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Why can't I take Coruscant?!


Jonathan
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This is ridiculous! I've played this game many times before, but for some reason, this time, I cannot take over Coruscant. I have a massive fleet above it, and the Emporer is injured staying on Coruscant. So whenever Luke-he has over 900 combat and uber high stats from lots of missions-goes to do any mission on Coruscant, the Emporer stops him! No other man can take on the troops that are on Coruscant to do anything. And the shields have blocked all bombardments and assaults! What can I do?

 

Thanks,

Jonathan

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The main characters are the ones that "talk" to you. They are Luke, Leia, Han, Chewie, Vader, and the Emperor. I thought that they could not "die" in the game.

Your feeble skills are no match for the power of the Dark Side!

 

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Yea me too... I tried assassinating Leia 20 times once when I had a fleet over the planet she was on, and with her hurt and she never died... needless to say I am still convinced they can't die...hmm so the Empire only gets 2 and the rebels get five.. joy. Does Chewie really talk? lol
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  • SWR Staff - Executive

Chewie is not a "main character".. in the sense of the game engine. He is one that you'll start out with, but he can be killed.

 

Luke, Leia, Han, Mon Mothma, Vader, Palpatine

Those are the only 6 that cannot "die"

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Fighting is terrible, but not as terrible as losing the will to fight.

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Since this seems to be a "hot" topic, might as well ask here...

 

Say I have an Admiral and a Commander on a fleet. That fleet loses to an Imperial fleet, and my officers are captured. How would I go about finding them to plan a rescue? I know when you espionage, you may find out information on other planets. Can I ever find where they have taken my officers using espionage on enemy planets?

 

Thanks!

 

Or, maybe it would be a good idea to keep my Admiral and Commander back on a ship that, if we lose, shoots out into hyperspace...

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Yes, espionage missions do reveal captured characters. If you manage to win the battle, but lose the officers you dont have to worry as much, because you know the officers are on the planet you are blockading, and will stay untill you give up your blockade. From there, don't assault. If you do your characters flee to other enemy worlds. Rescue them then assault.
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Holy Yoda! I'm scared for the Rebellion now...

 

I was just reading an Imperial strategy guide on ships. I didn't realize that if the Imperials put a Death Star shield on Coruscant, and had a Death Star in space. With the Emporer or Vader on Coruscant. They are industructable, aren't they? Think about it, if there is no way to sabotage anything because of the Emporer and Vader, and, fighters can't break through the shield, then what hope is there for the Rebellion to ever win a game?

 

Obviously Rebels have won many times, but couldn't an Imperial player just exploit this?

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Sabotage :)

 

Death Star sabotage missions and standard sabotage missions with a small team, say Solo the Wookie and 4 infiltrators. Set it so that Solo and three infiltrators are decoys and wait and see :) May have to play around with the decoy/agent ratio but keep the numbers of the team down and DEFINITELY no Jedi in the team!!!

 

PS Dont try to capture Vader or the Emperor, when you finaly do a ground assault make sure you have a general amongst them and plenty of characters in the fleet. 9-10 you capture both!

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So the fate of the Galaxy is in the hands of a scruffy-looking nerf herder, and a seven foot tall walking carpet. I feel safe and secure. :roll:

 

May the Force be with us...

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I agree, Death Star sabotage is there for a reason, use it. Coruscant can become insanely defensable if you do that, but even still, Death Stars can become the biggest turning point in a game. A single Death Star sabotage can kill several of your characters if stationed on the battlestation which makes the traitor list roll up. Not fun.

When Thrawn starts having foiled research missions in a game you thought was doing so well, you almost want to cry.

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Fill the deathstar up with Dark troopers and war droids. Helps with the detection rating. Have Palpy and Vadar on it. Then an Admiral, a General, and a Commander. This boosts the detection ratings. Then fill the deathstar with the best fighters you have at them time. Since Coruscant doesn't need to be a production planet you then place 3 Gencore's 2, and as many LNR 2's as you can, maybe a KDY. Then have gobloads of troops on Coruscant, a General, and a Commander. Then as many fighters as you want. I imagine Solo would have a hard time.

