STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

(OUTDATED) Awakening of the Rebellion 2.6
Tips and Suggestions
I have seen quite a few people that have been struggling with the game (and I include myself here), so I was curious if anyone that has had some successes could share some of their tips or provide some suggestions on how to play as specific factions, especially in the early game.

I do not have much, but from what I have seen playing as the Rebellion, I cannot say enough about how valuable fighters and bombers are. I highly recommend building up Z-95 Headhunters, Y-Wings, and X-Wings wherever you can, especially at those intersections/chokepoints. I also have seen the Empire attack with force at Bastion in the North, the chokepoint in the East near Yavin 4, and then the one way down South that is two planets from Mustafar (apologies for not remembering the names of the planets).

I have only just started trying with the Empire and cannot find any real workable strategy at the moment. I am struggling to hold the intersections whilst attempting to build up my income so I can build more capital ships. (Anyone else think the initial income for the Empire is extremely low?) Any suggestions for the Empire?

Cheers
Last edited by King_George_VI; 21 Nov, 2017 @ 10:35pm
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Showing 1-15 of 78 comments
WOOKIENATOR 18 Nov, 2017 @ 5:28am 
I can share some tips for the Empire:

- Use Palpatine's discount as much as possible (20% on everything). His discount even carries over to nearby system within the circle that appears when you click on a planet.

- I split all my ships in two roughly equal fleets - one on the east side and one on the west side.

- Don't try to defend all the Intersections at once. Instead of defending them all, counter attack with your fleets whenever the enemy means to approach one of them. Pretty much like the Empire operates in the Star Wars Universe. Instead of having troops everywhere, they used sector fleets to maintain order.

- I built mines as early as possible (ground mines > space mines in early game)

- Attack whenever you can to destroy enemy installations in space. Planets are usually poorly defended and no match for the imperial ISDs. Force them to spend their Credits to replenish their buildings.

- You can try and let the Rebels take Sullust. That will cause nearby planets to become neutral. Though you buildings will get destroyed, your forces are moved into the orbit and you can instantly retake them. You should receive 3 Harrow-class SDs for free.

___________

- Combat bonuses (or discounts etc.) don't stack.

-You can buy Field Commander after you lost (sold) the Field Commanders your are given at the beginning of the GC. 10 max.

- AT-ATs and E-WEBs are very powerful and key elements of your ground force.


- Keep your Venator-class SDs alive! Air supremacy is the key. Though with some easy XML edits you can make them buildable again.

- IMHO Carrack-class cruisers and Lancer-class frigates are pretty bad and not worth it. The Loronar-class is a well rounded escort ship (You need an advanced frigate shipyard and Global Space Tech Level 2 I believe).

- Always have 2-3 imperial agents somewhere and use them to get rid of smugglers.


One final suggestion. Start a GC as the Empire, sell your stuff and simply build the different buildings and Tech Upgrades to have a feeling for what they unlock. For the ISD 1 you need Global Space Tech Level 1 and for the ISD 2 Global Space Tech Level 2 (+better shipyards).


Hope this helps. Note that I play on medium difficulty.

Cheers
King_George_VI 18 Nov, 2017 @ 6:52pm 
Originally posted by WOOKIENATOR:
I can share some tips for the Empire:

- Use Palpatine's discount as much as possible (20% on everything). His discount even carries over to nearby system within the circle that appears when you click on a planet.

- I split all my ships in two roughly equal fleets - one on the east side and one on the west side.

- Don't try to defend all the Intersections at once. Instead of defending them all, counter attack with your fleets whenever the enemy means to approach one of them. Pretty much like the Empire operates in the Star Wars Universe. Instead of having troops everywhere, they used sector fleets to maintain order.

- I built mines as early as possible (ground mines > space mines in early game)

- Attack whenever you can to destroy enemy installations in space. Planets are usually poorly defended and no match for the imperial ISDs. Force them to spend their Credits to replenish their buildings.

- You can try and let the Rebels take Sullust. That will cause nearby planets to become neutral. Though you buildings will get destroyed, your forces are moved into the orbit and you can instantly retake them. You should receive 3 Harrow-class SDs for free.

___________

- Combat bonuses (or discounts etc.) don't stack.

-You can buy Field Commander after you lost (sold) the Field Commanders your are given at the beginning of the GC. 10 max.

- AT-ATs and E-WEBs are very powerful and key elements of your ground force.


- Keep your Venator-class SDs alive! Air supremacy is the key. Though with some easy XML edits you can make them buildable again.

- IMHO Carrack-class cruisers and Lancer-class frigates are pretty bad and not worth it. The Loronar-class is a well rounded escort ship (You need an advanced frigate shipyard and Global Space Tech Level 2 I believe).

- Always have 2-3 imperial agents somewhere and use them to get rid of smugglers.


One final suggestion. Start a GC as the Empire, sell your stuff and simply build the different buildings and Tech Upgrades to have a feeling for what they unlock. For the ISD 1 you need Global Space Tech Level 1 and for the ISD 2 Global Space Tech Level 2 (+better shipyards).


