Imperial Remnant
The Emperor has fallen long live the Empire. The Empire is in a good news/bad news situation. In Era 1 its ships are arguably the worst in the game, mostly squishy although they can do decent damage. However you start with a lot of them and you have a good situation with most of the Empire being connected and you have the wealthy core worlds including the key worlds of Coruscant, Corellia and Kuat. You also have Wayland and you have the opportunity to build cheap strike cruisers at Corellia and KDY stuff at Kuat once you build the buildings that give discounts. You also have a decent variety of units on the roster. The warlords have better starting units than you however and he New Republic has been buffed and there is the Empire of the hand to your west. You also have some decent admirals.
Thankfully you have some excellent units to help you out mosly the Strike Cruiser and Tectors and Lancers shred incoming fighters and bomber. ISD IIs are also decent and you start with a generous amount. In general imperial ships hit hard but are squishy with a few exceptions (Tectors, Allegiances, SSD). Your fighters are also weak generally and your carriers are also weak due to having to use TIE bombers as the warlords have better bomber options available era 1 and the EotH and NR carrier fleets are the best in the game.
The bad news in everyone will likely hit you arond week 5- Zsjinj, the New Republic, and the Pentastar alignment and perhaps the Empire of the Hand at Bilbringi. Pause the game. Sell any Imperial Star Destroyers I and Dreadnought cruisers. Don't sell the Tector at Corellia.
You can't defend everything with fleets (attrition) so withdraw all your outlying fleets to the core, on each planet on the border build 2 infantry and 2 plex troopers. Build 4 lancer frigates at Coruscant along with some infantry and send Sate Pestige to Kuat.
While your fleets are wandering around Ysard contact you and bleets about Operation Ambition. Baiscally you can recruit her for 10500 credits. Its up to you if you want to do so but I like keeping Sae Pestige for a bit as he is an economic advisor. I use him to construct 2 Tectors KDY on Kuat, Loronar on Corellia plus various buildings 1st. Your innitial startin fleet is good enough and Blitzer Haarsk is a better Admiral than Isards contenders.
Cobble together a fleet of something as you have a few ISD IIs, strike cruisers, carracks etc. Send the fleet at Yinchorr to Bilbringi and leave the fleets in Bilbringi and Coreliia where they are. After massing the fleet you should have something like this at Kuat by week 3.
5 ISD IIs
21 Strike Cruisers
9 Lancers
6 Victory I
16 Carracks
4 Acclaimators
1 Tector
Its enough to make 2 decent fleets and have some left overs. I create a fleet of
4 ISD II
1 Tector
4 Victory
4 Lancers
2 Acclaimators
2 Escort carriers
No the ideal fleet but not to far off. The left over carracks and strike cruisers can also be thinned out if you really need the money, but I prefer to keep them for now as they have their uses later. You can also dens some to Bilbringi and Corellia to keep the AI in check. Cutting an ISD for 3 Escort carriers or 2 Acclaimators is also a decent option (5 can get in the way).
The Empire Strikes Back.
The best defence is a good offence. The rebels are annoying so the 1st world you strike at is Fondor ( quick test I lost a VSD and a lancer wiped out 2 ISD+ MC 80B+ support and facilites). The Tector is ISD "Bullet Sponge" it can soak up an impressive amount of firepower so use that to lead the charge. I key lancer to the 1 key, interceptors to the 2, TIEs to 3, TIE bombers to the 4 key.
You can build a heavy shipyard there and it links up with Thyferra which has Blitzer on it. Also you don't want the NR near you IMHO. Fondor is an easy win. Generally I use Sate to bounce around Kalist, Kempe, Hakassi, Kuat, Corellia doing various builds but I want some heavy factories. You can use his discount ability in place of building KDY and Loronar at Corellia/Kuat. Ideally you want to start building them after you have paid for Operation Ambition but before Isard arrives.
Send some troops to Thyferra it will be defended on the ground, your navy + Blitzer is heading back to Kuat. By now your Tectors are rolling off the production lines. Around week 5 I build KDY and Loronar, the AI starts to attack destroying shipyards over planets that you evacuated. The fleet will likely arrive back to Kuat around the start of week 6.
