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What do you think has actually changed since 2.2? I genuinely can't figure out what you were doing before 2.3 that made it so much easier to win. I'm still getting the sense from your responses that you're trying to play a super passive, turtley strategy, but that was a recipe for disaster in 2.2 as well, heck that was a bad idea in vanilla Empire at War in 2006. Trust me, I remember playing it as a kid and trying to cling to every inch of territory while garrisoning and building up all my planets. It didn't work when I was 10, and it doesn't work in Thrawn's Revenge in 2019.
Other possibility: you keep talking about trying to defend on ground. Are you trying to protect every planet with ground structures, or worse actual units? Because... wow, yeah, that is going to get you killed. It's such a massive waste of resources that it boggles the mind. Ground units should spend as little time as possible on the ground, imo. Your armies are at their best in large stacks that follow your fleets around. Building lots of factories for defense used to be pretty strong, but the AI is way better at coordinating ground assaults now. They bring more units faster, and they land them all properly. But even in 2.2, that kind of investment was a waste outside of vital chokepoints. Factories you aren't actively using for either production of defense are as good as burning credits.
I apologize if it sounds like I'm picking your gameplay apart, but I am genuinely confused. I don't doubt that you were doing something right in 2.2, and I can't for the life of me figure out how it worked.
The Pentastar Alignment on any of the era-progressive maps is a good place to start. They have a powerful starting position, a strong and diverse unit roster, and many good heroes. I wrote a big long comment about early-game strategy in this thread, and plenty of other details in other comments. Read them for a better picture. Basically the best strategy is to group your forces into a few large fleets, usually just one at the beginning (though large factions like the Imperial Remnant can support 2 at the beginning). Once you group up your forces, you want to go on the offensive. Take some land early on so you can get your economy and borders established. Build up your capital ship and carrier muscle first. Do NOT try to play passively and/or rely on static defenses early on (i.e. Golans, HV Guns, etc.). You can focus on building up once you get established.
And most importantly, remember that you should not expect to win every battle. Running away and ceding territory is infinitely preferable to losing a major engagement early on. One of the biggest noob traps in both Thrawn's revenge and vanilla Empire at War is thinking you should be securing every planet, when in reality the front is going to be fluid and change hands frequently until you can eliminate the enemy forces in the region and push them back.
Keep your infrastructure to a bare minimum unless you're setting up a ship-producing planet, an army-producing planet, an economic planet, or a defensive planet (which you should only do in the mid-game after you're established, and even then only on major chokepoints you can't spare ships to protect). Remember, the more copies of a building you have on a planet, the faster it will produce units associated with that building. For worlds not dedicated to these purposes, don't bother building anything except a level 1 shipyard and a local government building (varies by faction, but has identical effects).
Jeez, apparently I really love writing walls of text about how to play Thrawn's Revenge. I hope I was able to help.
fleet composition is also important. a fleet of 20 isd's will prolly get wrecked by 10 tiny little quasar carriers. every ship has a role to fill. having a variety of ships to perform all of these rolls is how you win a battle.
heroes decide battles. it is better to lose a whole fleet, or a planet than to lose a good command hero. tier 2 and 1 command heroes can easily turn the tide of a battle in your favor because of the major combat buffs they give your units. losing one of these high tier commanders is unacceptable!
The Empire of the Hand, by the sounds of it. They're a good choice for learning the game as well. Your basic strategy sounds good. Hard-building fighters can be pretty hit or miss, but if it's working it's working.
Then losing my Home one admiral (the old guy not Akbar) was a bad thing. Sure in the end I took down their big fleet but I lost alot of mine and one hero
Yeah I lost NR. The empire had me trapped and I couldn't retreat with him so I stood my ground
I have yet to conquer more than one planet
Try starting a GC in era 4/5 as the NR.
Long story short, if one has it on normal, I'm having trouble seeing how it could be so difficult, unless one is making serious tactical and strategic mistakes, or not taking advantage of certain patterns of the AI (like if you get a notification that a planet with one of your fleets is about to get attacked, it's usually a good idea to immediately retreat that fleet prior to engagement, and try to counter attack once the enemy fleet has split up/retreated; if they're attacking your fleet, it means they think they can win). If on Admiral and/or with the hard AI button on from the start, I can't say, but I can see how you could get overwhelmed in some circumstances.
I will disagree with some other posters about not keeping troops on the ground, at least vs AI. Well balanced, properly positioned (usually 4 infantry, 2 heavy tank, 1-2 light anti-infantry tank and 1-2 arty) defensive armies on a few key worlds, along with production buildings and their garrisons, as well as turrets, have allowed me to smash army after AI army while concentrating my fleets and AT-ATs for offensive actions. Did mean keeping enough credits in reserve each turn, which did slow offensive geared production down a bit, but that wasn't a huge issue since I mostly focused on seizing lightly defended world first, and my fleet losses were correspondingly light.