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Bromma_Herman

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  1. I have that problem with the Imps 2. Somehow, they decide that my landing zone is the perfect place for their artillery to pratice shelling ;D
  2. Antilles is a quite common Alderanian name. Wedge Antilles for example does have no relation with either Leias Pilot or Raymus Antilles. Antilles is the Alderanian John Doe.
  3. Let us play as Pirates (add a few ships to their fleet, like R-41 Starchasers, Lorinar Strike Crusiers and why not let THEM have the Capture Ship Ability?) Make AT-ST useful against infantry and let them have a limited AA ability Make the AI know when to figth and when to run. Release when ready.
  4. I often use theese ships to protect my corvettes with about 4 corvettes per assault frigate. They are also useful as flanking vessels to the Calamari Crusiers and as enforcer vessels to spearhead a figter attack.
  5. Well, I think the intention is that you are to move your fleet directly to the planet, but that does not work - I suppose I just have to build one or two super fleets and try to avoid Kuat.
  6. EDIT: Sorry, already a thread about the same thing. Delete this thread.
  7. So, I sit down with my newly aquired EAW and starts the Rebel Campaign. Plays a little and comes to the mission where a Pirate is to tip of the Empire of the location of the Rebel Bases. And I realise that the target is on the other side of the galaxy and to get there (not even threepeio can get there :S), i have to conquer Kuat and two other systems that are heavily defended with about two star destroyers each. Hints are welcome, but I just thinking, whats the point?

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