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Author Topic: From the Ground Up as Imperial Remnant  (Read 6941 times)

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August 03, 2014, 03:59:06 PM

Offline Indignation211

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From the Ground Up as Imperial Remnant
« on: August 03, 2014, 03:59:06 PM »
So now that I've apparently been convinced that the issues I've been having are not the result of bugs (or at least bugs anyone can do anything about), I'm wondering if anyone has any tips for playing From the Ground Up as Imperial Remnant.

In my experience, the New Republic on this map seems way overpowered while the Imperial Remnant has very few resources to work with. Within my little pocket of space the two most valuable planets are only 60-70 base credits while most are only about 30 base credits. The one planet that's really lucrative is Bilbringi but being a capital shipyard planet its got an ISDII, Interdictor ISD, and two Golan IIIs guarding it so its going to be a while before that can be taken advantage of. Most of the time the best I can manage is a weekly income of just over 1200. Meanwhile the New Republic is spamming Bothan Assault Cruisers and generally has at least three fleets of 8 or more of those each. Oh and just to make sure im TOTALLY screwed, they also get Viscounts whenever the hell they feel like it.

My strategy thus far has been to focus on Strike Cruisers for expanding through the more lightly-defended Warlord planets with some Lancer Frigates for anti-fighter defense and eventually some Carracks to help drop the shields of capitals and Golans when I go for Bilbringi. Things go well until my borders come into contact with the NR. There are generally at least two fronts from which I can be attacked, three if they steamroll through the Hapes territory. Again, with such limited resources its difficult to defend against even one of those fleets let alone three.

Any ideas?

August 04, 2014, 12:52:22 AMReply #1

Offline Vulcanus

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Re: From the Ground Up as Imperial Remnant
« Reply #1 on: August 04, 2014, 12:52:22 AM »
I'm just going to copy my post from the 2.1 bug thread in case you didn't see it:


Here is the FTGU strategy thread for more tips:
http://thrawnsrevenge.com/forums/index.php?topic=4220.0

My own advice: Give up the space. Only build a star base on your best-protected (and highest level possible) planet. Instead focus all your early credits on building strongly fortified ground defences and once you are confident you can hold the planet, tax agencies for extra credits. Do not waste any credits on extra star bases, Golans, shield generators or ground turbolaser towers. Only use a single roving fleet and be prepared to retreat whenever needed. Try to destroy enemy planetary assault forces in space rather than ground. Squeeze EVERY unnecessary unit/building out of your build list. Focus on high value-for-money ships in space (carracks, vindicators, Vic Is) and cheap disposable units on ground garrisons(stormies, light walkers).

EDIT: Also, to catch the whale you need the biggest harpoon you can find. Super-lasers make slaying Viscounts ridiculously easy.

August 04, 2014, 10:43:53 PMReply #2

Offline Revanchist

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Re: From the Ground Up as Imperial Remnant
« Reply #2 on: August 04, 2014, 10:43:53 PM »
The first thing I do is max out on Tax Collection Agencies on the starting planet. This gives one a decent starting income. Build an MTC too and then attack your way down to Corulag. Once you take Corulag turn it into your vehicle production facility. Build up to a Heavy Vehicle Factory and then pump out XR-85s, TIE Crawlers, and SPMATs. Put one SPMA, one XR-85, and two Crawlers on each border world, and then fill up the rest of the slots as you see fit. Always build a Barracks on each planet for the free Scout Troopers (suicide bomb the invader's LZ with them). Always retreat unless you KNOW you can win in space; the IR always has the advantage on the ground: no one can Turtle like they can. Never secede an inch of ground to the enemy. Your first capital shipyard should be Bilbringi, and build a Sovereign ASAP. In short, these are the keys to victory:

  • always build Tax Agencies on your worlds
  • Vic IIs, MTCs, Lancers and Defenders early game
  • Sovereigns ASAP, followed by Executors
  • Don't lose during ground combat
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August 10, 2014, 08:04:44 PMReply #3

Offline Indignation211

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Re: From the Ground Up as Imperial Remnant
« Reply #3 on: August 10, 2014, 08:04:44 PM »
Thanks for the tips guys!

I've managed to hold on and get my Sovereign out and just superlasered my first Viscount.

In addition to the tips you gave me I'll share some observations of my own. It seems that if you build up a huge defense on your border the AI will build up an even larger fleet on the other side. On the other hand by keeping my fleet one or two jumps back from the border and leaving the space over the border worlds undefended not only will the AI border defenses be weaker but their incursions will also be much weaker. I went from dealing with fleets of 8+ Bothan Assault Cruisers to incursions of just one BAC followed by waves of ground troops. After I took Bilbringi I split up my fleet into pairs of VSDs which was just enough to easily kill a lone BAC without scaring it off, then I kept my VSDs in the system to intercept the ground troops and autoresolved them away (V-Wings are SOOO much easier to kill in space o.ob).