The main counter attack will fall on the north. You want to capture Bandomeer from Zsinj because its a chokepoint, and then push north into the Pentastar Alignment. The goal is Generis, Ord Trasir, and Ord Binii plus recapturing any Orinda/Orocco. Anything north of Wayland doesn't matter that much. You can reconfigure your main attack fleet.
Blitzer
3 Tector
4 VSD
4 Escort Carriers
3 Strike Cruisers
3 Lancer
The idea is to get a lot of TIE Interceptors. You also have enough left over units to construct a second ISD II fleet.
4 ISD
7 Strike Cruisers
4 Acclaimators
3 Lancers
Send them north as well. Create a 3rd fleet over left over ships (any ISDs lots of carracks whatver carriers you can find/build. Sell some of the carracks and use Sate to build more tectors, you lose access to them after era 1. Bandomeer Generis, Ord Trasir, and Ord Binii can be seized quickly in a blitzkreig before Kaine turns up and secures you resources to tangle with greater annoyances like the rebels. It also more or less locks down the core worlds and you can create ground based fortress worlds on key chokepoints.
The Ships.
During era 1 the empire ships are mostly garbage, you have lots of them but attrition can quickly thin them out especially carracks and strike cruisers. The Tectors are MVP and can only be built during era 1. 3 of them and Blitzer can clear out Admiral Grand, 4 ISD's and their support ships without losing a single ship, that is something the ISD II can't do (its to squishy). Otherwise use copious amounts of carriers to keep the skies clear and perhaps cut a ship for an extra couple of lancers vs the New Republic and Pentastar alignment as getting overwhelmed by fighters and bombers is annoying. Also note that early on you can build 3 strike cruisers for every victory you build and yo can get some excellent mileage out of them well into era 4 and 5. They build quick, can enhance their fire and can be built cheap on Corellia if you build Loronar Corporation there. Strike Cruisers also have Ion Cannons and are very manoeuvrable/fast relative to triangle imperial ships.The ideal early fleet compositions.
Balanced Imperial Fleet
4 ISDII/Tectors (I prefer Tectors you start with ISD II and 1 Tector 1 can be cut for an admiral).
5 Victories/Vic II (or 2/2)
4 Strike Cruisers
4 Escort Carriers
4 Lancers
If you do not run Tectors and a a bit strapped for cash this works. Since you start with most of the needed units. The better version replaces the ISD II's with Tectors.
Basic Imperial Kill Fleet Era 1-5.
4 ISD'II's/Tectors
10 Strike Cruisers
6 Lancers
TIE fighter swarm+ lots of damage.
Keep the skies clear and hammer things to death with the Tectors. Lancers are slow as compared with other anti fighter options in the other factions but they are very good at clearing the skies. Strike Cruisers can also hide behind the Tectors which are there to take the hits.
During Era2 you gain Allegiances and scimitar assault bombers, lose the option to build tectors and SSD and gain some great admirals including Thrawn who with Akbar is the best in the game. Era 3 you pick up the XR-85 tank, Palpatine and gain the ability to build Sovereigns and the Modular Task force Cruiser.
Sample fleet era 2 and 3. If the Tector is a heavy ISD II sans fighters/bomber the Allegiance is a super tector.
Allegiance kill Fleet
3 Allegiances
8 Strike Cruisers
3 Lancers
Building around Thrawn is also an option, the more guns the merrier.
Thrawn
3 ISD II's/Tectors
10 Strike Cruisers
6 Lancer Frigates
A few of your ships replace the meh TIE bombers with Scimitar Assault bombers which are better, fast and long range for a bomber unit.
