Instead of building workers, gathering resources, and recruiting individual units, players are granted resources based on how many planets the player controls. The power generator for the Rebels is located in the northeastern corner of the map, far afield of their shield radius. The "Pirates" in space across the galaxy and also on land are a united force of all different unimportant, not famous, minor mercenary individuals who fight for themselves against both rebels and empire, or if one of their Merchant Space docks, cantinas or mercenary outfiters are captured by either forces, they'll help that side by preparing production for tanks or vessels for battle help. Be sure to have some space units in orbit before sending him down. Although it's difficult to really lose the battle of Alderaan, if you want to have a good time, you're going to want to bring a fleet with at least four Imperial Star Destroyers in it, and use that to escort the Death Star to Alderaan. Unfortunately, their weak firepower makes it difficult for them to contribute much in a fight, especially when dealing with those pesky infantry. If you have a planet that's just behind your borders, then feel free to build it up to the point where it can build your powerful space units, but most of your planets in the backwater parts of the galaxies shouldn't need a starbase at all, and probably won't need any production facilities on the ground, either, besides a bunch of mining facilities. It maintains the game's design philosophy, while adding new units, better graphics, and deeper gameplay. When you've killed both of the prisons, you'll have gained a few Wookiees for your army. With that in hand, you'll be able to bring down a sizable army. 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. With your massive fleet, you'll have to bring the Death Star to each planet and destroy it, as you did Alderaan. Makes the selected unit take significantly less damage at the cost of slower movement. Before you head out, though, you'll need to have at least one Imperial Star Destroyer in your fleet. The Galactic Empire is the first faction in Empire At War, It is easier to play on for the first few sections of the Imperial Campaign or Galactic Conquest matches than the Rebel Alliance because its factions focus on damage, Every Imperial unit is stronger than every Rebel unit of the same class above the Easy difficulty, This isnt the case on Easy though. Build a fleet and escort Captain Antilles to Atzerri to recover the stolen data. Space/Ground Unit Special Abilities: Defensive Morale Boost. If Han ever comes close to death, activate his Sprint mode to get him back to the Bacta Tank as quickly as possible. 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. You're going to be fighting on many different planets in Star Wars: Empire At War, but sometimes it's difficult to know the properties of a planet until you've conquered or explore it. When you finish off the Rebels, send troops down to pacify Azterri and take it over. A set of energy shields and turbolaser cannons, paired with a few artillery units, should make most of your planets impregnable. These will be your first capital ships, so get used to using them until tech three. Shortly afterwards, Han should make his appearance and head towards the prison. Whooo, those barrels blow up real purty-like! In other languages. He can take down most fighter or bomber wings without problems, but his squadron will get hit by fire when they're engaged in large firefights. Strong Against: Imperial Star Destroyer, Victory Star Destroyer, Acclamator Cruiser, Interdictor Cruiser Weak Against: TIEs, Frigates. Unfortunately these vessels don't appear to be capable of atmospheric flight, so you won't be able to recreate the infamous Ghorman Massacre. Although it is classified as a light vehicle, it has the third heaviest armor in the game, behind only the T-4B and the AT-AT. They also make excellent scouts and spotters for bombing runs and your own artillery strikes. Well, we guess technically they're called "Orbital Resource Containers", but the idea is the same as you might be familiar with from any given FPS: you shoot the container, it blows up, everything around it blows up, etc. If you add Turbolasers to the planet, they'll often be in just the right position to fire on vehicles as they come under the shields, as well. You have new technology now, including third-level Space Stations, Nebulon-B Frigates, and Officer Academies. Bombers aren't quite as horrifically important for the Empire as they are for the Rebellion, though, due to the fact that most Mon Calamari Star Cruisers have neither shield generators nor hangars, but they're still useful units, especially when taking on enemy space stations. Another rare example of an Imperial tank, 2-M Repulsor Tanks are equipped with repulsorlift engines and shields, giving them the mobility of the Rebel T-2B tank. As mentioned, though, computer enemies will rarely attempt to escape, except in specific missions during the campaign, so unless you're playing a multiplayer Galactic Conquest game, you probably won't have too much need for the Interdictor's gravity well. While Star Destroyers will eventually run out of TIE Fighters, space stations will continually pump out the squadrons. The Imperials utilize walkers and large starships that spread fear across the Galaxy. With the news of more Star Wars games on the way from developers other than EA, we're republishing this 2017 battle between the titans in the underrated Star Wars: Empire at War… Just keep these away from Mon Calamari Star Cruisers, Rebel Assault Frigates, and Y-Wing Bombers, send your bomber and fighter compliments against these. - They have money all over the place. You'll be able to tell when you're hidden by looking at your ships; they'll appear translucent instead of solid. While you'll only be able to see the most powerful unit in either stack, knowing the size should allow you to gauge whether or not an attack would be succesful. Each prison you destroys nets you more slaves - er, more Wookiee helpers. (His choice of system may shift if you have ships in orbit around Coruscant.) Try to prevent your enemy from attacking you at more than two planets at once. To do so, just attack them; when the ships come out to engage you, drop