Star Wars: Empire At War In-depth Unit and Skirmish FAQ By Alex Wilson ------------------------------------------------------------------------------- Asterisk means incomplete. Table of Contents: [Introduction] 1.0- Intro 1.1- About Me 1.2- Version History 1.3- Copyright [Comparision] 2.0- Comparision of Rebel and Imperial Armies/Navies.* [Rebel Unit Guide-Space] 3.1- Z-95 Headhunter 3.2- Koensayr Y-wing 3.3- Incom T-65 X-Wing Starfighter 3.4- Corellian Corvette 3.5- Corellian Gunship 3.6- Marauder Missile Cruiser 3.7- Nebulon-B Frigate 3.8- Alliance Assault Frigate 3.9- Mon-Cal Cruiser 3.10- A-Wing [Imperial Unit Guide-Space] 4.1- Probe Droid 4.2- Tie Fighter 4.3- Tie Bomber 4.4- Tie Scout 4.5- Tartan Patrol Crusier 4.6- Acclamator-class Crusier 4.7- Broadside Cruiser 4.8- Victory-class Star Destroyer 4.9- Interdictor-class Star Destroyer 4.10- Star Destroyer 4.11- Death Star 4.12- Long Ranhge Scanner 4.13- Gravity Well Station [Rebel Unit Guide-Land] 5.1- Rebel Trooper 5.2- PLEX Trooper 5.3- T2-B Hovertank 5.4- MPTL-2A 5.5- T4-B Tank 5.6- AirSpeeder 5.7- Infiltratior [Imperial Unit Guide-Land] 6.1- Stormtroopers 6.2- Scout Bike 6.3- AT-ST 6.4- Tie Mauler 6.5- 2-M Repulsor Tank 6.6- SPMA-T 6.7- AT-AT 6.8- AT-AA [Rebel Heroes] 7.1- R2-D2/C-3PO 7.2- Captain Raymus Antilles 7.3- Mon Mothma 7.4- Han Solo/Chewie 7.5- Admiral Ackbar 7.6- Red Sqaudron 7.7- Obi-Wan Kenobi 7.8- Kyle Katarn [Imperial Heroes] 8.1- Darth Vader 8.2- Boba Fett 8.3- General Veers 8.4- The Emperor 8.5- Captain Piett 8.6- Mara Jade 8.7- Grand Moff Tarkin [Shared Heroes] 9.1- Fleet Commander 9.2- Field Commander 9.3- Smuggler 9.4- Bounty Hunter [Buildings] 10.1- Mines 10.2- One-Use mines 10.3- Ion Cannon 10.4- Garrison buildings 10.5- Space Station 10.6- Sensors/Turbolasers 10.7- Hypervelocity Gun 10.8- Space platforms 10.9- Abandoned Factories [Skirmish Info] 11.1- How skirmish battles work 11.2- How to play Skirmish* 11.3- Imperial/Rebel strategies for Space* 11.4- Imperial/Rebel stratigies for Land* [Miscellaneous] 12.1- What to send and where 12.2- The List 12.3- Email of note [The End] 13.1- Contributors ------------------------------------------------------------------------------- Introduction 1.0- Intro Welcome to my First FAQ for GameFAQS, the in-depth guide to the Units, Heroes, and structures you'll find in the tactical battles of the game,as well as a simple and easy strategy section for Skirmish battles. For ease of use, each Section is headed by it's Table of Contents name, sans brackets ( [,] ), and the sub-section headed by the numerical decimal shown in the ToC.I Hope you enjoy my guide and find it helpful as you try to conquer the galaxy. 1.1- About Me Hello, my name is Alexander Wilson, better known as VampireHunterD4 and VoShay. I am a nineteen year old high school graduate, looknig to attend college soon, I am an avid gamer, avid fan of many fictional works (With Star Wars way up there), and a happily fiancee'd dude. I spend much of my time online discussing new ways in which to conquer in the many forum-based sims I play. If you wish to hit me up for anything really, contact me at [email protected] or better yet, IM me at T3h3vil337 on AIM. For ICQ, 24666560 will usaully work. I accept all friendly conversations and enjoy intelligent debate. So have fun chatting me up if you want, or asking me questions. Questions are the single best way to enhance this guide and your playing expierence, because if your missing something you think this gudie should provide, you can probably leave me a message on AIM, and I'll get to it. ;) So that about wraps up me. Ciao. 1.2- Version History 2/28/06 0.9 All sections written, manyupdates expected to the skirmish section. first upload. 1.3- Copyright This and all information included is copyrighted (C) to Alexander James Wilson, and may not be reproduced in anyway for non-personal usage without permission. Permission is rarely denied, all one needs to do is ask. Simple. Reproduction without credit will be dealt with quickly and negatively. Reproduction without consent may be forgiven. Any and all information that is not my intellectual property is used under the Fair Use Law, and is either a fact or belongs to someone else. I'll list them at the end of the guide. End Line. ------------------------------------------------------------------------------- 2.0- Comparision of Rebel and Imperial Armies/Navies The Rebel and Imperial fleets and armies are different. In some ways very. Different tactics will apply to either side, and the attempt to play the Rebel Alliance with an addiction to slugging matches will end in your early demise- Playing the Empire with finesse in mind will likely only bore or annoy you. The Empire depends on numbers, power, and numbers. As The Imperial Navy/Army, you have at your disposal a large number of ultimately expendable units. Your Tie squadrons will keep coming and coming, and your units are oft meant to be expendable. Your greatest concern will be keeping your capital ships safe, or your heroes and AT-ATs. The Rebels are much difference. They will never win in a equal slugging match. Many say they are more powerful- no. They are more varied, and have easily defined prescision roles many players identify and use to great affect. This does not mean they have more raw power, players just easily adapt to the Rebels with no problems. As the Rebel alliance, you will hit and run, strike hard, and make double sure you are using your units wisely, as their cost and lack of strength make head-on battle a risky proposition. ------------------------------------------------------------------------------- Rebel Unit Guide-Space 3.1- Z-95 Headhunter Cost: Ability: Weak: Tie Fighter, Tartan Patrol Cruiser, most anything. Strong: Tie Fighter Description: The Z-95 Headhunter is an aged fighter-decades old, it's continued use is a sign of it's good manufacture. It, however, barely holds up to the standards of any other fight. Strategy: Phase these out and/or bever build them. The 70 credits you save are not worth it. Use X-Wings. Opinion: Bleh. Cute and all, but's really there more for show and story. 