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Author Topic: Getting Wrecked on the Ground as IR in Era 1  (Read 3522 times)

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November 26, 2017, 10:40:55 PM

Offline GreyStar

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Getting Wrecked on the Ground as IR in Era 1
« on: November 26, 2017, 10:40:55 PM »
So my current style of play with the IR has generally lead to... Disappointment and the execution of several ground commanders by NR forces, so to speak. This is in an Era 1 campgain

I've previously been using a group composed of 2 Stormtrooper companies, with 3 AP-PT squads as anti-infantry and anti-air, followed by 3 2-M Repulsor Tanks as anti vehicle, with a SPMA acting as artillery to demolish turbolaser towers, and a Juggernaut to ferry the Stormtroopers around. This has mostly lead to disappointment, perhaps on a tactical level. I should probably manage my troop transport better, keeping it out of the line of fire, maneuver my AP-PTs better to avoid T4Bs and take the brunt of rocket troops, have my 2-Ms flank more, have the SPMAs set up more often for fire fights.

But I also think I should perhaps revisit decisions for unit composition. I'm dumping the Juggernauts, as they're just too expensive and too long to produce for me to have fun using them, not to mention they're made of tissue paper. This goes for general as I'm refusing to put in the resources for an AT-AT factory anymore, too much credit and time investment that could be replaced with spamming legions and legions of suicidal Stormtroopers for the glory of the Empire. Considering that in 2.15, infantry are near useless due to how quickly they die, I'll have to rely on mechanical warfare. And so I need help with rebuilding my forces. Should I use AT-STs in place of AP-PTs for better anti infantry at the cost of anti vehicale for anything not a T2B? Should I get rid of the 2-M repulsor tanks? Perhaps dump artillery altogether? I request ideas.

November 26, 2017, 11:54:21 PMReply #1

Offline tlmiller

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Re: Getting Wrecked on the Ground as IR in Era 1
« Reply #1 on: November 26, 2017, 11:54:21 PM »
AT-PT is the best anti-infantry unit for the IR, and they're not much behind the AT-ST for anti-armor.

Century tanks with their light turbolaser offer an extremely deadly punch against light to moderate armor.  They don't have much durability, and the cooldown on the turbo makes it so tthey're not dangerous for a good amount of time after firing it, but for their price, they're one of the best units for the IR.  They're also cheap enough that they can be much like the Tie's that they're based on and thrown en-masse.

2-M's are fantastic for quick response...and good against anti-infantry units.  Their shields offer them some durability, but to truly master them, it requires a lot of microing to constantly be running away with the damaged ones to let their shields recover.

The Juggernaught is totally useless for it's price.  Don't waste the resources.  Never build one.

AT-AT's are needed as the IR.  They're one of, if not the best defensive unit in the game.  3 AT-AT's in close formation is nearly an unbreakable wall if you're getting attacked.  Their ability to deploy stormtroopers means that they're also AMAZING for scouting if you have 3-5 of them, you deploy stormtroopers and run forward just to be able to bring the bombing runs and bombardments.  Then they can (slowly) plod forward, with century tanks hanging just behind them to protect their vulnerable flanks.
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November 27, 2017, 08:45:37 AMReply #2

Offline GreyStar

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Re: Getting Wrecked on the Ground as IR in Era 1
« Reply #2 on: November 27, 2017, 08:45:37 AM »
Okay keep using AP-PT was fragile yet good for killing infantry and annoying Rebel aircraft. I love you, AT-ST, but I need to kill things faster.

I used Century Tanks a lot, and consider them the best heavy tank the Empire has, but I remember being dissapointed with their anti armor capacities due to the turbo laser's cooldown and the fact the turbo laser is often wasted on the infantry sent in front of the tanks, because the Century Tank can kill the infantry. I'll have to revisit them soon.

I don't really have the micro required for 2-Ms then. I need something more fire and forget for my armor issues.

B6 Juggernaut being as useless as a Stormtrooper on Endor. Well, except for this Campgain where an army of Stormtroopers decimated Endor.

I'd, rather lose a planet and reinvade it with 30 Stormtroopers than ever invest in AT-AT production again. I really hate the bloody things. Too little health, not enough damage, far too slow, too few Stormtroopers. If I only had a Floating Fortress instead...

November 27, 2017, 08:23:53 PMReply #3

Offline tlmiller

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Re: Getting Wrecked on the Ground as IR in Era 1
« Reply #3 on: November 27, 2017, 08:23:53 PM »
Not enough damage?  They outdamage turbolaser towers?  How is there too little damage for the AT-aT?  They're quite literally the 2nd most powerful ground force in the mod (next to the XR-85 tank droid)
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November 27, 2017, 11:13:23 PMReply #4

Offline GreyStar

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Re: Getting Wrecked on the Ground as IR in Era 1
« Reply #4 on: November 27, 2017, 11:13:23 PM »
The last time I used AT-ATs was in skirmish where despite having damage upgrades they stuggeled to kill T4Bs. And when I last fought them by attacking as the NR, an AT-AT struggeled to kill my units that weren't made of paper. I suppose I could be remembering things wrong but, I consider an AT-AT to be a very fancy paperweight that's ridiculously expensive.

Also if they're a defensive unit, I don't have much reason to build them as my ground defenses consists of 10 2-M Repulsor tanks swarming the spawm point.

