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Rebel´s strengths ?


BoShek
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Those who played me know I like to play rebels...and tend to have problems keeping up with the Imps. I understand the Empire has the advantage in ships and production at the start of the game while the rebels have better characters or at least more potential for character development.

 

So how do I turn this in a winning strategy? In my current game I concentrated on recruiting all characters quickly and blowing up imperial mines and building sites with an endless series of sabotage missions. Also I tried to secure key planets with 2 gencores, sullustan troops and a general.

 

My problems are the same as in every game: big imperial fleets I can´t really engage hanging around over my planets, slowly but surely knocking them out. I still have a number of the abovementioned key planets, but building up a useful fleet is slow although I almost exclusively build Neb-Bs.

 

So, am I on the right track or do I fail to play they Rebels according to their strengths? Any suggestion is appreciated.

Here goes nothing! - Lando
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Well, you could diversify your types of ships.

Fighters wouldn't hurt as well, since the Rebel fighters are better.

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Well, you could diversify your types of ships.

Fighters wouldn't hurt as well, since the Rebel fighters are better.

 

Great, but what kind of ship should I build? From what I´ve heard, the Neb-B is great value for the cost. Besides, I usually don´t have much choice of ships before the Imps put me out of comission.

 

Fighters are neat but:

 

- they die fast compared to cap ships

- need a transport to get to the enemy

- can´t stand up to a sizeable invasion fleet even in large numbers.

 

Therefore I´m currently trying to put my production in cap ships. Of course I try to keep the Neb-Bs stacked with fighters, but when losses occur they have to go it alone.

 

In one of my recent games I tried to protect my planets with fighters (usually 6 squadrons each). When my opponent attacked with a large invasion fleet including numerous lancers or carracks, the fighters died quickly without doing any damage.

Here goes nothing! - Lando
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I also prefer t play the rebels. I like the characters and all the different types of ships. At the start of the game, I try to take over a core sector. Each plannet gets 3 gen cores (because the Empire does sabotage them). I try to have one planet with a couple of each production facilities to do research. I load that planet with a lot of troops and a general. I try to build 2-3 super construction yards, one super training facility, and 2-3 super shipyards.

 

I only use fleets to explore rim systems. With my core systems protected with gen cores, the Empire can't take them out. I explore the rim and drop a regiment on any planet to colonize it. I use diplomacy on any neutral systems. By now my super construction yards are churning our mines and refineries to build up my maintenance pool. Then I can get my shipyards creating capital ships and fighters. I use all types of capital ships in this mid portion of the game. The best I can get. I just keep doing this until I get a decent enough fleet to start taking over core sectors. I keep my exploring fleets busy as well to take over as many rim systems as possible. I only use them to build up maintenance.

 

Towards the end of the game, I try to build 2-3 super fleets with 30 Bulwark Cruisers and 5 CC-Whatever's that keep the Imperials from fleeing. I load them up with X-Wings, Sullastan regiments (cheap), All remaining characters, and just go on a rampage taking over as many core systems as possible. Soon the Empire's maintenance pool shrinks and they can't put up much of a fight.

 

Hope that helps.

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30 Bulwarks ? That reminds me of a time, when I had about the same number of SSDs and about half that much ISD2s. :D

 

BoShek, sure the Nebulon is a good medium ship against fighters and smaller cruisers, but it can't take the counterfire for long.

Calamari cruisers are a good choice as well, cause of their high repair rate. If one gets shot down, the computer will usually go to the next and leave it hanging in space, while it can repair.

For support ships I also build a few Dreadnoughts. Gunships or Corvettes are also not bad against fighters, but in the heat of a battle I'd not let them get too close to the enemy fleet. Just have them catch the fighters and stay on their track.

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Thanks for your contribution. I´m not sure that concentrating on a single core sector is enough against a good opponent. I forgot to mention that the aforementioned game is multiplayer. I feel the rim usually doesn´t offer enough resources to make up for abandoning most of the core systems to the Empire.

 

Also I figure if the Imps can sabotage 1 of 2 gencores they can also do 2 so there´s not much point in building 3.

 

What do you think ?

 

On a side note: What are Bulwark Cruisers ? I never got to build them yet. Games against the AI are usually won before I get there and in multiplayer I´m happy if I ever manage to build mon cals. Not to mention 30 (!) Bulwarks ...

Here goes nothing! - Lando
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A Bulwark is the Rebel equivalent of the SSD. So its the biggest ship you can build in the game with the most firepower and shielding.

 

It looks almost like the version2 found here:

http://www.btinternet.com/~jmdare/optdown.htm

 

although the Rebellion version's side wings are not as close to the hull.

