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REBELLION STRATEGY
Submitted by Darren Oggle

Just read your page which included strategy for Rebellion (the best computer strategy game since Guadalcanal Campaign-SSI c.1984).

The two strategies you present are good, especially Mr. O'Brien's emphasis on sabotage. Yet no one has mentioned the underlying key to the game-economics! Mines and refineries. Whoever has more wins. They dictate how much of a military force you are able to project. My opinion comes strictly from the Imperial side, I have NEVER played the Alliance in the game (why should I? They cannot recruit Adm. Piett!!!!---or Thrawn for that matter---anyways....). But I have learned that the Imperial player needs to use all its ships/characters to project force in the core systems to sustain a viable source of maintnenance in the early part of the game while garrisoning one or two rim systems before day 200 to begin a process of building shipyards and training facilities. The idea is to take a system of planets in the rim and have 2-4 planets with shipyards (at least one with 9-12 shipyards to build SDs and large ships while the rest build Ties and escort ships), 2-3 with construction yards (one having at least 4), and 1 or 2 with training facilities. If you produce Tie fighters/ Interceptors or Defenders while building your facilities, you will be able to protect yourself from any Rebel ship that happens to fly by. Remember, a Rebel fleet that is diverted to your actions in the rim is one that cannot harm your actions in the economically rich core.

A good strategy for later in the game, is for the Empire to locate Rebel planets and bombard them to zero. Find Rebel planets in the rim and do NOT stop bombarding everything red. As long as you do not use a Death Star, your popular support back home will not be affected. The only thing that will be affected is the Alliance's ability to manufacture ANYTHING to fight you. If the have no maintenance, they have no more fleets, troops, X-wings, etc. and you have no more opposition to slowly garrisoning the whole galaxy.

As for characters, the Empire needs to use its diplomacy characters wisely and spread them throughout the core quickly (Sesswana first mind you). Be careful though-if Piett is killed the game automatically shuts down (well...it should). Target planets with construction yards and shipyards first!!!!!!!! Vader? Well, use him for diplomacy if you feel a Rebel prescense coming, but remember, even the most basic sabotage mission against a Rebel refinery boosts his combat rating. Vader's combat is critically important when thinking of the future when the time for the final battle comes. The rest of the characters? The beginning of the game is THE time to build up their combat and espionage as well as take out rebel shipyards and construction yards. Ships/ Fleets? As long as the Empire plays a relatively defensive game until about day 800 they should be fine. Do not get overzealous just because your ships can blow the bejeezus out of any Rebel group of anything, remeber its a big galaxy and there are not that many ships. Relax, slowly build and let them come to you. If they do wander into you system, you should be able to force them away without too much trouble. By about day 800-1000 you should be in a position to start a serious offensive that they cannot stop. Another littl sidenote while I think of it--Gen Core IIs are good protection, but a group of at least 10-20+ some Tie fighters is even better, you think?

I assume the same type of strategy would apply to the rebellion, but I really do not know-I never wanted to represent a lost cause.

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