I have been hesitant trying multiplayer with others I don't know becasue my luck, i will get my butt kicked every time. I love to play C&C and I do very well against the computer, but as soon as I played against friends who are really good at it, I get defeated every time.
Not to "give away" my strategy to future potential players should I have enough guts to go into the multiplayer "world" for Rebellion, but what are the flaws with how I generally play the game.
To keep post from going on forever, I will focus being the Empire:
First 20 days or so...
Use Emporer to recruit
Use Vader, Piett, and any other characters with better than average diplomacy rating for diplomacy in core systems - focus on systems with Shipyards first, then Construction Yards, followed by Training faclities, and then resources only.
Use any research capable characters to begin research immediately.
Construction Yards: Order to build mulitple Constructoin Yards up to 6 on a planet.
Shipyards: I have rarely started out with more than 2 on one planet. I order builiding multiple Tie Fighters. It takes too long to build starships for them to be an effective defense. I have successfully defended planets in the beginning, and even later on, with only fighters, but you need a bunch of them as the game goes along.
Training Facilities: Though probably thought of more of as a Rebel tactic, I will select one faciltiy to build Stormtrooper Regiments, and all others to build Imperial Commandos
Send out Imperial Commandos and appropriate characters to target first Shipyards, then Construction Yards, then Training Facilities, then refineries on rebel controlled systems
Any Troop Transport ships fill with any kind of troops available, create as own Troop Transport Fleets, send to outer rim systems. Start moving troosp to "uninhabited" planets.
Send all war ships (IDS, VSD, Dreadnaught, Carrack Cruiser, etc) to Corsuscant
Send all existing Fighters to Coruscant
Since I know I start with Ozzel, promote him to Admiral of Defend Coruscant Fleet
Take any available "General" character who is not useable for any other assignment and promote him as General of ground forces for Coruscant.
Wintin first 100-200 Days....
PRIORITY FOR CONSTRUCTION YARD ORDERS:
When "garrison" (by moving a regiment onto an unihabited planet) in New sector in outer rim established, and when multiple construction yards have been built, build and send new construction yard to new system. One system per sector. Once arrived, build multiple (up to 6) construction yards. If advanced Construction Yard has been researched, build them instead of course.
Build additional shipyards
Build additional training facilties
Build resources and do best to keep in balance
PRIORITY FOR SHIPYARD ORDERS:
1-3 Shipyards : Fighters...When Tie Interceptor become available, then build them, when Defenders become available then them. I never found Tie Bombers to be effective at all.
3-5: Victory Class Star Destroyers - Smaller than the ISD's but quicker to build and not as many Command Points..
6+: ISD .... By the time I have 6+ shipyards going, i usually have enough command points from building more refineries
PRIORITY FOR TRAINING FACILTIES ORDER
1-2: Imperial Commandos
3+: Stormtroopers
As game goes on:
When Dark Troopers become available, they are the primary Regiment I use to defend garrisons and for invasion
After infrastructure is built up, start to build fleets to "defend" each sector
I tend to go after a sector at a time. Once all the alliance forces are defeated in a sector, I build a new fleet of ships and move to the next. It is the only way I have found effective to find the Rebel Base and to find Luke and the Senator.
General thoughts on system defense:
I have found shields and laser batteries are not that all effective, so I tend to not use them. On planets where garrison requirement is 6, I try to have 9, where requirement is 4 or less, I try to have 6. Though as game goes on, 9 is my standard when I am able to start training large numbers of troops.
I first use Stormtroopers, then upgrade to Dark Troopers. Stormtroopers are replaced at garrrisons, first sent to coruscant, then evenetually scrapped to save on command points when needed as long as there is sufficient numbers of Dark Trooper regiments at Coruscant.
Coruscant is usually also where I keep my prison garrison. By the end of the game, I usually have 144-201 regiments on the planet.
For key planets of importance, such as Coruscant, there is a general assigned to improve "security" on planet
General thoughts on Fleets:
I tend to use ISD's, VSD, and Super-ISD as the ships of the line. (that would also include the Mark II upgrades of the ISD and VSD!)
As the upgrade versions of VSD and ISD become available, if the first generation are in fleets other than Defend Coruscant, they are replaced. Older ships are sent to Coruscant.
