The enemy's Light Factory is near the center of the map, and the whole central area of the map is littered with turrets, so use either Veers or your SPMA's to clear the area before sweeping through and destroying the structures for the win. Although they don't possess the ion cannon of their Y-Wing counterparts, their torpedoes can still directly damage hardpoints of shielded structures and ships. With such huge numbers of TIEs, space superiority is practically a shoo-in. One squadron is made up of seven TIE Fighters. Keep your Plex Soldiers firing on the AT-ST's and your infantry units focused on the Stormtroopers. It does not get along with enemy bombers very well and we do not know why bombers like Y-Wings can take down those powerful ships. TIE aircraft have no shields and no hyperdrives, they are short-range and not very durable. All right, your goal here is to destroy five of the Imperial prisons on the planet. If you need help with wiki markup, see the wiki markup page. Just be sure to move your flagship (whichever ship has your fleet commanders in it) a bit to the rear, behind your other capital ships to prevent it from getting destroyed. This video details the final battle above the Death Star and its eventual destruction, and shows the final cinematic for the Rebel Campaign. When you're ready to attack Fondor, build up a stack of units, with Vader in the lead, and land them on the surface of the planet. Description A shipwright needs somewhere to build ships, even if this is only a slipway and a timber yard - but any piece of firm foreshore will do for smaller vessels! Continue this process of scouting the area around the prisons for turrets with your sensor pings, then moving up your infantry and other units as appropriate to destroy the structure itself. Strong Against: Rebel Infantry Weak Against: T2-B Tank, T4-B Tank, Plex Soldiers. Incoming missiles will have drastically reduced accuracy while the ability is active. When you find the crate that's heading for the station, you'll automatically win the mission and move on. The best targets for them are infantry and artillery. The cool thing about the weapon switching is that it's instantaneous, and there's no cooldown time between switches, so if you don't mind a little micromanagement, you can roll your tanks up while firing rockets, then switch them over to lasers when they get close enough to use them. Be cautious of anti-infantry turrets, though; they won't do much to Vader or your AT-STs, but they can rip through your stormtroopers. They move much more quickly than most units do, but if they get caught by a TIE Mauler, you can kiss them goodbye. If you have Y-Wings, they can also, of course, smash its shield generator and hangar to further dismantle its defenses before attacking it with your Frigates. Got a news tip or want to contact us directly? Strong Against: TIE Bomber Weak Against: Tartan Cruiser, TIE Fighter, TIE Scout. If you're planning on performing bombing runs, you may want to just wait for one to become available, then send a scout trooper bike down to the first pair of building and bomb both of them to smithereens. You can give them a level one or a level two starbase, if you like, since those aren't very expensive and will help in an emergency, but the later stages are a bit cost-prohibitive, especially if you're also trying to build up your forces to attack your opponents. He's immensely powerful on the ground, almost to the point of invulnerability, but he can still be taken out if you let him get overwhelmed or if he gets too close to enemy artillery. T.I.E. The "Pirates" in space across the galaxy and also on land are a united force of all different unimportant, not famous, minor mercenary individuals who fight for themselves against both rebels and empire, or if one of their Merchant Space docks, cantinas or mercenary outfiters are captured by either forces, they'll help that side by preparing production for tanks or vessels for battle help. I doubt they have Wookies as the pilots, pal! Whichever you choose, it will be up to YOU to steer your side to ultimate victory. This page contains unnecessary drivel. And that's just plain cool. (You can run most of this mission at double-speed, as a note. The Imperials utilize walkers and large starships that spread fear across the Galaxy. Yngwie Palpsteen. Each of the planets you attack will have an Ion Cannon, as well as a level five space station, so none of these battles will be easy, necessarily (although the Ion Cannon obviously goes away when you blow the planet), but still: you can bring along as large of a fleet as you need to to each of these engagements, so there really shouldn't be anything stopping you from crushing everything in your way. They are more ragtag, as opposed to highly disciplined and trained stormtroopers. The Galactic Empire campaign in Empire At War is pretty fun, although it's not overwhelmingly challenging, at least on the medium difficult. The Empire