 

-Imagines the scene in ANH when Solo chases the Stormtroopers, and runs into the big hanger full of them. This time however he gets shot a couple hundred times.-

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Lol. That's what would happen alright. That's when you would...well there isn't much you can do but concede the loss. Try again, put strain on the shipyards, take them out as quickly as you can. Keep strain on the fleets. Don't fight to win, fight to take a big chunk out of them.

If all else fails play the Empire. It's a lot harder for a Rebel planet to get as solidly defended as Coruscant can be.

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I dont recommend putting Palpatine on the Death Star. When he is on Coruscant you get that massive leadership bonus to all imperial officers (and by officers I mean characters acting as a general, admiral or commander).

 

Maybe Vader or someone else on the Death Star sure, but dont put Palps there.

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Also, how would you suggest I keep my mining planets to produce all this chaos? The computer likes to randomly bombard my mining planets and then run off. They know better not to take it over, but its annoying to replace these mining operations.

 

Thanks!

depending on the planet of couirse and it's energy slots but basically if you have your mines on the planet and a few spare energy slots chuck a sheild and a lnr2 on the planet.you may not kill the ship outright but it'll run back to mummy for repairs . and everynw and then you get lucky and disable it in orbit so you can have some fun with it.also once you get them runing well have a planet with about 5 ship yards here and there punching out fighters and spread them around your planets. i've had single imp ships that are coming in just to bombard a planet turn and flee from 5 squadrons instead of staying to engage.
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I thought the guy who posted this was playing as the Alliance :?: Anyway, a good strategy to take is to take a lesser planet in the Sesswenna sector. Then, while it's still in a slightly revlot-like state, you can drawn some of the imps over to try and free it. When the ships arrive to pound it, you pop in and kick some tail. Thus, they have a less defended Coruscant. :twisted: Doesn't necessarily work to bring a huge amount of force out, but if you kill, say, a fifth of their Coruscant fleet, that can help. If that plan doesn't quite work out, try putting some captured Imps on the planet that you took- should make them increase their efforts to take it back... Hopefully. One last thing- use the Dauntless Cruisers, man! They're awesome to have!

12/14/07

Nu kyr'adyc, shi taab'echaaj'la

Not gone, merely marching far away

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If Coruscant it heavily defended (really, really defended well), then maybe you're a bit pre-mature in attacking so soon? Either you go for the SUPER battle (and hope you win), or try and wittle them down abit first. If you have enough ships, throw a couple of fleets in there every few days (which is probably more costly for you), or go for the neck (blocade several systems,or a couple dozen, their maintenance points drop and things get "scrapped"). Then go back to see "what's left". If you blocade enough systems, the AI will either disperse the fleet to help them all (doubtful) or send a giant chunk of ships to one system at a time (most likely). If you use "confirmed move" you could send several fleets to systems so they ALL ARRIVE AT THE SAME TIME. OOOOwww! Let me know what happens if you do that, I'm curious.
Finally, after years of hard work I am the Supreme Sith Warlord! Muwhahahaha!! What?? What do you mean "there's only two of us"?
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I've done it before- they all arrive at the same time- the Admiral, commander, and General with the most leadership/battle points get to be the leaders of the fleet. :lol:

12/14/07

Nu kyr'adyc, shi taab'echaaj'la

Not gone, merely marching far away

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DarthTofu wrote:

I've done it before- they all arrive at the same time- the Admiral, commander, and General with the most leadership/battle points get to be the leaders of the fleet.

