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How will you tactically fight?


Heavyarms

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What forces are you most likely to implement in your strategic battle plan?

 

As for me, I will probably end up making several capital ships with large numbers of starfighter escorts for space stuff, and on the ground probably quick strike followed by heavy bashing stuff.

 

 

Feel free to not give away all your plans, but from what you've seen so far, what will you grasp ahold of and take advantage?

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for me space battles for imps consist of:

 

Mass capital ships(ISD, SSD, VSD) protected by smaller capital ships and anti starfighter ships(Acclemator, small new escort they put in not sure what its called):vsd:

 

TIE OVERDOSE. massive waves of TIEs followed by TIE bombers from behind :tie:

 

Flanking. TIE Fighters/Bombers coming from sides to hit all parts of enemy ships. Or capital ships(VSD, Acclemator) hitting with TIE support

 

Blockade running. Not sure if this will work, but sending transports to run past rebel fleet with outside transports empty before a fleet battle.

 

Possible space stations use. moving fleet to surround space station allowing it to fire on enemy fleet while your capital ships do the same and protect teh station all at once.

 

Boarding. pretty basic, hope we can do it in EaW

 

 

 

well now we can only wait i guess(and do other things :worship::rofl: )

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  • 6 months later...

Ok, this is what you do -

 

To attack a planet, bring in a heap of fighters and small ships, and have your capital ships hang back. Harry theirr bigger ships then, once they are distracted a tad, bring the capitals around the side or just keep your capital ships in abit and cover fire.

 

My defence is merely this, keep your big ships back near the planet and hold them busy as much as possible with your fighters (which will probably be destroyed, try cover them abit with biger ships) while your orbital ion cannons and turbolasers on the ground help pick em off.

 

Tada - a strat that prolly will prove ineffective ingame but sounds gud from what we know lol

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Quite simple, as someone more inclined to play the Rebellion, my tactics would revolve around hit and fade missions, and hero missions in which specific Hero ships are sent to stir up as much havoc as possible sticking in line with how Star Wars is that shouldnt be to hard for Han Solo and Chewie.

 

More speicifically though my strategy would have to revolve around small Battlegroups. Nothing large, nothing fancy keeping in line with the typical Rebel doctrine seeing as how Rebel ships are more expensive, but you get more bang for the buck as it has been said. One Mon Cal Cruiser will form the nucleus of most of the battlegroups surrounded by various other smaller warships(to be decided as they release more info about the game). The only large battlegroup I'll have is the Homeone Headquarters Fleet but then again thats just common sense.

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I usually fight very defensively, because I like to secure what holdings I already have before trying to acquire more. Also I will probably be using massive numbers of fighters and bombers.

On the ground I will have defensive structures, but I'm not sure how I want to diversify my ground forces.

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I usually fight very defensively, because I like to secure what holdings I already have before trying to acquire more. Also I will probably be using massive numbers of fighters and bombers.

On the ground I will have defensive structures, but I'm not sure how I want to diversify my ground forces.

You and me are alot alike then. :)

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I use the same strategy for every game I play, even board games like Twilight Imperium III or Squad Leader.

 

I start out like an incredibly aggressive explorer. I try to get as much neutral territory as I can, without getting 1-2 turns within my enemy's movement, usually stretching myself thin. Suicidal? Probably, heh, but after I grab that territory I stop expansion and focus all efforts on reinforcing. This usually gets me a ton of territory and resources off the bat, but it's a huge risk to pull off, though it's usually foolproof. After that, I spent quite a long time just defending my territory and/or building up. After a while, I'll wait for people to attack me, so I don't look like I'm the one at fault. After this, I use one of two strategies:

 

a) go all out and attack whoever attacked me, mercilessly, with a vengence.

b) still play defense, hold my territory, and wait for the opportunity to strike. Since all my territories are reinforced and hold a huge force, it's not hard for me to attack any weakpoint I want to and win while still holding an incredibly strong front. I do this one much more than a) heh.

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Well, seeing as it would be best to use each ship to one's advantage, here's a potential strategy for the

 

Empire:

 

Keep your captial ships on a route circling the main battle. They can use their broadside turrets to decimate anything held within. Use the anti-starfighter ships much the same way: keep them moving. While they may not depend on line-of-sight since they use missiles, a moving target is always harder to hit. Send in wave after wave of TIE fighters, just like in the movies. Overwhelm their forces quickly in the center, and once you rcapital ships have cut off their supply line, the battle will quickly be yours. Basically, use numbers to your advantage.