has a harder time locating power generators than the Rebellion does. Alternately, you can just fill up the rest of your slots with TIE Maulers; they'll be handy here because there are so many infantry squads in your way. You can indeed win this battle with a small group of soldiers; we attempted it with a set of Plex Soldiers, a MPTL-2A, and a T4-B Tank. Proper tactical combat ability will see you win the day, and when the shield generators are down, you can shift into a defensive position and use your bombing runs to damage any buildings that are producing garrison units. Bring in reinforcements and destroy the pirate space station to flush out their leader. When both Mon Calamari Cruisers are destroyed, you'll take control of the planet and its resources. As an infantry unit, he possesses a blaster carbine and flamethrower, dangerous to Rebel infantry, and a jetpack, making him a good infiltrator. As our aim is to present helpful and complete guides for games, pages do not need to contain unnecessary information, such as the names of contributors, or mini guides for editing. Try to prevent your enemy from attacking you at more than two planets at once. And finally, to counter the above, Rebel ships are faster than Imperial ships, as well as having better armor and shields. Variety is the spice of life, though. Strong Against: Imperial Star Destroyer, Victory Star Destroyer, Acclamator Cruiser, Tartan Patrol Cruiser, Broadside Cruiser Weak Against: TIE Bomber. Chewie, for one, has his Capture Vehicle ability, which can be used to take over enemy vehicles and convert them to your cause. These droids can't kill anything on their own, but if you take advantage of their Sensor Ping ability, you'll be able to momentarily get an eye on the enemy base, allowing you to send a bombing run straight down their throats without sacrificing units to scout it out. After building up a space station, you'll be much better able to defend your space against the rebels, since they'll only be able to attack you via Sullust or Coruscant, both of which should be well defended indeed. So if you line up as many of your units near the edge of the shield as possible, you should be able to turn it into something of a shooting gallery. Be sure to protect C-3PO from enemy fire while he and R2 are accessing the network. You don't have to protect all of the prisons here, obviously. If Chewie's about to get killed, you can also use it as something of an escape vector; just plop him into a vehicle and take off. Overall, Palptastic is an incredibly strong unit when used against infantry, but you'll have to back him up with anti-vehicle units if you except armored resistance. And sometimes, when you face a rebellion against your control of the entire galaxy, you just have to get down and dirty and bust a few heads. The light walker of the Empire. Xbox Live Gold Is Not Getting More Expensive, Free-To-Play Games Unlocked For Everyone, 50% Damage Reduction for Rebel Infantry Units, Black Market: Credit Production Fluctuates, Reveals Tactical Information for Nearby Systems, Imperial Light Armor Upgrade (see note below), Repulsorlift Vehicles Can't Land On Surface (This Planet Only), Production Bonus: Imperial Star Destroyer, Infantry Units Automatically Heal (This Planet Only), Production Bonus: Mon Calamari Star Cruiser, Infantry Take Damage Automatically During Ground Battles (This Planet Only), 25% Armor Boost for T2-B Tanks and Speeders, 15% Speed Boost for T4-B Tanks and MPTL-2As, 25% Damage Bonus for X-Wing, Y-Wings, A-Wings and Z-95 Headhunters, 25% Shield Bonus for X-Wing, Y-Wings, A-Wings and Z-95 Headhunters. The Rebellion's strongest ship besides the Mon Calamari Star Cruiser is the Assault Frigate. Resident Evil Village Release Date Is May 7, PS4/Xbox One Versions Confirmed, PS5 Restock Updates: Check Latest Stock, Updates, And More, Xbox Series X Restocks Today At Best Buy And GameStop: Check Availability Here, By RSS Starbases: Space colony 1, 2, 3, shipyards, offices (view original) Mission One: Shipyard Diversion [RC1] Space Battle: Objective 1: Destroy the Six Imperial Shipyards Objective 2: The Sundered Heart Must Survive Your first task is to destroy the six shipyards. Production Bonus: When you control a planet with a Production Bonus for a certain type of unit, all of your planets will be capable of building that unit for 20% less than they normally would. Space/Ground Unit Special Abilities (Space): Invulnerability Special Abilities (Ground): Sprint, EMP Burst, Capture Vehicle. The members of Red Squadron will get picked off one by one, obviously (with the appropriate sound effects, i.e. If you can whittle it down, then you may see other large fleets around, but these are smaller than they seem; the Rebels seem to keep a lot of ground units in space, so if you attack with a large force, you'll find that you'll often be taking on a couple of Corellian Corvettes and two dozen transports, so you should be able to auto-resolve