April 24, 200422 yr Hello, I can't believe there is a fan website for this game! Anyway, I wondered if I could have your opinions on how you would go about making up a fleet and what ships you would choose. Assuming you have plenty of maintenance and refineries and mines i.e. money no object, you have all ships and constructions yards available to you. You have a planet with 14 advanced Ships yards. Now your playing as the imperials against a Rebels (Computer), and now you have everything in place to start making a decent fleet, what ships you build to make a fleet? - One command ship SSD, goes without saying. How many VSD II's? ISD II? Lancer Frigates? etc Would you have two standards of fleets? What I mean by you have one fleet that is used for invading planets and another for defending sectors?
April 25, 200422 yr SWR Staff - Executive Hello, I can't believe there is a fan website for this game! Believe it We've been right here for quite a while now. Thanxs fo visiting! Personally, I don't believe a defensive fleet will work too well, unless you are safeguarding key areas - Coruscant, your fleet shipyard. Other areas aren't as important. Your ships are better spent attacking enemy forces and forcing them to play defensive. As I play Empire mostly, a Death Star would be my key - supported by SSDs and wings of Tie Defenders, Lancers, Victory IIs, and of course troop transports. Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
April 25, 200422 yr Author So keeping your fleets simply is the key then; 1 Death Star SSD'sLancersVictorys IIand Star Galleons No IDS II?I guess if you have enough SSD's you won't need them and Victorys provide better bombarments. Thanks for you help. I have to say theres not many guides for this game even on GameFaq's, so this website is a gods send.
April 25, 200422 yr Hello, I can't believe there is a fan website for this game! Yap.....we are the Rebellion Fans You will find here people from all over the world .... Take your time and surf the forums you will find cool stuff to read there So....welcome here from my part and from Rebellion design Bureau II part also ....seeya on the forums - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
April 25, 200422 yr Velcome! Your question is slightly along the lines of...well, cool; the answer is 42; but what the hell is the question! Getting to grips with the game is essential in building experiance, you have to really muck in and learn the game's slightests details over time for yourself! Fighters are supremely important; which is why an Imperial player should ensure that TIE wings without hyperdive are debarked onto a system when a fleet is present. All that 'getting into battle time' could cost you a capital ship at about days 500-800 if non-hyperdive fighters are cooked up on ships and not on systems. You'll find, even on systems protected by massive non-hyperdive TIE presance, (ie: no chance of retreat...) rebels should be slightly reluctant to target them; you simply have no alternative but to target their capital ships and enjoy a sector's support knowing there is no alternitive but attack for glory as opposed to survival... Therefore, as a loose rule, don't station capital ships to much on systems where you have massive non-hyperdive TIE presance. Your ships can't really engage in the battle without making tempting targets for that said overall Sector support...their destruction can afford... You'll find therefore, there comes a point where as an Imperial, you get to that stage where you will be almost pausing to fill up your capital ships with hyperdive capable fighters. Once your fleets are so comprised the game is your's for the taking. Even with the game's orginanl settings, the shear power of Imperial Capial ships en masse should overcome the rebel vermin. Their Mon Calamari Cruisers take ages to repair; which is something the AI never exploits by building up masses of Assault Frigates and Nebuons; something the Imperial can exploit. The damage you give out to Mon Cal's lasts...so catch them out...and slay! Your fleets... The core should be the best heavy battle ship you can get; but like any real fleet, view as a pyramid structure; the fleet needs protection; so almost double the number of anti-starfighter ships. During the tactical battle you can use them to basically exterminate a similar sized fighter force by holding your fighters behind your battleship line, and using your lancers to exterminate their opposition. Getting your own feel is however everthing.... [/i] http://www.jahled.co.uk/smallmonkeywars.gif
