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Author Topic: Galactic Conquest guide (2.2.5)  (Read 3976 times)

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September 01, 2018, 05:25:31 PM

Offline Ordo

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Galactic Conquest guide (2.2.5)
« on: September 01, 2018, 05:25:31 PM »
I will be posting general overviews and recommendations for Galactic Conquests in this thread.

September 01, 2018, 05:27:40 PMReply #1

Offline Ordo

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Re: Galactic Conquest guide (2.2.5)
« Reply #1 on: September 01, 2018, 05:27:40 PM »
Orinda Campaign

General notes

- Orinda Campaign is a very fast paced GC, planets are very close to each other (except Scarl ¯\_(ツ)_/¯), meaning you will likely have little to no respite
- Quick nature of the GC should lead you to always plan ahead, frequently pause the game on galactic map to see what is happening and what your next move is.
- GC has relatively few chokepoints than you might expect for such size (28 planets), which makes turtling less viable

New Republic:

- Everything fundamentally favors you in this era (5), you have the best units available (Nebulas, BAC's, Viscount, MC90)

- That being said be aware that while you start with an executor (Lusankya), Empire starts with one as well (Reaper) and a single Bellator with another coming at week 10

- You start with less money and less income than Empire, but smaller upkeep





- You have a better hero roster (Executor hero, Endurance hero, Fighter hero, Ground jedi hero and ground/space hero Han)

- Far better starting forces



- Your starting planets are slightly disconnected with Hewett and Bandomeer being cut off by Paarin Minor



- You can only build Republic Engineering Corporation, which gives you discount on your New Class ships (Sacheen, Majestic, Nebula and Endurance), no discount for your Mon Cal ships like in many other GC's (Technically you can also build KDY subsidiary on Jaemus but by the time you conquer that planet you are very likely almost done anyways + it only dicounts Corona)

- Very good starting land forces




Empire:

- Era 5 is your weakest era, NR ships and fighters all outclass their imperial equivalents so adjust your playstyle accordingly

- To slightly offset that problem you do start with a free Bellator and another one (a hero one at that) will join you at week 10

- Your hero roster is almost non-existant (Executor hero and a fighter hero)

- You start with more money and bigger starting income, but higher upkeep





- Your starting space forces are ill equipped for the perils you face in this era (no anti-fighter or carrier units)



- Don't lose your SSD's, they are the thing that is keeping you on par with NR in this gc, under no circumstances is it worth it to lose them no matter what casualties you inflict on NR

- You can build KDY subsidiary and Sienar Fleet Systems, giving you discount on Lancer, TIE Defender, Ton-Falk, Acclamator, ISD I, ISD II, Tector, Praetor

- Solid starting land forces




Personal strategy

Empire:

- Immediately start fixing your starting forces. Build Lancers and Ton-Falks/Acclamators. Split your starting forces into a Reaper fleet and Megador fleet, no reason to bunch them up.
- Capture Dathomir and push the frontline by attacking Hewett and Bandomeer, those planets are already cut off and this will allow you to build up your economy as Hewett and Dathomir have high value (130 and 85)
- NR starts with bigger forces and better ships, you need to be aggressive and use your SSD advantage
- Build up your third fleet with Teren Rogriss joining you on week 10 in mind

New Republic:

- No need to stress yourself as you start with big advantages all around
- Use your fighter advantage to maximum extent, don't be afraid to engage enemy SSD's without Wedge, your fighters will tear them to shreds






Black Fleet Crisis

General notes

- Smallest GC in game, meaning its gonna be the fastest one and most unforgiving- every loss will hurt and you will notice it
- Few planets and stemming from that low income mean you will have opportunity to buy only a limited amount of ships
- Relatively high amount of heroes for such a small gc will force you to care about them and actually plan ahead and micro in battles (I personally endorse that very much)
- Low amount of planets means one thing: build economy structures everywhere, squeeze out every extra credit you can

New Republic

- No super ships. You thought that being era 5 you will be able to build Viscount?




- Although your fighters are very powerful, don't underestimate Trifoils, they are not the imperial crap you are used to shredding in this era

- By far better ground forces



- Better and more diverse starting space forces, including heroes (MC90, Home One, Endurance, Dreadnought, Immobilizer, Millenium Falcon, Kyle and Luke technically have space stuff (Moldy Crow and single X-Wing) but they are very meh and primary land heroes)



- You start with less money, less income and more upkeep






Duskhan League

- You have executor, yay! Don't lose it.

- Very meh starting ground forces, basically Empire with power to weapons on AT-AT



- Interesting and diverse hero roster (Executor, Allegiance, Victory II, Immobilizer, Thrustship, Corellian Corvette)



- Thrustships, a unique unit. Despite looking like goofy space pokeball, they are actually quite scary in mass numbers. Big upside is the lact of hardpoints, which makes them do 100% damage up until the moment they are destroyed

- Trifoil fighters. Your mainstay fighter (your executor, immobilizer and victory hero will spawn some TIE's as well). As with thrustships, very good in bigger numbers, good against NR fighters, not very effective against ships

- You start with more money, more income and less upkeep






Personal strategy

New Republic:

- You are by far superior on land, if you don't want to engage deathstacked Yevetha fleet, just camp ground on some planets and just dont defend space and wait for an opening into their territory
- Yevetha power is dependant on the executor, once its gone you are close to victory, try to catch it alone, without other heroes and swarms of thrustships. As with SSD's in general, use your superior bombers to obliterate it
- Be careful with your heroes, especially when faced with masses of thrustships, once they decide to gank up on one of your heroes they can bring him/her down very quickly

Yevetha:

