STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
Vinyl 2024 年 4 月 29 日 上午 10:28
Best picket ship for Empire?
Been playing the empire campaign for about 2 in game years now, and the rebel fleets are getting very scary. I have fleets of ISD's supported by Victory's, Ton Fulks, and Lancers, but they dont seem to be enough against the well balanced fleets the Rebellion are fielding. Lancers seem to die very easily, and the Ton Fulks aren't deploying enough fighters to help keep my ISD's safe from enemy fighters and capitals. I've just built Piet's SSD and I'm worried he'll run in to too many fighters one day for Lancers and Ton Fulks to deal with. Could Gladiators be the way? Or do I tech up and start building the advanced load out Ton Fulk's for the Interceptors?
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Lord Of Pain 2024 年 4 月 29 日 下午 1:12 
there are no advanced ton falks, recommend building ur own fighters using ye4s and star galleons for anti fighter support
Kajar 2024 年 4 月 30 日 上午 11:31 
Many, many Gozanti with Tie-Interceptors.
They are very cheap for the firepower they provide and are pretty darn cost effective against fighters.
molchåmor 2024 年 4 月 30 日 下午 12:26 
Short answer: Raider corvette.

If we assume you meet scary fleets. And need to fight with minimal losses (typically zero) esp. minimizing the risk to lose your heroes. Then try this:

1st line: 2x or 3x (3x if no Vader/Dalla/Needa/Thrawn in fleet) ISD2 but NO HEROES HERE

2nd line (their bows basically touching the engine nozzles of the first line): Star galleon, 2x lancers, 2-5x raider corvettes (all as close the the star galleon as possible, especially the lancers as they will be focused on by the AI). If early game use acclamators instead, they are also great vs. small stuff. Also place heroes like Daala, Needa, Vader, Thrawn here. Later also strike cruisers.

3rd line: 1x tonfalk. If you use gozantis as pilot/pathfinder ships place them there as well. 1-2x IPV are also good as a reserve here.

Battle:

Send a cheap fighter (flight not sqdrn) to the enemy, retreat and they will follow straight into your fully operational battle line

1st line/Capitals: They will basically need very little micronamagement esp. if ISD2s due to their versatility and range. Perhaps select target for them now and then e.g. proton bomb chutes or shield generators manually but immediately afterwards press STOP button so they will switch target but not move.

2nd line: Same as above. Especially target incoming bombers and strike craft. Also deploy flak turret with galleon and use the galleons heal ability on line 1 ships.Pro tip is to have the lancers face backwards as they fire 360 anyway this will make them possible to withdraw alive if the galleon cannot heal them rapidly enough. After the incoming horde thins you can go after their marauder/am-shak corvettetes safely with you raiders or IPVs or bombers/TIE brutes.

3rd line: Backup. AI loves to flank with bombers. When (not if) they do this, get them with the gozantis/IPVs from your third line if all your fighters are elsewhere.

Other: If you suspect the fight will be long, pull back your fighters if orange/red to the 3rd line to let the carrier heal them. Also replace you capitals in 1st line if lost. Target enemy capital ship shields and engines with you bombers/strike craft to make sure they do not survive the battle. No engine = no retreat.

---

If we assume you instead play e.g. on easy or late expert i.e. money or fear of losing the game is no issue: place a picket line of IPVS/lancers/raiders in front of everything or intermingled with your line 1 to make best use of their laser defense abilities and to soak up fire (enemy capitals will miss alot when targeting pickets). You will lose many - but so what.

---

Gladiators: Never use them myself after their nerf. Not worth the money nor popcap IMHO. I cherish my acclamators though.

--

Gozantis: You get plenty from start and that should be enough. I never build them even on expert. Not worth it to build IMHO - they are pricey and slow and have flights ("F" symbol") and not sqdrs i.e. they have too few fighters to make a difference in battle other than providing fighters you can lose without any consequences in scouting etc. before the main battle. However, if you play in a very slow pace i.e. you cannot build lancers/IPVs/raiders early (turn 15-30 or so) yes then you have no other choice than to build them or the gunship type vessels (that I personally also never build as they are likewise pricey, slow and too cumbersome to micromanage to make them survive when fighting the blob)
最後修改者:molchåmor; 2024 年 4 月 30 日 下午 1:41
Vinyl 2024 年 4 月 30 日 下午 2:16 
引用自 molchåmor
Short answer: Raider corvette.

If we assume you meet scary fleets. And need to fight with minimal losses (typically zero) esp. minimizing the risk to lose your heroes. Then try this:

1st line: 2x or 3x (3x if no Vader/Dalla/Needa/Thrawn in fleet) ISD2 but NO HEROES HERE

2nd line (their bows basically touching the engine nozzles of the first line): Star galleon, 2x lancers, 2-5x raider corvettes (all as close the the star galleon as possible, especially the lancers as they will be focused on by the AI). If early game use acclamators instead, they are also great vs. small stuff. Also place heroes like Daala, Needa, Vader, Thrawn here. Later also strike cruisers.

3rd line: 1x tonfalk. If you use gozantis as pilot/pathfinder ships place them there as well. 1-2x IPV are also good as a reserve here.

