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REBELLION
STRATEGY Rebellion Strategy Characters Recruiters: Depending on how quickly you need researchers, just keep Palpatine at it. If researchers are needed immediately, then use Vader as well for recruitment. Diplomats: Whoever said the Empire is short of diplomats obviously had their eyes shut (20% of the Empire can be devoted to diplomacy). Lord Vader, Palleon, Bin Essada, Pter Thanas, Jerjerrod, and PIETT (until the Executor is constructed) are all diplomats for swaying the Core Systems. When recruitment is done if the Rebels somehow manage to get a small percentage of Coruscant to side with them, then use Palpatine for diplomacy here! Research: Veers and Covell are your two troop design researchers, Orlok and Villar are the best at facility design research. Thrawn and Lemelisk are the key researchers; they will grant PIETT command of the Executor through ship design research. Sabotage: Use only characters as the key person in sabotage missions, but always give them two Commandos as decoys. The Characters I suggest are: Menndo, Shenir Rix, Garindan, Niles Ferrier, Labansat, Noval Garraint, and Villar. These personnel can also be used for Espionage Missions (but I suggest using two characters-one as a decoy). Sometimes sabotage missions can capture systems-look at which systems favour you and are controlled by the enemy, then send an espionage mission to learn what the garrison is. Now continually send Sabotage missions until the planet eventually goes into uprising, and then becomes neutral or joins you! The last note I have on characters is that you should pair them up in a fleet (Commander and Admiral)-but make sure that one of the characters has the ability to become a General just before you attack a planet. Then return the General to his previous command (this way you can place more fleets under the command of Admirals and Commanders) ***WARNING***: NEVER REMOVE PIETT FROM THE EXECUTOR THAT WOULD JUsT PLAIN STUPID! FLEETS With 200 systems then you should easily be able to build ten (enough to blockade an entire sector) of the following fleets: Super Star Destroyer (1) :To hold Command Personnel Imperial II Star Destroyer (2) :For brute strength (and fighter capacity) Victory II Star Destroyers (2) :For bombardment Imperial Escort Carriers (2) :To carry additional fighters (use 4/fleet if necessary) Interdictor Cruiser (1) :To prevent Rebel scum (like Wedge Antilles)from running Assault Transports (4) :for Fighter defence and troop capacity Dark Trooper Regiments (7) :To assault systems StormTrooper Regiments (12) :To occupy systems (enough here to occupy 2 systems) TIE Defenders (40) :To fight other fighters (nothing but the best) To colonize (occupy) the outer rim use: Assault Transports (10) :Excellent number for defence against fighters Interdictor Cruiser (1) :See above fleet for reason Dark Troopers (10) :Put two on each system RESOURCES Using Diplomacy take control of as much of the core as possible. Use the core planets for major shipyards, training facilities, and construction yards. The Outer Rim planets should be used to hold your mines and refineries. Every planet should get 2 Gencore Level IIs for defence (and LNR IIs if you feel paranoid). These resources will give you the ability to build the major fleet (under fleets), or even build 4-6 Death Stars!
GARRISONS 6 StormTroopers/Core Sector system 2 Dark Troopers /Rim Sector system Coruscant-12 Dark Troopers, 20 TIE Interceptors, and 20 TIE Bombers (to fight fighters and capital ships). Doesnt hurt to keep an Interdictor and a couple of ISD IIs orbiting the planet. A Commander and General should both be stationed here (PIETT would like to return to his future Capital someday, so keep it safe). This is all for now (maybe Ill think of more as I play)!
QUESTIONS? Dont bug the Grand Admiral, send then straight to me at David Hofbauer - dewhofba@hotmail.com |