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Dark_Lord_Magnus

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  1. Greetings! I'm verry happy to have someone "big" in the biz among us mere fans in the continuing struggle for perfection, Star Wars that is, it shows us that our debates are good and promising as well as our critics. Welcome and may the Force be with us all.
  2. What are your dificulties? I'll be happy to help and i'm sure my felow posters agree as well.
  3. I come here with a challenge for those who feel the need to put their knowledge, tactics etc about Rebellion to the test against a human player. I want worthy opponents to help me improve my tactics. I'll be wating at cabal66@hotmail.com
  4. Besides normal channels and organizations like INTEL an ISB the Empire is well famed by its legions of spys and informants and connections with Black Sun and even the rebels and their bothan spies. In Star Wars Rebellion sometimes the player would receive some partial info about some planets by its informants whether smugglers, bounty hunters etc, perhaps EaW may benefict from this as well. Imagine the possibilities being able to call upon the "special" services of this rabble avoiding casualties (imperial faction).
  5. Operation Strike Fear (strike fast and hard) The best defence is strike! Assuming that popular support is not an issue, at least on the outer rim, then a well mixed strike force should criple the alliance's vital production facilities or capture them ASAP early in the game, this should create havoc among the enemy by keeping them on a defencive stance, while providing time to a massive defence project on vital imperial systems. I was thinking about this subject and i wonder if we'll be able to construct planetary shields preventing any such invasion like Rebellion if so a good part of resources could be chanelled to fleet production. I don't think an ill-equiped rebel alliance able to counter a good strike force at least not earlier in the game. As for the shortcommings of this tactic i guess the biggest would be to locate their production facilities but if it processes like Rebellion once a strike Fleet orbits a planet we are able to scan wich facilities lies beneath even if a rebel Fleet is present. If this is not possible then good old espionage missions should do the trick. Another flaw are the shields present on the surface, whether local or planetary, but if its, once again similar to Rebellion, then a ground assault should do the trick or a sabotage mission to criple shield generators and or any turbolasers and ion cannos enableling an orbital bombardment. But once more this is mere specullation only with the final product on hands will we provide a more accurate strat.
  6. I may be an Imperial of mind and heart but even though something i always dislike is to lose my troops in an ill-fated attack, only when necessary and i assure you for every imperial unit lost 10 of theirs will be destroyed! Lol This reminds me of the Grand Admiral Himself even thought i don't presume to compare myself with him lololololol
  7. It would be a great addition to the game and a tremendous asset for both factions if bombers could deliver missiles ou torpedoes as a special ability. TACTICS First we must consider the environment where the battle is to occur like: terrain, wheather etc. Well placed artillery on higher grounds could deliver severe damage to enemy units and infantry units and small vehicles could use forests as natural camouflage and protection. Second we should try, whenever possible, to strike surgical strikes or hit and run strikes to stationary defences like anti-air/ground defences and shield and power generators. As for the strike force composition and formations one must consider the topics above before preparing it but i will especulate one though: Whenever possible place heavy artillery on higher ground if not always behind friendly units and progressing forward as the strike force penetrates the enemy base. If the AI is not so smart then we may use a bait to force the enemy to leave the security of friendly fire and shields to be swiftly erased by artillery. If this is not practible by some reason other than serving the Dark Lord which is known for his impatience lol then i would put 5 AT-ATs, 3 forward 2 behind (tight formation), commanding the assault at the front line since they have a great range of fire and create havoc among the enemy force as well as whipping out some fighters that may join the battle with their twin mounted head light lasers then 10 to 15 AT-STs flanking on each side, AT-AAs should be inside for protection, some AT-PTs or TIE "Crawlers" or whatever anti-infantry vehicles there may exist to deal with those nasty rebels, and of course as many stormtrooper divisions, mixing specialized units whatever they might bem. Air support is vital so it should be used as much as possible.
