EaW Strategy ArchiveSince our Almighty Admin has deigned not to provide a section of the forum to this topic, we'll have to make do with a couple of threads. To that point, I have started writing a list of various strategies and tactics. Some I've used, some have been used against me, some I've pulled out of my back end, but all have their uses and flaws; and so far I've come up with them all on my own. Aren't I a big boy? Anyways, if someone wants to contribute, I'll add just about anything that can be came up with, and include credit where due.
*****Space Strategies:
Little Bit of Everything - The usual technique. Build a couple of every unit you have available, and send them against the enemy fleet. For the most part, the ships are capable of picking out the unit they can do the most damage against, but the AI does have it's flaws. You're better off to micromanage and choose the targets for your ships, for maximum efficiency. The disadvantage of this is that while you're equiped with a couple counters for everything, all it takes is a co-ordinated effort against these units, and you suddenly have a gaping vulnerability in your fleet just waiting to be exploited.Fighter Swarm - Pretty self explanatory. Build as many starfighters and bombers as you possibly can, and attack with a huge group of them. It should be fairly simple to overwhelm light and medium defenses, as long as you keep the fighters together. It falls flat though if you let your fighters spread out and get picked off squadron by squadron, or run into a heavily defended sector. Or a big group of Tartan Patrol Craft/Corellian Corvettes.Artillery Barrage - Also fairly obvious. Build as many Broadside Cruisers/Marauder Missile Cruisers as you can, give them some light support from fighters and heavy capital ships, and use them as a slow moving group of death. These missile cruisers are particularily effective against fighter groups, light warships, and entrenched defenses, but they tend to come up lacking if you're up against heavy warships.Corellian Run - This one is interesting. What you do is build a large fleet composed of Corellian Corvettes and Gunships. The rapid-fire lasers of the Corvettes work well to counter fighters, and the torpedoes fielded by the Gunships work well against bigger targets. On top of all that, this particular mix of ships is fast enough to be able to outmanoevre and run away from anything to big to be able to take to. Depending on your personal preferences, you may wish to provide some heavier warships to provide a safe haven that your strike force can run back to if they're outmatched.Bomber Trap - This can be entertaining to use against human opponents. Build several capital ships, and a number of Corvettes/Tartans. As soon as your enemy brings his bombers forwards to take out your capital ships, bring the Corvettes/Tartans forwards, and watch the bombers gets shredded. This tends to work better against Rebel opponents, as Imperial fighters can just respawn from the cruisers. This is certainly an entertaining tactic, though after a couple uses your opponent will be quick to figure it out and counter with his own heavies.
durecellrabbit's note to this:
Quoted from durecellrabbit:
Tartan Patrol Craft and Corellian Corvettes seem to be doing very well. They easily defeat smaller crafts so you don't need to worry about bombers taking out your bigger ships. Group them with capital ship and send them off to slug it out it the enemy space station, while your TPC/CC take out bombers and fighters. You might want to add in bombers to take out hard points on the space station but as they can be killed easily, this works best for the Imperials who can spawn TIE bombers. You've covered this in a few of your space tactic but I thought I mgiht expand in them a bit.
