Era 1The Hardest part of the game. The NR's character is that it will be stronger and stronger with every single Era. It starts pretty weak, but will be able to make a punch though.First, just like always the Economy. You will need every single credit if you even want to dream about victory. Your first priority in the first part of the Era is to survive, and make ONE huge fleet, far larger than that 40 pop cap limit. I always make one somewhere about 160 when I start my second phase.This doesn't mean you don't need defense fleets over your border planets. You also have to know which planets even worth to consider as: able to be defended, or worth to be defended at all cost, and which are expendable. It is only dependent on you, and your playstyle. Playing this Fraction forget even the idea of defending every single planet. It will not come true, and you will only throw your credits and ships/troops to the trash can if you try to defend those not worthy planets.As soon as you have your gigantic fleet it is time to start the hunt for Issard. Find her, and kill her. If she comes for you in a well defended planet, where you can kill her then you just hit the Jackpot.IMPORTANT!!!!!!! : Make sure Uwlla Iillor survives! I know you lose her in the end of the Era, but she returns in the 3rd one, and she will have a MAYOR partEra 2Maybe the IR don't have the ability to build new Executors, but they still have the ones they built in Era 1. Just like in PA prey for the god, that Thrawn will stay alive for a long time. This is your time to replenish your much weakened strength, and build up your much needed reinforcements for Era 3. This is the calm before the storm. This is also your time to expand your fraction with a few planets. I recommend to retake some lost planets from the IR, and go into Zsinj's starting locations, because of it's defendabbility. If the PA taken them already you will have a hard time, but it worth both the time, and the credits to do so. You may come across with Kaine and Jerec, so be careful though.(for jerec there is only a very small chance, 'cuz of his poor space Autoresolve stat.)IMPORTANT: If you meet Jerec in space make it an AUTORESOLVE by any means necessary. Even if it means to lose lots of ships, or even some heroes(will be from the task force, not from Jerec). As soon as Thrawn dies, you have to go to the defensive again, so expand as much as you can during this Era.Era 3Here comes the hard part. Pally, and the Sovereigns. You have an advantage over Era 1 though. Wedge and the captured and repaired Lusankya. Combine him with your rebuilt gigantic fleet, and go hunt down Pally ASAP You can not let the IR the luxury of building up those Sovereigns. If you act swiftly, and have some luck too, you will be able to kill Palpatine. As I said before in PA, make sure that an expendable ship is the first one to enter the battle. I know i said it, but I repeat it just to make sure. It is important to make those ships the first ones to enter the battle instead of your capitals and especally Wedge(the first small box of the fleet if you didn't knew) This is important because those will be the ones which gets those damn superlaser shots from Pally. Make sure tough to call in the reinforcements about 2 seconds after the start of the battle(or you lose), and try to finish off Pally or the Sovereigns BEFORE they could reload their superlasers.Make sure that Wedge and Uwlla Iillor stays alive until you have to fight Pally or you are a dead man(not really, but you will have a hard time with him).If you killed him, you will be finally able to breath up... Of course it means that you lose the Lusankya one way or the another, so you don't have to make sure Wedge survives the battle against Pally, but also make sure that even if he dies he makes some serious punches for the IR fleet. Do not get him killed without him at least weakening Pally to the limit of almost death. Also make sure that Pally shall not able to flee, or your sacrifices will be worthless. Here comes the role of Uwlla Iillor. Her immobilizer 418 will be the key to stop Pally if he tries to run away. This is the reason why you have to make sure she survives by all means. Era 4If you were fast enough the IR shall not have any Sovereigns, but you have to stay on your guard if one pops up. Also they will be able to build those annoying Executors again. Try to build up a large fleet again, and hunt down Daala ASAP. Otherwise it is just like Era 1Era 5Your redemption came! Viscount-class Star Defenders.You have to be careful not to lose them, as you can have only 1 currently, and a lifetime of 3... This is your time to kill Ardus Kaine, Warlord Zsinj, and Jerec(If they survived this long, however i doubt it. Especially Jerec.) Have a good hunting. Also the IR is slowly, but steadily losing that lifetime of 10 Executors, and if you are good you can still have those 2 Viscount-class Star Defender as replacements while your first one can kill whole fleets. Endgame is here... Kill em all.Empire of the HandOk, I know the whole Thrawn's Revenge team will hate me now, but I played EotH just as much as NR... almost not at all. only a few hundred hours... Era 1This fraction is just like NR with the exception of the fact it have ABSOLUTELY NO SUPERCAPITALS at all!