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Those damned Corellian Corvettes


teukros
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That's true, it is hard to find them. But what if your opponent DOES find them and attacks with overwhelming force? It takes a lot of time to move reenforcements from the core to the rim.

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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I usually like to keep them together, which may seem like a bad idea, but usually they'll have a bunch of ships sitting there. Move all of them together and you can usually create a gigantic fleet. That or just build a sector defense fleet. I usually try to make them close to the core as possible also
Sweat saves blood-Erwin Rommel
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That was always the challenge of Rebellion. Do you throw everything together and win all of the battles, but risk your planets in the process, or do you build multiple small fleets and risk being overwhelmed at any given time.

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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Guest Admiral_Antilles
That was always the challenge of Rebellion. Do you throw everything together and win all of the battles, but risk your planets in the process, or do you build multiple small fleets and risk being overwhelmed at any given time.

 

And what a grand game it is...

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I've found that the T.I.E.s and T.I.E. Bombers are next to useless.

 

Does anyone know how maneuverability affects combat?

 

Does a fighter with maneuverability of '8' have twice the chance of hitting another fighter as one with a maneuverability of '4'? or is it more complicated than that?

 

Maybe I'll add '4' to the maneuverability of all Imperial fighters to make things more realistic. And restore the armor that was stripped from them by giving them each a shield rating of 10. Actually it should be 20 for the T.I.E. Bomber... :twisted:

Welcome back, Teukros! We never did come to a conclusion about that, did we? I've boosted speed and maneuverability across the board to both speed up the games and give a direct relationship between their Rebellion speeds and those given in XWA. Then again, I've made a LOT of other changes, as well. :wink:

 

As for my building preferences, as the Rebels I tend to concentrate on the Core with my diplomats, leaving one or two to do the dirty work in the Rim. I try to quickly explore the Rim with Med. Transports and Longprobes, landing troops on the best systems of a sector and then ordering the delivery of a construction yard to the area. It's a slow process, but there's usually little Imperial interferance. This allows me to concentrate my more combat-oriented ships in the Core.

 

I've had success against the computer and against a human player by sticking with 'sector fleets'. Usually nothing more than a (damned) corvette or two at the beginning, they allow for the quick-strike/blockade strategy that so annoys the Empire. I add vessels to the fleet as I'm able, concentrating on the fleets that see more action. I've also learned that even if I'm drastically outnumbered and flight is really the only option, to go ahead and play the battle and retreat to avoid losses.

Five of the Greatest Lines in the Star Wars Trilogy :roll:;)

-"As you wish..."

-"He's no good to me dead..."

-"What if he doesn't survive? He's worth a lot to me."

-"Put Captain Solo in the Cargo Hold"

-"AaaaaAAaaaaaa!!"

 

Fett's Vette

The Lyrics

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I think that maneuverability affects the chance of a rebel fighter or cap-ship hitting the fighters. As for the uefullnes of TIEs, the bombers are great for swarming cap-ships, as are the fighters. WHile they're buisy shooting your TIEs they'll ignore your Star Destroyers :twisted:

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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Personally i have a tactic that i think works well on the damned rebs.

SUPER FLEETS

Build a fleet of; Death Star, 3-4 Imps, 2-4 Vicks, 2 S-stars, 4-6 lances, 2-4 Intras and fighters up the wazoo... and say hi to the nearest reb fleet

 

For the rebs i like the "liberator fleets"

Cor. Gunships, Mon-Cals, Corvets (dont hate me), N-Bs, and fighters, when the Imps attack 2-3 planets in a mixed support system, if you bombard the troops till their on your side again, the pop-support sways a LOT and they basicly handed you the rest of the system on a cortosys plater :twisted:

War is the continuation of politics by other means...
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The only problem with Super Fleets is that it leaves most of your planets undefended. Also, using the Death Star as a mobile Battlestation constantly places it in danger. Better to use it only rarely. Also, the fleet you describe would be overwhelmed later in the game when the Rebels manage to get fleets with 4-5 Bulwarks.

 

I should have said this earlier: Welcome to the Forums!

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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Thats the great thing about them... while it is keeping them busy in the Core, you have (3-4) galleons taking the rim uninhabited systems with Walkers (lowest matinance) so that you can build mines and refinerys on them... my current game i have about 300 of each and an building the fifth superfleet with two scout feets and some planet nabbers (PN fleets cost about 16 Matinance points if build right)
War is the continuation of politics by other means...
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If you're playing hte computer they tend to have one large fleet, and several smaller fleets. As the rebels tend to occupy the outer rime, it makes it hard to hold any planets there with one a fleet of Galleons and some walkers.

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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In my game i have nuked their super fleet and am "taking care" of their smaller fleets, i dont even have to worry about them taking on of my planets, cuz they have NO defences on the rim (Dumb? Mabey) so if they assult it will be a waist of troops, cuz i only build mines and refieries on the rim except for the heavily fortified super yards. I play with the imperial motto "If its big, its good."