3.2- Koensayr Y-wing Cost: Ability: Ion Cannon: Select a target,and an Ion burst will shot down hardpoints for a short amount of time, as well as damaging shields nicely. Bombing Run: When in orbit, Y-Wings are able to be called in to strike targets during land battles. These bombing runs are definitely the most useful thing ever. Weak: Tie Fighter, Tartan Patrol Cruiser Strong: All Capital Ships and Stations Description: The Y-Wing, a several year old model, is considered the workhorse of the Rebel navy. It's heavy armor, shields, torpedos, and ion cannon make it the ultimate bomber to use against your foes. Strategy: If you see no Tartans in your way, feel free to run up, blast, and bomb anything big and ugly. Start with ISDs, then VSDs, then Space Stations, then smaller capitals. Tie Fighters aren't really a worry, just heroes and Tartans. Opinion: This is the work horse. Planets can often be defended by just a garrison of Y-wings. Take out the main ships, then fly back and let the station take care of the fighters. 3.3- Incom T-65 X-Wing Starfighter Cost: Ability: Lock S-foils: It locsk the S-foils in closed position, increasng speed and manuverability at the cost of weapon power. Is usaully useless, unless your racing accross the map for some reason. Weak: Tartan Patol Cruiser Strong: Tie Fighters, Tie Bombers Description: The Incom T-65 X-Wing Starfighter is a marvel of design, one of mosr advanced starfighters in the galaxy. It's useful against any ship of it's class, and is good at distracting capital ships. Strategy: Use it to screen your bombers and your capital ships from enemy fighters. Watch out for tartans. Opinion: This will be around forever, especially if you don't like the A-Wing. Use it in small numbers to protect your larger ships, or use them and Y-Wings exclusively to hit and run. 3.4- Corellian Corvette Cost: Ability: Boost Engines: Increases your speed and decreases your attack. Useful for running from a sudden ISD or other threats, as well as getting the corvette towhever your expiercing bomber trouble. Weak: Capital Ships Strong: Fighters, Bombers Description: The Corellian manufacutred Corvette-class ship, with no formal desigination, is often called the Rebel Blockade Runner, or simply Blockade Runner, due to it's use as a multi-purpose mid-class vessel by the Rebel Alliance, for it's speed and ability to be modified. It is armed with two quad laser battieries, making it easy to rip enemy squadrons to shreds. Strategy: In the Early game, this ship is very useful in destroying any fighter especially bombers. In the later game it's role is mostly filled by the Gunship Opinion: I like it plenty, but the Gunship is better in all respects, and only a little more costly. Until you get it, however, this will mow through all the Imperial bombers you'll find. It's best to have this screen your capitals, as it's worth about two X-Wing squadrons if used right. 3.5- Corellian Gunship Cost: Ability: Boost Engines: Go faster, shoot less. Good for jetting to trouble spots or running like a little girl. Weak: Capital Ships Strong: Fighters and Bombers Description: The Corellian Gunship-class ship, like the corvette, has no unique desigination. Unlike the corvette, it has no nickname. A moving mid-class weapons platform, it is superior to the corvette in all ways, and the New Republic used it for decades before re-fitting it's Navy with brand new ships of all classes. It's armed with missiles, lasers, and is deadly to anything smaller then it. Strategy: It fulfills the same role as a corvette, but better. It decimates anything smaller then it in record time. Use it to screen your capital ships from bombers. Opinion: Dern good ship. It's possible (but not perfect) to phase out all X-Wings and A-Wings and use just these. The only problem-These get tore up by Capital ships, whilst X-wings and A-wings don't care. 3.6- Marauder Missile Cruiser Cost: Ability: Barrage Area: Send a barrage of powerful missles in an area. Lasts until you movethe ship. Weak: Everything but fighters Strong: Everything Description: The Marauder-class Cruiser began it's life as a ship of choice by pirates. Inexpensive yet effective, it was quick and well-armed with missle tubes, providing an excellent raider. The only downside to this craft- No armor Strategy: Keeping them in the back, sandwiched in your capital ships, makes for a decent long ranged bombarder. Think of them as Space Artillery. Opinion: I HONESTLY hate these ships. They are very weak and inaccurate, so while they are powerful, I prefer to spend the population on another type of crusier. 