your way through most of the Rebel-controlled systems here. If you activate its missile shield, all incoming missiles (such as from a Broadside cruiser) will be deflected away from the Interdictor. This, of course, is because the Empire doesn't have to build fighters or bombers, like the Rebellion does. As such, Kyle plays more like a commando than anything else. This makes him a stellar unit to use at the head of an infantry army when going up against computer opponents; let them focus on Obi-Wan while your Plex Soldiers rip through their vehicles. With the information in hand, you'll be told to hit up a pair of shuttles to the north to escape the planet. Then, if you have the cash, pay the 900 credits to upgrade your shield generator so that it repels all types of projectiles. Don't leave your shuttles exposed like this; get up close and protect their rears! They are armed with proton bombs, which bypass shields to deal damage faster. Note that if you attack the Death Star at a system it's already blown up, it will automatically spawn a level-five space station and a small fleet, even though it appears all by itself on the galactic map. Kuat and fondor can build star destroyers. The easy way is to bring down a lot of units at your initial starting point, including more T-2B's. Use multiple squadrons to engage targets. - EvilleJedi for allowing Empire at War mods to use his free release ships from the very start of our community, - CloneTrooper for all his great ground unit models, textures and animations, ported from various other SW games, - Dolynick for his wonderful corellian unit skins and Viscount texture. It's not overwhelmingly powerful, obviously, but can profitably engage Acclamators. In space, he's one of the best anti-fighter units around, and he can heal himself by bringing back more wingmen when they get destroyed. Star Wars: Empire at War | Table of Contents | Walkthrough. Use these for intelligence gathering and to back up the TIE fighter Sqaudrons. You can clear out the base pretty easily, but just make sure that your T-2B's lead the charge; there's an anti-infantry turret in the base that will rip through your troops if you get them too close to it. They will likely have an Ion Cannon on the surface that'll pound your capital ships, but there's nothing you can do about it except take the blows. Watch for them on your map, and try to stay away from them as best you can. It's slightly more expensive than the Acclamator class of ships, but although it (like the Acclamator) is classified as a frigate, it's much more capable than its smaller counterpart at taking on larger ships, thanks to its trading the laser cannons of the Acclamator for an Ion Cannon that allows it to quickly drop the shields of enemy vessels. They work best against MPTL-2A artillery units, though, especially since they usually can't move fast enough to get out of range of the bomb radius before it detonates, and seem to take an especially large amount of damage from the bombs. (If you have the AT-AT, you can probably live through the fights, however.) Keep in mind that you pay for a unit when you add it to the queue, not when it actually starts getting built, so feel free to bring her to a system, queue up four or five units, then shuffle her off to another system and repeat the process there. If you have any shielded vehicles, like a 2-M or a T-2B, then they may also be able to rush the turbolaser, especially if you don't mind if one of them gets destroyed. When you've hit the population cap, and have waited for a bombing run to become available, you can easily take out the power generator by selecting a single T-2B and running it quickly up the western part of the map, past the second reinforcement point, and up near the generator. She's a ground-only unit, and roughly equivalent to Kyle Katarn in power (she even shares his Thermal Detonator power). Most of the enemy vehicles won't be able to stand up to your AT-AT's fire, so just blast them. Its implementation into Empire At War is pretty interesting; although it appears as no more than a group of normal X-Wings, Red Squadron is, of course, a good deal more powerful than normal fighter units, and Luke himself can "use the Force" to make a Lucky Shot every minute or so, which does severe damage to one target of appropriate size. If you do have bombing runs, the easiest way to hit them is to just drop a bombing run right on top of them. General Veers owns an enhanced version of the AT-AT, which is immune to the Rebel Snowspeeders' tow cable attacks. Only the Rebellion gets Plex Soldiers. Speedrunning leaderboards, resources, forums, and more! With these commands inputted, you'll be able to hit the 1, 2, 3, or 4 keys to quickly switch between unit types. - Special thanks and credit to Nawrocki for the texture skins used on all of the ships in this mod and in Nomada_Firefox's Alliance mod for Star Wars: Empire at War. (He's probably toned down a bit in the multiplayer