Hope this helps. Note that I play on medium difficulty.

Cheers
This is exactly what I was looking for! Great stuff mate!

How would you recommend spending your initial income? Building planetary mines using Palpatine everywhere you can?

What would your first moves in the first 'week' of the game be if I might ask?

Cheers
WOOKIENATOR 19 Nov, 2017 @ 5:15am 
Originally posted by King_George_V:
This is exactly what I was looking for! Great stuff mate!

How would you recommend spending your initial income? Building planetary mines using Palpatine everywhere you can?

What would your first moves in the first 'week' of the game be if I might ask?

Cheers


I believe I build ground mines on Atzerri using Palpatine. And whenever I had funds left I bolstered my defense with cheap infantry (though I don't know how wise that was in retroperspective).

Forming two equal fleets with whatever is given to you at the start. One to defend the east side and one the west side of your territories. Then I would send ground troops from the core to the planets behind the intersections for good measure, but without leaving any planet completely without ground troops (don't know how well the ai utilizes stealth forces).

You shouldn't be too cautious with you two fleets to be honest. The imperial ships are very powerful and catching Ackbar or the MC80 Liberty off guard is a great win (especically because they can't replace the MC80 in the beginning).

For ground invasions, I would wait for AT-ATs. Improved AT-STs are nice, but in my opinion not effective on their own. It's like using escort ships only for space battles.

Cheers
King_George_VI 21 Nov, 2017 @ 10:29pm 
Originally posted by WOOKIENATOR:
I believe I build ground mines on Atzerri using Palpatine. And whenever I had funds left I bolstered my defense with cheap infantry (though I don't know how wise that was in retroperspective).

Forming two equal fleets with whatever is given to you at the start. One to defend the east side and one the west side of your territories. Then I would send ground troops from the core to the planets behind the intersections for good measure, but without leaving any planet completely without ground troops (don't know how well the ai utilizes stealth forces).

You shouldn't be too cautious with you two fleets to be honest. The imperial ships are very powerful and catching Ackbar or the MC80 Liberty off guard is a great win (especically because they can't replace the MC80 in the beginning).

For ground invasions, I would wait for AT-ATs. Improved AT-STs are nice, but in my opinion not effective on their own. It's like using escort ships only for space battles.

Cheers
When do you build the level one space tech? I usually have waited to build up all my planets, but would you suggest doing that earlier? I usually built the little patrol corvette thing to counter Rebel fighters because of how cheap it is; from your experience, is it worth building some of those to support the main fleets?

And what about the missions? I was going to hold off until I could build a fleet to take the Rebel base but should that be attempted asap? I personally have always aimed to take the neutral planet within the intersection 'ring' that awards you that one space commander with his awkward (but powerful) Star Destroyer variant. Thoughts?

Cheers
WOOKIENATOR 22 Nov, 2017 @ 4:48am 
I would probably strengthen my defenses and improve my infrastructure first and when that is done save up for Global Space Tech 1 (which should unlock the Class 1 Star Destroyer).

The IPV? Never really used it. I rather micromanage my fighters I get for free to combat enemy fighters. Though 2.7 will see some AI improvements regarding fighters. They will be much more organized on the map.
The Alpha-class Xg-1 Star Wing is an extremely good fighter. You need a frigate shipyard and the fighter extension for it, but I don't know what Space Tech is required (probably 2).



You can do the missions whenever you want really. Doing the mission where you have to destroy the rebel base early on will give you access to the Executor faster. (It doesn't matter if the Black Sun conquered the planet first, you just have to take it under control).
King_George_VI 22 Nov, 2017 @ 4:06pm 
Yeah, the IPV. I have found that it is a cheap addition that is useful when facing off against a fleet that includes a Venator-class Star Destroyer or another 'super carrier' to assist when my fighters might be outnumbered. I always micromanage my free fighters and bombers, but I have found that the IPVs are decent in a pinch, well worth considering how cheap they are (800 credits).

That's good to know regarding the Rebel base mission and the Super Star Destroyer. I was not sure if it was better to rush it. Do you typically hold off? Or are there any that you hold off on and others that you rush?

Cheers
WOOKIENATOR 22 Nov, 2017 @ 4:19pm 
I do missions whenever I can spare the troops needed or I see the tactical advantage. There are not that many imperial missions anyway, so it's not that important.
Last edited by WOOKIENATOR; 22 Nov, 2017 @ 4:20pm
iamhalowhoareu 23 Nov, 2017 @ 12:36am 
IF YOU ARE HAVE MONEY PROMBEL LOOK FOR A MINING WORLDS AND DO NOTHING BUT MINDS IT WILL BOOTS YOUR INCOME
FisherslegSTANK 23 Nov, 2017 @ 12:56am 
Does anyone have any ideas on how to build Rebel fleets up besides fighters? I would really like to use those converted freighters that carry fighters in them. I don't rememeber what they're called but it looks like a stealth bomber. It is quite possible im terrible at this game since i here the rebels are OP, but i'm always getting hit with the executor early on and instead of building all these fighters, i'd rather have two or three of those fighter transports to support my capitol ships.
Thanks!
WOOKIENATOR 23 Nov, 2017 @ 5:46am 
Originally posted by iamhalowhoareu:
IF YOU ARE HAVE MONEY PROMBEL LOOK FOR A MINING WORLDS AND DO NOTHING BUT MINDS IT WILL BOOTS YOUR INCOME

Let's keep this civilized, shall we?