Also before my ground bases were at most one Barracks and one Light Factory on worlds I didn't care about. I would typically hold the planet with that, but V-Wings would always destroy the buildings since there's rarely build pads in good places to protect them. Now I not only built more buildings but also added AT-AA and SPMA-T to the garrisons, and suddenly the AI is alot less eager to start the ground invasions, usually building up ground forces in space for a bit for just long enough for my VSDs to come in and eat them.

Also when I say VSD, im talking about the original model; im not sure what to make of the VSDII, the ion cannons just don't seem to justify the higher cost and replacing the missiles.

Also man 2M tanks got nerfed HARD from vanilla; with power to weapons they could chew through rebel vehicles and buildings like butter, now they seem even weaker than T2-Bs.

Anyway now I have to decide which direction im going to break out of my pocket and continue my expansion: going south there's Denon and Duro which are very valuable but have huge ground bases and I know from experience those ground battles are going to be a *****. On the other hand going east there's Garos which is also valuable and Wayland for the cloning facility. I know the NR has both Dathomir and Fondor so whichever way I go first there's a Capital Shipyard to take too.

UPDATE: Superlasered two more Viscounts, and took out a few Endurances too. Empire of the Hand has also been steamrolling the NR in the north and according to the history charts just surpassed the NR's military score. I've had Bilbringi churn out some ISDs and Carida some support ships, and judging from what my probe droids have been gathering my fleets should be able to easily handle anything the NR can throw at me now (unless they break the rules and build a FOURTH Viscount...)
« Last Edit: August 10, 2014, 09:35:34 PM by Indignation211 »

August 11, 2014, 12:54:14 AMReply #4

Offline Revanchist

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Re: From the Ground Up as Imperial Remnant
« Reply #4 on: August 11, 2014, 12:54:14 AM »
Primary advantage of the Vic-2 is the speed. They can flank easier than the original. They also have Power to Weapons, which can be devastating. Dropping in a pair of Vic-2s behind an enemy force while the main fleet is attacking head-on and then activating their ability can go a long way to taking out a much larger fleet. Knowing how to flank and when to use PTW takes practice and micromanaging, though. To start, try pairing a Vic 2 with a Vic 1. The Ions from the 2 make to concussion missiles that much more effective (they land on the hull faster).
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August 14, 2014, 09:15:41 PMReply #5

Offline rumiks1

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Re: From the Ground Up as Imperial Remnant
« Reply #5 on: August 14, 2014, 09:15:41 PM »
i would like to see it have more planets like 90 planets not just 50 planets it would make the game much more fun and it will take a while longer to meet the enemy @ Corey ...Can you make it bigger in 2.2 and add the yevetah ,penstar or the hapes as playable units to?
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August 14, 2014, 10:22:58 PMReply #6

Offline tlmiller

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Re: From the Ground Up as Imperial Remnant
« Reply #6 on: August 14, 2014, 10:22:58 PM »
i would like to see it have more planets like 90 planets not just 50 planets it would make the game much more fun and it will take a while longer to meet the enemy @ Corey ...Can you make it bigger in 2.2 and add the yevetah ,penstar or the hapes as playable units to?

I doubt you'd see Yevetha or Hapes as playable.  The Yevetha are BARELY playable in their GC due to how few unique units they have, and the Hapes have even less.  Technically you can play FTGU as the PA...
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August 15, 2014, 03:30:41 PMReply #7

Offline Lord Xizer

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Re: From the Ground Up as Imperial Remnant
« Reply #7 on: August 15, 2014, 03:30:41 PM »
I doubt you'd see Yevetha or Hapes as playable.  The Yevetha are BARELY playable in their GC due to how few unique units they have, and the Hapes have even less.  Technically you can play FTGU as the PA...

The Yevetha have 2 whole units that are unique to them! They are incredibly well defined!
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August 15, 2014, 04:07:39 PMReply #8

Offline Vulcanus

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Re: From the Ground Up as Imperial Remnant
« Reply #8 on: August 15, 2014, 04:07:39 PM »
I like the Yevetha. They are a real tough opponent in the BFC campaign.

As a playable in an expanded FTGU campaign?

Nothing quite like winning a space battle by spamming those ball-things, I mean, Thrustships, all over the map while they spawn their glorious fighter complement with NO bombers at all.
Rinse and repeat 89 times to win the GC scenario.

August 15, 2014, 06:39:56 PMReply #9

Offline Mat8876

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Re: From the Ground Up as Imperial Remnant
« Reply #9 on: August 15, 2014, 06:39:56 PM »
Why make the Yevethan a playable faction if you just want the thrustships just make them buildable on the yevethan's planets
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