Feral Posted March 5, 2006 Posted March 5, 2006 Hi, I've got the space game down pat, but nothing's more annoying than controlling 90% of the map in a "hard" galaxy game but with 10-15 planets "proxied" (IE: tartan cruiser or vic sd in orbit) because I can't beat the ground game. I haven't found a good mix to throw at them for auto-resolve (I don't particularly enjoy the ground game) and it's pretty frustrating being unable to conquer enemy planets. Any advice?
Venrai Posted March 5, 2006 Posted March 5, 2006 don't auto resolvefor low rebel raid fleets i use 2 plex soldiers han and chewy and obiwan and a t2. Person B: Wheres the Emperor, anyway?Person A: The Emperor is currently at Nal Hutta.Person B: I don't think he'd be at Nal Hutta it has a swamp.Person A: Whats wrong with a swamp?Person B: Well its the Emperor, he would never touch a swamp as hes well the Emperor.Person A: Your right...Person B: Instead he'd make a super weapon to destroy the swamp, it'd probably be called the Plunginator!!!!Person A: Huh?Person B: Lol....
Feral Posted March 5, 2006 Author Posted March 5, 2006 This is from an Imperial standpoint, I find ground battles with rebels easy to win using A-R. It's the imperial side I'm having trouble with - Rebels have the ground advantage, Imperials have the space advantage.
Venrai Posted March 5, 2006 Posted March 5, 2006 strange imperials are supposed to be the rulers of ground.. Person B: Wheres the Emperor, anyway?Person A: The Emperor is currently at Nal Hutta.Person B: I don't think he'd be at Nal Hutta it has a swamp.Person A: Whats wrong with a swamp?Person B: Well its the Emperor, he would never touch a swamp as hes well the Emperor.Person A: Your right...Person B: Instead he'd make a super weapon to destroy the swamp, it'd probably be called the Plunginator!!!!Person A: Huh?Person B: Lol....
Feral Posted March 5, 2006 Author Posted March 5, 2006 strange imperials are supposed to be the rulers of ground..Why's that? Guerilla warfare beats conventional warfare hands down, and that's the difference between reb & imp in a nutshell. Imp heavy ground units (AT/artillery) get owwwwned by rebs =/
Venrai Posted March 5, 2006 Posted March 5, 2006 Right the rebel units beat them when their less trained, less superior, and less powerful its because of the poor balance in the game and the poor beta testing and lack of weapons. They were aRag Tag fleet, not iraqis Person B: Wheres the Emperor, anyway?Person A: The Emperor is currently at Nal Hutta.Person B: I don't think he'd be at Nal Hutta it has a swamp.Person A: Whats wrong with a swamp?Person B: Well its the Emperor, he would never touch a swamp as hes well the Emperor.Person A: Your right...Person B: Instead he'd make a super weapon to destroy the swamp, it'd probably be called the Plunginator!!!!Person A: Huh?Person B: Lol....
Feral Posted March 5, 2006 Author Posted March 5, 2006 Actually I was referring to the fact that the USA is a country today because we didn't stick to fighting the british in open engagements on the field where we'd get mowed down... we used guerilla warfare, didn't fight them where they had an advantage, etc. (Heck, we had a pivotal battle with them on christmas day, which they assumed we'd take as a holy day/holiday and didn't expect) In the game I finally just made a couple dozen ATAT's / tanks / etc and just wiped them out with brute force in the game. *sigh* So annoying - their little hover tanks are one of their best units - can run in close enough so ATAT's can't fire, seem to be 1:1 as good as the imp tanks in open engagement, take less time to produce, move faster, etc etc etc.