Originally posted by FisherslegSTANK:
Does anyone have any ideas on how to build Rebel fleets up besides fighters? I would really like to use those converted freighters that carry fighters in them. I don't rememeber what they're called but it looks like a stealth bomber. It is quite possible im terrible at this game since i here the rebels are OP, but i'm always getting hit with the executor early on and instead of building all these fighters, i'd rather have two or three of those fighter transports to support my capitol ships.
Thanks!

You mean the Quasar Carrier?
Pretty sure you need to advance your Global Space Tech and build the relevant shipyards.
Hapan Battledragons are good against the Executor btw (the Executor is actually very underpowered in 2.6).

Edit: You need Global Space Tech 2 and the Medium Shipyard to build the Quasar-class.

Cheers
Last edited by WOOKIENATOR; 23 Nov, 2017 @ 5:59am
FisherslegSTANK 25 Nov, 2017 @ 1:35am 
Originally posted by WOOKIENATOR:
Originally posted by iamhalowhoareu:
IF YOU ARE HAVE MONEY PROMBEL LOOK FOR A MINING WORLDS AND DO NOTHING BUT MINDS IT WILL BOOTS YOUR INCOME

Let's keep this civilized, shall we?




Originally posted by FisherslegSTANK:
Does anyone have any ideas on how to build Rebel fleets up besides fighters? I would really like to use those converted freighters that carry fighters in them. I don't rememeber what they're called but it looks like a stealth bomber. It is quite possible im terrible at this game since i here the rebels are OP, but i'm always getting hit with the executor early on and instead of building all these fighters, i'd rather have two or three of those fighter transports to support my capitol ships.
Thanks!

You mean the Quasar Carrier?
Pretty sure you need to advance your Global Space Tech and build the relevant shipyards.
Hapan Battledragons are good against the Executor btw (the Executor is actually very underpowered in 2.6).

Edit: You need Global Space Tech 2 and the Medium Shipyard to build the Quasar-class.

Cheers
Hey you're the bomb! Gonna write this down on a sticky note! I'm honestly just terrible at this game now adays
Thanks!
WOOKIENATOR 25 Nov, 2017 @ 5:14am 
Originally posted by FisherslegSTANK:
Hey you're the bomb! Gonna write this down on a sticky note! I'm honestly just terrible at this game now adays
Thanks!


Glad I can help.
I was thinking about writing a guide for 2.6, but the boys in the Discord said, that 2.7 will have way better documentation.

I might still write a very simple one. Pretty sure the Steam version attracted a bunch of new players.

Cheers
Losing Hardcore 26 Nov, 2017 @ 2:15am 
With the Empire you want to take Hoth and Dagobah. Dagobath to hold and defned with like 5 ATATs(This is so you can conquer the galaxy using Dagobah as an anvil.) And hoth to get your free Hero unit Star Destroyers. (Then just retreat) Then for the rest of the game focus on trying to destroy the Rebellion, then the Zan.
Yeah, the income for the Empire is insanely low, and it seems to take years just for one Star Destroyer. Yet ground units are SO much cheaper.
King_George_VI 27 Nov, 2017 @ 5:53pm 
Originally posted by WOOKIENATOR:
I was thinking about writing a guide for 2.6, but the boys in the Discord said, that 2.7 will have way better documentation.

I might still write a very simple one. Pretty sure the Steam version attracted a bunch of new players.

Cheers
I would definitely read it! Your suggestion to group up the starting ships into a couple of fleets worked well. I tweaked your suggestion, however, and made three (and eventually a fourth with the hero you receive from conquering the planet within the intersection 'ring'). The Venator-class Star Destroyers are so helpful with their large hangers.

Originally posted by FisherslegSTANK:
Does anyone have any ideas on how to build Rebel fleets up besides fighters? I would really like to use those converted freighters that carry fighters in them. I don't rememeber what they're called but it looks like a stealth bomber. It is quite possible im terrible at this game since i here the rebels are OP, but i'm always getting hit with the executor early on and instead of building all these fighters, i'd rather have two or three of those fighter transports to support my capitol ships.
Thanks!
It makes it quite realistic doesn't it? lol (to the Star Wars universe anyway).

In the early game, I find using the hero capital ships and pairing them with as many CR-90 Corellian Corvettes as you can plus some Nebulon-B Frigates if you can afford them... In addition to something like +10 X-Wings and +10 Y-Wings (preferably a lot more). The Rebel starfighters are a bit OP but it reflects the decision of the Rebellion to use high quality and/or durable starfighters rather than the cheap, throwaway starfighters that the Empire chose to go with under the Tarkin Doctrine.

Cheers
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