your seismic charge and take them out. When you've eliminated all of the pirate bases, though, you'll be able to focus on taking down the Rebels. The storyline of Star Wars: Empire at War occurs between the two trilogies through the end of "A New Hope." Guide Han and Chewie through Carida to retrieve the plans for the Mon Calamari Star Cruiser. If you park them in a space slot above an enemy system, they'll be able to see the size of the fleets and garrisons there. This can be classified as the Empire's Space artillery. They are required for basic occupation of a planet, or for at least combatting resistance. You'll be able to buy them all eventually, though, so don't worry too much about what your choices are. In 9 ABY, Talon Karrde and his crew saw the Empire working on a group of asteroids which were being outfitted with … Keep in mind that the Rebellion won't attempt to penetrate too far into your territory, so just keep the planets within one jump of any Rebel-controlled planets defended. Push your way through the six shipyards to finish the mission. This not-so-dynamic duo is, like Mon Mothma, not especially competent in ground battles, but can still be useful in certain situations. 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. If you're up for a challenge, though, the Alliance campaign can definitely offer that. Moff Kalast is apparently responsible for giving over the Imperial secrets to the Rebellion - it's time to make him pay. Don't worry too much if he gets taken out; he'll slowly regenerate over time and respawn within a couple of galactic days. These aren't even available in the multiplayer game, so far as we can tell, and will only appear for a few space battles at the beginning of the Rebel campaign. Scout Troopers on Speeder Bikes. 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. The Y-Wing is the Rebellion's faithful bomber unit. Some of these units, such as Han Solo and Boba Fett, can be used both in space battles and on the ground, but most of them are restricted to one playing field or the other. Lead with Vader and your armored troops to take out the anti-infantry turrets, then move your forces in en masse and destroy the buildings to win the map. Get C3PO and R2D2 back to your landing zone, you'll take off again, with your mission accomplished. 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. Highly effective against enemies like Corellian corvettes and other small to medium ships due to their enhanced turbolasers. You should have an almost incredible amount of money coming your way by this point, so materiel shouldn't be a problem; if worst comes to worst, just build huge fleets and auto-resolve your way through the fights. When you reach Atzerri, you'll find an unpleasant surprise: Kalast is in possession of an Imperial Star Destroyer. It's not worth trying to fight the Stormtroopers or the AT-STs. In space, the Empire relies on large starships with hanger bays, since the Empire cannot produce aircraft on their own. It's primarily intended to be an anti-vehicle unit, and fulfills this role quite well, especially when used in large groups, but it can also be decent as a purely defensive unit, solely because its shields can protect it from a decent amount of low-level blaster fire and prevent them from ever taking damage. With your Invulnerability power, though, and your speedy little ship, the worst thing that can happen is that you'll have to run for a bit. What's more, they take quite a bit longer to construct than ground turrets do, so if you get into a firefight in the general area of the turret, it'll often be targeted and knocked out before it can even be fully built. But if you've been investing your cash wisely, you should be able to build a truly massive fleet, something around 400 or 500 population units large, all in one huge stack. Speedrunning leaderboards, resources, forums, and more! These are free of charge, due to the fact that they are garrison units. Instead, bring your entire fleet up to Kessel and wait there until Mon Mothma talks about "our valiant pilots" and notes the reappearance of Han Solo. Although powerful in many ways, AT-ATs have some defensive peculiarities. To eliminate that threat, you'll have to deal with the main generator, which supplies power to the turbolasers. The Grand Finale of the Imperial Navy. When the fifth planet has been destroyed, you'll have finally eliminated all remnants of the Rebellion. It's not overwhelmingly powerful, obviously, but can profitably engage Acclamators. As an infantry unit, he possesses a blaster carbine and flamethrower, dangerous to Rebel infantry, and a jetpack, making him a good infiltrator. After you take over Mon Calamari, quickly plop down at least one artillery unit there and build a shield generator to protect your troops. Nothing especially difficult here, just a few frigates. Star Wars - Empire At War for PC Cheats - Cheatbook is the resource for the latest tips, unlockables, cheat codes, easter eggs, hints and secrets to get the edge to win. When you hit Atzerri space, you're going to find the pirate you're looking for...as well as a full Imperial fleet that has come along for the same little prize. The Scout Trooper is one of the few units for the Empire that can quickly reconnoiter an area. When you reach the tech level that allows you to build defensive shields and Turbolasers on your planet, you should be able to ease off the garrison manning a bit. When you've cleared out the base, be sure to head to the east a bit and destroy the other anti-infantry turret there. This, of course, is because the Empire doesn't have to build fighters or bombers, like the Rebellion does. The other primary ability of the Interdictor is its missile defense. They're doomed for a life in the spice mines if you can't free them! Deploy a company of Stormtroopers from the transport. These bombs aren't exceptionally damaging, but they can knock out infantry if you place them close enough. They also can't fire at units that are very close to their feet, but then again, they can crush both infantry and light vehicles by walking over them. Mauler leaves Rebel soldiers with little time to avoid being run over. While most RTS games give players the opportunity to defend their territory, the inclusion of shield generators and turbolasers