 

Although that's true (about command ranks), that's not what I was getting at. What I was suggesting is taking a large fleet (say 90 ships), breaking them up into 9 fleets (of approximately 10 ships each, whatever balances them out as needed). For example, have the 9 fleets all leave Commenor, and arrive at all systems simultaneously (EXCEPT Coruscant). The Imperial AI now finds ALL systems blocaded in the Home Sector, but not the capital. With all of those systems blocaded, ALL AT THE SAME TIME, the maintenance points (for the Empire) are going to take a SEVERE hit (a lot of things are going to get scrapped). More than likely the AI will dispatch most of the Coruscant fleet to break the blocades ... ONE BLOCADE AT A TIME. This will take time. As the Imperial fleet reaches each system (the Rebels will be outnumbered, and should just flee if possible), the Empire is still struggling from lack of maintenace points. To reach all of the systems blocaded could take upwards to 40-60 days. That's a long time without maintenace points. If the Imperial fleet has Interdictors, you'll either have to sacrifice the small fleets or make a could guess on when the Imperials will arrive and leave prior to their arrival. Now, you can try (with confirmed move again) to "re-assemble" the smaller fleets into a larger fleet at Coruscant (A majority of the Imperial fleet should be out trying to "break blocades"). If they (the Imperials) are in hyperspace traveling to a blocaded system, and no Rebel fleet is present, the Imperial fleet will head to the next blocaded system (leave at least one system blocaded for them to go after) or will head back to Coruscant.

 

Basically lead the Imperial fleet away from Coruscant, and then try to take it. Just remember, they'll be coming back and you won't have the luxury of time to sit there and twiddle your thumbs.

Finally, after years of hard work I am the Supreme Sith Warlord! Muwhahahaha!! What?? What do you mean "there's only two of us"?
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I sort of did that, once. The Imps left an Impereal class Star Destroyer behind, then returned with a VIC before returning with somewhere around three vics and an Imp Star. Still, killed all of their TIEs- that rocks. Even if my Mon Cal and junk got the crap beaten out of them :D . But I'll have to try the blocasing strategy- me thinks it could be handy!

12/14/07

Nu kyr'adyc, shi taab'echaaj'la

Not gone, merely marching far away

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Man what day do you wait untill to capture Coruscant? Whenever I play the Rebellion I never capture Coruscant later than day 1100. I ususally try for days 750 -800. It's always downhill for the Empire after that. Then I run arround for another thousand days mopping up their fleets till I get bored. :?

 

Coruscant is defended with the following:

 

6 Imperial Mk. II Star Destroyers

4 Imperial Mk. I Star Destroyers

3 Victory Star Destroyers

3 Escort Carriers

4 Assault Transports

1 SSD

2 Interdictor Cruisers

1 Death Star (Don't ask me why it isn't out there blowing up my planets, cause I don't honestly know.)

8 Lancer Frigates

20 Tie Fighters

20 Tie Interceptors

15 Tie Defenders

20 Dark Trooper Regiments

10 Stormtrooper Regiments

15 Army Regiments

7 Fleet Regiments

Darth Vader

Emperor Palpatine

Admiral Thrawn (Aboard SSD)

General Veers

 

Wow. That has to be the most intense defense of Coruscant I've ever seen by the computer. The most I ever catch them with is;

 

1 SSD

4 Imperial Mk. I Star Destroyers

2 Victory Star Destroyers

2 Interdictor Cruisers

5 Carrack Cruisers

3 Lancer Frigates

 

I normally jump in with a Fleet of

 

5 Mon Cal Cruisers

2 Liberators

2 Dauntless

(4 Star Destroyers* if I have them)

8-9 Cariers

4 Assault Frigates

2 CC-7700 /or/ Interdictor Cruisers

8 Dreadnaughts

8 Bulk Cruisers

10 Nebulon B Frigates

15 Gunships

20 Corvettes

1 Bulwark /or/ SSD

A fleet of Troop Transports (+50 troops)

+40 X-wing sq

+40 Y-wing sq

+40 A-wing sq

10 B-wings sq's

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