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Author Topic: IR Ground Force Suggestions?  (Read 2202 times)

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December 29, 2016, 11:54:50 PM

Offline Cool Breeze

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IR Ground Force Suggestions?
« on: December 29, 2016, 11:54:50 PM »
Does anyone know of any decent compositions of a well balanced ground invasion force? I currently use an insane amount of pod walkers and a couple at-at's, but it seems cheap and I feel like I might be missing out on other interesting and useful units. Any suggestions?
« Last Edit: December 31, 2016, 08:22:32 PM by Cool Breeze »
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December 30, 2016, 12:34:07 PMReply #1

Offline GreyStar

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Re: IR Ground Force Suggestions?
« Reply #1 on: December 30, 2016, 12:34:07 PM »
For the cheap and easy method of playing Imp ground.

1 Stormtrooper to capture things
4 APPT for Anti-Infantry and Anti-Air
4 TIE Crawlers / X-85 for Anti-Vechicale
1 IDT for moving your stormies

For a more challenging and less spammy experience

1 Stormtrooper to capture things
1 Speeder Bike to scout
3 APPT for Anti-Infantry and Anti-Air
2 2-M Repuslor Tank for Anti-Infantry and flanking
1 SPMA for taking out turbolasers and providing support fire
1 IDT for transporting stormtroopers
« Last Edit: December 30, 2016, 12:36:45 PM by GreyStar »

December 30, 2016, 01:13:51 PMReply #2

Offline tlmiller

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Re: IR Ground Force Suggestions?
« Reply #2 on: December 30, 2016, 01:13:51 PM »
For the cheap and easy method of playing Imp ground.

1 Stormtrooper to capture things
4 APPT for Anti-Infantry and Anti-Air
4 TIE Crawlers / X-85 for Anti-Vechicale
1 IDT for moving your stormies

For a more challenging and less spammy experience

1 Stormtrooper to capture things
1 Speeder Bike to scout
3 APPT for Anti-Infantry and Anti-Air
2 2-M Repuslor Tank for Anti-Infantry and flanking
1 SPMA for taking out turbolasers and providing support fire
1 IDT for transporting stormtroopers

AT-PT, not AP-PT
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December 31, 2016, 03:13:39 PMReply #3

Offline JMDurron

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Re: IR Ground Force Suggestions?
« Reply #3 on: December 31, 2016, 03:13:39 PM »
I've been struggling with this as well, having just started playing as IR after playing every scenario (except FTGU) as the NR.  The IR definitely requires a more complex approach than "spam freerunners and Speeders/V-Wings, add 1 Jedi" for someone interested in getting the ground battles over with as quickly as possible. 

So far, I've mostly been using a variant of Greystar's first force.  I've only played in Era 1 so far. 

1 Stormtrooper
2 AT-ATs for anti-vehicle and disposable scout stormtroopers
4-6 AT-PTs for anti-infantry and anti-air
1-3 IDTs depending on map/opposing force for airpower and scouting - the AI as the PA seems particularly allergic to building any useful anti-air units, so I usually set up a chokepoint of AT-ATs with AT-PT support and use 3 IDT groups to wreck their base. 
0-1 Specialists - for repairing AT-ATs and AT-PTs on maps without handy build pads for repair stations
0-2 2-M Repulsor Tanks for scouting where disposable stormtroopers die too quickly and there's too much anti-air to get an IDT through - used mostly against the NR, also handy against opposing air units when massed

 

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