STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

EaWX: Thrawn's Revenge 3.4 (Updated April 2nd)
DrMoebius 12 Aug, 2024 @ 4:44pm
Help with Ground Battles
While i somwhat figured out the space battles i find the ground battles extremely hard. Is there an option or submod to deactivate unlimited garrissons for the enemy? every battle feels like i have to fight the entire population of a planet. I land and get swarmed by uncountable masses. ususally. I sometimes resort to build an obscene amount of infantry and auto resolve. Why are the ground battles so hard? I like the mod but the gorund battles are just frustrating. i use artillery and use all the turrets but the endless horde of enemies grind down every army of mine. then i spend several weeks just recruiting a new army. does anyone has some advice?
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Showing 1-8 of 8 comments
Lahgtah 12 Aug, 2024 @ 9:36pm 
Which faction are you playing as? Each one has different strengths and weaknesses. I personally like CSA and Eriadu the most, but hate Maldrood and Hutts. I'll still play the latter factions, but tend to auto-resolve ground battles after getting a good economy rolling.
DrMoebius 13 Aug, 2024 @ 3:24am 
I like Eriadu, but i think it is very though to play them. This is on purpose i guess. I like CSA to because they have a more secure position. Droids are cheap. Honestly i have trouble with all factions when it comes to ground batles
Originally posted by DrMoebius:
While i somwhat figured out the space battles i find the ground battles extremely hard. Is there an option or submod to deactivate unlimited garrissons for the enemy? every battle feels like i have to fight the entire population of a planet. I land and get swarmed by uncountable masses. ususally. I sometimes resort to build an obscene amount of infantry and auto resolve. Why are the ground battles so hard? I like the mod but the gorund battles are just frustrating. i use artillery and use all the turrets but the endless horde of enemies grind down every army of mine. then i spend several weeks just recruiting a new army. does anyone has some advice?
It should be noted that, with the exception of small amounts of standard infantry, planets don't have infinite garrisons. Things like vehicles that exist as part of structure garrisons are supposed to run out eventually and that can be pretty fast if you're capable of killing them off quickly.

Now with that out of the way... It does depend a bit on what faction you're playing. But the immediate suggestion that comes to mind is simply get familiar with your ground roster. Every faction has options when it comes to tackling different problems on the ground from enemy infantry to heavy vehicles.

Knowing what options you have available to you if you need to topple a few AT-ATs or tango with a large horde of speeder bikes is very valuable when it comes to actually being successful on the ground. Understanding what they're capable of, their strengths and shortcomings and how other elements of their roster complement them or cover weaknesses makes battles a lot easier.

Originally posted by DrMoebius:
I like Eriadu, but i think it is very though to play them. This is on purpose i guess. I like CSA to because they have a more secure position. Droids are cheap. Honestly i have trouble with all factions when it comes to ground batles
So lets talk about Eriadu since you've mentioned them.

Eriadu has a very strong ground roster. Their 1-Ls, 1-Ms and 1-Hs give them mobility and are both well armed and durable. Being able to deflect blaster fire means they can stand and fight better than you might otherwise think they can though it doesn't make them invincible. Blaster deflection is RNG and doesn't affect physical projectiles like railgun shots or missiles and rockets. AT-MPs are kinda anti-everything. They can deal with vehicles of all sizes, they can easily deal with infantry. They're kinda flimsy being light walkers but they are dangerous and if protected can bring you very far.

Flashblinds are versatile and can deal with infantry and vehicles. As flying units there's a fair amount of tactical play you can do with them but dedicated AA will shred them. Lancets on the other hand are a menace to any force that can't respond to them. Their primary weapon is long ranged which keeps them out of danger and hits vehicles hard, though it is slow to fire it can easily deal with any vehicle problems you might be having.

Tracked Mobile Bases are an interesting utility option. When deployed you can give them one of several different turret types or a sensor node to support offensive and defensive operations. They are exceptionally durable and aren't that slow either so can be moved in response to changing situations. AT-ATs are... well, they're AT-ATs. They have powerful anti-vehicle weapons, can deal with infantry well enough and are very durable. They are still slow so hard to reposition or pull out of danger but being able to deploy infantry gives them some added versatility like capturing landing zones or build pads.