(sorry for my messy english, but it is 3:17 am, and i am working in this since 10 pm yesterday. I wanted to make everything accurate, so i often started a game with my other PC so that I could check out what I was writing down is accurate.)In Era 1 you have to focus on the defenses, and the Economy. If the Era runs long, and if the IR leaves you alone then you can try to kill the PA. It is important to conquer at least a few of their planets.Era 2Your job here is to overrun the PA by all means, and conquer Zsinj's starting planets. If you can, try to conquer as much NR planets as possible before the AI loses Thrawn, and Pally comes for you.It is very important to weaken the NR as much as possible.Era 3Here comes the hard part. Pally and the Sovereigns. DEFENSE! NR have Wedge and his Lusankya too so you can forget the expansion for quite some time... Try to kill Pally ASAP as always. This Era is the hardest for everyone, except for the IR.Era 4If the NR still exist, kill them all! you can not let them reach Era 5, because if they do so, they will have those Viscount-class Star Defenders, and the IR will have their Executor-class Star Dreadnoughts, and you can start digging your own rip.Era 5Just kill everything what remains... I think you already know what should you do from all what I written down already.Final words for you, plese read.Thank you if you were that kind to read everything I written.I worked really hard to make this as accurate as possible, and i played multiplayer with myself to see if that's really that way. Of course there were thing i couldn't check out for 100%, cuz i didn't had time. I only started the game for 5-10 minutes, and I think about 4-5 times totally, and it still took me more than 5 hours to write down all of these. I hope I could help everyone with this "small" information. I wish you all good game, and have fun. I certainly had fun to write all of this down...Local time:3:39 AM...
22 view and no additional comments???nobody want to share his tips or tricks? i am very disappointed
Blitzing planets in the very beginning can make some conquests a cakewalk. For example, the Thrawn Campaign and Operation: Shadow Hand as the New Republic. You start with so many safe planets that you can just stack a massive fleet and immediately start stomping apart stranded Imperial Remnant planets before they even get a chance to build anything.Afterward, you can combine everything you own into just 2 or 3 fleets because the IR will be stuck in the upper left of the map. Also, just as a general tip, hypervelocity guns or ion cannons are a must just about everywhere that is vulnerable to attack. They are just too good.
2) The players talking about hyperspacing individual units into battle instead of relying on the auto-fleet are using the pathfinder slot in their space fleets (top left with a gold border). If there is a unit in that slot then only that unit will hyperspace in at the start of the battle; allowing the player more control over what other ships they bring in, when they bring them in, and where the put them. This was a feature introduced in Forces of Corruption (see page 9 of the FoC manual).
why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.
I don't know if I'm the only one who's noticed, but enemy AI seem to get 20k free credits per week but never build any mining facilities. Why is this so?
I prefer to build up border defences while increasing income and working out what planets are most likely to be attacked. Then when my border planets are secure, I start building strike groups. Typical strike groups consist of 1 Preator, Executor, Sovereign or Eclipse class SSD, 2-3 ISD, 2-4 Lancer class corvettes, a Interdictor class (not with sovereign or eclipse), a couple of Victory-II class and sometimes some Carrack cruisers. Light planetary defence fleets consist of 1 or 2 heavy cruisers, some Carracks and Lancers. Sometimes an escort carrierMedium adds some Victory class ISD (not II class, they are defensive so I don't need the speed boost)Heavy adds ISD-I or -IIVindictive strike group is a Sovereign class, Preator class, 2x ISD-II and 2x Lancer class. For the lolz.