April 26, 200422 yr Also good is to keep some assault transports around with Noghri and espionage droids on board. If you see a planet turn rebel you can quickly get there, blockade the system (while he's still bringing the system further towards his side), and assassinate his diplomat. The rebels will certainly feel it sting after you do this a few times. Edited April 28, 200422 yr by Soltaris
April 27, 200422 yr I'd say that the best way to build up your fleet is to consider just exactly what you want to do. To defend a system, like Coruscant, be sure to build a Death Star, a Death Star Shield, and stock it with Hyperspace-capable craft (so that they don't have to deploy), and station 50-100 (minimum) squadrons of TIE Interceptors planetside. Additional ships are also a must, although the composition is whatever you'd like it to be, just make sure that their fighters are all TIE Defenders. Lancer's would greatly aid your starfighters, and a few ISDII's would help deter any Rebel capital ships. For an assault fleet, start with the 'core' craft of a SSD, as stated by Jahled and Evanders above. The pyramid analogy is extremely apt, as you want to be able to bring supporting firepower to bear against your Rebel counterparts, especially if they have a Bulwark Battlecruiser. The variety of 'support' ships is up to you, but realize that ISD's and VSD's (both I's and II's) are superior to pretty much anything the Rebels can throw at you. Countering Rebel starfighters is paramount to your fleets' survival, so be sure to include Lancers and Carracks. Your own starfighter complement should consist almost exclusively of TIE Defenders, although having 6-18 squadrons of Interceptors will allow you to exploit the AI (the computer tends to target the starfighters that are most dangerous to the capital ships first {i.e., bombers}, followed by the 'newest' or most advanced design. By having Interceptors in the fleet, the Defenders will take the brunt of the Rebel starfighter's assault while your Interceptors roam at will.) However, assembling a massive fleet that puts the one at Endor in RotJ to shame will most certainly result in the Rebels immediately turning tail and fleeting for the Rim. To avoid this, it is imperative that you include an Interdictor cruiser or two (just in case). This will allow you to trap the Rebls and make them fight, no matter how badly outgunned they are. But if you're instead trying to herd them into assembling a larger fleet, then don't include the Interdictor. The only ship I've ever found superfluous in the Imperial Navy is the Loronar Strike Cruiser, although it can be useful if you want to build a ship quickly that packs the punch of a VSD1. But at the late stages of the game, resources and contruction time shouldn't be a problem at all, so why bother? Another consideration is the Death Star. While it certainly is fearsome, and its presence carries with it a great deal of bonuses, it also has a glaringly obvious negative: one starfighter can take it out. Moving it around offensively means that its fleet has to carry its starfighter complement with it, and it takes a huge number of TIEs to foil a Death Star Trench Run. While not impossible, it is certainly a concern, with wide-ranging consequences. I tend to have the Death Star itself carry Interceptors while the rest of the escort fleet carries TIE Defenders, for the same reasons listed above. Now, I don't tend to play the Imperials as much as the Rebels, but that's my 2-cents. Five of the Greatest Lines in the Star Wars Trilogy -"As you wish..."-"He's no good to me dead..."-"What if he doesn't survive? He's worth a lot to me."-"Put Captain Solo in the Cargo Hold"-"AaaaaAAaaaaaa!!" Fett's VetteThe Lyrics
May 7, 200422 yr Important point about fleets Always have at least one of each type of fighter in a fleet and dock the 3 unused fighter types at the start of the battle, that way you have a huge concentrations of B-wings/Tie-D's in one group to decitmate a target. Damn shame the Tie-D doesn't have torpedo's, the B-wing is great for mopping up imperial ships to close out battles. How do I set the laser printer to stun?
May 8, 200422 yr Couldn't you just have B-Wings in your fleet and have even more? And in my games... Tie D's DO have torpedoes. Elvismiggell. Strike me down and i will become more powerful than you can ever imagine... Nu kyr'adyc, shi taab'echaaj'la Not gone, merely marching far away
May 13, 200422 yr The best imperial fleet is a death star and thousand of lancers. For protect the Death star from fighter you must have Defenders too (in any ship that could transport fighters). And if you have many many refined materials, built VSDII.