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BoShek, you are right. This strategy would probably not work well against another player, but it does work fine against the AI. I play on DS level and I also modify the game heavily to make the Empire a lot tougher and this strategy works well.
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If your using your Nebs for a hit-and-run type deal, I'd augment that with Escort Carriers definitely. Perhaps gradually adding Assault Frigates for a teeny bit more bombardment power. Thing is, if you know you'll be outnumbered as far as having heavier cap ships, I tend to go the way of having more fighters attached.

 

Certainly, at least enough to take out interdictors if I had to run.

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Thank you all and keep it coming. To the_mask: Thanks for the link. It´s cool. Although really that was more of a rhethorical question meaning you never get to build the really big ships in multiplayer (well, I don´t anyway).
Here goes nothing! - Lando
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The only thing the Rebels are better at than the empire is their fighters. So build a lot of them. Spy on your own planets to detect incomming Imperial fleets and transfer them there to meet them.

 

To attack with them, you need carriers. The Neb-B seems like a good choice at first, but as has been noted, it's hullstrength of only 600 means it cannot fight in a sustained battle against Imperial capital ships.

 

And since a good empire player will start out by building Carracks, this is a problem as 2 Carracks will kick an N-B's butt.

 

You need to capitalise on your strengths and those are the fighters, so build escort carriers. No Rebel fleet is complete without at least one. The only half-decent capital ship you can afford to build early on might be the Alliance Dreadnaught. When I try to build one it's usually because I want a troop-carrying ship that won't slow my fleet down, as both the Bulk and Medium transports have terrible hyperdrive ratings (90 and 100).

 

The Mon Cal is a good ship, but for the same price you can build 1,5 Escort carriers with full Y-wing complement, which is more effective against capital ships and can bomb past a gencore as well. Until the empire gets Interceptors or Lancers, you don't have to worry too much about losing fighters.

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The Mon Cal is a good ship, but for the same price you can build 1,5 Escort carriers with full Y-wing complement, which is more effective against capital ships and can bomb past a gencore as well. Until the empire gets Interceptors or Lancers, you don't have to worry too much about losing fighters.

Interesting Ragnar, I haven't tried this yet. :D

 

BoShek, that's the site where the new Home one and several other models came from :wink:

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Also, if you aren't both playing with RebEd stuff on, be sure to find yourself a few big planets with the max energy slots you can find (normally I think you'll only get 14 as the highest). Make a few shipyard bases out of them and plan to keep them well defended. If I've made it to Gencore IIs, I have two of those plus either a ion cannon (if I plan to keep any characters there) or a turbolaser. That still leaves you with 11 shipyards you could place.

 

First thing I do on such planets is direct a good deal of fighter garrisons there to protect it before building cap ships with them, while at the same time boosting troop regiments there as well.

 

With such planets you could direct cap ships to finish and be placed to any roving fleets you have. In multiplayer, since I haven't played it that way yet, it may be tough to get 3 or 4 of these kinds of heavy shipyard planets built up fast enough, so begin with one and aim to protect it at all costs along with any world you have with a construction yard if in the same sector (a preference here would be, check to see if those two worlds are near one another, and that forces from either one can retreat to either one if attacked separately, meaning at least one of those could always be covered/overlapped with each other's stuff should one of those lose a battle).

 

If your afraid to have a shipyard planet only in such a multiplayer game, I would instead have at least 10 shipyards 1 training facility besides the 2 gendcore IIs and ground cannon with one of those combos. Thing is, you can sacrifice a planet that has a construction facility, but without troops, you can't retake such planets that have construction facilities if you've lost all yours. So if I had to wager what type of world I'd defend to the death, it'd be a planet like this one above because you'll need those resources to take the battle to the enemy.

 

Also by having mostly heavy shipyards, that means you can churn out the fighters quickly to ensure you keep it.

 

If you are keeping RebEd stuff on (i.e. this current version, and if you both have made your HQ/Coruscant with max energy slots), that means you can have the best of things from the angle of plenty of shipyards, plenty of troop facilities, defenses, and contruction yards. In my games with the AI, I've gone with 48 shipyards, 3 gencores, 3 ions, 3 turbolasers, 12 troop yards, 15 or so construction facilites, and the remainder in any mines/refineries. I generally keep the lower bar maxed with mines, so if I lose a world with too many refineries on it, I can always tweak my home system to take up the refinery slack (switching back to my basic setup after I've recouped the loss elsewhere).

