Note that, after the Borrowed Time mission gets completed, you'll go through a longish conversation with Mon Mothma that will result in you automatically being sent to Carida with Han and Chewie. Try building anti-vehicle turrets on the pads to the south and the east; the one in the middle of the base should probably be either a Bacta Tank or a repair arm for your T-2B's. (If you have the AT-AT, you can probably live through the fights, however.) TIE Fighters in Empire at War live up to the reputation they've gained in the movies as ships that are incredibly numerous, but not particularly threatening. Instead, we only have one word to say to you: shield generators. The range and damage is inferior to the Rebel counterpart, but you get three instead of two. With the information in hand, you'll be told to hit up a pair of shuttles to the north to escape the planet. On some planets, like Kashyyyk and Mon Calamari, you can also rely on the friendly units that spawn out of the indigenous population for help. Any longer, and your precious prey will warp away and avoid capture. That’s pretty much all there is to it! You don't have to protect all of the prisons here, obviously. When it goes down, you'll get a huge amount of reinforcements, far more than you'll actually need to destroy the rest of the buildings. In order to call in a bombing run, you have to be able to actually see your target, so if you get the T-2B next to the power generator, you'll be able to bring down your Y-Wings. It packs four TIE Fighter squadrons and two TIE Bomber squadrons. In space, he's one of the best anti-fighter units around, and he can heal himself by bringing back more wingmen when they get destroyed. You may have better guns, but you're slower and can't take as much punishment. When you hit the planet surface, you should find yourself engaged in something of a cakewalk. (But then again, Tarkin is pretty cocky in general, so supposedly he didn't see the need.) Regardless, when you get all six of them taken care of, you'll win the mission and will be able to move on. Mauler leaves Rebel soldiers with little time to avoid being run over. If you activate its missile shield, all incoming missiles (such as from a Broadside cruiser) will be deflected away from the Interdictor. If you act quickly, you should be able to achieve your goal within a matter of minutes. GameSpot's Game Guide is here to help you in your mission, with a complete walkthrough of the game's two campaigns, a rundown on all the units and heroes, some general tips, and a guide to each of the planets in the game. Command him to use the jetpack anywhere on the map. Escort the fleet to Corulag and protect the shuttles while the soldiers search for information. And that's just plain cool. A Shipyard is a military port building in Empire: Total War. It starts with corruption, continues with the standard income and ends with the receipt of money by killing units. The Imperials will be firing on it, as well, and if they disable it, you'll still be able to claim it for your own, so be sure to use Antilles' Boost Engine Power ability to get on top of it before they reach it. (This is apparently done automatically, but if you have a fleet there, that might force you into a fight.) They actually have hyperdrives, so they can be built and sent anywhere in the Galaxy. Imperial Light Armor Upgrade: All AT-STs, AT-AAs, and TIE Maulers get a 15% chance to reflect incoming laser fire. Strong Against: Weak Against: T2-B Tank, T4-B Tank, Plex Soldiers. Strong Against: TIE Bomber Weak Against: Tartan Cruiser, TIE Fighter, TIE Scout. Raiding the Republic Shipyards | FALL OF THE REPUBLIC | Star Wars: Empire at War Mod [Ep 13] Be sure to move your Interdictors over to where your Star Destroyer is hiding; they'll be the first thing the Rebels will attack, so you'll need to protect them well. On the ground, you'll be able to control both Han and Chewbacca individually and separately. Plex Soldiers are strong against almost any type of vehicle, but have the usual weaknesses of infantry units, so keep them away from TIE Maulers and artillery units if you're at all fond of their continued lives. Although they are usually slower than most ships, they can be used as effective wrecking balls, and hold their own against many other ships. If you want to try out wiki markup without damaging a page, why not use the sandbox? He comes equipped with a fully armed and operational AT-AT. Raid stacks will appear with a small star by them. You'll definitely want to make your rotation around the map in a counterclockwise fashion, since that's the same direction in which the enemy ships travel. Use these as defensive units. Take a ground assault force to Fresia and steal the X-Wing prototypes. Strong Against: AT-AT Weak Against: AT-AA. Use these against any Rebel