Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Espionage is for spy
Combat is for sabotage/abduction
For named units (acquired from recruitment missions) you want to use the ones who have 70+ in either as the main force and have produced units be support. So its usually best to do something like Chewbacca and 3 infiltrators go in to destroy something and have another 3 or 4 as decoys
Missions take up to 20 days (depending) and every day they have a check for failure. A decoy will absorb that check to keep the mission going but will be destroyed/sent back. If there is a general on the ground it makes your mission harder to complete
Ok. Thanks.
Ok. Thanks.
Note, all character get increases in stat when they succeed in a mission. Sending weak character with a stronger one to get a success and an increase. Difficulty of diplomacy mission depends on the current loyalty. You can send character with a poor diplomatic stats if they are close to full loyalty to help them increase. Its slow but it can help build more decent late game diplomat.
2 Bothan spy is almost a guaranteed success on a undefended planet. 1 has about 70% chance of bringing back info. I never found that sending 100 of agent doing an operation would increase the detection chances. Most operation will take a lot less time to succeed if you go overkill. If you ever have a fleet with 20 saboteur above an enemy planet you can usually get a 2 day sabotage success (unless foiled if there is a General down there).
Including strategy guides. My experience was the more defending troops the more decoys you need to send. The more troops in a mission, the higher the chance of failure. If just sending generic spies I send 3 spies with one as decoy. The decoy needs to have high espionage to foil counterespionage. Sabotage and abduction missions need high combat. Han and Chewbacca supposedly have a bonus when used together with no other troops. Han moves very fast when alone or only with NPC’s (other named characters) but not when combined with generic troops.
Edit: if there are a lot of defending troops, especially assigned generals and admirals the mission is almost a guaranteed failure. Target commanders first for abduction. Also, Luke is really flaky; expect him to be lost a lot in the mid game. He either goes off to Dagobah or is instantly captured if he gets near Vader. The upside is when you eventually rescue him or he escapes he’ll get a big jump in his stats.