3.7- Nebulon-B Frigate Cost: Ability: Boost Shield Regeneration: Increases the rate of regen on your shields at the cost of speed and power. A very useful ability when you've lost almost all your shields, but will not help you escape. Weak: Bombers Strong: not particularly well suited to fight anything, good against mid-class ships, and can be decent back-up against capital ships. Description: The Nebulon-B Frigate-class starship was created, produced, and used exclusively by Imperial contractors. However, the ship was often used as a border guard, among other things, and was oft overwhelemed by strategically planned attacks, aimed at capturing the ship. It's speed and power, as well as being one of the few miltiary-grade frigates available, led to it's eventual use by the Rebel Allaince much more often then the Imperial Navy, to the point it became a rarity to see one stationed core-ward. It is well armed and powerful, and can stand up to any mid-sized ship, as well as the aging Acclamator-class cruisers. It's only true weaknesses are enemy bombers. Strategy: Use these as the bulwark of your fleet. Quick, powerful, and not particularly vulnerable, they are very useful at drawing fire away from your more important vessels, and returning it shot for shot. Opinion: I love Nebulon-B's. Especially as it'll take you seven years to get a Mon Cal MC-80b cruiser. 3.8- Alliance Assault Frigate mk. II Cost: Ability: Weak:Bombers, Star Destroyers Strong: Mid-class ships, Acclumator-class cruisers Description: An aging design, the Assault Frigate of the Old Republic is now being used almost exclusively by the rebellion, as opposed to the predecessor of the Star Destroyer, the Acclumator, which remains an Imperial ship. It is well armed, and makes up in it's lack of a hanger by acting as a small capital class vessel. Strategy:Use it as your main capital ship, unless you can afford to use Mon Cals. Opinion: I tend not to use them, but I'm not a fan of Rebel larger ships. 3.9- Mon-Cal MC-80b Cruiser Cost: Ability: Boost Shield Regeneration: Makes your Mon Cal very hard to kill with not torpedos. A Very useful ability in a slugging match with superior laser forces. Weak: Bombers Strong: All mid and capital class ships, save the Star Destroyer Description: The Mon Calamari, a peaceful and industrial people, were sparked to action by the Empire's actions. Their fleet of large, impressive, and very well built Luxury cruisers was easily retrofitted for military use. They are the Capital Ship of the Rebel fleet for decades, although they quickly are built from scratch as military vessels instead of converted passenger liners. Strategy: This is your big boy. Used to lay all the other big boys and stations to rest. Protect it well, and hit them hard. THat's about all this sucker is meant to do. Opinion: I love big ships. No way around it. You'll want as many of these as you can afford, to disperse among your fleets. 3.10- A-Wing Cost: Ability: Lure: Attracts all nearby enemies to attack the sqaudron, while increasing it's manuverability. Awesome. Weak: Tartans Strong: Tie Fighters, Tie Bombers Description: Developed by hard work from Jan Dodanna, the A-Wing is a marvel of engineering. It is one of the fastest starfighter in the galaxy, faster then any mainstream Imperial ship. Piloted by the 'strangest men,' these ships are the rebellion'sgreatest anti-fighter vehicle. Strategy: Run this sucker in with the ability going and those annoying fighter screens go bye bye. Otherwise, it's a faster but weaker X-Wing. Opinion: I personally like them, as I tend to use smaller ships when possible, as they don't get worked by capitals. ------------------------------------------------------------------------------- Imperial Unit Guide-Space 4.1- Probe Droid Cost: Use: Send to a planet to find out what's there, kinda. Description: Built in droves by the empire to root out rebel hidden bases, its proven to be very successful. It discovered the Hoth Base, among others. It is otherwise useless. Strategy: If you like, build these and send them places before your ships go. 30 credits is nothing compared to half a fleet. Opinion: In AI games, useless. But against a real human- you may find them a friend to swear by. 4.2- Tie Fighter Ability: Hunt: You click this, and the sqaud goes running all over to find enemies to attack. About the only thing worth doing with them. Weak: Everything Strong: Bombers Description: The Twin Ion Engine, or TIE fighter, is a fast, agile, and very manuverable craft. The pilots of these craft are almost always considered disposable, and their only purpose is to distract and swarm. They do so very well. Strategy:It is also almost useless against most anything besides bombers and fighters in large numbers. It's bonus is numbers, speed, and the fact you don't build them- they boil out of most Imperial ships like hornets from a bothered hive. Opinion: Well their's no way you can not use them. Best to set them on hunt and go do your thing. 4.3- Tie Bomber Ability: Bombing Run: In a land battle, orbital bombers can nuke stuff for you often. A necessary abiliy for most combats. Weak: Everything Strong: Capitals Description: With the need to surgically subjugate enemies, and a capital ship bomber, the TIE bomber was developed. It proved very successful with it's large compliment of proton torpedos or bombs, as need be. Strategy: When you enter battle, wait for all the ties to deploy, then select all your bombers. Make them a group, and use them like rebel bombers- pick something you want dead and blast it. Best used away from anything smaller then a Marauder. Opinion: You have to use them.. and they are very useful. 