Ackbar Slash - This move should be familiar to those who are into the EU in a big way. The priciple of this tactic is to have your capital ships patrol back and forth through the enemy fleet. While this means that your ships are more exposed to enemy fire, and tend to lack the bonuses of co-ordinated fire, it also means that weapons banks on both sides of your capital ship will be used, that any misses by the enemy ships have a good chance of hitting their own units, and that your ships have a chance to recharge their shields between passes. Definately more useful for rebel players, who's cruisers have the ability to quickly recharge their shields between passes, allowing them to come back fresh to a group of damaged foes.Poor Mans Navy - If your low on cash, and your imp, never build fighters, only EVER build acclamators (unless your against mon cal ships then your screwed either way) or the most expensive ISD you can afford, they make their own fighters for free, so you save some money and it makes its own little fighting force, also keep some tartans around for good measure.Hit and Run - quite common for the rebels but also possible for the imps, I shall add more later once Ive figured this out. It kinda works well with lots of tartans and 2 acclamators, that way you have a semi fast fleet that does decent damage, that way if the rebs have tons of mon cal cruisers, you have a more of a chance then an all out assault, (tryed the all out assault on 2 mon cal cruiser *battle of Mon Cal* using 2 victories 5 acclamators and still lost, they took out all of my ships with only having one of their ships with yellow damaged systems).Outgunned(Or are you?) - If you are assaulted by a fleet much larger than your's but has only small amount of hard hitters mixed with a few frigates and tons of corvettes. When they come in send your biggest ship against theier largest while your medium ships concentrate on the smaller(Corvettes), send the bombers after the Frigates and Fighters + corvettes after fighters. When one chain is destroyed move it up to the next.Falcon Assault - Get Han and Chewie backed up with a few Y-wings. Tell the Y-wings to bomb the space station and/or ISDs, and tell the Falcon to protect them from too much harm. After the Y-wings have gone, lure the units out seperatly with the Falcan and destroy indervidually.Quoted from Rebel Space Skirmish Strategy - durecellrabbit:
Tech Level 1:
Get your free x-wings to go and capture the mining asteriods. Send only one to each close one and groups to the centre ones, also try and get the pirate base.
Build Corellian Corvettes. These should be the backbone of your fleet until you reach tech level 3. They kill enemy TIEs quickly, and I suspect will get weakend in a later patch, the also do quite well against lager ships. Remember to use their special if you need to retreat.
Build one or two Nebulon B Frigates. They are not as useful as Corellian Corvettes but do well against Tartan Patrol Cruisers, if your enemy does not have they you'll have a easier time. They can also be used against Acclamator Cruisers.
Tech Level 2:
You now have access to Corellian Gunships. I don't recommend building large amounts of them but they are a good replacement for your Nebulon Bs.
Be wary of Victory Class Star Destoyers at this stage. The only good counter you have agianst them is y-wings but you should be careful of using them if your enemy has Tartan Patrol Cruisers.
Tech Level 3:
Now you have the Assualt Frigate. Build them. Combined with Corvettes, this is a hard combo to stop. Your Corvettes can take out starfighter and your Frigates, anything bigger. Just be sure to get Mon Calamari Cruiser ebfore they get Imperial Star Destroyers.
Tech Level 4:
Build Mon Calamari Cruiser. They are the top of the food chain and your Corvettes will protect them from TIE Bombers. Just remember that Star Destroyers can win a slugging match if given a numerical advantage or help from or ship like TIE Bombers. This applies to all big ship fights as well.
General Advice:
If sharing a base with another player, one of you should always be advancing a tech level.
Don't forget your unit counters, your enemy might decide to use a intresting combo.
Mining researchs are important for getting as much cash as possible.
Captain Antilles and Commander Ackbar are your best heros. Thats not to say the Millennium Falcon or Red Squadron don't have their uses.
You are vunerable in the early stages of the game to Accalamators and Victory class Star Destroyers. Nebulon Bs and Gunships do well against Accalmators and given large enough numbers can take on Victory Star Destroyers. It's best to get Assualt Frigates before they can get enough of them to be effective. Victory Star Destroyers do seem slightly weak though.
edit: If your enemy does not have many Tartan Patrol Cruisers, use Y-Wings, in large amounts. They can still still be killed quite easily though but are good for a one hit hard point kill. Red Squadron can be used to the same effect.
*****Land Strategies:
Little Bit of Everything - Not so effective in land based combat as it is in space based combat, as it seems that a greater ability at micromanaging is needed to keep from getting it handed to you. The princaple is the same though. Build a little bit of everything, and send them in against the enemy. Assuming they're doing the same thing, you have about a 50/50 chance of winning, which could change either way depending on respective micro skills.Infantry Horde - This is an interesting tequenique. Simply put, you build a huge horde of infantry, deploy them to the planet, order them to spread out, and have themslowly march to glorious battle. Given how infantry work, they can actually last quite a while, as enemies would have to kill them one by one in each unit. Unless, of course, they decide to use the simple expediante of driving/walking their armour units over your infantry. So as long as the enemy does not decide to simply run your boys down, you should do well. If he does so decide though, then you'd better have the troops in the reinforcement pool for a strategy that doesn't involve everyone getting run over.