ship. It won't matter if they park their fleets above the planet; just let them sit there and wait until you have a large enough fleet to take them down. Unfortunately, turrets are probably still more useful on the ground than in space. Not much changes on the galactic map between the previous mission and this one, but you can take over Wayland, and probably Korriban as well, if you haven't already. For a speedy victory, load up on Maulers, and build numerous repair stations when you find build pads. You will defeat any Rebel ship one-on-one with the exception of the Mon Calamari Star Cruiser. TIE Maulers are speedy and will make quick work of the Wookiees that you'll be encountering; 2-M Repulsor Tanks will make good teammates for the TIEs, due to their shielding and ability to quickly take down the T-2Bs that the Rebels will be throwing at you. Therefore, the Executor is a class in itself. Strong Against: Mon Calamari Cruisers, Assault Frigates Weak Against: Corellian Corvette, X-Wing, A-Wing, Marauder Cruiser. Consider using the durability of AT-STs and AT-ATs or the near-immunity of Stormtroopers to distract and perhaps, destroy Rebel antivehicle weapons. Over the last couple of years, though, LucasArts has turned the ship around by focusing on producing better-quality titles. They show up on the map as large grey dots, and appear somewhat cylindrical when viewed on the screen. The Acclamators can take down any larger ships in the area, while the Bombers would be best suited towards making an attack on the space station and knocking out the hangar on it, to prevent it from launching more ships. Bring down Vader first and let him capture the two build pads near your starting point. The Acclamator Cruiser is the ground-floor ship for the Empire, kind of a baby Imperial Star Destroyer. Sending a Victory into the rear of the enemy forces will help draw their fire away from the main portion of your fleet, and will likely let you take out a couple of their missile ships before they have a chance to react. General Veers owns an enhanced version of the AT-AT, which is immune to the Rebel Snowspeeders' tow cable attacks. Keep that in mind for ambushes. All of the capital ships and frigates have multiple wings stowed away, but won't discharge them all at once; instead, they'll usually spit out one wing of fighters and one wing of bombers, and only replace them when the wings are completely destroyed. When you get there, you'll automatically start a space battle. The computer, especially, seems to be quite fond of infantry units, so you can definitely park some 2-M's in their path to prevent them from moving on. After building up a space station, you'll be much better able to defend your space against the rebels, since they'll only be able to attack you via Sullust or Coruscant, both of which should be well defended indeed. It's quicker and more nimble than its predescessor, and is capable of taking down TIEs like nobody's business. If you manage to get your troops in close to the station, try setting up your bombers for a bombing run on its hangar. The Mon Calamari Cruiser is the Rebellion's heavy attack cruiser armed with 4 turbolaser batteriesand 2 ion cannon batteries. Its implementation into Empire At War is pretty interesting; although it appears as no more than a group of normal X-Wings, Red Squadron is, of course, a good deal more powerful than normal fighter units, and Luke himself can "use the Force" to make a Lucky Shot every minute or so, which does severe damage to one target of appropriate size. (Note that Han can also destroy prisons with bombs, if you move him into the archway with the floating arrow above them.). The AT-ST is something of a necessary evil for the Empire. In addition, he also gets Force Lightning, which can kill large numbers of units in one shot, and Force Corrupt, which can convert enemy infantry to your side. As the old fighter and bomber wings are destroyed, more will come out of the hangar... but if you knock it out, they won't be able to issue forth, and thus you'll essentially be killing them before they ever come into existence. With your speedy T-2B's, you shouldn't have a problem intercepting their attacks and rebuffing them; just be sure to manage your units. Email news@gamespot.com. The plan is to have Han Solo fly in, avoid detection as best he can, and scan the various crates in the area to see which one is headed for the research facility, then plant an EMP device on it. Once you have the available planets under your control, you'll be able to build up your fleet at leisure, so there's no excuse for losing this battle; just bring a huge stack of ships to Jabiim and rout the Rebels posthaste. Strong Against: TIE Bomber, TIE Fighter, TIE Scout Weak Against: Imperial Star Destroyer, Victory Star Destroyer, Acclamator Cruiser. Strong