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Author Topic: How to Deal with New Republic Scum on the ground as Imperial Remnant Era 1?  (Read 6315 times)

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February 21, 2015, 07:05:22 PM

Offline Pentastar Enforcer

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Yeah, basically I dread attacking any planets that the New Republic owns with my Imperial Army. While usually I can win the space battles over the planets with few to no casualties at all (maybe a lancer or two max usually) due to the good old SSD rush followed by star destroyers and lancers.

As for actually taking the ground of the planet though, this is a hugely different story. Sometimes I get lucky and they don't have time to build up the planet into a huge super fortress, and only have some minor casualties, but the usual case is the New Republic uses every build slot available for heavy vehicle factories, turbolaser towers, and of course, infiltrator academies.

My army consists of about 15-25 units of stormtroopers usually, 5-10 TIE Maulers, As many AT-ATs as I can stuff into the army, plenty of IDTs and Scout Troopers for scouting the map for bombing runs and what not, and pretty much the entire Imperial roster in one giant army. (around 60-70 units usually) and everytime I invade one of those death traps I lose at least half of my entire force. It makes it hard to rapidly expand against the NR while the Pentastar Alignment seems to have no issue doing the same in a different part of the galaxy.

What am I doing wrong? My armies tend to do better against other Imperial forces, but those T-B tanks tear through my troops (and sometimes nab an AT-AT or two as well), while the infiltrator spam is usually just a nuisance, once in a while those Thermal Detonators get past my detection and blow up half my army. I've currently resorted to spamming stormtroopers, scout troopers, and IDTs as scouts to find there base and power generators and just bomb them, wait for the timer to reset, and do it over and over again. Then I rush in with AT-ATs and TIE Maulers with Stormtrooper support, and hope for the best.

Any ideas guys? (Oh and another thing, what's an easy way to kill a certain Pentastar Alignment Star Destroyer controlled by a certain Grand Moff with only light and a few medium ships? He's been conquering plenty of my outlying hold out systems with just himself, Octavian Grant, and a Praetor, sometimes more. I killed the Praetor and Grant in a battle over Ciutric which I lost, but by little, so now he travels by himself in his Star Destroyer. I sent my main battle fleet with Isard after him now, but he tends to be really sneaky, so I need to set up a good trap, any advice?
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February 23, 2015, 01:24:11 AMReply #1

Fire_in_a_Seapark

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Almost posted the exact same question a few days ago. Both the EotH and the NR have good 'clump' units. Have a big enough clump of T3Bs or GZRs and you can stomp anything you encounter. You might lose a few but its hard for much to go wrong, and just about any problem can be solved by a bigger clump. AT-ATs can be strong, but holy hell do they have terrible AI. If I take my eyes off one for a second to do some scouting and its already wandered off, on 10% health, and in the middle of 8 hostiles.

February 23, 2015, 01:45:00 AMReply #2

Offline Pali

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Haven't played a huge amount of the IR, so I can't help with the ground fighting aspect.  However...

Quote
Oh and another thing, what's an easy way to kill a certain Pentastar Alignment Star Destroyer controlled by a certain Grand Moff with only light and a few medium ships?

There isn't one.  You are almost certainly going to take heavy losses in that fight as your fighters aren't strong enough to swarm it like the NR's can, none of your light ships are really designed to soak damage (Vindicators and Carracks somewhat can, the latter only because of the large number of hardpoints for the ship size), and Immobilizers are crazy expensive - if you can't afford to send Star Destroyers, you can't afford to send an Interdictor.  Best way to kill him is with your Isard fleet, and make sure to bring an Interdictor so he can't run.  Jump something small and fast in, maybe a squad of Defenders, and have them run along the side of the map - when the SSD turns to follow them, drop yours in behind it and laugh as your broadsides are answered by only a handful of shots. ;)
« Last Edit: February 23, 2015, 01:46:36 AM by Pali »

February 23, 2015, 07:26:39 PMReply #3

Offline Pentastar Enforcer

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I managed to kill him and Grant after he attacked my Isard fleet. He managed to smash down one of my large star destroyer fleets but not without some losses of his own.

I realized that rushing with the imperial army ASAP (like week 1) into rebel planets is a very good idea. Hard and fast, auto resolve works well for this as they don't have huge armies to fight with.
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February 24, 2015, 02:32:34 AMReply #4

Offline Pali

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Rushing early-game is almost always a good idea regardless of your faction, since the AI will build up nearly every planet to the max if you give it time.  I'd advise caution with auto-resolve, though, as it'll sometimes surprise the hell out of you with a ton of losses.

April 05, 2015, 01:01:16 PMReply #5

Offline SupremeWarlordRevan

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Auto-resolve is the bain of my existence. It has a habit of murdering your leader as IR in space battles.

