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Re: Hit and Run tactics actually work!


MastaSpoofa
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I may have just had too many sniffs of the mushrooms outside, but I think i saw a post or reply about hit and run tactics not working. WRONG! I've tried and proved it is a very effective tactic.

 

Now, onward to the point of this post...  :P

 

 

i was on Bespin, attempting to further increase my rebel influence to sullest, but my scouts had reported the enemy had 1 ISD, 1 victory-class SD and 1 acclimator-class SD, my fleet consisted of morale filled soldiers and pilots, but i only had 4 neb B. Frigates, 5 blockade runners, 4 y-wings and 5 headhunter squadrons.

 

My current fleet was defending the space over bespin, since its worth 2k credits, it wasnt worth the risk of falling to the empire. I had assembled a task force of 2 Neb-B's 3 corvettes 2 y-wings and 3 headhunters, They were immediatly send to sullest.

 

After their arrival, i sent my corvettes and nebulon B's to a small asteriod field in the middle of the battlefield. After that i send my corvettes towards the enemy base to draw the imperial star destroyer to my ambush. After they began shooting at the ISD, i ordered them to immediatly retreat and switch full power to engines. They retreated, and the ISD followed. I immediately sent my bombers to take out his engines, hanger and shield generator. My fighters fought his fighters while my corvettes and Nebulon B's battered the ISD's hull with turbolaser fire. After the ISD's hull split into two parts, and the bridge exploded, i ordered my forces immediatly to pull back and then once in a safe location, hyper jump back to bespin to report, the Victory, and Acclimator were aware of what happened and sped towards my fleet, luckily my fleet jumped away just as the imperial fleet reached mine.

 

Anyways thats my story.

 

 

If you wana hear the rest, after they all arrived back on bespin i sent 3 neb-B's all my y-wings, 4 corvettes and 4 headhunters to destroy the enemies base, they were victorious.

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Of course hit and run tactic work! That's what playing as the Rebels is all about. So as the Imperials, you can't allow yourself to be drawn into these kind of traps. Let them come to you, where you have the advantage because you have a spacestation and all of your capital ships will pummel your enemies to death.

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Very true! But.....that is life. So make sure you don't leave any ship damaged but not destroyed. Pick a big target and hit it with all you have and then leave.

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Not really, I was on kuat with rebels (defending, No station because I lost it earlier and didn't have the credits to construct yet), NOT using Hot and run with a FAR superior enemy fleet and I won. Why? Corellien Corvettes. My fleet was >75% CC's. (My pop amount was 21/25, no reinforcements). Enemy fleet= 12 ISD's Total, 6 Tartans, 6 broadsides, loads of fighters, tie scouts, 2 Interdictors

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Noian, do you think that that seems a bit unbalanced?  The sides you listed should have spelled an Imperial victory even in the hands of a complete novice.  The outcome of that battle doesn't suprise me in the least given what I have seen as the Empire and the Rebels.  True balance in a game should mean that with the correct match up of resources (pop cap to pop cap) there should be a reasonable chance of success on either side, given a balanced force of course.  The fact that Petro has given the Rebels a 70-80% hit rate to the Imperial's 30-40% (at best) hit rate, is a large part of the issue.

 

Anyone who assumes that something like the Imperial Star Destroyer can not hit a starfighter doesn't pay attention to the highest level of canon.  The first scenes in A New Hope show the Imperial Star Destroyer pinpointing a critical drive system on a small Correllian Corvette (the Tantive IV) to keep it from running so that they could capture it.  Some people foolishly assume that the "missed" shots in that the Star Destroyer was firing were because they couldn't hit something that fast or small.  In reality it takes a lot better aim to hit something moving that fast with guns as big as the ISD sports and not completely destroy it.  And remember that the ISDs are something that Han Solo boasted that he could outrun (which means they are a lot faster than depicted in EAW).  So according to the Highest Level of Canon as stated by Lucas Arts and George Lucas himself, the ISD should be almost as fast as the Millennium Falcon (not saying that they are as maneuverable though), should be accurate enough to hit specific systems on something as small as a Correlian Corvette without fear of destroying the entire vessel with a missed shot and be able to hit things as fast and small as an escape pod from that Correllian Corvette barely big enough to hold R2-D2 and C3PO.

 

Yeah, does anyone remember that sequence with the small laser turret (which for some reason the same class of Star Destroyer in the game does not have) immediately tracking the escape pod as it shot out of the Tantive IV?  The gunner asked if he should destroy it and the commander says not to as there are no life-forms on board.  If that sequence was played out in EAW the commander would have laughed his a-$ off a the gunner and said, "Heh, if you think you can hit that little thing with that Turbolaser", (since that is all that is on an ISD in EAW), " then go right ahead!".  Of course we would have never seen this scene as the ISD can't hit a CC to save it's life (or more specifically the lives of its fighter/bomber complement whose exiting from the hangar it can't seem to control), let alone hit something like a specific system on it to reduce its speed.

 

The things that were done in EAW based on "canon" are such gross mistakes and horribly inaccurate interpretations of the movies as to make someone wonder if the Canon checkers at Lucas Arts that are supposed to check this stuff have seen any of the Original Trilogy at all!  I mean how long did Petroglyph put the Power Generators for the Shields outside of the Shields themselves as a rule because it was "True to the Star Wars Universe"?

 

>>Sigh<<  The problem we are faced with now, is that even if the problems mentioned were acknowledged by Petroglyph, the game has been shipped and any modification would be screamed at by the Rebel or Imperial players (depending on what unit or mechanic was modified), as a "Nerf".  Once you release a game (or even a demo in a lot of cases) any modification to balance will tick off a large group.  And since most of the imbalance is in favor of the Rebels in this game and the movies and most of the Games based on Star Wars as well as the Movies themselves are from the Rebel's perspective, the likelihood of these issues being fixed are probably nil.

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I was saying that becasue of the rebel 70-80, tactics arn't really needed for rebels.

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