Against: Turrets, AT-AA, Stormtrooper Weak Against: 2-M Repulsor, AT-AT, Scout Trooper. The ISD obviously has more firepower than any of your ships, but you're going to win when you knock its health down low enough, so the rest of the Rebel forces don't really matter all that much. Escort the Emperor to Bothawui and help him show the Bothans the error of their ways. You'll lose plenty of them, but they're cheap enough to easily replace, and they're just plain faster than other units, allowing you to get through battles more quickly than you would if you had to wait for an AT-AT to tromp around. A corvette armed with powerful concussion missiles, but no other weapons. On May 21, 1980, Star Wars: The Empire Strikes Back made its theatrical debut. You just wiped out the Empire there, so why not convert it to your cause? (He also automatically heals all nearby infantry automatically for a small amount every few seconds.) Imperial Tanks! Of course, you'll have to protect your Interdictor during this combat; if it gets destroyed, there won't be anything to prevent Kalast from blasting his way out of Dodge. The explosion is quite large, and can wipe an area clean of troops, turrets and vehicles. So if you can build a shield generator and fill the planet with troops, you should be able to win any ground battles here with ease. Where many Imperial ships get the ability to overpower their weapons at the expense of their shields, Alliance ships often get a shield-recharge ability that can be used when they're on the brink of having their shields drop. When you've destroyed all of the Rebel forces, the mission will end. The weaknesses of the AT-AT are that it can't pivot very quickly, so if a unit comes up from behind it, it'll be defenseless. Note that Home One, unlike most other Mon Calamari Cruisers, does have a shield generator, making it more vulnerable to enemy bombing attacks than other Cruisers. Admiral Piett commands a super version of the Imperial Star Destroyer, which contains many TIE Bombers squads, as well as dozens of TIE Fighter Squadrons. Ground Unit Special Abilities: Control Turret, Repair Vehicle. Shortly afterwards, Han should make his appearance and head towards the prison. Taking them away will free up room for another Assault Frigate, as well. And finally, to counter the above, Rebel ships are faster than Imperial ships, as well as having better armor and shields. When you hit the system, you'll obviously only have the Millennium Falcon as your sole unit, so go ahead and make a stack of it and start scanning the cargo containers. You don't even have to recruit a TIE bomber squadron for bombing runs, you can still have bombing runs available as long as a capital ship with a bomber squadron garrison is in orbit. Return to the central corridor at this point and use the AT-AT to destroy the three turrets there. Scout Troopers on Speeder Bikes. In addition to powerful bombs that can bypass enemy shields, they also possess an ion blast attack that can impact enemy shields and disrupt them, causing them to instantaneously decrease in strength. They're not powerful in combat, but they can move fairly quickly. After you break the Falcon free from the tractor beam, you'll automatically win the mission. While deployed the unit cannot move. Mon Mothma was the Chief of State of the Rebel Alliance, taking up the post after Bail Organa, her primary partner in forming and organizing the Alliance, was killed in the destruction of Alderaan. The AT-AA is your anti-aircraft unit, and one of the most advanced ground units in the game for the Empire. It'll be a backwater for the moment, so feel free to load it up with mining facilities. In Empire At War, they can obviously fulfill this same function, but they're also capable of some amusingly tough-to-counter damage to other enemy units. The Empire spawns very close to these 2 planets, so they're the only ones that can build them, unless another faction captures them. So if you line up as many of your units near the edge of the shield as possible, you should be able to turn it into something of a shooting gallery. Strong Against: X-Wing, Y-Wing, A-Wing Weak Against: Mon Calamari Cruiser, Assault Frigate, Nebulon-B Frigate. After killing the first two squads near your start point, have Han sprint toward the two anti-infantry turrets nearby and EMP them so that he and Chewie can run on. The base infantry unit for the Rebel are their small squads of soldiers. Several capital ships carry multiple squadrons in their hangar bays. You'll probably want all of them to have barracks and light factories, at the least, but when you have extra space, feel free to load them up with mining facilities. Using them well will be difficult, but can definitely shift the balance of power. 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