STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Phoenix Rising v1.2 (Outdated)
NPC315 7 Jan, 2018 @ 1:38pm
Tips and Tricks
Phoenix Rising is a very different compared to other EaW mods and it can be a bit overwhelming. I'm no master but I've found a few tips to help new players along. If anyone wants to add to this please do.


Tips

1. There's manual, check under "Steam\Steam\steamapps\workshop\content\32470\1126761873" and look for the PDF file in you downloaded the mod through the steam workshop.

2. Many mechanics are radically different in Phoenix Rising. Lack of hardpoints, addition of systems, hero stats, the economy, and upgrades in GC just to name a few changes. I highly recommend everyone should read manual to get to grips with the changes.

3. Independent planets (yellow faction) can be rather profitable to invade. Credits can be gained through bounties by destroying independent units in combat and a lump credit bonus for taking a planet can add up to a lot of credits very quickly.

4. Scout planets before invading. Independents can have some scary elite units with disruptors weapons or worse.

5. Rushing enemy planets can be a good idea early in the game. Especially Rebel/Imperial worlds, not only do you deny your opponent income and population cap but you increase yours.

6. Try playing Operation Skyhook as Empire. It's the best GC map to learn the game on.

7. Don't try and upgrade everything, just pick what you want to build.

8. This mod can be rather CPU intensive. The EaW engine has a hard time dealing with so many entities.

9. Credits are important, make sure to target planets with high incomes. Also try to capture planets that have levels of mining and fill them up with mining structures. Orbital platforms can increase income even more but they can be hard to defend. Make sure to leave a garrison, you don't want to lose that income.


Recommended Units

For the Empire in space start with Acclamators and work towards the destroyer of your choice. All four Empire destroyers: Imperial, Tector, Victory, and Venator are valid. Upgrade the one that appeals to you the most. Finish with some Executors or Preators if you haven't won yet. Strike Cruisers are a good all around option to pad out your fleets and Lancers are a effective against Rebel fighters. Hint, fully upgraded Preybird fighters are insanely powerful.

For the Rebels in space, especially in the early GC's, try to build Recusant Destroyers and fighter spam. Make sure to get X-Wings and a good bomber as soon as possible.

For the Empire on the ground I recommend AT-AT's and Stormtroopers. It's a slow way to play but effective. If you want some faster units, try the AT-ST. Some AT-AA's might be a good idea if the Rebels build a lot of air speeders. I recommend you focus your upgrades on the AT-AT's though, they get way better when upgraded.

For the Rebels on the ground the Freerunner is your friend early in the game. Late game try the T4 and T2 tanks.
Last edited by NPC315; 7 Jan, 2018 @ 3:21pm
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Showing 1-3 of 3 comments
evilbobthebob  [developer] 7 Jan, 2018 @ 4:37pm 
I appreciate the effort you've gone to here. Another tip I'd give for Rebel ground troops: raids of 2x SpecForce Vanguard and a SpecForce Ranger can be quite powerful against planets with low structure counts.
TSIGAN 8 Jan, 2018 @ 6:48am 
Nice guide. My addition would be to use dreadnoughts if you need the budget option, since they are great cost-effective support ships with decent firepower and insane anti-fighter capability. For the empire in ground battles i used the juggernaut (which has proton torpedoes fully upgraded) for soviet-style mechanized assaults which are very spectacular, and great if you want to get things done fast. Just pack them with stormtroopers and shocktroopers and drive them into the middle of the enemy units/capzones with AT-ST escort or just go straight for the base and enjoy the carnage. Also for the rebels the tracker is really good for creating landing zones wherever you want, they also give you +1 command point per landing beacon built which means 3 command points per platoon, 2 overall because they take up one .
SDSkinner2011 11 Jan, 2018 @ 3:24am 
Important tips
-multiple versions of the same structure speed up unit production times.
-max upgraded bombers are overpowered especially in campaigns with early starting techs. Yes, even the Y-Wing; you can clear independents with a stack of 80 max level Y-wings manually controlled.
-the CTF provides the most income per population cap for Imperial freighters; upgrades increase income so go to max level and spam them
-Upgraded Imperial Ties (base, bomber, avenger) have hyperdrive
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