Just thought I'd report back on my progress as the Rebels, in case anyone is curious. This time I played on one of the smaller maps, starting tech 1, only 20ish systems, again on medium difficulty because I hadn't played the rebels and thought I should at least try to get comfortable with their units before I went to hard. Some thoughts, once again in no particular order of importance: 1) The Rebel tech-progression is more entertaining than the Empire. Heh. Something more fun about stealing tech with R2D2, even though it all evens out to about the same amount of time and money invested. 2) Playing as the Rebels further reinforced my thoughts on the Empires free-fighter advantage. Yes, the Rebels get a 5 higher population cap, but if the Imperial is only running 3 Tartans at once, he can pump out an absolutely ridiculous (especially when you are attacking a high level Star Base) amount of (practically) never ending Fighter waves at you. I really felt like for their cost, only Y-Wings were worth it, and even then, only to knock out the shield generators on Star Destroyers. Its a suicide run, as the AI, and I presume any human player will always have at least 3 tartans in any fleet sitting right behind their Star Destroyers. Honestly, towards the end I used only 5 Y-Wing squads, and filled the rest of my slots with Missle Corvettes (which are hawt, 5 of those can knock out critical, shielded hardpoints with extreme speed) and Calamaris. The TIE Bombers did not seem to target my Calamari's shield generators nearly as much as the Y-Wings do when you play against the AI, which is a bit strange. 3) The Rebels have a really nice luxury, which is, you don't need to build nearly as many ground troops as the Empire. Since you are not in danger of being raided, you can focus about 75% of your income towards your fleets, while the Empire has to take a more balanced approach in spending because EVERY planet must be at least reasonably garrisoned with something that has a prayer against 2 heroes and 4-5 other squads. 4) Something rather strange happened, I'm not sure if its a bug or a "feature". On this map, there were only 2 planets capable of producing the "Battleships", Fondor and Mon Calamari. Sullust and Kuat were not on the map, as it was only 20 or so systems. However, I took Fondor from the Empire relatively early, and even then, I believe it had a level 2, MAYBE 3 Starbase. Mon Calamari remained neutral for quite some time because my fleet in that part of the galaxy was busy blockading the chokepoint from a ridiculous Imperial Fleet that scared the $&%^ out of me and would periodically maraud into the eastern outern rim. Well, as the game went on, the Empire kept building Star Destroyers. I could only build them at Fondor, and it required I believe a level 4 or 5 Starbase. So anyways, I'm not sure what was up with that. Honestly I didn't mind, because the AI didn't seem at all intent on capturing Fondor back or making a run at Mon Calamari as a human would have done. If your opponent has access to Star Destroyers or Mon Cals in any number and you don't, its game over really quickly. Well, that and the fact that you almost cant assault a level 5-6 Starbase without them. 5) This is more of a tip than anything. When fighting level 2+ Starbases, the smartest thing you can do is arrange some sort of blitzkrieg on the Hanger. When the Hanger is destroyed, it not only stops the infinite fighter reinforcement, but more importantly, the constant Tartan/Acclamator reinforcements which will wear you down with a quickness if not dealt with. Higher level Starbases take a while for even 2 Cals/SDs + posse to kill, so the Hanger and the Shields definitely need to be your priority. I'd recommend the Proton Torpedo launchers follow, as they pass through shields and can actually cause significant damage/destruction to your fleet if left intact too long. I only mention this because if I had known blowing up the Hanger stops the hyperspacing in reinforcements, I would have done it my first game and saved myself a whole lot of grief. 6) I didn't get to blow up the Death Star, because they just never got the chance to build it. In fact, they only probably fielded 5-6 Star Destroyers outside the Accuser throughout the course of the comparitively short game. Not really complaining though, I probably only built about 12 Mon-Cals, and I could see I had the game won relatively early. Maybe next time! 7) Nebulan Bs suffer from the same problem that Acclamators do, namely, they become fairly obsolete once you research Assault Frigates, which are noticeably more powerful for a fairly negligible price increase. If you manage to take Fondor, the Assault Frigate actually costs LESS than a Nebulan-B, which didn't make a whole lot of sense to me, because if you use them side by side in battle, there is no comparison, the Assault Frigate is practically worth 2 Nebulons. Of course, I feel the same way about Acclamators vs VSDs, but at least the VSDs cost considerably more, making Acclamators an essential early game and occassionally tempting mid-game investment. Land Battles: Auto-calc'd them all. I knew I'd find a way to break the auto-calc, and that way is (drumroll), Snow Speeders. Yes, you can combine them and the two basic infantry units in massive numbers to auto-calc your way out of anything, and they cost next to nothing and take no time to produce. A cheap way to handle it I realize, but the Rebellion is even less appealing to me in land combat than the Empire, seeing as they lack any unit with a cool factor (or effectiveness) anywhere near the AT-AT. You can win with AT-ATs just by dropping 5 at your base, dropping your free 10 squads of Stormtroopers, and zerging with the AT-ATs coming in behind the Stormtroopers. The Stormtroopers are infinitely-replenishable, so you can basically just jihad them into whatever you want. Although this does "feel" like playing the Empire, it really is a little cheesy and the AI has no counter for it that I've seen. My first game as the Empire I pretty much conquered the entire galaxy with Veers and 7 AT-ATs (With the 1-man army that is the Emperor as my main source of amusement). A substantial investment to be sure, but I only ever lost one or two them, and it was due to laziness, not any great manuevering by the enemy. 9) Another bug/feature. The Emperor and Mon Mothma both reduce production costs by 25%, which is a very noticeable amount (Every 4th Star Destroyer is free for example, saves you what, 4500?). Smart players will queue up a build list at the leaders planet, and then move them to another planet. Once something is in your production queue, it has been paid for, whether or not the leader remains, you get the price reduction. This seemed a little cheesy to me, so I didn't do it against the AI. However, people will surely abuse this in multiplayer. Anyways, I had alot of fun, to be sure. I could just totally be missing something, but Corvettes seem to do everything A-Wings and X-Wings do, but better and with less casualties. THe same goes for the TIE Fighters to be sure, but they at least are free. In a war of attrition against an equally skilled player, I fear the cost of your Y-Wing kamikazie might be the final undoing of the rebellion player. Anyways, between that and the Nebulon B vs Assault Frigate cost issues, the game seems fairly well balanced. Calamari vs Star Destroyer really is a good fight, though I am 100% certain the Star Destroyer would win 100% of the time in a 4 unit capacity vs 4 unit cap fight because of the TIEs. Of course, the Calamari also costs noticeably less, so thats probably fine. Still want to hear other peoples impressions