4.4- Tie Scout Cost: Ability: Unknown. Weak: Most things. Strong: Nothing. Description: Forced to find a way to scout out systems with something better then an automated droid, they chose to retrofit bombers with a hyperdrive and a lot of speed. It has proven mildly effective. Strategy: These are good for flying to and capturing a space platform. That's it. Perhaps you'll like to use it as cannon fodder? Opinion: I tend to ignore these, but they will most likely come in handy during online play. 4.5- Tartan Patrol Crusier Cost: Ability: Boost Weapons: At a cost to speed and shield power, this ship fires much more powerfully, and quicker. Weak: Larger ships Strong: Smaller ships Description: Before the extremely deadly Lancer frigate, the empire relied on Tartan patrol ships to serve as a deadly anti-fighter weapons platform, much like the corellian gunship. The negative, however, is the lack of missiles on the Tartan. Strategy: Use these to screen your larger ships of fighters. That's about it. It's deadly against all fighters. Opinion: They are the backbone of your anti-fighter fleet, but you can get away with jsut a fighter screen of ties. I wouldn't swear by it though. 4.6- Acclamator-class Crusier Cost: Ability: Boost Weapons: At a cost to speed and shield power, this ship fires much more powerfully, and quicker. Weak: Larger ships, bombers Strong: Mid-class ships Description: An aging hulk, these left overs from the Clone Wars are effective, if small comapred to Imperial ships of the line. They are however larger then all but two of the rebel ships. Strategy: This is your early version of an Imperial Star Destroyer. That's it. unless you can't afford to, phase them out for real Star Destroyers when you can. Otherwise, use them to your advantage as they are good against most things Opinion: Their tiny. Useful early on, but later you want the big guns. It can field one tie and one bomber. 4.7- Broadside Cruiser Cost: Ability: Barrage Area: Barrages target area with devestating missle fire, as long as it does not move. Weak: everything Strong: everything Description: A companion ship to the Maurader-class cruiser, this vessel acts almost exactly the same as the marauder, in every way. Strategy:Keeping them in the back, sandwiched in your capital ships, makes for a decent long ranged bombarder. Think of them as Space Artillery. Opinion: Hate hate hate these. I find them useless. Maybe you'll like them. Note this does not mean they cannot be deadly or effective. I just hate them. 4.8- Victory-class Star Destroyer Cost: Ability:Boost Weapons: At a cost to speed and shield power, this ship fires much more powerfully, and quicker. Weak: Mon Cals, bombers Strong: Everthing else Description: A vangard ship, the Victory-class Star Destroyer was a smaller vessel then the Star Destroyer, designed to act as a picket ship. It was still very deadly, and could hold it's own against any Rebel ship except a Mon Cal cruiser, although the cruiser would be heavily damaged. Strategy: Use it like a real battleship. Support it, then strike the enemy head-on! Look's cool, and works. Opinion: Have a lot of these. You save on the cost of a Star Destroyer. 4.9- Interdictor-class Star Destroyer Cost: Ability: Gravity Well: Prevents any hyperspace. Good to trap hit and run rebel fleets. Jam missles: Makes missles not work. Weak: Capital Ships, bombers. Strong: Nothing, really. Description: Tired of hit and run engagements ending with the rebellion always managing to slip away in the nick of time, the Imperial Navy developed the Interdictor. With giant gravity wells sucking most of it's power, the ship is not very powerful ni combat, but prevents any hyperspace. It became a symbol of power under Thrawn, who used it to pull ships out of hyperspace and ambush them. Strategy: Hide it in the back of your fleet, and turn on the juice. Let the Rebels enojy their lack of escape. Opinion: Useful to defend your worlds with in ahuman game. Otherwise, useless. 4.10- Imperial Star Destroyer Cost: Ability:Boost Weapons: At a cost to speed and shield power, this ship fires much more powerfully, and quicker. Weak: bombers Strong: Everything else Description: A monsterous ship, this is the symbol of Imperial terror accross the galaxy. Large and in charge, it has no equal at this time. Strategy: surrond it with support ships against bombers, and plow. This baby can take a beating, and dishes one out too. It's a giant flotilla of death. Opinion: Love. Pure love is the ISD. 4.11- Death Star Cost: Ability: Fire main gun. It shows up in your command bar as a switch. If your in orbit aronud the last rebel planet, it automatically goes off after the timer. Description: The largest man-made object, the Death Star is the size of a small moon. It is an Imperial battle station with the unique ability to destroy a planet. Strategy: It comes with it's own fleet of two Victory-class star destroyers, and four tartan cruisers. A nice addition to your forces. After two minutes, it can destroy the enemy planet. Even if you lose, you can hit it as the lose screen comes up, losing the fight but destroying the planet anyway. Opinion: It's uber, but really expensive. And if red squadron gets to it, your toast. Game over. 4.12- Long Range Scanner Cost: Weak: All Strong:None Description: Long range Imperial Scanner. Strategy: Build one when you got the money. They reveal the entire map. sweet. Opinion: Useful, but not always worth it. 4.13- Gravity Well Station Cost: Ability: Gravity Well: Prevents