![]() ![]() Go where the enemy isn't, destroy a Golan before the enemy arrives, and then retreat. WITHOUT a SSD on hand, utilize forward ships(place a corvette in the small blue box in the top left of the view) to be able to bring in reinforcements piece by piece. Space SiegesAssaulting heavily defended space stations(usually containing one or more golan platforms, a capital shipyard, and a defense fleet) without a plan or a Super Star Destroyer will usually cost you multiple ships and even your entire force. With the addition of point defense systems on all corvettes and some frigates, the Lancer-class and IPV patrol craft are good to mass produce to effectively dismember NR star fighter blobs and provide support to your fighters. To counter the power of the New Republic utilize a powerful support fleet in lieu of just spamming Star Destroyers. No longer can you cheese enemy ground fleets after a large space battle, you will need to bring an interdiction capable vessel along with you to stop them from immediately retreating. The NR star fighter roster will remain vastly superior to that of the Empire, and pose a significant threat to your striking power in space battles. The Home One Type Mon Calamari Cruiser is the superior capital ship to the Imperial-II, capable of wiping out two with little struggle in a direct fight. Rise of The New RepublicWith the release of EAWX: Thrawn's Revenge 3.2, the New Republic has gotten a notable buff to its AI pathing and tactics making them a genuine threat. Eras 5-7(depending on the state of the galaxy) will see your fighters and ships be outclassed. It is only until the New Republic gains its new line of ships and fighters that the ship gets melted by a size-able attack force. Paired with Golan Starbases, fortress worlds can become neigh impenetrable without the power of a SSD.įrom Eras 1-4, the ISD is still only matched by the ISD. Never leave a main fleet without a space hero(unless they are all dead.) The difference an ISD makes is tremendous, even in a losing battle you will be able to take down enemy support ships and capitals with its fire power. ![]() Luckily for the Empire, Eras 2,3,4 have an over abundance of heroes equipped with Star Destroyers with powerful abilities. It will only be after you have solidified your main base of operations and capital shipyards that replacing lost ISD-II's is viable. The ISD-I cost at around 5400 and the ISD-II at 7600 credits ensure that in the early game you will not easily replace these behemoths. THE mainstay capital ship used by the Empire and by far your most pivotal asset in the coming war. Tarkin-Doctrine, rule through terror, is the foundation of the Imperial-Class Star Destroyer. So take advantage of your superior fleet power and destroy shipyards and major enemy battle fleets before quickly taking the planets they were stationed over. On land, you will be fighting tooth and nail with ineffective infantry and mediocre vehicles. In space, the Empire is unmatched for half of the eras, only easily challenged by its splinter factions. As the Empire, ensure each front is secured by fleets lead by heroes, with your LEADER hero always leading either your industry or your main battle fleet. However, by embracing change within the eras you will quickly secure your foot hold and be a challenger to the throne once more. No matter where you go, your initial infrastructure will be assaulted on all sides and you WILL lose many fringe planets to your enemies. It can be the Core, the Outer Rim territories, or the planets of the Ciutric Hegemony. With the Emperor defeated(for now), your focus will be on securing your main base of operations. The game takes into account the basis behind Imperial navy and army doctrine and not understanding how to properly build your fleets and conquered planets will net you a bad game. IdeologyOne of the most important aspects of taking control of the Empire is understanding its ideology. ![]()
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