NOT Hadoken13 Posted March 7, 2006 Posted March 7, 2006 the imperials assuming themselves superior used pre ww2 ground tactics. send everything you have as quick as possible. if they aren't all dead they will be to scared to fight. the rebs. used more modern ground tactics. sneak up behind, do a surgical strike etc. they didn't need better ground units or soldiers to win cuz the imps couldn't strike back. it wasn't till about the middle of the galactic civil war the the imps began to learn their lesson but by then it was (obviously) too late my EAW online screen name [PFF]HAdoken13
cyclonetwist Posted March 7, 2006 Posted March 7, 2006 I haven't found a good mix to throw at them for auto-resolve Don't use auto resolve, All of your units max health is lowered quite a bit, if you look in any xml file that contains a buildable and damageable unit, you will find it has lower auto resolve health
Holly-Gan Posted March 8, 2006 Posted March 8, 2006 I absolutely hate auto-resolve. I don't know how it works and it has lost me a lot of armies because of that.Meh, online auto-resolve blows.Pirate planets are fucking annoying to conquer, I think its easy to by-pass simply by making the enemy player play for the pirates when the opponent attacks a pirate planet.. This is my sig. There are many like it, but this one is mine.http://www.petrolution.net/PetrolutionButton.gifhttp://miniprofile.xfire.com/bg/bg/type/2/hollygun.png
noian Posted March 17, 2006 Posted March 17, 2006 bombing runs(have 8+ victory/acclamators in orbit and your bombardment timer reloads before the bombing run finishes ), at-at (stormtrooper garrison), and 1 artilary (spotter for bombardments) http://www.lucasforums.com/images/avatars/tiedefender.jpgMay the force be with you, always. http://homepage.ntlworld.com/susangillan/EDF-Avatar-X-Wing.jpg http://www.userbars.com/galerie/images/files/3/4/ffuser.jpghttp://www.pixelpwnage.com/sigs/grouptag.jpg.Check for Updates!...Imperial Assault II Mod for Empire at War!!.....Empire at War Nexus, Modding for a Galaxy Far Far Away!!!.......Use the Spell Check Feature People!!!!.........International Battlefront Clan!!!!!.....
DragonShadow Posted March 17, 2006 Posted March 17, 2006 bombing runs(have 8+ victory/acclamators in orbit and your bombardment timer reloads before the bombing run finishes ), at-at (stormtrooper garrison), and 1 artilary (spotter for bombardments) Not fo me it doesn't... http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg
Teradyn_pff Posted March 27, 2006 Posted March 27, 2006 bombing runs(have 8+ victory/acclamators in orbit and your bombardment timer reloads before the bombing run finishes ), at-at (stormtrooper garrison), and 1 artilary (spotter for bombardments) This is an interesting statement. Is this in a mod? My Death Star is bigger than your Death Star!"The XML is strong with this one!"http://miniprofile.xfire.com/bg/bg/type/0/teradyn.png
Grand Admiral Thrawn 889 Posted March 28, 2006 Posted March 28, 2006 i have tried that that doesnt work i have 8+ normal in orbit for Imps and that doesn't work. http://i115.photobucket.com/albums/n292/Admiral_Antilles/Thrawncopy.jpghttp://img525.imageshack.us/img525/3269/pffuserbar2globalmodnx9.jpg I Support the Resistance!
wherryj Posted March 31, 2006 Posted March 31, 2006 I absolutely hate auto-resolve. I don't know how it works and it has lost me a lot of armies because of that.Meh, online auto-resolve blows.Pirate planets are fucking annoying to conquer, I think its easy to by-pass simply by making the enemy player play for the pirates when the opponent attacks a pirate planet.. I've found pirates to be extremely easy, at least from the rebel side, due to the fact that they RARELY ever build ANY air defenses. I just bring in a few speeder squads and take down all of the buildings. Then, it's just a matter of mopping up any remaining units. From the imperial side (I haven't really played them since I've been working on a GC on hard setting and the ground games take up quite a bit of time), I'd assume that using bomber strikes would be a slower but equally effective tactic. As a rebel, I've found that going against Imperials is much more difficult, but the ground games are usually turned by the artillery. Without artillery, the Imperial tactic of massing air defenses (at least that's how it plays against me) means that I can't use bomber strikes and I get ground down by the fact that I'm facing 2 or more of each building garrison. Having a screening force out in front to protect the artillery allows me to get into range and take out the ability to resupply with garrisons, though I invariably lose quite a few units (2 or more ATATs, reams of ATSTs, multiple squads of stormies and the like can amass enough firepower to hurt even while I'm taking down the production facilities). I can't really advise on the Imperial side yet, but it would appear that others have given suggestions.
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