All fleets have atleast one SISD when they become available and there are enough command points for them
When they become available, every fleet has an Interdictor Cruiser
In tactical battles, I don't find Lancer Frigates or strike cruisers to be effective at all. And i've never used the Escort Carrier, though for multiplayer games, I might have to change that choice to have enough Fighters available for a good brawl.
As soon as the newer version of Fighters (Interceptor and Defenders) become available, they replace the older version. When enough new fighters are online, the old ones first go to Coruscant to increase defenses there, and are eventually scrapped to save Command Points when needed as long as there are sufficient defenses avaialble there already.
Ships in fleet are manned by Imperial Fleet Regiments.
Each fleet, if possible, has an admiral, and for Defend Coruscant, a General.
Thoughts on Troop Invasion Fleets and Invasions
I build first Galleon's then Star Galleons for "Troop Transport" fleets
They explore systems and land troops to unihabited planets. Neutral Systems encountered will have sent to them a diplomat for diplomacy.
Early in the game, before the CC-7700 is available, if rebel planet encountered, retreat... By time CC-7700 is in rebel fleets, SHips of the Line composed fleets for "invading" new sectors have been created.
When that "step" has been reached, the Ships of the Line go in first as the "Defend Sector" commanded by a Character who has been promoted to Admiral, and either with spec forces or bombardment, planetary defenses are removed, including garrison troops. Troop Transport Fleets (usually having a total capacity of hopefully 90) follow up a few "days" later and assault the planet and each garrison will be 9. When sector is conqured, Troop Transport Fleet moves to training facilty for embarkation of new troops while awaiting next sector fleet to be built.
Of course, it is difficult to decribe more specifics since each "game" is different, but this gives yo ua general idea how I have been doing it since the game first came out many years ago.
I still enjoy playing it, but the AI has become very predictable (obviously) so it is not as much fun, so playing multiplayer interests me, but in terms of playing multiplayer, I would definitley be considered a "newbie".
So for the expert mulitplayer players, what potential flaws do you see, so I might have a slim chance of winning if and when I join the mulitplayer arena?
Question
kleaverjr
I have been hesitant trying multiplayer with others I don't know becasue my luck, i will get my butt kicked every time. I love to play C&C and I do very well against the computer, but as soon as I played against friends who are really good at it, I get defeated every time.
Not to "give away" my strategy to future potential players should I have enough guts to go into the multiplayer "world" for Rebellion, but what are the flaws with how I generally play the game.
To keep post from going on forever, I will focus being the Empire:
First 20 days or so...
Use Emporer to recruit
Use Vader, Piett, and any other characters with better than average diplomacy rating for diplomacy in core systems - focus on systems with Shipyards first, then Construction Yards, followed by Training faclities, and then resources only.
Use any research capable characters to begin research immediately.
Construction Yards: Order to build mulitple Constructoin Yards up to 6 on a planet.
Shipyards: I have rarely started out with more than 2 on one planet. I order builiding multiple Tie Fighters. It takes too long to build starships for them to be an effective defense. I have successfully defended planets in the beginning, and even later on, with only fighters, but you need a bunch of them as the game goes along.
Training Facilities: Though probably thought of more of as a Rebel tactic, I will select one faciltiy to build Stormtrooper Regiments, and all others to build Imperial Commandos
Send out Imperial Commandos and appropriate characters to target first Shipyards, then Construction Yards, then Training Facilities, then refineries on rebel controlled systems
Any Troop Transport ships fill with any kind of troops available, create as own Troop Transport Fleets, send to outer rim systems. Start moving troosp to "uninhabited" planets.
Send all war ships (IDS, VSD, Dreadnaught, Carrack Cruiser, etc) to Corsuscant
Send all existing Fighters to Coruscant
Since I know I start with Ozzel, promote him to Admiral of Defend Coruscant Fleet
Take any available "General" character who is not useable for any other assignment and promote him as General of ground forces for Coruscant.
Wintin first 100-200 Days....
PRIORITY FOR CONSTRUCTION YARD ORDERS:
When "garrison" (by moving a regiment onto an unihabited planet) in New sector in outer rim established, and when multiple construction yards have been built, build and send new construction yard to new system. One system per sector. Once arrived, build multiple (up to 6) construction yards. If advanced Construction Yard has been researched, build them instead of course.