- Abuse your SSD to maximum extent, NR has nothing to directly challenge it with
- As mentioned above, use swarms of thrustships, *thrust me*
- Build Black 15 on N'Zoth, not only will you get a big discount on your ships, you will also get Cardan 5 station from base game to guard your only shipyard planet
« Last Edit: September 01, 2018, 07:03:57 PM by Ordo »

September 01, 2018, 05:27:54 PMReply #2

Offline Ordo

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Re: Galactic Conquest guide (2.2.5)
« Reply #2 on: September 01, 2018, 05:27:54 PM »
Final Imperial Push

General notes

- Mid size GC, 30 planet
- Empire has a presence in deep core, introducing different dynamics than a lot of other GC's
- GC is relatively spread out, meaning slower pace and if you want a possible turtle strategy

New Republic

- You start with less money, higher income and much higher upkeep




- You start in a precarious position, despite having a structural era advantage there is a cluster of imperial forces at the heart of your territory

- There is one big advantage you get- Ackbar in Guardian. That's right, Ackbar a tier one hero, in executor with shield boost ability. And yes, it is as brutally powerful as it sounds.

- As mentioned above you get a pretty good hero roster (Executor, Endurance, Victory I, fighter, Millenium Falcon and Luke)

- A small difference compared to other GC's is that Bel Iblis is not in his dreadnaught anymore, but in Victory I

- Good starting forces all around with a lot of New Class ships




- You can only build Republic Engineering Corporation, which gives you discount on your New Class ships (Sacheen, Majestic, Nebula and Endurance), no discount for your Mon Cal ships like in many other GC's (Technically you can also build KDY subsidiary on Jaemus but by the time you conquer that planet you are very likely almost done anyways + it only dicounts Corona)


Empire

- You start with a lot more money, lower income and low upkeep




- Its not totally awful, but your hero roster is still pretty bad (ISD II, Venator, fighter and Brakiss)

- Your position is problematic as well. Deep Core forces are beneficial in that you can use them to attack NR from within, but this means that you cannot fully utilize them and it increases pressure on your macro skills




- You start with both Bellators from the beginning

- Despite being split your starting forces are very good and balanced in both regions

- You can build KDY subsidiary and Sienar Fleet Systems on Jaemus and if you are bold enough you can swiftly capture Kuat and build full KDY there


Personal strategy

Empire:

- Deal with Ackbar as soon as you can, or the fish bastard is gonna be the bane of your existance
- Use your Deep Core forces to harass NR backlines and disrupt their ship construction. However don't risk them, retreat when you are not in favourable positon
- Bellators are the key to your success, use them to overcome NR's advantage in having better capital ships

New Republic:

- Clean up Deep Core as fast as you can. Not only will this allow you to concentrate your forces, but this will also allow you to develop solid economy.
- Be aggressive with Ackbar, that shield boost on executor is brutally effective, use him to get rid of enemy Bellators
- Your ships and fighters in this era are generally better, use that.
« Last Edit: September 02, 2018, 06:31:29 PM by Ordo »

September 01, 2018, 05:28:03 PMReply #3

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Re: Galactic Conquest guide (2.2.5)
« Reply #3 on: September 01, 2018, 05:28:03 PM »
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September 01, 2018, 05:28:41 PMReply #4

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Re: Galactic Conquest guide (2.2.5)
« Reply #4 on: September 01, 2018, 05:28:41 PM »
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September 01, 2018, 05:28:47 PMReply #5

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Re: Galactic Conquest guide (2.2.5)
« Reply #5 on: September 01, 2018, 05:28:47 PM »
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September 01, 2018, 05:28:54 PMReply #6

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Re: Galactic Conquest guide (2.2.5)
« Reply #6 on: September 01, 2018, 05:28:54 PM »
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September 01, 2018, 05:29:03 PMReply #7

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Re: Galactic Conquest guide (2.2.5)
« Reply #7 on: September 01, 2018, 05:29:03 PM »
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September 01, 2018, 05:29:10 PMReply #8

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Re: Galactic Conquest guide (2.2.5)
« Reply #8 on: September 01, 2018, 05:29:10 PM »
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September 01, 2018, 05:33:29 PMReply #9

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Re: Galactic Conquest guide (2.2.5)
« Reply #9 on: September 01, 2018, 05:33:29 PM »
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September 01, 2018, 07:21:46 PMReply #10

Offline Zardnaar

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Re: Galactic Conquest guide (2.2.5)
« Reply #10 on: September 01, 2018, 07:21:46 PM »
Interesting last ones I played outside Art War were Caamas and the Dark Empire one as the NR era 3. Generally I find the era 5 NR ones boring a bit more fun as Empire.

September 02, 2018, 02:00:19 PMReply #11

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Re: Galactic Conquest guide (2.2.5)
« Reply #11 on: September 02, 2018, 02:00:19 PM »
Interesting last ones I played outside Art War were Caamas and the Dark Empire one as the NR era 3. Generally I find the era 5 NR ones boring a bit more fun as Empire.
I agree in that its a challenge to play in that era as Empire, which makes it fun. On the other hand if you just wanna do a relaxed playthrough without too much worry, then NR era 5 can be fun too.

September 02, 2018, 06:19:06 PMReply #12

Offline Zardnaar

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Re: Galactic Conquest guide (2.2.5)
« Reply #12 on: September 02, 2018, 06:19:06 PM »
I agree in that its a challenge to play in that era as Empire, which makes it fun. On the other hand if you just wanna do a relaxed playthrough without too much worry, then NR era 5 can be fun too.
Just finishing up a Hunt for Zsinj admiral game as GM. Tat was rough. Got cut in half a few times, lost my capital, had a huge fleet wrecked etc.

 

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