Era 3 is split into 2 parts. Part one is the Dark Empire where you can build a Sovereign class SSD and get the Emperor in his Eclipse. This means you can hit and fade using the superlasers to chew through large amounts of Empress, Oto class space stations and MC 90's. You also can build world devastators which are mostly junk. Part 2 is the Crimson Empire with Carnor Jax large bunch of misfits of the Imperial Council for 1000 credits. Most of the heroes suck but there are some nice economic type advisers (bonus credits, cost reduction on frigates and fighters) and a decent admiral (lvl 3) attached to an Allegiance. You lose the Emperor but the Crimson Empire can out produce the Dark Empire and has several useful heroes. Era 3 for the Imperials is all about big ships (Eclipse, Sovereign, World Devastators, Allegiance) and swarms of drone fighters from Modular Task Force Cruisers. Its also the last era you can build Allegiances and the only era for the modular Task Force Cruisers. A Sovereign can be carried forward into Era 4 and 5 along with any surviving Allegiances, World Devastators and Modular Task force cruisers. I tend to use them as a reserve for escorting the Sovereign.
Sovereign Fleet
1 Sovereign SSD
1 Allegiance
9 Modular Task Force Cruisers (or 8 Strike Cruisers + 3 lancers)
Era 3 also allows the Empire to field a nasty Carrier Task Force (CTF). It looks something like this.
X4 ISDs (or 3 ISDs + 3 escort carriers)
X3 VSD II's
8 Modular Task Force Cruisers
It gives you a large pile of TIEs, TIE bombers, and TIE Droids.
Sovereigns are weaker than other SSD's but they have that superlaser so they excel at cracking heavily fortified systems. They spit out a few fighters and bombers as well throw in in some Modular Cruisers for more Droid fighters.
Era 4 you pick up the Crimson Command VSD, Venators, and Tectors come back and Allegiances go bye bye. Your ISD II's also upgrade and launch 4 A-9 Vigilence Interceptors, a Howlrunner, TIE and TIE bomber. Venators also launch a single A-9. This era is all about the cruisers- basically the Crimson Command VSDs and the Tectors its like the Eriadu Authority and Greater Maldrood had a baby. Daala, Pellaeon and Makati and Takel are your admirals (assuming the latter 2 survive). You can also build Venators but I find it better just to run 2 escort carriers instead. Carrier spam seems to have been nerfed and you just want fighters to keep your tectors and Crimson Command VSD's alive. This is about theonly era where cruyisers are competitive with Strike Cruisers due to the CC VSD's. just replace an early era balanced fleet VSD's with CC VSD's.
Suggested Fleet (balanced)
4 Tectors (or 3 + Admiral)
5 CC VSD
4 Lancer Frigates
4 Strike Cruisers
Suggested Fleet (kill)
4 Tectors
5 CC VSD
4 Strike Cruisers
4 Lancers
7500 credits gets you Pelleaon and era 5. Era 5 is arguably worse than era 4 but you gain the Praetor which has lost its range advantage and has a nasty habit of spinning in circles and I do not use them. You can build I-7 Howlrunners (junk) and Preybirds (excellent), your ISD IIs also upgrade to carrying a single Howlrunner although ISD IIs are well obsolete.
Pros
Very good starting position (beaten by Zsinj and the Empire of the Hand).
Best and numerous Admirals in the game (Thrawn, Pelleaon, numerous skill 3 ones that last right through the eras).
3 planets with cheap units (Kuat, Corellia, Wayland)
High damage units
Tectors
Strike Cruisers
Very strong on land era 3+
Easy to tech up- you have more control paying credits to gain the next era.
Diverse unit roster with decent if basic units- Strike Cruisers, VSD's, lancers, ISD II, Escort carriers, Acclaimators. Gives you options on fleets (spam, carriers, cruisers, heavy etc)
Cons
Lack of economic adviser most eras (Sate doesn't last long usually, Isard is better as an SSD, otherwise era 3 Crimson Empire).
Squishy capital ships (except Tectors, Allegiances, SSD)
Below Average Cruisers (VSD I and II)
Outclassed by the other factions era 1
Outclassed by the New Republic late eras
No unique units era 1 (except TIE defender)
Weak bombers
Weak fighters (on ships) quantity helps.
Weak Carriers
No jumbo unit era 1 (Allegiances, Praetors)
Other warlords have unique units era 1 (that are better than yours).
Triangle ships not very manoeuvrable.
Conclusion the Empire is not that good at brawling unless you invest in Tectors and Allegiances and don't get flanked (they turn badly). They peak in era 3 (super weapons) or era 4 (Tectors + CC VSD).