STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
Tips for fleet composition as the rebels
Does anyone have any advice or recommendations for how I should organise my fleets as the rebels and what role should each unit play? I've read the wiki, but many entries are unfinished or unclear.

Any help is appreciated!
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I want to make it clear that I'm not bashing on the wiki and that I know that it's a work in progress. I appreciate the devs for making a wiki, it's just that both the in-game descriptions and the wiki entries are incomplete for now and that I need some general info on the units that are available to me.
General Brooks  [developer] Oct 23, 2020 @ 1:00pm 
there is no one right fleet composition, and the best options will depend on your tech level and on what's available.
Early game, dreadnoughts make good tanks and fighters deal a lot of damage. Try to keep your starting capital ships alive, only fight when it suits you. Heroes are your friend.
Neb Bs are great support ships, and corvettes are excellent anti fighter, though they should be kept away from enemy fire.
Some people like using cheap fighters and bulk cruisers, I personally don't bother.
The mod has done quite an impressive job of making basically every unit have a purpose and reason for existing. That isn’t to say that I build everything or that it’s completely balanced. But I could make an argument or hypothetical situation where basically every unit would be good. What units are you facing and what tech level are you at? Do you have questions about a particular unit? Part of the reason that the wiki doesn’t sum up unit composition very well is that it is complicated and intentionally so. A mod with hundreds of units means that either it’s complicated, many units are irrelevant, or some units become obsolete. A few units do arguably become obsolete, but mostly it’s just complicated.
Sorry for late reply you two, I was busy today. Thanks for trying to help.

As of right now, I'm in the late game, at tech level 3, with the new republic and I've pretty much coined the basics as well as my own fleet and combat style for the early game.

I'm mostly struggling with what I should do with my cruisers/capital ships. My main question should I have more capital ships in my fleet or more frigates/cruisers? Right now, the Empire is mostly attacking me with ISD-2s/ISD-Ts accompanied by a few support craft. I also know that the executor is somewhere on the map. I've also managed to take Kuat, Rendili and Corellia, (as well as a big part of the galaxy) and destroy their level 2 tech station. However, I my fleets are pretty underarmed, as I'm still mostly using the Y-wing as a bomber and Dreadnaughts as support ships. I want to replace both, but I don't know what I should replace the dreadnoughts with. Should I use MC-75s, assault frigates? Corona frigates? MC-60s? MC-40as?

I'm also confused about the MC80 capital ships. Specifically, the Justice, the Liberty and the Alliance. Some sources say that they're INSANELY POWERFUL SHIPS, while others tell me that they're not strong enough to fight ISDs. I'm also confused about what their roles should be. Are they frontliners? Are they supposed to be slightly behind the frontlines? Are they support? Should I replace them with New Republic ships?

And finally, how can I counter this star destroyer spam, and the Executor? Do I just use a lot of bombers?
One other questions. Does the ship stun mechanic apply in 2.7.2? You know, the invisible energy bar that once is depleted, the ship afflicted loses most of it's speed and firepower.
General Brooks  [developer] Oct 23, 2020 @ 11:31pm 
Hi. the general consensus right now seems to be that capital ships are the way to go. Generally speaking, MC80s have great shield strength but don't always have the best weaponry, so I would be phasing out dreadnoughts completely and just using them on the front lines. They could do with support ships to deal damage, or rely on fighters for that. Dauntlesses are also great and the New Republic ships can be fantastic. Ideally you want to be using the k wing as a bomber, great upgrade on the y-wing.
Star destroyers will die to fighters and a well formed front line, MC80s and quasars will do nicely.
The executor is most efficiently killed by spamming fighters for sure.
The stun mechanic does apply yes. Firing at exposed hulls with ion weapons will deplete this energy bar.

All in all it does sound like you've pretty much won your campaign though.
Thanks for the help. I'm still debating either to use k-wings/E-wings or not, since they're expensive and take twice as much population as other bombers. I'm also not sure of the effectiveness of the quasar. I mean yes, it holds a lot of free squadrons, but these squadrons are only half the size of regular squadrons (they basically hold 1.5 squadron of each starfighter type) , and the carriers take more pop cap and are more expensive than individual squadrons.

