Star Wars: Empire at War Tips
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During a Galactic Conquest game while playing as the Empire, bring the Death Star in range of any Rebel or neutral planet. The Death Star should be in its own fleet, with no other units. When the Death Star arrives and the message appears asking you how you wish to proceed with the resulting space conflict, click \"Auto-Resolve\". You should win the battle automatically, usually with no enemy unit losses other than the Space Station. When you return to the galactic map screen, drag the Death Star into the \"Destroy Planet\" slot on its current location. The planet will instantly be eliminated, without it being necessary to engage in a land conflict or sending in a space force to eliminate orbital Rebel forces. DO NOT try to use this trick on a planet occupied by Red Squadron, otherwise you will automatically lose the game. This also doesn\'t work on the planet Bespin, because Bespin is immune to the Death Star\'s super-laser.
Ever needed some backup when you send an important unit to do a certain objective? Simply click "Guard" then right click on the unit who needs backup. Useful, eh?
However, it's better to send one unit somewhere, then send the backup after them. Because when the unit that you are guarding moves, the guards will follow only if they get too far away from them.
Submitted by: Peter
on April 19, 2011
In this mission you play as Han and Chewie using the Millenium Falcon. You have to stick to the outskirts of the map, at corner and mid-section angles to stay out of targeting range of the Tie scouts and Tartan's flying around on patrol.
When you have a clear run to any of the cargo containers, move the Falcon out quickly to one of them (use the 'stop' command to make the Falcon stop on target) and wait for Han to begin the scanning process. After five seconds a cargo unit will be scanned and you'll move onto the next one. You will have to scan all but the last few until you find the 'right' one. (It's randomly generated when a only a few are left to scan)
If a Tie squadron detects you and they are the only enemy in the area, it's safe to take them out if you can. Try luring them into a nebula, where you have stealth, or the asteroid field where it's harder for you to be targeted.
Note that the AI won't fly you in the best course during these battles, and may end up flying astray right into the path of more enemies. Keep a look out, and occasionally use the stop command to force the Falcon to move in another direction. Note that the Falcon will shoot at enemies even while moving to another location, thanks to the swiveling gun turrets. (similar vehicles have swivel weapons capable of defensive fire, great for luring enemies away from groups)
There also is a bug, considering the AI auto-waypoint method. When the Falcon is near the edge of the map and is in battle, it may not turn and manuever as well as it should. This can cause it to 'leave' the map boundaries until the AI kicks in and tries to turn back. If you've gone far enough over the border, hit the stop command and you will stay outside of the map zone. Enemies won't shoot at you if you are too far out, and since the Falcon's got a farther targeting range than fighters, you may be able to pick them off from a distance.
Boba Fett will show up after a minute or two. If you have to fight him, make sure it's in an area of the map where no enemies are around, preferably the edge of the map somewhere. When fighting Boba, you may drift over the boundaries as described in the last paragraph. Drift far enough and Boba will cancel his attack. Your range may let you fire on the Slave One while Boba remains idle (gameplay bug/expoit)- and you can destroy him in safety if you can get this to work for you. Personally tested this myself last night and PWNT him in a minute or two.
If you drift too far from Boba, he'll continue his patrol along with the other scout craft.
Buy 1-3 sets of Artillery (rebels, fires rockets, ya know.) depending on your difficulty setting on the quick skimish battles.
On alderan the is a valley connecting the two teams. Set most or all of your artillery on the two cliffs on each side on the valley. Put their spotter droids in the middle to get your sight. You also can put soldiers and other vehicles in the middle for sight too. Then after its secure then take the base on the other side of the valley. Move most or all of your troops there. Then when you have enough money lay an assault on their base (they'll have a sheild generator).
Then when you destroy the generators show them what y-wings can do and BOMB 'EM! Your artillery should also help destroy the buildings. Remember to keep your artillery far away so the can destroy oncoming threats before they get close.
Note: Rebels artillery is good on most land maps so far.
Submitted by: Joseph (suph) on May 23, 2008
More than likely a stupid game bug.
Once you capture Corulag in the Rebel Campaign, and complete the code hijacking mission with Han and Chewie (ground based mission) - all hell breaks loose. If you have a fleet or ground forces on Corulag, get them off as soon as the mission ends because the planet will turn over to the Empire during the narration, and you'll find your fleets facing a massive Star Destroyer/Victory/Interdictor/Acclamator fleet without being able to produce Calimari Capital Ships in time to defend yourself. Corulag will be taken no matter what, but keep in mind there are only a few missions left.
If you have the cash, start building Calimari Cruisers on Sullust, Kuat, and Mon Calimari ASAP. Hopefully three will be created. When Ackbar appears, gather Mon Mothma, the Cruisers you have created, and one Fleet Commander unit to increase the line of sight of your ships.
The Calimari ships should be enough to take down the Star Destroyers easily. It's churning them out quickly that's the problem.
Also, when the Death Star moves from planet to planet, DO NOT LEAVE A FLEET IN ORBIT or it'll be destroyed when the Death Star gets it. Only when you have Rogue Squadron should you confront the Death Star.
On many ground maps, Imperials and Pirates won't be gunning to take over every command post, but will instead patrol the whole map, running in a circle (looping) path until they detect you. Usually, this is done by ground troops. (Infantry or missile troops - though M' troops are rare) Take out the ground troops quickly when you can, and they won't call in support units (AT-STs, Tie Maulers, or hovertanks).