hyperspace. Weak: All Strong: None Description: A stationary Interdictor cruiser. Strategy: Just... stop them from running. Simple. Opinion: Useful, if built on the right planet. ------------------------------------------------------------------------------- Rebel Unit Guide-Land 5.1- Rebel Trooper Cost: Ability: Take Cover: Increases Defense but greatly reduces speed. Weak: Tank Treads, bombs Strong: Most things. Description: The basic grunt of the Rebel Allaince, they often have little group training but tend to have backgrounds supporting excellence in blasters. Strategy: Use this as your frontline troops, and have a lot. Troops are the backbone of every land army. You must have troops, or you will lose. In fact, if their is no Anti-infantry turrets around, you can easily win any battle with a large but not enormous amount of troops. Opinion: You need them. 5.2- PLEX Trooper Cost: Ability: Take Cover: Increases Defense but greatly reduces speed. Weak: tank treads, bombs Strong: most things. Description: With the Imperial dependance on armor, portable proton torpedo launchers(when available) became a staple of the Rebel forces. It oftened would even the odds. Strategy: These and troopers can take imperial armies with relative ease. Use them just behind troopers to fire on any armor they run into. Opinion: These guys are evil 5.3- T2-B Hovertank Cost: Ability: Hunt: It goes roving, looking for enemies. Weak: AT-AT, Artillery, 2-M Repulsor Tank Strong: stormtroopers Description: A light scout, the hovertank is useful for quickly moving to hotspots, and as a effective and cheap garrision. Strategy: Their good for taknig hits, and distracting infantry. You'll want better units for other stuff. Opinion: Their usefulness drops off as you get better units, but it's still nice to surprise them with a raid from an unexpected area. 5.4- MPTL-2A Cost: Ability: Deploy: becomes immobile and deploys it's artillery cannons. Weak: Everything Strong: Everything Description: A long range missile tube armed bombarder, the MPTL-2A is one of the most powerful vehicles in the rebel's army, if a tad fragile. Strategy: This is your baby. These, as a fraction of your ground army, i'd say about 30%, will garuntee your win. Hide them behind some scouts/protectors, and rain havock on any enemy that comes in range. Works best in groups of four or more (two squads.) Opinion: Love these things, though they should be getting re-balanced in a pack soon. 5.5- T4-B Tank Cost: Ability: Rockets: The tank uses rockets instead of lasers. Good against turrets and structures. Weak: Anti-vehcile turrets, AT-ATs Strong: All Imperial ground vehicles, except the AT-AT Description: It's a two-laser turret treaded vehicle, with several rocket pads. Strategy: Use these as your main assault vehicles. They also make good armoured spotters for your artellery, as they are hard to take down compared to other rebel units. Opinion: Good tank. Real good tank. 5.6- AirSpeeder Cost: Ability: Tow Cable: Uses a cable to trip up AT-AT walkers, serverely damaging them. Weak: AT-AA, AA guns Strong: AT-ATs Description: A repolsurlift vehicle, this flying craft can only be used on the ground. It is the best way to attack enemy AT-ATs. Strategy: Use these mostly as spotters, unless you see an AT-AT. Since nothing can hit them save an AT-AA and AA guns, their real good at spotting. Their very bad at killing things. Opinion: 5.7- Infiltratior Cost: Ability: Thermal detonaters: THrows a good sized bomb on a vehcile or structure Weak: Anti-Vehicle turrets, tank treads Strong: Infantry, buildings, light vehicles Description: Specially trained special ops, these troops are deadly with their laser rifle, and good with their bombs too. They can mow through platoons with ease, and blow up buildings and smaller units just as easily. Strategy:Use this to mop up troops and buildings. They are great as garrisons, anti-infantry in a group, and as a base demoltions crew after you get the defenders. Opinion: I certainly love them. ------------------------------------------------------------------------------- Imperial Unit Guide-Land 6.1- Stormtroopers Cost: Ability: Take cover: Signficantly reduced damage, for signifcantly reduced speed. Weak: Treads, Infiltrators Strong: Troopers Description: The bread and butter fo the Imperial army, these men fight and die for the Emperor. Strategy: Use them. Lots of them. You need lots and lots, early on. Lots and lots period. Opinion: Your army will most likely be 50% to 70% stormmies usaully. deal with it. 6.2- Scout Bike Cost: Ability: Mine: Drops mines that explode after a few moments. Weak: Everything Strong: Troops, Artillery Description: On fast and lightly armoured speeder bikes, these scout troopers are fragile and used mostly to secure positions, and find enemies. Strategy: These are your arty killers. You fly them in quick and drop your mines next to the rebel artillery, and run. They'll die good. So will your men. Opinion: Next to useless, until the rebels have artillery. Then they are cheap life savers. 6.3- AT-ST Cost: Ability: Barrage area: Until the unit next moves, it barrges an area, dealing impressive damage. Weak: PLEX troopers, T4-B, Artillery Strong: troopers Description: The light forces of the Empire, this is the best armor/speed trade in their army. Strategy: You can use these early game, but I definitely suggest phasing them out by the end. THeyaren't extrodinairly useful, except against lots of enemies that won't kill them too quick. Opinion: Beh. Kinda lame, really. 