STAR WARS™ Rebellion

STAR WARS™ Rebellion

Anumist 8-) Mar 29, 2020 @ 4:35pm
Why starfighters always win against a huge capital ship ?
For example, i play as the empire. I have a victory-class ship, and there's just a few rebel starfighters . But it seems because my ship doesnt have heavy lasers, i cant hit the fighters. So they destroy my victory-class easy as pie.

Do it means i need to have tie fighters with me always to be able to fight off rebel fighters ?

thanks
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Showing 1-15 of 22 comments
IrishDrinker Mar 30, 2020 @ 3:22pm 
Alright, this one is an easy one to answer. Yes. And No. Fighters are Taken out by Laser Cannons, which VSD do not have. You need other Fighters to deal with them, or Corvette type ships (Carrack Cruiser has some, very all around vessel.) When you have access to them, Lancer Frigates are the Empires best anti fighter ship. Before that, I just used swarms of TIEs.

It does also work the other way as well. But the Rebels hardly attack systems without fighter support, or Corvettes. Yet if you can knock those out, a TIE squad can take out a Mon Cal, though they will retreat long before that happens.
Anumist 8-) Mar 30, 2020 @ 5:08pm 
okay thanks. anyways i dont like much this game just because of the unbalanced difficulty. Every game i played of star wars rebellion, I never won any single of them. The rebels fleet always seems to always be bigger than mine. Like it takes loooong for me to get some capital ships, and the rebels already have 8 of them. whatever. I think Empire at war is better
IrishDrinker Mar 31, 2020 @ 5:25am 
Well, the Rebel fleets are bigger most of the time. At least till you build up some. And yes, building a ISD is near impossible in the begining of the game. The Infrastructure just isn't there. However, 1 ISD with an Escort Frigate filled with fighters, and maybe a Carrack or two, can wreak most early game rebel fleets easy. For istance I have wreaked 5 Corvettes with a single ISD. It was damaged, but won the battle.

This game is about the long game. Unlike EaW where you upgrade your 'tech' and unlock everything, things unlock over time. EaW can be beaten by like.. day 42 or so. This, not so much. By day 100 you might just be starting to have the resources needed to start constructing a planet with a bunch of shipyards.. or Construction yards. You might have just finished recruiting all your heroes. And the game REALLY starts in ernest. I mean, on easy difficulty, small map, 500 days is I think the shortest it ever took me to win. I have won quicker, only by sheer luck. Like, there was a game I had my scout fleet accidently run into the Rebel Base in the outter rim, which only had a few fighters for defense.. so I managed in like 80 days to destroy the Rebel Base and capture Mothma. However it took me another 200 days to capture Luke, which happened because he was on a Espionage mission that happened to fail.

EaW is far more action based stratagy. This is very much Galactic Politics. Invading a system does not make it like you. You need to earn the population's trust. The fact you can assassinate heroes, and incite uprising on enemy systems makes this much more thought provoking then EaW.

My two dollars on the subject. I love this game, and wish EaW incorporated more of the Galactic Managment. I will say, While I like Space Combat in this better, and the maintainace mechanic, The AutoRolls for ground combats is the one thing I wish was more elaborate. I will give that to Eaw, is their ground combat is more tactical then this.
Ruldra Apr 1, 2020 @ 7:35pm 
Not all starfighters win against capital ships (A-Wings don't). But starfighters ARE the Rebel's strength. I've won a Rebel campaign using nothing but several carriers filled with fighters.

That's why, as Empire, you need Lancer frigates. They're specifically made to shoot down fighters. Always have them in your fleets. Either that or loads of TIEs.
Brady4444 Apr 3, 2020 @ 10:30pm 
I will echo what others have said. Imerials have weak fighters. Early game, I build a few capitals and surround them with carracks and lancers. I use the tie bombers but keep them docked and only use them to improve my fleets' bombardment rating.
IrishDrinker Apr 8, 2020 @ 5:37am 
That is an interesting Stratagy. Never thought of just using bombers for their rating, but I use TIEs like one should... huge waves sent out, with the expectation of high casualties. Once I get Defenders though, its a whole different game... those are nasty.
Space combat in this game works on a rock-paper-scissors system.

Starfighters beat heavy starships with turbo lasers (e.g. ISD, VSD, Mon Calamari Cruiser).
Heavy starships beat gunships with laser cannons (e.g. Corellian Corvette, Lancer Frigate).
Gunships beat starfighters.

A few ships (Nebulon-B frigate, Carrack cruiser, and both sides' interdictors) have both turbolasers and laser cannons.

