STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
A Cookbook to Winning Land Defenses
A Guide on Land Defenses
The AOTR mod has done the impossible: it has made land battles fun. I love land battles. They are also incredibly frustrating to defend against. I wish to share some of the knowledge I have gained in the hopes that players will be more inclined to engage with land defenses.

I have no mouth and I must type: this is a very long ramble. Here is the TL;DR:
  • On paper, land battles favor the attacker by default.
  • The attacker will have superior numbers, and the attacker will predominantly use infantry.
  • The effectiveness of defensive structures is unique to each planet and highly dependent on context.

Disclaimer
It is not the intent of this guide to mislead the player into thinking that every planet can become impenetrable. Indeed, as we will see, some planets are basically doomed to die once they have lost space control. Instead, this guide is meant to give advice for players who absolutely insist to protect a planet from land invasions, caveats included.

The Limitations of Land Battles (and How to Counter Them)
Due to the sheer variety of land battles, I figure it is best to list the “ingredients” of land battle logistics, so that the player may become a “chef” rather than a “cook,” and know how to handle each situation unique to the context of their campaign. It is vital that the player understand the various weaknesses and limitations of land defenses, of which there are many.

The attacker has the power of choice
I can’t tell if the AI has any logic behind its land invasion compositions. I will say that the AI attacks with pretty much everything it has in its inventory: often a mix of every unit in their raster. This means that, if your defense garrison has a weakness, the attacker will likely have something to exploit that weakness. If you have no anti-air, you will die. If you have no anti-personnel, you will die. If you have no anti-tank, you will die. If you have no way to counter artillery, you will die. In other words, to maximize the effectiveness of a defensive garrison, it must be a versatile mix of multiple unit types capable of covering every possible vulnerability.

A brief tangent on “trades”
There is a term I’ve heard in the Age of Empires community for exchanging kills and casualties with your opponent, called “trades.” Generally, a good trade is when you inflict more kills than you take losses, or kill more expensive units with a more economic force.

When it comes to the AI, any concept of “trades” is almost completely one-sided against the player. The AI gets practically infinite money, even on the lowest difficulty, plus the occasional sprinkle of free units to boot. They also do not adhere to the population limit. Suffice to say, the AI losing a t3 heavy tank is not the same as when the player loses a t3 heavy tank. The AI can replenish their losses quickly and effortlessly; the player, by comparison, cannot; at least not to such a degree as the computer.

It is my opinion that, when analyzing battles, the player should not consider enemy losses with nearly as much weight as their own. I have seen the AI perform land invasions with upwards of 40-50 units, and managed to kill all of them; and in just a few weeks, the AI will do it again as if nothing had happened.

The survivability of the player’s own troops is paramount to success. If intending to protect a planet from invasion, a failed defense with a “good trade” is simply unacceptable. If the player desires victory, they must aim for complete and total victory.

The AI will (almost) always spam infantry
From what I can tell, the AI trains units on basically any planet they control, regardless of what units are available. Most factions have garrison posts that double as infantry training facilities, and factories are limited to certain worlds, which I think contributes to the overproduction and over-reliance on infantry relative to other units. Personally, I am particularly annoyed by the Rebel AI’s tendency to spam tier 0 rocket infantry, which are surprisingly effective at removing defenses when they have upwards of fifty of them at their disposal. Still, in that sense the AI has a trait that is predictable, and therefore easier to counter. Invest in anti-infantry!

The attacker has orbital support (super weapons)
Sometimes, a planet will be equipped with a planetary gun, such as an Ion Cannon or Hypervelocity Gun. This gives the defender an edge in space battles, and forces the attacker to move quickly and aggressively to minimize casualties from these weapons.

In land battles, the tables are turned completely. As the attacker has already gained space superiority, they have access to two powerful tools: Bombing Runs and Orbital Bombardment. These usually require a capital ship or bomber craft to be in orbit, which is almost always the case already, and comes at no extra cost to the attacker.

Bombing runs can technically be countered, but in practice is not always tenable. Once the bombs are dropped, most small-medium targets are destroyed, while larger targets take significant damage. Even just a couple drops from a single bomber will vaporize infantry and turrets. It is effectively a middle finger to any well-constructed defensive position.

Orbital Bombardments are less accurate by comparison, but are basically unavoidable damage unless the player has a Shutter Shield Generator (more details on ground structures later).

Thankfully, it is not in the AI’s programming to just hold back their troops and bombard the defender to death. All the same, the occasional bombing run / orbital bombardment thrown in with ordinary attacks is quite lethal; at least without proper defense.

The defender is limited to 10 units (not including garrison units)
It’s worth noting that there is virtually no limit to how many units you can stack in space. Sure, there’s a pop limit during a space battle, but you can call in reinforcements from your stack whenever needed. This is the same both for the attacker and defender in space battles: if the stack is big enough, either team can call in reinforcements during a battle.

This is not the case for a land garrison. A maximum of 10 units is allowed, which correlates to the number that the attacker can deploy at any given time. Unlike the attacker, however, the defender cannot stack any more units, and so is unable to call in reinforcements should they take losses.