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Liberators with fighters. Period. :twisted:

 

Again I have to admit that so far I´ve managed to lose every game I´ve played (to the end) before I got anywhere near a Liberator. :oops: Although I daresay that I had very good opponents.

Here goes nothing! - Lando
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@ R2-Opus2 (still *such* a cool name. -Princess Pistaccio-):

 

I don´t use Rebed so 48 shipyards are *not* an option. I´m generally happy to cling on to a couple of good planets. The opportunities for space combat sound really cool though.

Here goes nothing! - Lando
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The rebels must go after the planets that support the rebellion but are propertie of the imp. Use Han Solo to carry your caracters near that planet. Then send a ship to that planet to see his defenses. Use Solo & Friends to sabotage the troops on that planet. If you achieve to destroy all, that planet and posibly the others planets in that system will join your cause.

If you cant go after those planets, you must try to send all your fighters to a planet with a construction yard. The only good fighters are the y-wings (x-wings dont do nothing against capital ships). When you have a planet protected with fighters, you must send troops to avoid sabotage missions.

Dont do any capital ship until you have your most important planet defended with fighters. By the time that empire starting making lancers, you could build same nebs, to protect your fighters garrison against then.

Sab missions: you must go against any imperial construction yard and troop facility. Forget Seswenna sector. You cant do anything there.

If you could have a whole sector with fighters to defend, you have many chances to win the game. The empire cant do nothing until they have many lancers (and by that time, you will have capital ships too).

Hope that this will help you winning more games.

Bye.

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Hope that this will help you winning more games.

Bye.

 

Whoa, priceless advice from a real master ! I´m not worthy !

 

No, seriously, thank you ! I can´t wait to try these hints in a game.

Edited by BoShek
Here goes nothing! - Lando
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I like to have 3 to 4 construction yards in every sector. I like to defend them with three shield generators and one LNR or KDY V-150. If playing the computer, if one shield generator goes down your planet is still protected. You will have time to replace before the computer sends in ships to see if he can capture a weak planet. I also try to have three troop facilities on a planet per every other sector. As far as shipyards go, I try to have 6 or 7 on Coruscant if playing the Empire or the same for the Rebel headquarters. I am playing a large galaxy now as the Empire and my largest shipyard is located on Coruscant with 6 shipyards. On Uvena, I have 1 shipyard. Its task is to supply fighters to Coruscant. Coruscant supplys the big ships for the battles ahead. Next largest shipyard site has only three shipyards located three sectors away. It doesn't serve much of a purpose. The main hub is Coruscant. That is where my protection is needed most. If I capture a whole sector, I normally destroy all shipyards in the sector if playing the computer. I wouldn't recommend that if playing a human. As troopers go, I put 6 to 9 Stormtroopers or Darktroopers per planet until I capture the whole sector. Once I have a whole sector, I will go down to 3 troopers and 1 Imperial Army regiment or 6 Sullustan and 1 Army regiment. I normally have three to four fleets with the fourth fleet the weakest. I use it to take over planets on the outer rim. The first fleet which is pretty strong guards the headquarters. the second fleet which is my strongest is attacking enemy strongholds. The 3rd fleet is used for hit n run tactics. All of this changes if playing a human, because u can't predict their moves or intentions. Normally if I play the alliance, at first I will have 2 Dreadnaughts, 4 Nebulon-B Frigate, 2 Corellian gunships, 4 Escort carriers, and 4 Corvette. Mid-way thru game add 3 Mon Calamari and 2 more carriers, plus your CC-7700 Frigate. Towards the end my fleet will look something like this. 2 Dreadnaughts, 1 Cruiser, 4 Assault Frigate, 2 Bulwark Battlecruisers, 1 CC-7700 Frigate, 2 CC-9600 Frigate, 4 Corvette, 2 Gunships, 3 Dauntless, 3 Liberators, 2 Mon Calamari, 3 Nebulon-B, 7 Carriers. + over 130 fighter squadrans. Let the Empire shake as your fleet moves on.
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On all 14 energy worlds in the core

3 (or 4 if playing rebels and Reb HQ is not on planet) Construction yards

3 Training

3 Shipyard

2 Gencores

1 KDY-150

1 LNR

1 Death Star Shield (if playing Imp and plan on building Death Star(s))

 

On 1 13 energy world build your research ships planet

2 gencore

1 LNR

1 KDY

1 DSS (if Imp and plan on building DS(s))

8 (or 9) Shipyards

 

On a 12 or 13 Energy planet build a training facility/troop research world

On an 11 or 12 Energy planet build a Construction yard/facility research planet

How do I set the laser printer to stun?
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