June 3, 200422 yr Velcome! Fighters are supremely important; which is why an Imperial player should ensure that TIE wings without hyperdive are debarked onto a system when a fleet is present. All that 'getting into battle time' could cost you a capital ship at about days 500-800 if non-hyperdive fighters are cooked up on ships and not on systems. You'll find, even on systems protected by massive non-hyperdive TIE presance, (ie: no chance of retreat...) rebels should be slightly reluctant to target them; you simply have no alternative but to target their capital ships and enjoy a sector's support knowing there is no alternitive but attack for glory as opposed to survival... Therefore, as a loose rule, don't station capital ships to much on systems where you have massive non-hyperdive TIE presance. Your ships can't really engage in the battle without making tempting targets for that said overall Sector support...their destruction can afford... You'll find therefore, there comes a point where as an Imperial, you get to that stage where you will be almost pausing to fill up your capital ships with hyperdive capable fighters. Once your fleets are so comprised the game is your's for the taking. Even with the game's orginanl settings, the shear power of Imperial Capial ships en masse should overcome the rebel vermin. Their Mon Calamari Cruisers take ages to repair; which is something the AI never exploits by building up masses of Assault Frigates and Nebuons; something the Imperial can exploit. The damage you give out to Mon Cal's lasts...so catch them out...and slay![/i] I usually play as Imperial and do the exact opposite. I almost never build TIEs (or TIE bombers) and not many interceptors (and most games are over before Defenders become an issue). In the very early game, I just mooch off of Coruscants initial garrison of TIEs and try to avoid comitted the SDs against any rebel fleet with more than 6-8 fighter squadrons until i have a few carracks around for anti-fighter duty. I like the cruisers because they are multipe-duty: anti-starfighter and quick (100 build time) and cheap personel transport (hyperdrive = 60 - team them up with VSDs and you have a fleet that gets there in 3/4 of the time). Fighters, on the other hand, are a logistics nightmare when going on a long excursion into enemy territory as you squads slowly get decimated by the superior Rebel fighters. Once lancers are available, I beleive Imperial fighters (Defender nonwithstanding) are a waste of money. 1 ISD (sub 1 or 2 VSDs if you need bombardment) , 2 carracks and 6 lancers will absolute eat any early rebel fleet for breakfast without any TIES. I just target the VSDs on the enemy capital ships and have the lancers escort them (one group on each flank). At this point, I have seen a little bit of the Rebel fleet and build to counter that (or just an even blend of SDs and lancers if you don't know). For the rebels, my ship strategy is a little bit convulted. In the very early game, I build only escort carriers and xwings (and 'vettes if the opponen is TIE crazy) until MCs, which i build at all major facilities but try to keep a secret. This usually has the effect of causing the opponent to invest too heavily in lancer frigates, which MCs can eat for lunch. Because of the MCs high damage control rating, they can take SD pounding while they target the lancers and usually still be in some condition to fight back (depending on the numbers). If the opponent is really TIE-happy (which I haven't seen too much . . .) I get a few nebs to help the fighters chew them up. It should also go without saying that you should build interdictos as soon as possible and station two in each major fleet. Past that, late-game strategy simply requires decent intelligence about the fleet you will be fighting against. Send espionage/recon missions around. Remember that even a foiled espionage mission will reveal the content of an enemy fleet. There is no best overall fleet - it's a game of rock-paper-scissors. <>Also (this is getting offtopic but what the hell), I think people overrate the importance of ship to ship combat in the early game (it gets more important as you get along). Interdictors don't usually show up until day 500 or so and retreat is free. For this reason, i prefer to have more, weaker fleets flying around doing more things in more places than one uber-fleet in one place only accomplishing one thing at a time. I've also discovered that most games are over long before you can build an uber fleet (i've never build an SSD in MP) and that games that do go long tend to be terrible attrition wars wherin many planets are totally flattened and maintenance is waay too tight to assemble a proper fleet. (Warning, GROSS simplification). Large ships eat small shipssmall ships eat fightersfighters eat each other and large ships For reference; Try attacking 8 x-wings with an SSD and a full complement of TIES. The xwings will always win. It's all in the combination of shielding and torpedos. 4 xwings will take out a naked SSD. The SSD kills two by the time it's shield dies and then one more while being pounded by torpedos but the last xwing will ALWAYS kill it. Xwings are also at least 4:1 at killing TIEs and 2.5:1 killing interceptors. Also, the Death Star is NEVER a good idea unless you plan to leave it at Coruscant with a Death star shield (or two . . . ) AND your opponent has 10 Bulwarks heading for you. It is way too expensive and vulnerable to be useful even with all the bonuses because of the reprecussions if it get's blown up. Most of all - be reasonable. You don't need "the ultimate fleet", you need the fleet that can do the job AS EARLY AS POSSIBLE.