Infantry wise the standard army trooper is good at holding territory and screening your vehicles. They're decently armed but lack somewhat in the anti-vehicle department. Army Special Mission Troopers are smaller in number but carry substantially better anti-vehicle weapons. More importantly they have mechanics that can repair vehicles and so can support armies by keeping their vehicles in good condition. Very useful for supporting an AT-AT that's pushing into enemy lines or extending the lifetime of otherwise flimsy AT-MPs.
DrMoebius 13 Aug, 2024 @ 11:18am 
Thank you for the advice. I did not use vehicles that much maybe i did not understand how to use them properly. I am usually not able to kill of the enemy hordes quickly. Maybe i need to test out the vehicles more. Would you suggest an agressive approach or should i build turrets and wait there until i kill all the vehicle garrisson troops?
Originally posted by DrMoebius:
Thank you for the advice. I did not use vehicles that much maybe i did not understand how to use them properly. I am usually not able to kill of the enemy hordes quickly. Maybe i need to test out the vehicles more. Would you suggest an agressive approach or should i build turrets and wait there until i kill all the vehicle garrisson troops?
Both can work and I would suggest being flexible between them. Defensive tactics can force the enemy to engage on your terms but can risk allowing the enemy to capture things like mercenary outposts and neutral garrison buildings and build field bases on LZ build pads. Aggressive tactics might leave units overextended and vulnerable but being able to contest capturables and control parts of the map can allow you tactical flexibility that being trapped in a small corner of the map won't.

Take a moment at the start of the battle and look at the map. Decide whether you think your starting position is good to defend or look for one deeper into the map. Sometimes there isn't one and your LZ isn't good to hold at either. Ranging out to other LZs to expand your deployed forces and build field bases of your own to augment your army with additional infantry options. Some field base forces aren't buildable normally and might give you a leg up during the battle.
DrMoebius 13 Aug, 2024 @ 1:50pm 
thank you. i will try doing that more.
Lahgtah 13 Aug, 2024 @ 6:43pm 
Originally posted by DrMoebius:
Thank you for the advice. I did not use vehicles that much maybe i did not understand how to use them properly. I am usually not able to kill of the enemy hordes quickly. Maybe i need to test out the vehicles more. Would you suggest an agressive approach or should i build turrets and wait there until i kill all the vehicle garrisson troops?

Eriadu has some of the best ground vehicles in the mod. It's pretty much their main focus.

Generally what to look for is the type of weapons (AI or AV), amount of them, and their fire rates. Heavier weapons will do more damage, but often have slower reloads. However, if there are a good amount of heavy weapons, they'll fire in "bursts" which can make up for lack of fire rate.

Personally I find that size of anti-infantry guns doesn't matter as much as amount or fire rate, so when dealing with infantry, things that bring lots of AI guns to the fight will be good. For Eriadu, the various repulsor tanks they have are all very good counters to infantry, with the heavier ones also being good at vehicles, but you get fewer of them per spawn. A spawn of 1H's is not going to be as good vs an infantry-heavy army as much as a spawn of 1M's.

AT-AT's are tempting, and can be very good when used right, but are very slow and need escorts from infantry or air units. I like to bring them in on capture points closer to the enemy base later in a battle, as they're really good at laying siege to bases and other hardpoints. They can also be good on defense if you park them near a repair station; repair stations heal a percentage of a unit's hp, so the higher the hp of a unit, the more use you get out of them.

Eriadu infantry is also pretty decent, leaning more into anti-vehicle and vehicle support since they have 2 squads that can repair your vehicles. Group them up around AT-AT's and set them to take cover(they'll move about the same speed as an AT-AT when taking cover) and they'll do very well.

Lancets are more tactical units that can basically be used as if you had a mobile turbolaser you can place anywhere. They go well with sensor nodes or other scouting units to hit hard at long range. Slow vehicle and buildings are especially vulnerable, and they're great for countering enemy artillery as well.

Flashblinds are really good at harassing infantry since their AI guns are on turrets that can shoot in any direction. They're not the greatest at anti-vehicle as far as aircraft goes, but they can do well vs medium and light vehicles.

Eriadu artillery is average. Bringing 1 or 2 can add some nice fire support if you can get them in a good position. Artillery in general is very good to have in EAWx mods: especially vs infantry-heavy armies.

The mobile bases are good for creating chokepoints or locking down paths you may get flanked from. I've only found a need for these a few times, but they been very good in those times

The only units I've never really bothered with are AT-MP's and speeder bikes. Bikes are excellent vs jedi when micro-managed, but jedi aren't present enough for me to justify using population cap on them, and air units are a much safer option anyways if you need to deal with infantry heroes. They explode to anything else that isn't a small isolated squad of infantry. AT-MP's have alright firepower, but are extremely fragile and not very quick, so not really something I'd use unless I plan around them dying(I tend to prefer tactics where no friendly units are lost, even if it makes the battle a bit longer, so I gravitate towards more quality-over-quantity type units, hence my love for Eriadu in general.)

Basically build those 1h's and 1m's, support them with your infantry and neat air units, maybe an artillery piece or two, and you'll be good for most battles. Bring in your other units as the situation calls for it. Use plenty of probe droids or spy heroes to scout before invading to know what kind of opposition you'll be up against. I guarantee you'll love Eriadu; they're one of the best factions in the game imo if you like top-heavy quality-over-quantity tactics.
DrMoebius 14 Aug, 2024 @ 3:53am 
Thank you. Somehow space battles have been much easier to understand for me. i will try the advice given here. I like Eriadu and maybe i can get them working with this advice.
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