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Tartan Patrol Craft - Your basic Anti-Fighter ship, is okay vs other small ships like IPVs and blockade runners.
Vigil Star Destroyer - A much beefier TPC, 10x the Shields/Armor, 1 TIE/SR but twice the pop usage. TIE/SR have a scouting ability, allowing you to scan distant areas to see what the enemy fleet is doing before you rush in.
Gladiator SD - Light Carrier, fields 1 TIE/LN and 1 TIE/SA with 2 squadrons of each in reserve for 6 total. Utterly ♥♥♥♥ at fighting so only bring it into the fray when you need all the punch you can get.
Vindicator SD - Your basic Frigate, carries 1 TIE/LN squad and has modest weaponry. Good for attacking other Frigates and Corvettes, pretty bad at fighting anything heavier than it and mediocre at anti-fighter. For best use, put these between the enemy and your carriers to screen.
Immobilizer - Vanilla unit, a Vindicator with all laser cannons. Terrible at fighting and no missile deflection field. Optionally put 1 in every fleet so that if the enemy starts retreating you can stop it and destroy their remaining ships so you don't have to fight them again later.
From these, you'll want 6-10 TPCs OR 4-8 Vigil SDs to deal with enemy fighters, or a mix and match of the two (TPCs shoot faster, Vigils are sturdier), add 4-8 Gladiators for Fighter/Bomber support and throw in 2-4 Vindicators to serve as your front line brawlers to keep enemy ships from attacking your carriers and anti-fighters. Grab all the neutral planets you can early on and set up choke points as your pop cap allows, Teching up as you go. Use Mara Jade to keep checking enemy systems to see where their fleets are and attack undefended planets.
Palpatine reduces all unit costs at his current location and Tarkin makes research cheaper.
Additionally, if you control Rendili you can make Acclamator Is which are somewhat stronger than Vindicator SDs though with poorer fighter completement (V-wings instead of TIEs. ACC1s are overall better than Vindicator, but use 2 more pop which can be a problem.
Vader is your first commander and provides 25% boost to all Fighter/Bomber stats so your attack fleet will benefit from having more Gladiators over more conventional ACC1 or Vindicator fleets.
Don't fall too far behind in Tech and keep pushing when you find planets you can take. Hopefully you'll be able to build up a large enough fleet to claim Kuat, and from there tech up to being able to build ISDs where the real fun begins.
now this is all based off memory from a day or 2 ago so i might be wrong on some of the details but i can assure you I could not build Gladiators, Tartans, Vigil SDs, Vindicators, or Immobilizers AT ALL.
A shame.
Step 2.Once your 3 gates to your border are as safe as possable, slowly tech up until your at max tech, and slowly farm credits, and make better ships, with big guns, and small ships, carrers, and fighters supporting them, then once you have a strong atack fleet, you can rush the ememy in any way you wish. This step is used in dark empire comics, and in the canon book, twilight company.
Step 3. once you get some planets, bring your 3 strong fleets deffending your border and put them on your new gates into your teratory, and hold them, at the same time, keep rushing your enemys borders, and upgrade your fleets, and hold your gate borders until you have galactic dominence. this is used in (I think) The new jedi order books, and was how the republic and CIS worked in the S1=7 clone wars show
I do not really use these steps to much, due to it not it being in my playstyle, but I hope this helps in remake.
The advice is nice but just not practical to build 3 large fleets. Money is at a premium, especially early, so you have to advance. Eventually the AI will take a planet, from there it's whack a mole until you rebuild your fleet and advance.
With this "small" fleet I jump from system to system which Mara Jade scouted. If there are too strong enemy ships in a system, I later conquer them with a VENATOR, TON FALK + VICTORY fleet (6 each of their kind for masses of TIE fighters and TIE bombers).
This small task force is followed personally by the emperor, who takes care of all construction costs so that it does not come to a financial standstill.
To minimize the distances on the battle map, I use the VIGIL-class spaceships and their SCOUT-TIEs.
You have to note that Tarkin is not on board if you put a VIGIL in the first window to act as vanguard. To get around this and get the 25% bonus for all ships, I put Tarkin in the first slot. He then travels into the system in his private shuttle and is immediately escorted by 2-3 VIGILs. The 2-3 SCOUT-TIEs use their "sensor-ping" ability to search for suitable jump points for the fleet in order to drastically reduce the distance for the TIEs and stay far behind with Tarkin.
My first goal is to conquer Rendili so that I can build VENATOR-class (TIE-Fighters and TIE-Bombers on board) star destroyers for defense fleets relatively early with TON-FALK-class carriers (magic imperial number is 6).
In the course of the game each fleet receives VICTORY frigates (great for fighting space fighters at long range) and IEC-class frigates (flying 88s anti-aircraft guns and do enormous damage to weapon points when the shields are down).
Later in the game I use 4x IEC-class, 6x VICTORY-class, 5x ISD-2, 1x Fleet-Admiral, 1x Fleet Captain and an IMMOBILIZER at strategically important waypoints. This imperial system fleet can stop almost everything unscathed ... except for these rebellious SSD killers ... there are always losses :)
Combat moons (TSSP) are also ingenious as attack fleets with enormous visibility and you should use them in groups of 2 as in the "original", supported by 3 ISDs (1x Admiral) and 10x IEC's (because of their range) and a captain.