June 3, 200422 yr All good points, wrathOfbOb! I nearly always play as the Rebels, so early capital ship confrontations are verboten. I prefer to establish "sector fleets" in each of the core sectors in which I have adequate support, even if that "fleet" consists of only two Corvettes. It gives me a mobile platform for my spec-ops units and characters to harass Imperial systems, and allows me to keep the Empire on the defensive as they constantly chase my fleets around. Meanwhile, my shipyards are concentrating on building starfighters until the system has at least three shipyards on it, and even then I won't build anything more expensive or time consuming than a Nebulon-B. I won't even think of building a Mon Cal in a shipyard unless it has at least 5 of them. Five of the Greatest Lines in the Star Wars Trilogy -"As you wish..."-"He's no good to me dead..."-"What if he doesn't survive? He's worth a lot to me."-"Put Captain Solo in the Cargo Hold"-"AaaaaAAaaaaaa!!" Fett's VetteThe Lyrics
September 16, 200422 yr This is not really a standard fleet, but if you want one that will kick some butt, play as the rebellion. At the start, have every shipyard available build Blockade Runners. These ships have a good balance; They can get both large ships and starfighters, can bombard the ground, and in large numbers, destroy any imp fleet out there. Keep building Corvettes, untill you get up in the 200 range, at that point, it's too big a fleet, and you need to build a second one. These things attack with a little more fire power then star fighters, but get destroyed a lot harder. They can attack TIE's and then destroy the capital ships. If you need to assult a planet, take a troop transport in. As always, keep two interdictors in the fleet.
September 24, 200422 yr If you're building small, tactical Imperial fleets/squadrons that deploy on "hunting" missions or what-not, I'd say:-1-2 ISDs or 2-3 VSDs-1 Interdictor-2-3 Lancers/Carracks-2-3 Strikes-1 Escort Carrier (depending on your squadron's mission)I'm under the philosophy that many small, heavy squadrons are better than HUGE fleets. Granted, if you can have many, HUGE fleets, it's better, but if you have to choose between a HUGE fleet or many small, weapons-heavy fleet, go with the latter. On the larger scale, I try to keep at least 1 Death Star per every three sectors (I call them Oversectors), 1 SSD per Sector, and 2 ISDs/3 VSDs per System (with support craft for each, of course, as listed above). This is how I do it, and it's worked-out pretty well. It established a skeleton on which to work on. I would also recommend making "Expeditionary/Hunting Squadrons" that maneuver around Oversectors/Sectors taking out insurgent Rebel fleets. SOCL: Putting the BE in BEAK.Read the Forum Rules - Welcome the New Members - Rebellion Reloaded -
January 11, 200521 yr Well, I'm a little more unorthodox in my approach.. I research as soon as possible to get the advanced assault transport and after garrisoning and setting up shields on my planets I spend the remaining maintenance on mass producing advanced assault transports. Not only can you produce them quickly once you get them but they also have the fastest hyper-drive system and in large numbers they can take down the rebels strongest capital ships. One advanced assault transport can take on three rebel fighter squadrons and they are also the most efficient for blockading.Though be advised they cannot bombard an enemies planet.
February 11, 200521 yr I use these templates for my fleets: (mix 'n' match as desired) Command Fleet: 3x Imperial Star Destroyer: 2x Stormtrooper Regiments 1x Fleet Regiment 3x T.I.E. Fighter Squadrons 1x T.I.E. Interceptor Squadron 2x T.I.E. Bomber Squadrons 3x Nebulon-B Frigate: 1x T.I.E. Fighter Squadron 1x T.I.E. Interceptor Squadron Totals: 6x Stormtrooper Regiments 3x Fleet Regiments 12x T.I.E. Fighter Squadrons 6x T.I.E. Interceptor Squadrons 6x T.I.E. Bomber Squadrons Assault Fleet, Heavy: 3x Victory Star Destroyer: 1x Stormtrooper Regiment 1x Fleet Regiment 1x T.I.E. Interceptor Squadron 1x T.I.E. Bomber Squadron 3x Escort Carrier: 4x T.I.E. Fighter Squadrons 1x T.I.E. Interceptor Squadron 1x T.I.E. Bomber Squadron Totals: 3x Stormtrooper Regiments 3x Fleet Regiments 12x T.I.E. Fighter Squadrons 6x T.I.E. Interceptor Squadrons 6x T.I.E. Bomber Squadrons Assault Fleet: 6x Dreadnought: 1x T.I.E. Fighter Squadron 1x Fleet Regiment 3x Escort Carrier: 2x T.I.E. Fighter Squadrons 2x T.I.E. Interceptor Squadrons 2x T.I.E. Bomber Squadrons Totals: 6x Fleet Regiments 12x T.I.E. Fighter Squadrons 6x T.I.E. Interceptor Squadrons 6x T.I.E. Bomber Squadrons Patrol Fleet, Heavy: 3x Carrack Light Cruiser 3x Lancer Frigate 1x Interdictor Star Destroyer Patrol Fleet, Fast: 3x Carrack Light Cruiser Patrol Fleet: 6x Corellian Corvette Sector Fleet: 4x Star Galleon: 3x Army Regiments 2x Escort Carrier: 6x T.I.E. Fighter Squadrons Totals: 12x Army Regiments 12x T.I.E. Fighter Squadrons Edited February 19, 200521 yr by teukros Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