 

Rebellion:

 

Much like the Empire, keep your assets moving. However, utilize your starfighters in a way as to protect your bombers...thoerizing that the standard Y-Wing or B-Wing is much more powerful than a TIE bomber. Then send in several corvettes as anti-fighter, but only to serve as a distraction: their main target should always be the anti-starfighter ships. The Rebellion, while "weak," will be able to use their faster forces to cut straight through the Empire's forces, and rinse, repeat. In other words, while the Empiure attempts to line upa broadside volley, your bombers are through with their payload, and are turnign around for another: you corvetes are harrying the new destroyers, and finally your cruisers are making a B-line for the satr destroyers--cut down their maneuverability and engage them head-on. While the Empire's STar Destroyers are focused on your cruisers, your bombers are making bomb run after bomb run.

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That's kind of short-sighted of you to expect to be able to brute force your way through. Surely you don't expect to have superior numbers all the time. If not, then you'll have about 2 or 3 massive fleets running around while the other side has about a dozen smaller ones and they keep taking your planets from you. Sure the brute force might work if you had the opposing side pinned back, but I don't think it would work so well overall.

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Basically, I'm a defensive attacker. I'll sit back, amass a good sized force, and strengthen my automated defenses to the point where they will hold back all but the most determined attackers. Then, it's just attack and crush the opposition, strats are something to decide at the moment of battle, taking into account the enemy's forces compared to my own, and how best to counter.

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It depends. In other RTS games, I usually did a few small scouting rushes, and made a decently sized force and attacked with a portion of them, then drew out a few foes and had my larger group deal with them. I'll also usually just use cheap and quick-to-make forces for the majority of the game, possibly upgrading to higher level guys, but ones that are still cheap and stuff. Kinda like from zergling swarms to hydralisk swarms. ^_^ Airborne guys are great too. Of course, with EAW, well, I don't know enough of how it works and stuff to make a strategy, but my experiences with other RTS games will basically be my outline. Can't wait for the demo. :D I'll make a decision about getting the full game (if my PC can perform decently with it) from the demo stuff.

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I'm more concerned about how they will implement the control of forces itself. I would think (from the trailers with their amazingly portrayed battles) that the confusion of a 3-D, ROTJ style space battle would be very difficult to control in real time.

 

And this game is going to be taking place between ROTS and ROTJ, but even then if there is a battle akin to the Battle of Coruscant, that's a big problem of scope. Imagine having to highlight boxes around a group of fighters and tell them to do something in that huge fighting area in 3-D. Ouch! They better have a killer intuitive interface for all this (if anyone remembers how this can kill a game, reference Force Commander).

 

I hope they can do it in such a way as to let players who like to micromanage things (like myself) and those who want to command the whole deal from a larger position as supreme war commander (or whatever that title would be, Emperor?) have their time in the chair and not feel they've been left out.

 

Is this not going to be a traditionally controlled RTS? I confess I have been out of the info loop for awhile, so it would be nice to know this. If they can do it great, but I would think previously used game solutions like non-realtime space battles or "2-D plane" just wouldn't do it justice.

 

Time to seperate the cutscenes from the actual gameplay here methinks!

 

Also, I see the game has been delayed 3 months. I hope they use that time wisely to improve the game (and not have a half-finished disaster like SWBF or Republic Commando) and make it a polished product for both Single AND more importantly, Multiplayer!

 

Good luck LucasArts/EaW team!

 

And yes, I hope there is a demo, showing off both the Space and Ground combat.

 

Edit: After watching the video from that Middle Earth guy I have a lot of my questions answered (though I'd still like to know how it "feels" to control the space units). It reminds me a LOT of Emperor: Battle for Dune (2001), which was based on C&C (though I guess you won't be doing resource management here).

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It's not 3D, it's 2.5D as they say. :)

 

Ships can't go up and down, except to avoid eachother so they don't crash.

Starfighters are abit more free to roam around.

 

The game starts 2 years before ANH, so I wouldn't really consider it set between Ep III and IV. :)

 

There will be a demo, I think scheduled for release in November.

 

As for title, I would guess you would be a Supreme Moff (if you were Imperial, but why wouldn't you? :D ), though that position only existed as a potential rank around that time, and none is known to have had this rank.

My guess is Grand Moff Tarkin would prolly have been rewarded with this rank had he not died on the Death Star, and if he had managed to destroy Yavin IV. ;)

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I'm more inclined to be the Rebellion. I intend to use the Rebel Fleet as it is supposed to be used. The Rebels aren't meant to go head to head with the Empire. The Death Star and Star Destroyers are too powerful. I intend on using one large capital ship, such as the Mon Calamari, with supporting Correllian Cruisers. I'll have A-Wings as my main fighter, for I'm relying on speed to defeat the enemy. I'll also have one medical frigate which will stay in the middle of the fleet.

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  • 4 weeks later...

i think a good stragety would be to start out with only a few planets, create a large ground a space force for undefeat able defenses then have a large fleet ready and waiting for when your ready to quickley strike enemy bases one planet at a time. when your offencive army is destroyed repeat the process with the planets you've conquered

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