I managed to crush the rebs will early on in the game, so they have been mainly streuggling to hold on the their matinance pointsfor their few fleets left. I have already had "THE SPACE BATTLE," cuz i had two of my fleets drop out at the same time where they were staging an assult (of trying to). I got them down to planet hopping in the Corellian sector and the (?) Farik sector, but some interdictors solved that right quick with the help of the Death Star fleet Vaders Will and the Liberator fleet Palpatien's Order. They had a small suprise on Xyquine and Selona...

War is the continuation of politics by other means...
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  • 3 weeks later...
If you're playing hte computer they tend to have one large fleet, and several smaller fleets.

 

Hah! I wish. The game I'm playing right now, the computer is using some pretty good strategy. It's about turn 200, I have a fairly nice fleet of two Imperial I Star Destroyers, a Victory I Star Destroyer (all fully loaded with T.I.E. fighter squadrons plus six squadrons to spare), two Carrack Cruisers (one of which is shuttling Lord Vader around in Farfin Sector or someplace), six Corellian Corvettes and two Galleons. the rebel systems in the Sessawenna Sector have been taken care of, and I would like to pop down to the Corellian Sector for some nice occupation and pacification (only one Imperial System down there, Selonia). But the computer has me absolutely pinned down with a constant barrage of small raiding fleets! Since deploying them, my Espionage Droids have given me advance warning of every inbound fleet except one (a stinking lone Corvette that blew away two army regiments and then left :x ). I'm constantly juggling my ships and my half dozen spare T.I.E. squadrons to turn the Rebel Task Forces back before they can start hopping around Sessawenna spreading chaos. I recently had to have my Victory and Carrack race over to the other side of Sessawenna Sector to get to a system just ahead of an Escort Carrier with three Y-Wing and X-Wing squadrons and two medium transports.

 

After every system has at least two GenCores things should get better.

 

In the meantime, of course, the Rebel diplomats are having a field day.

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Try building a small fleet of Victory SD's fill with troops, TIE's and Noghri's then send them in to attack and assassinate the rebels. Take along commanders that have diplomatic skills and you may invade and pacify some planets after killing the rebel diplomatic corps. -Grand Moff Conway
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I took a chance and ordered my fleet down to Corellian Sector, hopefully the Rebels don't attack me again in Sessawenna in the next ten turns or so, because after that I'm going to start yanking up the floorboards down in Corellian (I have 24 Commando units waiting for me in Selonia, a half dozen Stormtrooper units to replace losses from planetary invasions, and dozens of army units for occupation :twisted: ). Hopefully that will get the Rebs' attention and then they'll leave Sessawenna alone...

 

I only use Noghri for kidnapping, I never attempt assassination. In assassination attempts my agents seem to get killed more often than theirs.

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Something I like to do with Lord Vader is to use a Carrack as a courier ship and to have another character accompany him. In my current game Needa is the perfect choice - he's high in leadership and moderately high in espionage and combat, but not so high that I will really miss him.

 

When Vader's ship gets to a neutral world he starts his "diplomacy" mission (hee hee hee) and Needa does an espionage mission. I've landed some pretty big fish this way including Princess Organa. You could obviously get elaborate with other characters, teams of Noghri etc but that would tie up valuable resources and Noghri are expensive.

 

All Vader needs is the information that there is a Rebel agent on the world. Keep the Carrack in orbit and have him continue his "diplomacy" mission, and if he gets around to it, he will catch the Rebel vermin. Unfortunately he usually injures him or her in the process... :lol:

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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I actually consider Noghris to be cheap when you consider their usefulness. Anyways are you using the original cost for them or an edited price? -Grand Moff Conway
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I'm using the original price. They are useful and one Noghri isn't expensive but if you want to build twelve of them, it adds up. It's usually a long ways into the game when I'm not desperate for more army regiments for planetary garrisons.
Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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What's good too is building up another character to do all the risk taking and using Vader along with some special forces as the decoys. Course if you didn't know if an enemy force character or Luke was there first, it might spell their doom. I'm not sure if the leadership rating matters for the one leading the decoy half of the mission or not, but perhaps you could have a smaller investment in spec ops if you had Vader or the Emperor acting as the decoy.
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That'd be one effective decoy 8O

 

That's why I like having one good (but not great) Imperial officer accompany Vader. Setup is almost immediate, low investment, low risk, and more in the nature of insurance (if Vader happens to perform one of his so-called diplomacy missions on a world and a Rebel diplomat is already there, there's a good chance the Reb will be caught).

 

Besides, the Emperor should stay on his throne at all times.

 

Kidnap Skywalker (or Solo)? What game are you playing? :roll:

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Mine's a bit tricked out at the moment so that advice might not apply all that well :)

 

I wanted to boost some character stats, mostly leadership on both sides without the AI making the enemy's command characters always generals (in fleets anyway). Its the only thing I can think of barring increasing maintenance on things to avoid my tactical battles running like slide shows :)

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  • 2 weeks later...
I wish the Empire had more Diplomatic characters, they are all leaders (with palpatine on the throne). This means I have Bin Essada, Vader, and Piett scouring the galaxy for systems to turn to my side.
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That's because you're suppose to oppress planets, not worry if they like you or not. Don't bring them over to your side, invade them and bring them over later.

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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