game.) Additionally, you must time it right or else the Rebels may have just enough time to stop the detonation sequence. They came out of the fog and ripped apart the front lines. They're perhaps best used against space stations, which they can be tasked on from a mile away; their missiles will damage multiple systems simultaneously, so the space station won't necessarily be impaired immediately, but when your capital ships finish off the defenders, they'll have a much easier time polishing off the space station as well. You're going to start by destroying Alderaan and slaughtering billions of innocents in a fit of pique. The first mission for the Rebels take place at Kuat. They have no offensive capabilities while on the ground, but can be used to repair damaged vehicles, and can also hack enemy turrets and convert them to your side. Well, we guess technically they're called "Orbital Resource Containers", but the idea is the same as you might be familiar with from any given FPS: you shoot the container, it blows up, everything around it blows up, etc. After you've cleared enough population space to bring in another Star Destroyer, warp it in directly to where the Tantive IV is and lock it down with your tractor beam. The power generator gives power to both the shield generator and the turbolaser batteries (as well as some other structures, such as the Magnapulse Cannon); when it's destroyed, all of those structures will lose power and thus become nonfunctional. It's also one of the few units that's actually capable of running over infantry enemies, allowing you to kill them without even bothering to stop and fire. It is a good ship for scouting areas for Broadside Cruisers to strike at. Red Squadron was the designation of the X-Wing squadron at the Battle of Yavin that featured a dream team of fighters, including Luke Skywalker, Wedge Antilles, Jek Porkins, Garven Dreis, and Biggs Darklighter. No need to build a space station or large space fleet there, particularly; keep Kuat as your space headquarters, but build a shield generator and turbolasers on Kashyyyk, as well as perhaps a Light Factory. Return to the central corridor at this point and use the AT-AT to destroy the three turrets there. Ah, the X-Wing. Now, some planets, perhaps even most of them, will put your power generators outside the radius of your shield, so they'll be vulnerable to enemy fire, and if the generators get destroyed, then your shields will drop. Their newer cousins, the TIE Interceptor and TIE Defender, appear only in the expansion pack (Forces of Corruption) for this game. Yeah, I'll bet its cramped. When you hit the ground, you'll find that you have a maximum unit capacity of five units, not including the small squad of pilots that you're given control of. Although it's not immediately obvious what the Rebellion's "Raid" ability is for, if you play around with it a little bit, you should find it to be quite handy. The Empire is fundamentally different than the Alliance when it comes to strategy. It's not worth trying to fight the Stormtroopers or the AT-STs. Plex Soldiers are strong against almost any type of vehicle, but have the usual weaknesses of infantry units, so keep them away from TIE Maulers and artillery units if you're at all fond of their continued lives. Maybe Han and Chewie are still out there somewhere, and maybe the droids are running around on Tatooine, and maybe Luke and Obi-Wan are preparing in secret to restore order to the galaxy, but for now: you win. Do not let him escape. The Z-95 almost isn't worth mentioning, as it's rarely seen in the game. If you have a 200-unit size fleet, then your victory is all but assured; just attack the Death Star at a system it's just destroyed, keep Red Squadron away from all of the enemies, and keep bringing in Mon Calamari Star Cruisers until you've destroyed the enemy space station and all of the ships. Instead, we only have one word to say to you: shield generators. You won't have any scout speeders to line up your bombing runs, and there are going to be huge hordes of infantry enemies spamming your location at the beginning of the fight, due to the infinitely-spawning houses scattered around the area. Massing them together at the beginning of a fight, then having them sweep from behind your ships when the battle is joined, can be a profitable tactic, especially when you can take down the shield generator of a powerful ship or the hangar of a space station. They also can't fire at units that are very close to their feet, but then again, they can crush both infantry and light vehicles by walking over them. The Geonosians have seemingly gone over to the side of the Rebellion, so you'll have to...convince them of the error of their ways. Be sure both of those planets are defended. Note that Home One, unlike most other Mon Calamari Cruisers, does have a shield generator, making it more vulnerable to enemy bombing attacks than other Cruisers. If you want to try out wiki