6.4- Tie Mauler Cost: Ability: Explode: The unit blows up. Weak: PLEX troopers, vehicles, Artillery. Strong: Troopers Description: The 'TIE' tank, this is just as expendable and weakly armoured as it's airborne counterpart. It's main virtues are speed and being able to destroy itself in a mildly damaging explosion. Strategy: Use these as shock troops, maybe. They are virtuous in the fact they easily run over troopers. That's their best use. THe explosion is cute, but it's better to use scout bikes and Mara Jade over this for "explosions." Opinion: Very bah. Don't like'm at all. 6.5- 2-M Repulsor Tank Cost: Ability: Weapon Boost: Loses shields to pump out the pain. Weak: PLEX Troopers, T4-B tank, Artillery. Strong: T2-B tanks. Description: The Imperial tank of choice, the Repulsor tank uses it's speed to advantage over the rebel treaded vehicles. Strategy: Use them as a good counter to the rebel tanks, unless your able to pump out AT-ATs. Opinion: Their yummy. They are one of the few Imperial units for which Weapon boost is useful. 6.6- SPMA-T Cost: Ability: Deploy: Deploys to fire artillery laser shots. Weak: Everything Strong: Troops Description: A response to the rebel artillery, the Imperial army, as always, made up in numbers what they lacked in quality. Strategy: Deploy these toward the back of your unit groups. Don't expect them to be as useful as rebel artys. Opinion: Their allright, that's about it. 6.7- AT-AT Cost: Ability: Deploy stormtroopers: Deplyos one squad of stormmies. It can have two deployed at a time. If one dies, you can deploy another squad again. Weak: Plex soldiers, Air Speeders Strong: Everything but air speeders, and troops. Description: THe large, powerful AT-At is the Imperial land unit of terror. Insanely powerful and well-armoured, it is the most difficult land unit to kill Strategy: If you can, build as many of these as possible. They have no easy counter, and net you free stormmies, which are technically infinite. Opinion: They are your best unit. 6.8- AT-AA Cost: Ability: Unknown Weak: Everything Strong: Air units Description: Used to combat air speeders, this vehicles is useless against most everything else. Strategy: Hide it towards the back and hope you don't need more then one, ever. they are almost useless. Opinion:Useless! ------------------------------------------------------------------------------- Rebel Heroes 7.1- R2-D2/C-3PO Cost: Ability: Steal technology: They steal tech in the main game. Hack Turret: hack into a turret, converting it to your use. Repair vehicle: Repairs a vehicle to full health. Weak: Everything Strong: Nothing Description: Intrepid droids, both intricately linked to Anakin Skywalker, they serve the rebellion. Strategy: They are really useless. While R2's repair is useful, it's not fast enough or worth the 850 credits. Turret hack is useless, as the droids are dead or the turret destroyed by the time they get to it. Opinion: Utterly stupid as ground units. 7.2- Captain Raymus Antilles Cost: Ability: Boost Speed: Boosts speed. Makes him temporarily the fastest unit in the game. Weak: Capital Ships Strong: Fighters, Mid-size ships Description: Father to the Captain Antilles who dies on the Tantive IV, he is an able leader, and a heoric figure. Strategy: He is an uber corvette, use him as such. He's great to send to trouble spots. Opinion: He's pretty dern good. 7.3- Mon Mothma Cost: Ability: None Weak: Nothing Strong: Nothing Description: Leader of the rebellion. Strategy: useless in battle. Opinion: No use in battle. 7.4- Han Solo/Chewie/Millenium Falcon Cost: Ability: Invulnerability: Turns the falcon invulnerable. Sprint: Causes hero to run very fast. Steal: Chewie steals a vehicle. Disable: Han disables a number of enemy vehicles. In space, they are a nigh-invincible itch capable of destroying any one ship, eventually. Weak: Anti-Infantry turrets. Strong: Infantry, vehicles. Description: Loyal to the core, the stalwart duel will work very hard.. for the right price. Strategy: Chewie loves to hop from AT-AT to AT-AT. Han is darn good to rush into the middle of several vehicles and disable them all for easy pickings. Opinion: Most useful gronud hero, in my opinion. 7.5- Admiral Ackbar/Home One Cost: Ability: Target ship: All ships target an enemy, quickly destroying it. Boost Sheild Regen: Boosts shield regeneration. Weak: Bombers Strong: Everything else Description: The personal vessel of Admiral Ackbar, the Home One is the flagship of the Rebel navy, and the most powerful ship in the game. Strategy: Use it to target powerful enemies. It can take two ISDs by itself. Opinion: Awesome! 