Also, to your question: Spam AT-STs. They are brilliant. They can swarm Turbolasers before they can kill more then two and are resilient enough to stand up to T2-Bs.
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May 20, 2015, 02:01:30 PMReply #6

Offline Yellow 13

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As the IR, I generally make a force of 10 century tanks, 10 AT-ATs, 5 of the gunships, 5 specilist infantry, and 5 plex soldiers, 10 repulsor tanks, and 3 AT-AAs. Generally works out for me since I just use my AT-ATs for stormies,hit power generators with the gunships, and use the other units for light to medium armor attacks.

May 20, 2015, 02:48:39 PMReply #7

Offline tlmiller

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Later game, protect your forces with AT-AA's.  Once you've dealt with Speeders/V-Wings, then use century tanks to escort AT-AT's to take out most of their military (you'll suffer heavy losses on the century tanks, but the century tank is DIRT cheap so it's essentially disposable, and very effective offensively).  Watch out for artillery, and rush forward to destroy it with the century tank if you see them, to avoid damage to the AT-AT's.

Once you get XR-85's, replace the century tank with the XR-85 if you can afford to, it's more durable, and does more damage to everything except infantry, although you may then need some of the Tie Maulers to assist with plex troopers.

century tank > tie mauler in almost every way.  Tie mauler only good against infantry, century tanks are excellent against infantry, and because of their light turbolaser, are also great against light to medium vehicles, only losing badly to heavy vehicles like the T4-B.
« Last Edit: May 20, 2015, 02:52:37 PM by tlmiller »
People should not be afraid of their government...governments should be afraid of their people.

May 20, 2015, 06:58:35 PMReply #8

Offline Eclipse

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I recomend MASSIVE Century tank spam, they are priceless and their turbolaser can deal against most heavy units while their light laser gun can finish the rest of the work, support them with some AT-AA and infantry to conquer more landing zones and I'd say that you win.

Build 3 or more heavy factory in one plante and you'll have a very fast production with a cost of 20% of an AT-AT but with better result, you can also (as the IR) spam the XR-85
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\"Yes, the destruction of Alderaan was regrettable, but so was the destruction of the Death Stars. Are the deaths of millions of Alderaanians?who conspired to overthrow the government?more tragic than the deaths of millions of Imperial soldiers who laid down their lives to defend our way of life? I think not.\"―Antinnis Tremayne


May 25, 2015, 03:50:53 AMReply #9

Offline Thrashia

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I've developed a combined arms approach. You need a broad range of units together.

ORBAT
6-10 Stormtroopers
3-6 AT-STs
0-4 Scouts
2-4 Hover Tanks
1-4 LAART/i's
2-4 AT-ATs
2-4 Noghri Assassins
2-4 Artillery
2-4 Anti-Aircraft
10 Specialists

The stormtroopers actually have a very long sight range. When you land platoons of stormtroopers, keep one of the squads in a safe corner and use the other three as you wish; even if those three die the overall unit will remain after the battle. Use the sight range in cooperation with your artillery and AT-ATs, allows them to pick off enemy infiltrators or vehicles quickly. If you're going against those pesky tanks, just use overwhelming firepower of the previous combination -- you'll take casualties, but they'll die. Use your Noghri, fliers, or hover tanks to circumvent fixed defenses and light up those sensitive parts of the enemy base to allow your TIE bombers and orbital bombardment to destroy!

That and I do a progressive "creep" of occupying positions, using the build-point to make turrets.
"You may win the occasional battle against us, Vorrik, but the Empire will always strike back." - Gilad Pellaeon

C'baoth: "You doubt the power of the Force, Grand Admiral Thrawn?"
Thrawn: "Not at all. I merely present the problems you and the Force will have to solve if you continue with this course of action."

May 25, 2015, 05:48:31 AMReply #10

Offline Pali

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See, this is why I rock the NR - spam V-wings/airspeeders, T2bs, T3/4bs and a unit each of artillery/infantry (extra points for using a Jedi hero as your infantry), and you win.  Nice and simple. ;)

Space is another matter, sure, but on the ground?  You kick ass.

February 04, 2016, 05:39:57 PMReply #11

Offline 00games

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turrets are god tho destroy the t2-b very fast and use heavy vehicles at-at needs a giant escort they are extremaly week VS t2b i destroy 3 AT-AT with 2 t2b squads
space tatic spam ISD 2 palpatine are your best friends build era 1 3 super star destroyes after this rush to era 3 and get the 3 sovereign after this you can advance eras or stay with palps
Sory for bad english i am from Brazil
 
Sorry for bad english i am brazilian

 

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