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That's odd. I only encounter V Wing hordes on Adumar. Other than that they are few and far between even on Admiral difficulty. I blitz throughokay with llighting strikes before the NR gets comfy and builds
Really? I encountered 3 or 4 on almost every planet I got to at the beginning, although yes, Adumar had 9.
Yeah, other than Adumar only Coruscant and Mon Cal have had em for me. As to how to deal, i land a whole force of plex troopers and scouts.CCasualties are high but relatively cheap to replace
I like Adumar being full of V-Wings. Represents the planet better than any other units unless you were going to create Blades specifically for that planet to use for that one campaign (unless you made them special units available only from Adumar in other campaigns... no, Pali, shut up, stop asking people to do more work for your amusement). Anyhow, yes, I like it.Also, I decided to test TLMiller's claim that the Final Imp Push is harder for the IR now... and yes, he's right. I got lucky as hell and took out the Lusankya in week 3 with lightning strikes at Bilbringi with most of my fleet, and since then have spent the entire damned game on the defensive anyways.
Captain Netbers-Zsinj's unarmed combat specialist and commando leader using an army trooper skin. Llon Banjeer in space with either a modified ddestroyer that had higher carrier potential or something with carrier capacity like he was known to use. Zsinj Raptor commandos to set up money businesses on enemy planets(similar to defilers in base game) Zsinjs planets more accessible
Guys, if you've got any suggestions specific to the Art of War GC such as changes to hyperlanes, planets and starting units, now is your chance. I'm hoping to add an era-advancing Zsinj as IR Art of War GC, but hoping to keep it as simple as possible in terms of map changes. Suggestions for Imp hero allegiances and what should happen to reborn Palpatine would also be appreciated. The idea is to have a three-tech 1-3-5 advancement, with era 3 triggered by Eoth or NR capturing Coruscant and 5 triggered by EotH capturing Denon or NR capturing Bilbringi, keep Thrawn with EotH and potentially develop EotH to have an optional tech advancement path that abandons some of the indigenous Chiss/EotH designs but provides Imp designs with megamasers and mixed TIE/Clawcraft fighter complement.
I've had a problem on Shadow Hand as the NR.I only have heroes from Tech 2 of Foc i.e. Mon Mothma, R2 and C-3PO, Han and Chewie and Captain Antilles. all units are fine nothing different.This doesn't seem to affect IR as I could see they have the heroes from the Mod.