February 11, 200521 yr Their Mon Calamari Cruisers take ages to repair; which is something the AI never exploits by building up masses of Assault Frigates and Nebuons; Well in my TC the Alliance cannot build Nebulon-Bs (which are built for the Empire by the Kuat Drive Yards for Pete's sake (the Neb-Bs being buildable by the Alliance alone makes exactly as much sense as if ISDs were buildable by the Alliance alone)) but just the other night my jaw dropped to the floor when the Rebels assaulted the peace-loving, law-abiding people of Caprionril with this fleet: 6 Assault Frigates2 Dreadnoughts1 Bulk Cruiser9 Corellian Corvettes6 Corellian Gunships1 Escort Carrier1 B-Wing Squadron3 X-Wing Squadrons4 Y-Wing Squadrons7 Medium Transports1 Bulk Transport Thankfully I had one Command Fleet, one Assault Fleet (Heavy), one Assault Fleet and one Patrol Fleet (Heavy) parked at a nearby system with a grand total of 36 T.I.E. Fighter Squadrons, 18 T.I.E. Interceptor Squadrons and 18 T.I.E. Bomber Squadrons. That was one ugly battle... (two of my ISDs got gutted) Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
February 15, 200521 yr For small fleets with a punch I build 5 Victory I SD's load them with Clonetroopers and TIE Raptors, add an Interdictor Cruiser and a couple of Carracks and/or Lancers. These fleets can bombard planets and invade as well as fight- it is a good idea to have a diplomat or two on board if planetary conquest is your plan. - Grand Moff Conway
March 6, 200521 yr I don't really go for the fleet idea. Each game is different and if you start having a pattern of ship building against your opponents, they will begin to work out strategies to counter it, such as building bigger fleets. You have to adopt to each situation. If you find your opponent has certain ships, you build bigger and better ships (of course, if they have SSD's and Death Stars then you can't). The Empire lacks the ability to build a good capital ship quickly in the beginning of the game. The Rebels start off with Wedge Antilles so they can start research ships straight away. Which means they can build the Neb Frigate sooner. 3 Neb's with fighters are a match for 1 ISD and TIE's. Initially for the Empire, it's better to build VSD's and then at least 2 Escort Carriers with TIE's for each VSD in the fleet. This is to provide some protection against the rebel fighters who love nothing more than to pound a helpless capital ship with weak shields. The ISD's take too long to build in the beginning and VSD's are a good investment because of their high bombardment factor. For patrols against incoming raiders, even a Dreadnought will do the job. A Dreadnought can take on Corvettes and Bulk Cruisers (it's unlikely that the Rebel player will be using stronger ships for raiders due to the risk of sabotage and also the fact that these ships are being taken out of the fleets). I once had a problem with a raiding Carrack and Dreadnought from the Imperials, I built a Neb and chased them out of the sector. Ewoks. They may be short but they'll bite your leg off if provoked.
April 3, 200521 yr personally, one of my main fleets, especially at the beginning of the game is one of anti-starfighters. enough corvettes, carracks, lancers, gunships as i can get up and running. put some good characters in it. i call this a Havoc fleet. i'm talking several task forces when you go into tactical mode. a fleet like this can't stand a chance against a true fleet with warships, but i can scare off small fleets if there's enough laser power, and it can quickly dispatch any fighter garrison unless the garison is huge. use your characters to destroy everything you can on that system. if you see a fleet coming, get out of there. as you build more shipyards, you can build bigger and better ships to add to the fleet or replace some of the ASPs. escort carriers filled with fighters are also a good choice as things progress. personally, i love ships with speed. i look at hyperdrive ratings and try to group ships in that sense so you're not wasting time. especially if you want to get from planet to planet as quickly as you can, causing as much havoc and destruction as possible, this is a good rule of thumb. ships with 60 hyperdrive are great. assault transports en mass can be a fun fleet to really frustrate that rebel scum. good characters and special ops galore, you can really get underneath your opponent's skin with a fleet like this. i like to keep my defensive fleets balanced. you need a strong command ship, a decent amount of fighters, and don't forget those anti-starfighter platforms, especially if you're the empire, those rebel fighters are much better than yours. a few victory class in every defensive fleet in every sector works well. with a HD of 60, great bombardment, and ability to carry a few squads of TIE bombers, leave your mines and refineries unprotected to you can can get as much maintenance as possible and don't waste money on troops and facilities to defend only mines and refineries. when the computer invades, scoot on over with the victory classes and blow the whole garrison to smithereans. playing another person is a different story, good bet they're not as stupid as the AI. and never underestimate the power of fighters en mass. enough fighters, especially with a commander in a command ship, can really cause some damage, or at least scare the enemy fleet into turning and running.