I found this to work fairly well in most sitations where enemies are just scouting and not taking all CP's in sight. > > >
(requires at least one Y-Wing squad)
Guard your main force with at least a squad of T2-B's, and right behind them with a group of T4's (rocket mode) or proton torpedo artillery tanks to mop the floor with any heavy units that may wander by. Then use one or two T2's in a seperate squad to scout the area. Don't bother fighting infantry or vehicles on your patrol; your target should be barracks, and more importantly, power generators and factories that produce vehicles T2's can't stand up to. Reveal their locations and call in a Y-Wing strike.
Retreat your T2 scout squad while the Y's make their bombing run. Even if the fog of war hides the scouted position, the Y's will still bomb that area. If your T2's have retreated far enough away, no routing forces will try to stop them. Use the fast forward button to speed up time until your Y's become available again.
Repeat scout bombing until the heavy facilities are destroyed, fast forward so you have another bombing run just in case, reassemble your forces, and make your full strike on the enemy facilities remaining. If need be, use that next bombing run to take out heavy vehicles/turrets or targets you missed that can do heavy damage to your current forces.
I found that the best offense/defense for the Rebels early on is 5-6 Corvettes, 2 Nebulon B Frigates, and 2 MKII Assault Frigates.
Once I get the Calimari cruisers, i'm sure having a fleet of those will work even better. Frigates have a long attack range compared to the corvettes, but move slower. They do however make up for this with their 'power to sheilds' ability. Keep them in the back while the speedy corvettes bait enemies toward them, or draw the fire of bigger targets, and have the frigates approach from the rear to strike through the enemy.
Note that early on, Mothma and Antilles provide combat bonuses, yet you have room for one fleet officer/commander to increase the combat bonuses of this one fleet (if all above heroes are present). Also note that Antilles ship counts as 1 unit, so if you decide to go with the 6-2-2 space assault, reduce the number or corvettes in this fleet by one (5-1-2-2, as the Sundered Heart counts as a seperate corvette, but is a corvette class) - also use Antilles special ability wisely. Targeting hardpoint groups on a space station or starship can greatly provide a much needed edge.
*Gaining credits between battles*
Before you complete the objectives and secure the planet in question, secure all surrounding pirate/empirial controlled planets. If you secure a planet's airspace, but not the ground, you can move your space squad from that planet to another - BUT you must move at least one space craft to that planet fist as a seperate fleet. Doing this keeps the airspace secured, even with just a single Z-95 Headhunter (though I suggest something stronger, just in case a neighboring planet is hostile and decides to invade).
If you secure the airspace above every hostile planet, then you can choose what planets to send ground forces to, when you wish. You can also replace ground structures with mining facilities (be it temporarily or permanently), and then hit the fast forward button to increase the day speed/income.
This way, you can build space stations/sattelite long range sensors on every controlled planet, build your starship fleets, and work out ground fleet strategies in safety without having to worry about the Empire suddenly attacking your planets.
Also note, the enemy may attempt to escape from planets you have secured airspace in, but no ground defenses. If you move your space fleet off the planet and don't have a sentry unit in orbit, ground transports may decide to abandon the planet. You can try to lure the enemy out this way and have them run into neighboring space fleets on other planets to reduce the number of enemy units on the ground. Most of the fleeing units will be transports and won't be able to fight back too well at all.
In quite a few ground battles during the rebel campaign, you will run into enemy respawn points such as barracks or world species respawn points. If those world species points are not aligned with the rebellion they will constantly attack you every so often, but will do so continuously until their support structure (dwelling / barracks) are destroyed.
These units can be devestating to your infantry, but will barely do any damage to your T2-B speeders. A single T2-B may take a while to destroy each squad of enemies, but won't be harmed as their sheild regeneration rate overpowers their loss (from blaster fire). The T2-B tank CAN however, distract the whole group from attacking your infantry / weaker units. Also note the positioning of the T2-B can deter the enemy from advancing while you fire upon them. (Move a speeder into their movement path to block them)
While the enemy squad is distracted with the T2-B, your other troops can bypass them and attack their dwelling. Note that if the T2-B destroys all the enemies in the squad its dealing with, more troops will emerge from the barracks / dwelling. A single T2-B takes a while to destroy the squad, but a group can quickly overcome them, meaning your forces attempting to destroy their spawn point may be interupted with more enemy squads, point blank.
Using a single T2-B for the distraction will provide more time for other forces to destroy the dwelling.
If your playing as the Empire on any map and if you deploy AT-ST's on the battlefield, you need to be careful when Chewbacca is on the battlefield when he is called by the Rebels. This is beacause Chewbacca has the ability to steal AT-ST's. Fortunetly, a colored picture of Chewbacca's face will be shown under the AT-ST he has stolen. If Chewbacca steals one of your AT-ST's, quickly get another vehicle to destroy it and then deploy a spare AT-ST to replace the one Chewbacca stole.
Submitted by: Peter
on March 29, 2009
Star Wars: Empire at War Cheats
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On campaigns or galatic battles, if you, like me, are much better at space combat than land, make a big fleet and attack one planet at a time. Once you win the space battle, move on to the next planet, but leave one ship (a Tartan Cruiser or Corellian Corvette) behind in orbit. Eventually, you will have control of the all space in the galaxy. The enemy can't rebuild a space station, and if they send up ground troops, you will easily win. Then you can start hording credits and building massive ground forces to overwhelm the enemy with pure numbers, if nothing else. Or, if you can, build the Death Star and blow up every Rebel planet! "Wipe them out, all of them!"