  8. That is why i think all bellow the heaviest should do little or no damage to it in the game like infantry, something that do happen in all other games of the genre
  9. I hope they bomb and fire as well once the payload is out, not like in force commander or the battlegrounds, and i hope they are slightly stronger than normal TIE Fighters as well once again unlike force commander. Vader doesn't need escorts only the Dark Side! lolololololol kidding, a legion, like the 501st would be awesome
  10. Not only those to babies but the executor, sovereign and the mighty eclipse, it would be the first game to have the last. But if not in the first pack perhaps an addon lolololol
  11. Concernig the AT-AT AT-AT walkers are essentially invulnerable to conventional artillery fire. Their hull surfaces absorb and dissipate blaster bolts without the vehicle feeling so much as a jolt. This supports the notion that shots from energy weapons carry very little momentum (making the bolts light-like). When less armoured materials are shot, a puff of vapourised matter expands violently away from the blast point and this can account for recoil and jolting. Kinetic effects may also result from bolt-shield interactions on a shielded vehicle, as shields may carry momentum and angular momentum. AT-AT walkers are not proven to be shielded, but they could have enough of an unarmoured veneer (eg. paint?) to account for an almost imperceptible amount of jolting under fire. Only three points of vulnerability in the AT-AT hull are known at this time. One was the hatch used by Luke Skywalker to penetrate a concussion grenade into a walker's interior. That weak spot is hidden beneath the lips of the lateral hull armour amidst the walker's drive mechanisms. The second weakness is the pair of open vents just under the armoured upper shelf of the front face of the main hull. One snowspeeder on Hoth strafed and missed these vents on an upright AT-AT, before Luke Skywalker decided his trip-cable tactic. After the first walker fell, a 'speeder made a similar frontal attack without fear of the walker's head guns. A precision blast to a (presumably unarmoured) neck section exploded the AT-AT immediately. These soft spots are probably well-known to rebel pilots, in theory if not necessarily in practice. The AT-AT walkers are astonishingly resilient to enemy fire from the outside, but are easily demolished from within. This is an important clue about the nature of the armour. Its effectiveness may be directional. Or it may be essentially designed for energy attacks, with an enormous heat capacity and thermal conductivity, so absorbed blaster bolts heat a large patch of hull slightly rather than heating a localised area to the point of vapourisation (which is what happens with ordinary materials). It remains uncertain whether these unusual properties are innate to the armour material, or are the result of augmentation by something akin to an energy shield suffusing the hull of an active walker. If the properties are innate to the material, then the armour may incorporate forms of matter beyond those available to modern chemistry and nucleosynthesis on Earth. The resistance to blaster fire is not just a ray shield projected out to some distance from the surface of the vehicle, as a starship would use. If it was a ray shield, we would expect to see absorbed bolts splinter into a shower of relatively harmless daughter bolts, as is the known behaviour of ray shields in space. We should have the option to maximize the heavy lasers not like force commander though but like in ep 5 "Distance to power generators? 17.28! Target! Maximum Fire Power!" bye bye precious generator lol His Lordship overgrown size Yeah he's 2.02 03 meters tall but if you see the movies he is not dwarfing his troops like in that image. PLEASE be mindfull about scale, not only ground units but also and especially space units like the Imperators and the Mon Cals as well as the mighty Death Star
  12. Looking weird??? They are Sandtroopers! lol
  13. Indeed, i for example in Emperor battle for dune, when the enemy tried to retake a territory i gather a few strike units and rush to take them out before they entrech, i routed them all the time, on the other hand C&C and others are almost impossible to deal the same tactic. Rebellion for all its complexities and various options enable the use of Blitz tactic, i can deal a swift stroke to the rebels very early in the game turning many sytems to my cause, only with a few ships, troops and officers. I see what you mean i too have an imperial heart! lol, and nothing gives me more pleasure than see my AT-ATs crush that scum
  14. No so sorry you're correct i saw it now in at the official site, Spring 2006
  15. I go for both quality and quantity, i just love to see thousands of imperial Stormtroopers and many Imperators sending doom to the rebel scum but i also like to give the order "you may fire when ready!" lol

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