November 28, 2017, 12:20:09 AMReply #5

Offline tlmiller

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Re: Getting Wrecked on the Ground as IR in Era 1
« Reply #5 on: November 28, 2017, 12:20:09 AM »
Well, they're better as defensive units IMO because they're so ploddingly slow, but they're the only useful HEAVY unit also in the earlier eras.  The SPMA-T is nearly as capable of putting out as much damage, but they're so slow to deploy that they generally are dead before they have a chance to actually be used.  Whereas as long as some units are around to protect their flanks, then the AT-AT is in an incredibly effective, if ploddingly slow, offensive weapon.

They are, I admit, one of the reasons I dislike playing as the IR until you get XR-85's.  They're incredibly effective, 3 AT-AT's can easily crush almost any defense.  Running forward with 2-M's to distract TL towers and then moving forward with the AT-AT's, they can even destroy the TL towers without taking any damage themselves (although it will cost a couple 2-M's most of the time).  Pretty much, unless you're willing to micro-manage your units, you're stuck relying on AT-AT's to be the heavy firepower, or you'll have to try to set up SPMA-T's and lure units into their range.
« Last Edit: November 28, 2017, 12:32:08 AM by tlmiller »
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December 01, 2017, 02:40:55 PMReply #6

Offline carpemark

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Re: Getting Wrecked on the Ground as IR in Era 1
« Reply #6 on: December 01, 2017, 02:40:55 PM »
When I lost AT-AT's it was due to moving the attack group too fast. They have a speed - sloooooow - match it and know when to stop to decimate an area /walk over enemy forces.
AT-ST eat infantry
AT-PT - better than AT-ST for vehicles and air - can anyone explain what they log before an attack that seems to do nothing. I joke that they are spitting tobacco before an attack.... making the sounds as if they are spitting into a spittoon...

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December 01, 2017, 02:48:39 PMReply #7

Offline tlmiller

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Re: Getting Wrecked on the Ground as IR in Era 1
« Reply #7 on: December 01, 2017, 02:48:39 PM »
That's their concussion grenade launcher that doesn't work.
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December 13, 2017, 06:26:23 AMReply #8

Offline Grand Admiral Rufaan Tigellinus

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Re: Getting Wrecked on the Ground as IR in Era 1
« Reply #8 on: December 13, 2017, 06:26:23 AM »
So my current style of play with the IR has generally lead to... Disappointment and the execution of several ground commanders by NR forces, so to speak. This is in an Era 1 campgain

I've previously been using a group composed of 2 Stormtrooper companies, with 3 AP-PT squads as anti-infantry and anti-air, followed by 3 2-M Repulsor Tanks as anti vehicle, with a SPMA acting as artillery to demolish turbolaser towers, and a Juggernaut to ferry the Stormtroopers around. This has mostly lead to disappointment, perhaps on a tactical level. I should probably manage my troop transport better, keeping it out of the line of fire, maneuver my AP-PTs better to avoid T4Bs and take the brunt of rocket troops, have my 2-Ms flank more, have the SPMAs set up more often for fire fights.

But I also think I should perhaps revisit decisions for unit composition. I'm dumping the Juggernauts, as they're just too expensive and too long to produce for me to have fun using them, not to mention they're made of tissue paper. This goes for general as I'm refusing to put in the resources for an AT-AT factory anymore, too much credit and time investment that could be replaced with spamming legions and legions of suicidal Stormtroopers for the glory of the Empire. Considering that in 2.15, infantry are near useless due to how quickly they die, I'll have to rely on mechanical warfare. And so I need help with rebuilding my forces. Should I use AT-STs in place of AP-PTs for better anti infantry at the cost of anti vehicale for anything not a T2B? Should I get rid of the 2-M repulsor tanks? Perhaps dump artillery altogether? I request ideas.

I go for good old AT-ATs coupled with XR-85s or TIE Crawlers (Century Tanks) if it's not Era III yet. Or even both if it is. No need to buy generic stormtroopers when you have AT-ATs (if we're talking 2.15). I go for 3-4 of them, and each one provides you with 2 stormtrooper squads. And IDTs are perfect for intel, capturing remote landing zones or sensor arrays. And if the enemy has air units, AT-AAs are a necessity, of course. AT-PTs work well against air units, but AT-AAs are still much better at that (their special ability makes them useful against MPTLs, which is an extra thing, not to be underestimated). On maps with little to no build pads Specialists would also be handy (again, if it's 2.15). I seldom use SPMAs, only on maps where they are really useful (Cejansij/Commenor, for instance). It has to be said that this compliment of units is EXTREMELY slow, but since I always take my time during land battles, it's never been a problem for me. If you wish to be done with your land battles asap, you'd have to avoid AT-ATs/AT-AAs, unfortunately. For me, personally, land combat is possibly my favorite thing about EaW/ICW, and it always pains my heart when people critisize this aspect of the game. And another thing, when you use the combination of AT-ATs and XR-85s or TIE Crawlers, the key thing is to make sure the much faster XR-85s or Crawlers don't outrun AT-ATs too much ahead. The best way to do this while avoiding micromanagement is to order XR-85s or Crawlers to escort AT-ATs. This way they'll travel with the same speed, and will attack anyone opening fire upon your AT-ATs. For me, the only casualties I ever encounter with the Remnant on the ground are IDTs, if they run into a Turbolaser tower on a map I don't remember that well. When facing the NR, their biggest threat to you are the commandos with their grenades. As long as you manage to kill them as soon as you see them coming, everything is easy, your heavy armor will deal with anything else with maximum efficiency. And TIE Crawlers are easily as good against infantry as AT-PTs, but their turbolaser gun makes them much more effective against vehicles. Well, I hope this was helpful.
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