durecellrabbit's note on this:
Quoted from durecellrabbit:
The infantry horde tactic is farly useless. TIE Maulers kill infantry so quickly, you're going to tave to have loads of Plex troopers to kill them all first, which means to have less normal trooper and will be vunerable to Stormtroopers unless you have Infiltrators, who are hard to mass. And watch out for Darth Vader. Not that this matters as your enemy has probably built loads of AT-ATs. In the game I played online, my opponent let me run over his Stormtroopers with T4-B tanks .
Artillery Push - This is a tactic that has been used across RTS games too numerous to mention. What you do is create a number of artillery units, in several different groups. Have them leapfrog across the map, moving them one group at a time, the group in the back of the unit to the front, while the others sit their and cover the moving unit. This tactic is much less effective when an energy shield is present, and it is generally wise to include some support units in the package to deal with enemy speeder bikes/air speeders, who can generally make short work of any field artillery.Rolling Thunder - This tactic is akin to that used by modern armour units today. Build a mix of T2-Bs and T4-Bs, or Tie Maulers and 2-Ms if you're Imperial, and rush across the terrain dominating the enemy, while avoiding units too big to take down and running over any infantry that get in the way. As long as you make a point of pulling back the shielded tanks when their shields run low (or just charging and self-destructing with the TIE Maulers) you should be able to get a lot of mileage out of one tank formation. Support artillery is optional, depending how how fast your formation is moving across the map.MechAssault - Similar to Rolling Thunder, but using walkers, thus meaning this is an Empire-only solution to the rebel scum. Use a mix of AT-STs (to squish infantry) and AT-ATs (to squish everything else) to march over (sometimes literally) enemies. AT-AAs to deal with Airspeeders are option, but highly recomended. SPMA-Ts are also option, and recomended to deal with MPLT-2As, and other things you don't want to risk getting the AT-ATs in range of, though there's not many of those.Air Raids - A fairly self explanatory strategy. Be a rebel, and build a couple platoons of airspeeders. Use them to harass Imperial ground troops, and scout out defenses. Particularily AA defenses, as those are things to avoid. While they don't do a huge amount of damage, the fact that they take special units to counter means that most Imperial player's won't attempt to counter them at first, which means you could catch him by surprise, and do some serious damage to his ground defenses and structures before he wipes out your air wing. At that point, he'll have hopefully devoted a substantial portion of his units to AA purposes, which means you can switch to a ground-based attack strategy, catching him by surprise yet again, and doing even more damage to his ground defenses. Be sure to try it several times as the enemy aid defenses keep getting wiped out, for maximum effect. And maybe the odd bomber run, if you can, to emphasize your point.MechAssault2 - this works well for the begining of the empire campain, build 4 to 6 atst and 2 to 4 platoons of stormis and darth vader, use the stormis and darth to take out any plx soldiers and then use the atsts and darth for destroying enemy tanks and vehicles, Darths vehicle crush ability is exellent, then for buildings use the atsts while Darth and the stormis fend of the defenders, also make sure to make a vehicle repair and bacta some point on the map incase you dont have any reinforce. Oh and bombing runs work wonders.*****Credits:
MechAssault2, Poor Man's Navy, and Hit and Run courtesy of furryrodian.
Outgunned courtesy of Admiral Sith.
Note on tactics and Rebel Space Skirmish Strategy couresty of durecellrabbit.
Falcon Assault courtesy of EnemyofJupitor.
*****I seem to have outdone myself. Pray, Mighty Mods and Almighty Admin, do tell if you find this humble thread worthy of a sticky; and if you should so find this thread, please do me the honour of stickying it. I have come to accept the fact that you won't create a strategy section for me to play in, but will this humble offering appease you?
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Can't believe on back on this damned site again.[This message has been edited by watchwood (edited 02-19-2006 @ 05:34 PM).]