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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 campgainI'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.