Battle:

Send a cheap fighter (flight not sqdrn) to the enemy, retreat and they will follow straight into your fully operational battle line

1st line/Capitals: They will basically need very little micronamagement esp. if ISD2s due to their versatility and range. Perhaps select target for them now and then e.g. proton bomb chutes or shield generators manually but immediately afterwards press STOP button so they will switch target but not move.

2nd line: Same as above. Especially target incoming bombers and strike craft. Also deploy flak turret with galleon and use the galleons heal ability on line 1 ships.Pro tip is to have the lancers face backwards as they fire 360 anyway this will make them possible to withdraw alive if the galleon cannot heal them rapidly enough. After the incoming horde thins you can go after their marauder/am-shak corvettetes safely with you raiders or IPVs or bombers/TIE brutes.

3rd line: Backup. AI loves to flank with bombers. When (not if) they do this, get them with the gozantis/IPVs from your third line if all your fighters are elsewhere.

Other: If you suspect the fight will be long, pull back your fighters if orange/red to the 3rd line to let the carrier heal them. Also replace you capitals in 1st line if lost. Target enemy capital ship shields and engines with you bombers/strike craft to make sure they do not survive the battle. No engine = no retreat.

---

If we assume you instead play e.g. on easy or late expert i.e. money or fear of losing the game is no issue: place a picket line of IPVS/lancers/raiders in front of everything or intermingled with your line 1 to make best use of their laser defense abilities and to soak up fire (enemy capitals will miss alot when targeting pickets). You will lose many - but so what.

---

Gladiators: Never use them myself after their nerf. Not worth the money nor popcap IMHO. I cherish my acclamators though.

--

Gozantis: You get plenty from start and that should be enough. I never build them even on expert. Not worth it to build IMHO - they are pricey and slow and have flights ("F" symbol") and not sqdrs i.e. they have too few fighters to make a difference in battle other than providing fighters you can lose without any consequences in scouting etc. before the main battle. However, if you play in a very slow pace i.e. you cannot build lancers/IPVs/raiders early (turn 15-30 or so) yes then you have no other choice than to build them or the gunship type vessels (that I personally also never build as they are likewise pricey, slow and too cumbersome to micromanage to make them survive when fighting the blob)


Thank you! How would you suggest I protect my SSD? Whats best practice to send with it as escort?
molchåmor 2024 年 4 月 30 日 下午 3:01 
I usally don't build SSDs anymore as I got tired of them (played TR mod too much I guess where you have loads of them, up to 6-7 at a time). But I guess you can try pairing it with a buildable hero (from Moff palace) or two with low popcap that give bonus to fighters and frigates and keeping them waaay back. And put 3 or more star galleons (use their heal ability on the SSD) over the front part of the SSD with loads of lancers very close with laser defense activated and raiders of course to handle corvettes and buicks. And/or building loads of avengers or defenders. You will still lose alot of your support craft no matter what so you must have production facilities built up for this to churn out replacements fast. I think last time I built the SSD the gladiator still had laser defense and more fighters (?) but I suspect that after the nerf other craft are better as support. Maybe someone else can help you more on this.
最後修改者:molchåmor; 2024 年 4 月 30 日 下午 3:14
Fendelphi 2024 年 5 月 1 日 上午 10:58 
I personally really like the IPV1, although they require a lot of micro. When you activate their Target Lock ability, they melt anything smaller than a Frigate in seconds at a fairly long range. Even squads of fighters.
This is because of the heavy fire power of their laser weaponry(3 heavy dual lasers per ship) and the long range(they start firing while enemy fighters are not yet "dogfighting", ie, they move in a straight line towards you, making them easier to hit).
Normally, Dual Heavy Lasers are not that good vs nimple fighters, as they are somewhat inaccurate and with a low rate of fire, but during their active ability, they have greatly improved accuracy and range(and it seems, rate of fire as well).

So use a decent sized group of them as a "first wave" against incoming fighters, then have a follow up group of your own expendable(carrier born) fighters to keep the rest occupied while the first group retreats and waits for their ability to be ready again.
This second wave can be backed up by Ye-4 Gunships, Lancers or Raiders, and both Ye-4s and Lancers can assist in shooting down enemy missiles. Personally though, I am not a fan of Lancers. They are slow and vulnerable and fairly expensive to replace.

IPV1s are also great against enemy Gunships and Corvettes, They can also easily overwhelm Frigates and knock out hardpoints of larger targets, thanks to their Assault Missiles.

Each squad consist of 2 ships, so if you end up losing one of them to enemy focus fire, you can often get away with the other(if you cover them) and hang back as a rearguard instead. And even if you do lose a unit, loses are fairly easy to replace.

Their only real "downside" is that they require a lot of micro.


I also like to use Imperial Escort Carrier(its a Corvette). It is fast with decent anti-Corvette and anti-Frigate firepower, and comes with a full squad of Tie-Hunters, which are basically a more aggressive X-Wing. A couple of Tie-Hunters supported by a swarm of Tie-Fighters and Tie Interceptors can take out various targets. Great for assisting the second wave.
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