Build additional shipyards
Build additional training facilties
Build resources and do best to keep in balance
PRIORITY FOR SHIPYARD ORDERS:
1-3 Shipyards : Fighters...When Tie Interceptor become available, then build them, when Defenders become available then them. I never found Tie Bombers to be effective at all.
3-5: Victory Class Star Destroyers - Smaller than the ISD's but quicker to build and not as many Command Points..
6+: ISD .... By the time I have 6+ shipyards going, i usually have enough command points from building more refineries
PRIORITY FOR TRAINING FACILTIES ORDER
1-2: Imperial Commandos
3+: Stormtroopers
As game goes on:
When Dark Troopers become available, they are the primary Regiment I use to defend garrisons and for invasion
After infrastructure is built up, start to build fleets to "defend" each sector
I tend to go after a sector at a time. Once all the alliance forces are defeated in a sector, I build a new fleet of ships and move to the next. It is the only way I have found effective to find the Rebel Base and to find Luke and the Senator.
General thoughts on system defense:
I have found shields and laser batteries are not that all effective, so I tend to not use them. On planets where garrison requirement is 6, I try to have 9, where requirement is 4 or less, I try to have 6. Though as game goes on, 9 is my standard when I am able to start training large numbers of troops.
I first use Stormtroopers, then upgrade to Dark Troopers. Stormtroopers are replaced at garrrisons, first sent to coruscant, then evenetually scrapped to save on command points when needed as long as there is sufficient numbers of Dark Trooper regiments at Coruscant.
Coruscant is usually also where I keep my prison garrison. By the end of the game, I usually have 144-201 regiments on the planet.
For key planets of importance, such as Coruscant, there is a general assigned to improve "security" on planet
General thoughts on Fleets:
I tend to use ISD's, VSD, and Super-ISD as the ships of the line. (that would also include the Mark II upgrades of the ISD and VSD!)
As the upgrade versions of VSD and ISD become available, if the first generation are in fleets other than Defend Coruscant, they are replaced. Older ships are sent to Coruscant.
All fleets have atleast one SISD when they become available and there are enough command points for them
When they become available, every fleet has an Interdictor Cruiser
In tactical battles, I don't find Lancer Frigates or strike cruisers to be effective at all. And i've never used the Escort Carrier, though for multiplayer games, I might have to change that choice to have enough Fighters available for a good brawl.
As soon as the newer version of Fighters (Interceptor and Defenders) become available, they replace the older version. When enough new fighters are online, the old ones first go to Coruscant to increase defenses there, and are eventually scrapped to save Command Points when needed as long as there are sufficient defenses avaialble there already.
Ships in fleet are manned by Imperial Fleet Regiments.
Each fleet, if possible, has an admiral, and for Defend Coruscant, a General.
Thoughts on Troop Invasion Fleets and Invasions
I build first Galleon's then Star Galleons for "Troop Transport" fleets
They explore systems and land troops to unihabited planets. Neutral Systems encountered will have sent to them a diplomat for diplomacy.
Early in the game, before the CC-7700 is available, if rebel planet encountered, retreat... By time CC-7700 is in rebel fleets, SHips of the Line composed fleets for "invading" new sectors have been created.
When that "step" has been reached, the Ships of the Line go in first as the "Defend Sector" commanded by a Character who has been promoted to Admiral, and either with spec forces or bombardment, planetary defenses are removed, including garrison troops. Troop Transport Fleets (usually having a total capacity of hopefully 90) follow up a few "days" later and assault the planet and each garrison will be 9. When sector is conqured, Troop Transport Fleet moves to training facilty for embarkation of new troops while awaiting next sector fleet to be built.
Of course, it is difficult to decribe more specifics since each "game" is different, but this gives yo ua general idea how I have been doing it since the game first came out many years ago.
I still enjoy playing it, but the AI has become very predictable (obviously) so it is not as much fun, so playing multiplayer interests me, but in terms of playing multiplayer, I would definitley be considered a "newbie".
So for the expert mulitplayer players, what potential flaws do you see, so I might have a slim chance of winning if and when I join the mulitplayer arena?
Thanks
KDL
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