markup without damaging a page, why not use the sandbox? The initial danger here is from the respawning infantry from the rebellious building nearby, so you'll probably want to build one anti-infantry turret and one repair station for your mechanized units. You can do this by selecting all of your T-2B's, for instance by double-clicking on one of them, and then typing CTRL-1 to assign them all to first squad. The key things to remember about AT-ATs are, again, that they're quite slow, and that they can't fire at units that get up close and personal. You need to take him down before he can jump, so ignore the fighters and concentrate all your firepower on his ship. With that in hand, you'll be able to bring down a sizable army. When you've eliminated all of the pirate bases, though, you'll be able to focus on taking down the Rebels. The Empire favors walkers over tanks, but they still have a few to fall back on. You can build them at Sullust, Fondor, Kuat, and Mon Calamari, so start cranking out a few of them to add to your forces. With a wide variety of weaponry, a hangar bay and no outside shield generator, this is probably the most versatile capital ship in the game. When you heal yourself up again, you can start working on the remaining soldiers in the area, either by running up to them and firing at them with Han & Chewie, or nabbing one of the nearby TIE Maulers and running them down, which is just plain fun. If you're going through methodically, which is probably a wise idea, start building up your fleet and try to establish yourself on Kashyyyk. The Death Star will then likely immediately head for Kuat and blow it up as well. Whooo, those barrels blow up real purty-like! Since you outnumber the Rebel fighters, capitalize on the advantage and get to work. Imperial Tanks! He's capable of taking down most infantry units with one hit from his blaster, and can also toss a thermal detonator onto buildings and vehicles to destroy them. If you click on the ship in general without attacking a hardpoint (as the systems are referred to), your units will pick one to go after. Build a ground assault force and recapture Fondor. With them out of the way, move Han down into the lower corridor that runs north-south along the length of the map. He stays airborne as long as you like, but he is vulnerable to enemy anti-air units/structures. Use Vader to scout out the nearby structures and have your armor destroy them while Vader fends off the incoming infantry units; when that's done, head west to the deployment spot and capture it to bring down more troops. Ground Unit Special Abilities: Control Turret, Repair Vehicle. After all the available planets are under your control, amass your forces and head to Mon Calamari. You won't have much time to do so before the Imperials start coming at you, but at least you'll have the option! (He also automatically heals all nearby infantry automatically for a small amount every few seconds.) Defending these units and preparing your forces for an assault is one of the key things to learn about managing the galactic map. Maulers are done for. If worst comes to worst, you can hide in the nebulas to try and avoid getting destroyed. Like the Broadside cruiser, the Marauder fires long-range missiles that can bypass shields and will make quick work of any fighters or bombers that get caught nearby. They are frigates with light weaponry, so protect them at least mildly. Bring in new ships as needed to replace any that get destroyed, and you should polish the mission off without too many problems. With a large group of them, sweep to the east, destroy the Rebel buildings, and you'll win the map. The bikes are good against infantry in hit-and-run attacks, and the charges they drop damage light vehicles and tear apart infantry. Instead, if you just run for the exit, you should have enough health to make it to the shuttles without taking lethal damage, especially if you use the Sprint ability to burst past the infantry units as they fire on you. Its special ability - the tractor beam - isn't anything exceptional, but can be used to lock weaker ships in range and prevent them from getting away from its fire, which is especially useful when trying to lock down smaller Rebel ships, such as Corvettes or Captain Antilles' ship, which will often attempt to rush away from you when they start taking fire. Of course, if your opponent is smart, they'll just ignore your units and run around them... Strong Against: MPTL-2A Weak Against: T2-B Tank, T4-B Tank. The galaxy's most feared bounty hunter is back in action for the Empire in Empire At War, and whether you're on the ground or in space, he just wants to have a little fun. The Grand Finale of the Imperial Navy. (But then again, Tarkin is pretty cocky in general, so supposedly he didn't see the need.) Well, that didn't take long: you quickly establish that Jabiim is the epicenter of the new dystopia. 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