Again thank you. Massive respect for helping players around and answering their questions.
General Brooks  [developer] Oct 24, 2020 @ 1:10pm 
The general consensus is that quasars are amazing because of their efficiency. Used right, you'll never lose them, whereas individual fighter squadrons you keep having to replace. You can also upgrade them to carry K wings, making that problem easier.
Alright, thanks to your advice, I've managed to defeat the ISD army. Thanks for the help and the tips.
NighTMare Nov 2, 2020 @ 2:14pm 
Originally posted by Stu Pidface:
Does anyone have any advice or recommendations for how I should organise my fleets as the rebels and what role should each unit play? I've read the wiki, but many entries are unfinished or unclear.

Any help is appreciated!
I'm late but, you did say any help is appreciated so. From my expirience, the Rebels can get away with a fighter/ Quaser spam. Try and commando raid sullust (The Dauntless and Liberator are your best Capital ships as the Rebels). The winged MC80s are VERY underpowered in this version and should not be built, the MC80a is a very good anti ship. I usually make getting the New Republic tech my main priority after getting Mon Mothma upthe Mon Calamari, the New class ships are so much better than the Rebel ships.

The Executor is SUPER strong, and it may be a bit OP, if your playing on expert they'll probably send him in with the Arc Hammer and a ton of other death. I've developed a thing where I build Ion Cannons on all my choke Fortress worlds (Like Bothuwai). That wont counter it but it will at least weaken his support fleet.

On the ground, I would say build tons of air power. The rebels have the best speeders/ground fighters in the game, and air power is amazing once the AA is down.

Fighting against the Black Sun is much more annoying than the Empire. Watch out for Lucrehulks, they are probably a little OP (If not they're super strong). The Black Sun will probably send a fleet of 4 Venator's and Provodinces at you (Probably with Kalani or Andal Sait), so it is best to fight that on the defensive, where you have stations and a fleet defending

And my final tip is to take out the Minor factions as early as possible. The Empire and Black Sun actually have to build units while the Minor Factions (Because they start with 3 or 4 planets) just get a ton of Magic Spawns. The easiest faction to take out is probably the Hapans, the CSA is probably the hardest.

I know you've probably ended the campaign by now so, hopefully this helps you with your next one.
General Brooks  [developer] Nov 2, 2020 @ 2:46pm 
For the record, the minor factions do not receive magic spawns.
Thanks for the advice fellow EAW fan! I didn't finish my campaign yet, because I didn't have any time to play EAW lately I have one more problem: I still don't really know what each Rebel/NR capital ship should be used for. I can't seem to find any concrete answers about this, for example, the wiki(and a few other players) states that the MC80 Liberty is a powerful ship and should be my workhorse until I get access the the Remonda, but @Kaliki states that the Liberty should be ignored, so I have no idea what to do with the Liberty. I'd just like a summary of each capital ship and what it could be used for. To be fair, just like Brooks said, I've pretty much won my campaign, but I'd still like the info for my next one. Thanks in advance!
General Brooks  [developer] Nov 4, 2020 @ 8:55pm 
We've tried to make each unit different, so there's a lot of subjectivity about this. Some do think the liberty is a fantastic workhorse, others think its not great. I think its average personally. There are multiple ways to win, so there comes a point when you need to decide for yourself what ships you enjoy using.
spartan078ben Nov 7, 2020 @ 3:23am 
I would try the cannon New Republic ship deployment. 3 Large cruisers (Mon cal or Star Destroyer) 4 Escorts/Light cruisers (Dreadnoughts and their variants) 2 Carriers (Bulk cruiser or Quasar Fire) 7 Support ships (Usually Corellian Corvettes/Gunships, Nebulon-B or other frigate). This combination actually works well in Thrawn's revenge.

The Liberty is a good carrier/battleship but I would keep it behind your main line ships and have it back them up.
Alright, thanks!
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