7.6- Red Sqaudron Cost: Ability: Lucky Shot: Luke fires a lucky shot, dealing lots of damage. Lock S-foils: move faster at reduced fire-power. Weak: Tartan cruisers Strong: Ties, space stations. Description: The famous red squadron with it's original members, they are the best Rebel fighter squadrons in the galaxy. Strategy: Use them to target ships with plenty of shields- Luke can tear through them, but he can only deal so much damage to a component before it's gone and the rest of the damage is wasted. Opinion: Useful, but it's noyl really necessary to stop death star's with. 7.7- Obi-Wan Kenobi Cost: Ability: Heal troops: Heals all nearby troops to full. Protect: Uses the force to protect one unit. Weak: anti-infantry turret Strong: Infantry Description: The aged and last Jedi Master, besides Yoda, he is stil a powerful fighter. Strategy: He's alright. Use him to protect artillery, and heal your troopers. He'sbasically a mobile one-shot bacta tank. His best ability is to use the Force to disable structures. Opinion: Possible useful, but I tend to pass on him. 7.8- Kyle Katarn Cost: Ability: Sprint: Run fast. Thermal Detaonator: Tosses a more pwoerful version of the infiltrator bomb. Latches on to a vehicle or structure, and does massive damage. Weak: Anti-vehicle turrets Strong: infantry, structures Description: Once an Imperial stormtrooper, Kyle Katarn is the crem de la crem of Rebel Spec Ops... as a mercenary. Strategy: Use him to hit and run Imp bases, or to increase your ability to fight off Imperial AT-ATs and troops. Opinion: Good solid hero. ------------------------------------------------------------------------------- Imperial Heroes 8.1- Darth Vader Cost: Ability: Spawn Ties: Recreates Vader's back-up wingmen. Force Crush: Destroys one helpless vehicle. Weak: Nothing Strong: Everything Description: The Dark Lord of the Sith, he uses the Force to help crush the Rebellion. Strategy: He is uber itself. Use him to crush squads of infantry, that pesky tank. Or to disable a building with the force. He's also very good at deflecting lasers. He is the ultimate shock trooper. In space, he's okay at destroying fighters and such. The best part is it is very hard to kill him. Opinion: He is a must have. Always have him. 8.2- Boba Fett Cost: Ability: Fly: Moves super fast on his jet rockets. Sonic Charge: Uses a sonic charge to destroy enemy fighters. Weak: corvettes Strong: fighters Description: The Best bounty hunter in the galaxy, Boba Fett always gets his man. He is known as "Vader's Bounty Hunter," because of the Dark Lord's tending to hire him. Strategy: Use him to clear out fighters. On the ground, he's an okay hero. Opinion: He's allright. I use him rarely in space skirmish. 8.3- General Veers Cost: Ability: Focus firepower: Use very strong lasers to cut down enemy vehicles. Deploy stormmies: Deploys a squad of stormtroopers, infinite uses, max two deployed at a time. Weak:Plex Soliders Strong: All vehicles and structures. Description: THe best General in the Impeiral Navy, he also has the best AT-AT. Strategy: Usehim to add the extra punch against Rebel forces in an assault. A large bonus is his being invinicble to tow cables. A must-have. Opinion: Love him. 8.4- The Emperor Cost: Ability: Force Lightning: Uses the raw energy of the force to burn as many troopers down as possible. Force Corrupt: Brutually savages the mind of nearby rebel units, turning them against their former comrades. Weak: Anti-vehicle turrets Strong: Troops Description: Emperor of the Galatic Empire,his frail demeanor belies his still ample ability in the Force. Strategy: Use him to back up your forces if necessary, he is better used to reduce the cost of stuff on planets. Opinion: Useful, but not very. Better to have Vader and leave him at home. 8.5- Captain Piett Cost: Ability: Proton Blast: Uses a very powerful proton beam to deal massive damage. Tractor Beam: Prevent the escape of a rebel vehicle. Weak: Bombers Strong: All non-fighters. Description: The Accuser is the personal command ship of Captain Piett, one of the up and coming officers of the Imperial Navy. Strategy: Use the Accuser to hit the enemy hard. The Proton beam is great against any Mon Cal, hero, or space station which still has shields. It is less useful against shieldless enemies, as the destruction of the component means some damage isn't dealt, sometimes a lot of it. Opinion: Most powerful ship in the game. 8.6- Mara Jade Cost: Ability: Force corrupt: Causes the enemy to join your cause. Thermal Detonator: Causes a large powerful blast, attaches to vehicles and structures only. Weak: Anti-infantry turret. Strong: Infantry, structures. Description: THe Hand of the Emperor, Mara Jade is a powerful and well-trained force sensitive. Strategy: Use her to kill off troops, and destroy or damage closely held groups She's great to hit and run buildings. Opinion: useful. 8.7- Grand Moff Tarkin Cost: Ability: Indirectly makes all Imperial forces in the battle 25% better in all respects. However, he makes retreat impossible. Use him wisely. Weak: Nothing. Strong: Nothing Description: One of the Grand Moffs, he is so confident and powerful he is not even afraid of Vader. He is the Emperor's right hand man, after Vader. Strategy: You only get him in the campaign. He's useful in battles you can win. Opinion: Use him as often as you can in close battles. ------------------------------------------------------------------------------- Shared Heroes 9.1- Fleet Commander Cost: Ability: Indirectly makes your fleet more powerful. Weak: Nothing Strong: Nothing Description: A well-trained officer, he helps manage your fleet. Strategy: None really. Always have one if you can. Opinion: Great. 9.2- Field Commander Cost: Ability: Indirectly makes your fleet more powerful. Weak: Anti-infantry turrets Strong: infantry Description: A well-trained officer, he helps manage your army. Strategy: Keep them towards the back, if you use them. Opinion: Less good then the fleet commander. 9.3- Smuggler Cost: Ability: Steal credits Description: Scum, this man will steal from the enemy for you. Strategy: Hide him on a planet the enemy won't often check. Opinion: Almost useless. 