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What do a tier 0 army trooper platoon and a tier 3 shock trooper platoon have in common? They both take up one population, and they both take up one garrison slot. Where possible, the player should use their most elite units in a garrison, to mitigate the effects of the 10-pop limit.
Actually, on the subject of infantry: avoid using them in bulk unless there’s a lot of trenches / bunkers / good shield setup. Infantry suffers the most from chip damage, and even the most elite troopers will struggle against huge hordes of trash infantry. It’s not to say they’re not effective, but without additional protection you may take losses, which would be a bad trade.
Medics / Engineers might seem like a great choice for defensive garrisons, but I wouldn’t recommend it. The AI is so aggressive and relentless that there’s basically no down time to pull troops out of combat, and medics / engineers usually can’t heal / repair units fast enough to keep up with incoming damage. That being said…
Occupier Tanks are gods. Their missile jammers are a gift sent from the heavens to counter pesky rocket infantry spam. Their repair stations repair vehicles fast enough to sustain significant damage. Their sensor nodes can also be useful. Imperial garrison posts always have one of these as a freebie, but I usually have at least one occupier company stationed on each planet to protect / support additional POIs. They’re just too good to not use.
The player may choose to build bacta tanks and repair stations as an alternative to medics / engineers. It largely depends on context. As mentioned, the AI is incredibly aggressive, so pulling units out of the fight to heal / repair at these stations is inherently risky. Sometimes these stations can be built along the front line, though. Personally, at that point I prefer using bunker turrets just for maximum firepower against enemy vehicles. Large build pads are a rare commodity in land defenses, so it’s certainly worth pausing for a moment to consider the pros and cons of each option.
Bunkers are useful, but dangerous. Often what will happen is the AI will tunnel-vision and focus down a bunker with basically all of their troops. This can result in significant losses, but the bunker will eventually be destroyed just from sheer overwhelming firepower, even from small-arms fire. This will leave up to 3 infantry squads suddenly exposed and surrounded by several platoons of enemy units at medium-close range, which almost guarantees losing those troops. For reasons I’ve discussed, this is a potentially bad trade, especially if those units are expensive tier 3 infantry. If planning to use bunkers, I usually station a fast-moving transport on the planet, so that I can quickly move in and pull out my troops before the bunker is destroyed.
I would not recommend stationing standalone aircraft in a garrison. Aircraft are generally flimsy and easily aggro’d, meaning they are difficult to keep alive in prolonged engagements. The Landing Pad is the more optimal alternative, since it regenerates aircraft for every instance of a land battle. Personally, I find that aircraft is really only necessary to counter enemy artillery. That can technically also be done using counter artillery, which doesn’t have an upkeep cost, so I’ve generally used less and less CAS in my garrisons over time.
I personally prefer using fast-moving units in defense battles, as they are more likely to survive rush attacks from enemy units. These are your hover tanks and air transports, and sometimes CAS. I don’t usually use walker units on defenses for this same reason: they’re slow-turning and relatively slow-moving, and have a limited firing arc that prevents them from returning fire while retreating. AT-PTs are an exception.
…
Did I mention planet skipping?
Yeah so sometimes the AI will just attack the next planet beyond your front line and invade that planet instead.
For this reason alone, I don’t blame people for ignoring land defenses entirely.
The AI is… inconsistent on this matter…? Sometimes it will planet-skip, other times it will just bite the bullet and invade anyway. I don’t really know what its logic is for making those decisions. It’s still worth mentioning.
Also, for my opinion; I think AT-STs are worth it for Empire defense, especially the tier 1's. With their repeating blaster and grenade ability, they deal with infantry really well while their main cannons can take on light vehicles effectively too. But, due to their mobility, I do use them more in an entrenched battleline rather than a sallying force (like how the AT-PTs can be used.)
- Defend on chokepoint worlds suitable for defense i.e. one or more large build pads exist in strategic locations on the map. Rush them to secure them early.
- Build at least a shutter shield, a power core, and preferably a landing pad with TIEs, in addition to the standard base building.
- Build repair facilities on your pads, if more than one you can build a large AA gun
- Have all units mechanical, except one or maybe two support troops (for added repairs in a pinch) or jedis
- Place your vehicle units carefully around the repair facility. Select them when you are happy with their position and press STOP to ensure they are covered by the repair radius and won't move/give chase.
- Ensure you have at least one AT-PT or similar anti-inf vehicle and a unit that can handle incoming air threats in a pinch (jedi, TIEs,...) and 1-2 artillery units
- Put sacrificial units (free useless inf units from barracks etc.) at the front as fodder
Then watch the AI get crushed when it attacks you. If needed (e.g. enemy artillery or mortar troopers appear, watch the map for those, they appear targetable when they fire!), pause and target them with your own artillery and/or TIEs.
If using TIEs, withdraw them to their landing pad to heal them when they get damaged. Large blobs of enemy if can also be manually targeted e.g. by artillery, but make sure to do it by pause, target, then press STOP on your unit.
Use pause often and micromanage when needed. Watch out for appearing enemy dangerous ranged units and jedis and manually target those.
When they finally run out of steam you advance and kick them in the nuts.
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Offensive strategy:
...is similar. Units like TIEs (e.g. commanders have TIEs) or jedis can in this case be used to scout enemy buildings and then target these one after another by aerial bombardment and bombing runs to avoid risking losses when advancing.
For this reason securing any radar towers is key - if you have one captured all map can be displayed and you can just bombard the enemy and FFW and do it again and again until they are dust without risking your own forces.
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Yes, this strategy takes time and battles can last an hour if invaded by 100+ enemies but when you master it you should be able to do a majority of battles with insignificant to zero losses.