I can't begin to stress the importance of eliminating vulnerable Rebel ground units in space. >When playing as the Empire, always include an Interdictor with every fleet. The Tartans are relatively cheap, and you can always retreat once Red Squadron has been destroyed. Red Squadron's 'Lucky Shot' ability can prove extremely annoying and cost you a few Imperial-class Star Destroyers. >When playing as the Empire and you know Red Squadron will be present at a battle, send in a fleet of 20 Tartan Patrol Cruisers just to eliminate them. They don't count as one of the three units allowed in the raiding party, and can turn the tide of a battle with their Hero abilities. >When raiding, always include Han, Chewbacca, C-3PO, and R2-D2 as part of the party. Additionally, you can build an Ion Cannon on the ground before attacking in space for an extra punch. This will also destroy any Imperial space stations and Hypervelocity guns on the planet, giving your space forces an easier time. While you can only send in three units at a time, there's noting to prevent you from throwing 3 T4-B companies to weaken the defenses before the main Raid. Rebels can sneak in under Imperial space defenses to battle on the ground. >Even though it seems like a weak strategy, never underestimate the power of the Raid. ![]() Even the weakest Imperial cruisers of the Star Destroyer line can deploy large amounts of TIE Bombers to wreck your fleet. >When playing as the Rebellion, always target the hanger bays first. We have one for Battlefront II, why not Empire at War? For those of you who don't know, EaW is a Real-Time Strategy game set in the Star Wars universe just before the events of Episode IV: A New Hope.
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