Even if a land defense battle is successful, the player cannot reinforce the planet with additional (non-stealth) troops until the airspace is reclaimed by friendly ships. Due to the AI’s tendency to build more fleets in greater numbers and at faster speeds than the player, it may not be possible to immediately respond to a blockade. Thus, a land garrison must not only be able to defeat overwhelming numbers, but also take virtually no casualties, as they may not be able to receive relief for some time.

Land defense structures are bloated and tedious.
I know land and space battles are fundamentally different, but I will be making one or two comparisons which I think are relevant. Even without the comparisons, we will see that land defenses are fundamentally difficult to implement and easy to exploit.

For most factions, the Garrison Post doubles as a production center for their most basic units (usually infantry), and also has a decently-sized garrison that automatically replenishes for every instance of a land invasion. It is my understanding that garrison posts will eventually have randomized garrison compositions per instance of a battle, just like space stations.

A default space station has upgrades which can provide a significant boost to combat performance. Garrison posts do not have such upgrades; no land structure does. Additionally, space stations do not occupy any space structure slots, while the garrison post takes up one land structure slot. This is doubly significant when one observes that planets with high space infrastructure have up to six space structure slots; while on the ground, it is very rare for even a high-value planet to have more than five structure slots.

Consider this, also: Shield Generators and Turbolasers require the presence of a Power Generator to function. In other words, if at least one of these defense systems is present, then at least two structure slots must be occupied.

This would be somewhat equivalent to requiring a mobile support station or sympathizer outpost to be built in order to construct any more powerful stations. The comparison is not linear, as mobile support stations and sympathizer outposts still provide some additional abilities, while the Power Generator is a completely inert structure that does nothing on its own. Again, this is made more significant by the lower average number of land slots compared to space slots.

Ultimately, a good land defense comes at the sacrifice of additional economy / production, and so the player must pick and choose what planets are worth defending, and what planets are worth the risk of capture.

Effective land defenses
Now, how useful are turbolasers and shields in land battles?

Unfortunately, the answer is a big fat “it depends.”

For starters, the quantity and positions of turbolasers, shield generator(s) and power generator(s) is hard-coded to each planet.

A turbolaser might be stationed on an impenetrable mountain watching over a command post surrounded by trenches… or it could be sitting on some desolate island where it will never see combat. Some planets have up to 8 towers; others have as few as 2.

A shield generator may cover several major points of interest; or it will be in such a poor position that it may be genuinely unwise to build it in the first place. Some planets have up to 3 shield emitters; others have the standard 1.

Most crucially of all is the Power Generator, which is responsible for keeping both shields and turbolasers operational. At worst, the Power Generator may be so isolated and vulnerable that the attacker can and will head directly to the power generator and destroy it without ever engaging the shields and turbolasers. There are a handful of planets I’ve documented where the power generator placement is so incredibly poor, that I would just advise advancing the front to another world, or not bother attacking such planets in the first place, as they’re objectively difficult to maintain control over. Again, this isn’t to say it’s impossible, but it would require particular attention and effort, and without the guarantee of survivability compared to other worlds.

Another thing I think worth considering is the natural defenses of planets: objects that exist regardless of player-built structures. These are build pads, bunkers, civilian buildings, mercenaries, walls, trenches, etc.. The exact number and positioning of these objects varies wildly for each planet. Planets such as Hoth and Commenor will have several layers of walled trench lines supported by multiple bunkers and build pads; while some planets may only have a couple trees and some space hillbillies with pistols. Unfortunately, several of these objects are not visible in galactic view, but there is an ongoing effort to properly map these details on the AOTR wiki.

Because each of these defensive structures have their strengths and vulnerabilities, the best way to ensure the effectiveness of a land defense is to use multiple defense systems in unison. The principle is similar to deploying multiple different units in the garrison: by using more systems, the number of weak points generally diminishes.
< >
Showing 1-3 of 3 comments
Miscellaneous advice
There’s quite a bit of nuance when it comes to the Shutter Shield Generator and its big brother the Base Shield Generator. The shutter shield’s only purpose is to “just say no!” to bombing runs and orbital bombardment over virtually the entire map. Base shields technically do the same thing, but in a much smaller sphere of influence. My main guideline is if there’s one or more major defensive positions not protected by base shields, or if the Power Generator is unshielded, it may be better to use a shutter shield for maximum coverage against orbital support, which I’ve found to be the most problematic for prolonged engagements. Again, there are a handful of other factors that come into play, so it depends on the player to make the best decision for whatever planet they are trying to defend against.

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.
A slight correction, though I've only read your first post and not the second one; If I recall correctly, the power generator does increase all buildable turrets damage output by 50%. So it is not completely useless in taking up a spot, it provides something without needing a turbolaser or shield. As for if it is worth it, probably depends as you mentioned. The layered build pad defenses planets, maybe, but other planets likely not worth.

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.)
Last edited by SevTheHunter321; Aug 3 @ 7:56pm
If you play on hardest thus need to be economical i.e. minimize your losses early to mid-game, the defending strategy can be easily summed up as:

- 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.

---

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.

--

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.
Last edited by molchåmor; Aug 4 @ 3:02am
< >
Showing 1-3 of 3 comments
Per page: 1530 50