April 14, 200521 yr My approach is a combination of some of these. (iI mostly play Reb) Initially, I build Corellian Corvettes (up to year about 180 - 200), then in every system with 3 or more shipyards I build Escort Carriers, and the rest (1 or 2 shipyards) build X-wings.I also avoid fleet combat (if possible) and conserve strength.Then I build Nebulon-B s till I have 6-8 of them and then add a Mon Cal cruiser, and repeat, filling with X-wings. As soon as available I add an interdictor. When B-wings become available, I switch all fighter production to this form (except for defence where A-wings are supreme). Even SSD-equipped fleets crumble before this combination.
July 3, 200521 yr One ship that, in my extensive skimming of this topic, I didn't notice, was the interdictor cruiser. Those things pack a good punch against starfighters, and with those gravity wells, they help to ensure that those Rebel pansies won't run away! They tend to be the first ships attacked so that the Rebels can run away, but if you have enough power inyour fleet, it shouldn't be an issue. 12/14/07Nu kyr'adyc, shi taab'echaaj'la Not gone, merely marching far away
July 20, 200521 yr If you're playing right even on the hardest settings there is NOTHING that can't be stopped by a simple fleet of 2 Mon-Cals with 8 Corellian Gunships and a CC-7700 (or 2 ISDS with 8 Lancers if you're Imperial). I mean, you don't even need fighters - the gunships take out say 20 TIE defenders almost before they've got to you!Alternatively go for size: this makeup holds true for awesome fleets though, just give a bit more emphasis on larger ships eg. 12 Mon-Cals and 20 Gunships can take down everything easily. Oh and if you're having a Death Star DONT include it in any attacking fleet! They are fun but get destroyed by Rebel starfighters too easily. Go in with an advance force first, then move your death star in a few days later if you must!
July 26, 200521 yr There it is. The basic fleet groupings I use in most games. I don't include Interdictors in the mix because I move them to which ever fleet needs them the most at a given time. Standardized Basic fleet. (Normally 1 per sector) 1x ISD -6x TIE Fighters-6x TIE Interceptors 1x VSD -2x TIE Interceptors1x Dreadnaught 1x Escort Carrier-6x TIE Fighters-6x TIE Interceptors 2-3x Carrack Cruisers2x Lancer Frigates 1x Nebulon B Frigate -2x TIE Interceptors2x Corellian Corvette 1x Strike Cruiser (If available) Light- Quick Response Fleet 1x VSD /or/ VSDII -2xTIE Defenders /or/ Interceptors2x Carrack Cruisers Medium- Quick Response Fleet 1x ISDII1x VSDII 1-2x Carrack Cruisers-Full TIE Interceptor Complement Heavy- Quick Response Fleet ( Based NEAR Coruscant)2-3x ISDII2x VSD / VSDII2x Carrack Cruiser-Full TIE Interceptor Complement Coruscant Defense 4x Golan III Space Defense Platform4x ISD (Triumph, Monarch, Imperator, Emperor's Will)1x VSD 1x Dreadnaught1x Escort Carrier3x Carrack Cruisers2x Lancer Frigates1x Nebulon B Frigate+40 TIE Interceptors+40 TIE Fighters+/- 25 TIE Bombers-8x TIE Defenders (based out of Golan Platforms) Death Squadron (Normally based out of Coruscant) 1x SSD (Executor)-6x TIE Interceptors -6x TIE Defenders 2-3x ISDII (Chimera, Avenger, Accuser) 0-1x VSDII (Corruptor)-12x TIE Interceptors3-4x Carrack Cruisers3-4x Lancer Frigates Death Star Fleet 1x DS1x [Any nearby Standard Fleet group] 1x SSD ( Lusankya )2x ISDII ( Averace, Virulience )-25x TIE Defender - All remaining TIE Interceptor
July 27, 200521 yr Where's Agonizer? Also, just asking here, why do you have so many TIE fighters in stead of Interceptors/Advanced. The original TIEs tend to get defeated about twenty seconds into the game by medium transports on my version. Did you RebED them or something? 12/14/07Nu kyr'adyc, shi taab'echaaj'la Not gone, merely marching far away
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