Ideally your fleet should have a balance of all three types, but sometimes you can get away with only two. For example, if you have enough starfighters, you can overwhelm the enemy's gunships and take them out at the start of the battle, so you won't need heavies.

In your case, the turbolasers on your VSD can't hit fighters very well, so take some Carracks or Lancers along to deal with them.
Ruldra Apr 16, 2020 @ 6:15pm 
Originally posted by The Invisible Hand:
Heavy starships beat gunships with laser cannons (e.g. Corellian Corvette, Lancer Frigate).

A small correction: laser cannons are used against fighters, turbo lasers are used against capital ships (that includes frigates and cruisers). So look at the ship stats and see what kind of weapons it uses, that should give an idea of its capabilities.

Also don't forget ion cannons, they're spectacular against capital ships. That's why a few Y-Wings can take down an ISD.
Oberst_Maler Apr 18, 2020 @ 2:17pm 
Capital ships can shoot at fighters, however they dont do a lot of dmg, but still destroy the fighter after some time... as previously said carracks (or ties) are the empires early counter vs the rebel fighters
Badhabit Apr 25, 2020 @ 1:02am 
The game's(and Star wars in general) navy combat is base on ww2 navy combat, basically is retake of giant capital ship with huge guns like IJN Yamato(and other capital ships in WW2) be sinked by swarm of small bombers and the rise of Carrier(over Battleships).
And no, I don't think you need any frigates at all, you just need carrier to carry your own fighters. Large enough force of starfighters, can take out any size of capital ships battlegroups(usually enemy run away). Only problem been Empire starfighter has no jump-drive And Rebel starfighter "fly in lightspeed" slower if they are not in a carrier.
Only real reason as I can see to have large capital ships is bombing enemy planet, so taken over enemy planet is a problem.
Last edited by Badhabit; Apr 25, 2020 @ 1:03am
Oberst_Maler Apr 25, 2020 @ 1:45am 
Pah the only real reason to have ISD´s and SSD´s is cause they are awesome and no little insurgance with their mosquito wings can penetrate the might of the Imperial Navy!
Thorbalt Apr 28, 2020 @ 11:36am 
Originally posted by Anumist 8-):
okay thanks. anyways i dont like much this game just because of the unbalanced difficulty. Every game i played of star wars rebellion, I never won any single of them. The rebels fleet always seems to always be bigger than mine. Like it takes loooong for me to get some capital ships, and the rebels already have 8 of them. whatever. I think Empire at war is better


ok, thats embaressing that you get whooped so badly by one of the worst strategy AI's to exist

go into your rebellion folder and take some time to read the manual. For you, i strongly recommend all 140 pages of it
Oberst_Maler Apr 29, 2020 @ 2:57am 
word of advise have designated factory worlds atleast 1 per sector and place 2 gencores on every planet that way they *cant bomb or invade it = stable income...

*cant if the fleet is not big enough which it should not be till very late (if you play that long)
Last edited by Oberst_Maler; Apr 29, 2020 @ 2:57am
IrishDrinker May 2, 2020 @ 11:18pm 
Originally posted by Oberst_Maler:
word of advise have designated factory worlds atleast 1 per sector and place 2 gencores on every planet that way they *cant bomb or invade it = stable income...

*cant if the fleet is not big enough which it should not be till very late (if you play that long)

Usually I use the Outer Rim as my production worlds. Perhaps if there are a few Core Worlds with allot of Energy, I will use one of them as well. It can suck, however having 10 Advanced Shipyards, and a whole sector of nothing but mines and refinerys, means you can build anything super quick.
Thorbalt May 3, 2020 @ 7:38am 
Originally posted by IrishDrinker:
Originally posted by Oberst_Maler:
word of advise have designated factory worlds atleast 1 per sector and place 2 gencores on every planet that way they *cant bomb or invade it = stable income...

*cant if the fleet is not big enough which it should not be till very late (if you play that long)

Usually I use the Outer Rim as my production worlds. Perhaps if there are a few Core Worlds with allot of Energy, I will use one of them as well. It can suck, however having 10 Advanced Shipyards, and a whole sector of nothing but mines and refinerys, means you can build anything super quick.

No, using RebEd and changing the construction cost and mantainence cost of a star destroyer to single digits means you can build things hilariously fast. Tinker with enough stuff and you can make the game properly feel like a space epic

or mess with a bit too much and the game wont load. its a very fine line. and its hialriously fun to change the starfighter squadron size to say...25. Suddenly 6 squads becomes 300 fighters. Makes a single squad of Bwings as strong as a light cruiser
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