STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War: Remake 4.0 – [OFFICIAL]
Derk 6 Dec, 2023 @ 6:31am
Sloppy Rebellion Strategy Guide (Normal map)
First weeks:
Sell everything non-essential on Hoth
Produce forces in Yavin using Mon Mothma's discount
- Every fleet should have 2 Nebulon B's, there repair ability is mandatory for keeping costs down.
- At least one heavy frigate to tank damage
- 5+ Marauder cruisers for DPS
- 2-4 carriers to keep up the fighter screen
- Hold off on ground forces - if we play correctly, the starting forces are enough until much later.
- In my experience, Corellian corvettes did nada and served only to die to intermittent turbo laser fire when not micro'd so sell them or just don't build them.
- Build smugglers on Hoth with extra economy, send to Kuat and Courusant

*PUSH* to Muunilist and secure that entire area down to Ord Martell. Prioritize settling the planet with the basic ground structure above anything else, save station construction for the border systems. If we do all of this fast enough, enemy invasions literally will not happen before we secure our starting borders.

The Goal is to lock down Muunilist and its surrounding systems and connecting them to Yavin. Do NOT push to the Galactic East, as the Sith Hapes CSA and more will all fight over those systems and they provide no tactical value. The systems around Yavin make a good buffer so feel free to grab those when there's time.

As soon as you've captured a few planets, wait a week or two to prevent fighter attrition from killing your economy build-up. Mines, Farms, literally whatever you can build it'll help.

By week 30-40 you should have:
The Yavin area locked down with level 3 defense stations
Botajef and its neighboring system locked down with level 3 defense stations.
Ord Martell locked down with a level 3 defense station.

Position defense fleets at each choke point, build command stations, and build secondary fleets for each choke consisting of low-no upkeep ships. They will serve as the forces which push out and also provide a buffer.

Congrats, you've effectively won the game. This may require a lot of pausing, planning, maybe even a reload as you learn the invasion pattern and defense forces for the early takes. If you lose your ground army this strategy can get massively slowed.

I'll leave a few notes on ground and midgame:
TD's are more cost effective than heavy tanks
The AI literally cannot counter an area scan + artillery army. kill them from out of range and laugh.
Old confederacy ships like the Recuscant and the Sith dreadnaught perfectly compliment moncal ships, use mixed fleets in the mid to late game.