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EDIT: Okay, yes, it's Detection Rating. The tricky thing is, it doesn't actually show up in the enyclopedia, so you can only check it in-game by right clicking and viewing a troop's properties. Here's a list of all detection ratings in the game, courtesy of https://www.gamefaqs.com/pc/198776-star-wars-rebellion/faqs/19754
Alliance Troops
Army Regiment - 10
Fleet Regiment - 15
Sullustan Regiment - 35
Mon Calamari Regiment - 20
Wookie Regiment - 20
Imperial Troops
Army Regiment - 15
Fleet Regiment - 20
Stormtrooper Regiment - 25
War Droid Regiment - 5
Dark Trooper Regiment - 30
Please note that, like all other values of ground troops, these values are enhanced when a General is present, dependent upon their Leadership rating.
Actually, no; Espionage rating only effects it when you're attempting espionage. Defending against enemy missions only depends on the leaders' Leadership rating, as that effects those under their command.
That sounds about right. Just make sure you have a fair number of infantry (whichever is most appropriate) present in your fleets and planet side and you should be OK. Having espionage missions active on friendly planets also seems to help discover enemy missions. I usually have one agent (non hero) performing them as often as possible to discover incoming enemy missions and preempt them with increased numbers of agents to counter / kill them. Usually you can have a fleet just for counter agents in place before the enemy mission even starts if you catch it in time.
If you feel this is the case, play with a larger galaxy; I can guarantee you'll have to spread your forces out on the highest setting.
That sounds about WRONG. I refer you to page 96 of the manual. "All command ranks greatly enhance the ability of their associated units to detect enemy missions. If an enemy mission is detected, then the command ranks also enhance the ability of their associated units to capture or kill members of the enemy mission. The strength of this special ability depends on the character's ESPIONAGE RATING. The strength of the ability to capture or kill members of enemy missions, once the mission is detected, depends on the character's COMBAT RATING. In both of these cases, the higher the rating is, the better."
I sometimes address things like this on my YouTube channel. Generally speaking, if you want a character that can foil missions, make sure he has a high espionage rating. However, it's also important that the character has the appropriate troops or ships, for generals and admirals respectively.
1. Look at page 96 of the manual. You want commanders with a high espionage score. If you don't believe me, set Veers as a general on Coruscant and observe just how easy it is to get past him.
2. Assassination missions have a significantly lower chance of succeeding. Don't bother with them. Always assign capture missions.
3. You won't have much luck subduing or inciting uprisings with special forces units as their leadership ratings are too low. They're very useful for other purposes though. When I'm far behind my opponent, a mass sabotage campaign across the galaxy can really hurt my opponent's economy. That's assuming I can't break into the sector to do a scorched earth attack. Also, you need spies everywhere. Intelligence gathering is extremely important in this game.
Very informative, thanks for the heads up. I haven't played this game since I was in high school so I guess I am a bit rusty / lucky. Got any more tips? Keep in mind that many manuals back in those days were written before the games were even completed so often the information was misleading or wrong, such as with Final Fantasy 1 and such were some stats had absolutely no effect. Needless to say, I am going to have to go over the manual again to see what all I was missing for so long.
UPDATE: Your right, you just need to have a hero in any command status with a high espionage skill to increase the chances to kill or capture enemy units trying to commit espionage! However it does not make what I said wrong in any way, just that it helps to have someone who knows what they are doing around. This is exactly what I meant when I mentioned having a fleet just for counter agents that fly around from planet to planet where missions are inbound in order to stop them. If you want to have heroes just sit around doing nothing but babysit a system, then that's fine and easy but I like the chances of having my best agents on station before the enemy even gets there in order to get as many skill points as possible. This is especially useful work for Han Solo as you can send him with any number of other heroes to a location at much greater speed than any other ship or fleet. Unless I am mistaken about that one too... again, it's been a while but the older codes still check out.
That doesn't work because prisoners can escape on their own. As soon as the ship arrives at its destination the prisoner will flee.
For the Empire, fighters and capital ships are as important as troops since they don't have any reliable equivalent to sullustans (and stormtroopers and dark troopers are pretty expensive to build en-masse).