9.4- Bounty Hunter Cost: Ability: Neutralize a hero. Description: A bonuty huntr willing to kill- for a price. Strategy: Use him to neturalize most heroes. Opinion: Problems are this- too expensive to kill major heroes, not worth the money to kill minor. If you have the money and/or hate x hero, go for it. ------------------------------------------------------------------------------- Buildings 10.1- Mines Description: Strategy: Capture and hold as many as you can, as these are the source of your money. Opinion: uhm... necessary as heck? 10.2- One-Use mines Description: One captured, you get a one-time boost of money. Strategy: Grab it if you can. Opinion: Uhm.. money=good. Duh. 10.3- Ion Cannon Ability: Use ion Cannon: Use an Ion cannon blast to disable a ship for some time. Description: Developed and used by the Rebel Alliance, this large Ion Cannon can fry the major systems on any vessel. Strategy: Use it to pick off star destroyers, or the next biggest ship they have. Opinion: Great to have in a space battle. 10.4- Garrison buildings Ability: recruit pirate troops. Description: A building that somehow allows for the aquiring of unique troops. Strategy: Capture it and bam, free troops. Opinion: Most of the troops you can get are useless. 10.5- Space Station Weak: Bombers Strong: Capital Ships Description: A space station, at variuos levels more powerful. Strategy: Protect it well- this is your home base! In skirmish, it's loss usaully means you lose. Opinion: protect it at all costs! 10.6- Sensors/Turbolasers Description: Either a sensor array or a turbolaser. Sensor arrays make the entire map visible. Turbolasers blow everything up. Strategy: grab them if you can. Opinion: Very useful. 10.7- Hypervelocity Gun Ability: Use Gun: Fires the gun, greatly damaging an enemy unit or sometimes, units. Description: A rail gun, it's able to fire several shells before requiring some time to cool down. Strategy: Use it against stationary targets. Like Space stations, or engaged capital ships, for maximum effect. Opinion: Not as good, in my opinion, as the Ion Cannon. 10.8- Space platforms Ability: Build turret. Description: Build a missile or laser turret on these free-floating abandoned wepons platforms. Strategy: Almost useless. Opinion: Almsot useless part duex. 10.9- Abandoned Factories Ability: Build troops. Description: An abandoned facility for producing a unit(s). Strategy: Useless, usaully. Opinion: Usaully useless. ------------------------------------------------------------------------------- Skirmish Info 11.1- How skirmish battles work Skirmish battles are different from the campaign. You control a base or space station, sharing it with your allies, while your enemy does the same. All money is giving equally to all of you. It's not split. If you would get 500 normally in single play, then you all get 500. You can build the units right there on the battle map, as opposed to building them in the galaxy map. They still come in as reinforcements at reinforcement points, or hyper in if your fighting in space. The goal of the game is to control all the resource nodes you can, so you can out-tech and out-build your enemy. It will be difficult, commander. Good luck. 11.2- How to play Skirmish Once you start, send your inital forces to capture nodes and build resource facilities on it, to start earning credits. From there, build units and tech up to the next level when you feel you can wait on pumpimh out more units. Try to get to tech level 2(land), or tech level 3(space), before you try to take his base or space station. 11.3- Imperial/Rebel strategies for Space None Submitted yet 11.4- Imperial/Rebel stratigies for Land Nnoe Submitted yet ------------------------------------------------------------------------------- Miscellaneous 12.1- What to send and where I'm a busy guy, and I'm not an all-knowing deity. They are things I don't know. Also, their are other things I'm just clueless about, or didn't think to add. Sometimes, I may just skip something. Or you have a question. These are all things you can contact me about, and the answers will no doubt be reflected in this guide ASAP. I'm that amazing. So if you have the need to talk to me, email me at [email protected], or better yet, im me at t3h3vill337 on AIM. I may not respond, but I'll get the message and hit you back as soon as I can, or just update the faq real quick for you. I will also add a Player Strategy section. If you have a unit specific or battle mode specific strategy you feel is worth showing off, Send it to me and if I think it's worth putting up, it's here. I will obviously put whatever name you give me in the contributors. Thank you in advanced. Specifically, send these things- Descriptions- you have more/better info on the units/buildings? Give it to me and I'll update the description. More-better! Strategies- Give'm to me, so they can be shown here. Questions- Any questions I can answer will be and then shown here. Typos- I screwed up? Tell me about it. Missing stuff- for example-the costs. I don't feel like hunting down the costs right now, as it doesn't directly effect their fighting abilities and tactics in a battle. If you do though, you get credit and a big grin from me. 12.2- FAQ Currently, in the first version, I've gotten no questions, you lazy bums! ;) 12.3- Email of Note Nope, no funny, angry, strange, weird email yet. We can only hope. ;) ------------------------------------------------------------------------------- The End 13.1- Contributors None yet, except my darling fiancee making me feel good enough to do things like this. :)