on planets makes it exceedingly easy to go on the defensive in Empire At War, especially considering the computer's often unintelligent AI in ground battles and its apparent inability to move a space fleet past one of your occupied planets. Ground Unit/Space Unit Special Abilities (Ground): Force Crush, Force Push Special Abilities (Space): Call For Reinforcements. It is a time of galactic civil war. Alternately, you can just fill up the rest of your slots with TIE Maulers; they'll be handy here because there are so many infantry squads in your way. The members of Red Squadron will get picked off one by one, obviously (with the appropriate sound effects, i.e. As mentioned, they won't penetrate any further into your territory. Keep moving forward until you reach Geonosis, then bring Vader in and take the skies. Regardless, when you get all six of them taken care of, you'll win the mission and will be able to move on. Use it against enemy missile cruisers, space stations, frigates, fighters, etc. The self-destruct should be used only when you are sure that the T.I.E. When he doesn't have any backup, though, he'll be a hot target, so he won't last long if you try to make him Lucky Shot an enemy starbase or something. You can expect to shuttle her around quite a bit, since you'll want to have her wherever you queue up a large number of buildings or units, or have to build a new space station. Arguably the most powerful space-going vessel in the game, the Mon Calamari Star Cruiser is capable of tearing holes in almost anything the Empire can throw at it. Strong Against: X-Wing, Y-Wing, Space Stations Weak Against: Mon Calamari Cruiser, Assault Frigate, Corellian Gunship. From Kashyyyk, you'll probably want to take out Bothawui before heading down to Nal Hutta. Its main use is to erect an interdiction field, which prevents any ships in the same combat from escaping into hyperspace before the combat is finished. It is a time of galactic civil war. Build a fleet and escort Darth Vader to Geonosis. However, they have their advantages... Use these to screen your destroyers and frigates against bombers and fighters. Not only are Imperial shields weaker than Rebel shields, but they can also be permanently destroyed. For every TIE Fighter you shoot down, a thousand more will take its place. Strong Against: TIE Bomber Weak Against: Tartan Cruiser, TIE Fighter, TIE Scout. The Acclamator Cruiser is the ground-floor ship for the Empire, kind of a baby Imperial Star Destroyer. Thanks to the speed of their speeders, the Scouts can usually make a trip like this without a problem, but they will take damage from every unit that sees them during their flight, and will usually wind up dying on the return trip, depending on what units are in their way. Armed with multiple laser cannons, these ships can quickly take down enemy fighters and bombers with ease, but will get smashed to bits if they get too close to enemy capital ships. Why not go borrow one? Obi-Wan can't bring units back from the dead, though, so if a squad loses most of its soldiers, it may be best to let them die and free up the population space that they represent. Anyway, your goal here is to destroy the buildings that will continually spit out Bothans. He's immensely powerful on the ground, almost to the point of invulnerability, but he can still be taken out if you let him get overwhelmed or if he gets too close to enemy artillery. Representing the total opposite of the T.I.E. You can give them a level one or a level two starbase, if you like, since those aren't very expensive and will help in an emergency, but the later stages are a bit cost-prohibitive, especially if you're also trying to build up your forces to attack your opponents. 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. The stationary laser cannons are likewise mostly unthreatening. These missiles are slow-moving and not very accurate, but the cumulative effect of their damage can be substantial, especially if they can keep up their firing for a minute or two. They'll be handy to have during battles. The Galactic Empire campaign in Empire At War is pretty fun, although it's not overwhelmingly challenging, at least on the medium difficult. (He also automatically heals all nearby infantry automatically for a small amount every few seconds.) While it won't win any fights with an Imperial Star Destroyer, its armament makes it a near-match for a Victory, and it will of course overpower smaller vessels without too many problems. You just wiped out the Empire there, so why not convert it to your cause? (At double speed, this shouldn't take long.) While deployed the unit cannot move. The last wave of enemies will feature some TIE Maulers, which move quickly and which can self-destruct, so try to park a few Plex Soldiers near C3PO before the last wave commences. When all of the units are dead, you've won! After you nab the first three shuttles, you'll get a message warning you of two Imperial Star Destroyers that are on their way into the system. They'll be way back towards the edge of the screen, near where you first warped in yourself, so they shouldn't be an immediate threat to your forces, although they'll likely destroy your Broadsides if they didn't move overmuch. With the news of more Star Wars games on the way from developers other than EA, we're republishing this 2017 battle between the titans in the underrated Star Wars: Empire at War. The Empire's going to come at you hard, but if you boost your Cruisers' shields when they run low, you should rebuff their assault. This can take a while, and at least one of your capital ships will get tagged by the Ion Cannon on the surface and get left behind. The four nearest the X-Wings will be destroyed easily, assuming you still have enough units alive, but the four in the center of the map are going to be more difficult to take out. The Empire has a harder time locating power generators than the Rebellion does. It'd be best to control all available planets before hitting Atzerri with your fleet, obviously, but if you can smash their one or two large collections of ships, that should be a bit easier to manage, as they don't seem to be willing to rebuild them overmuch, leaving a bunch of relatively underdefended planets for you to autoresolve your way through. As you move towards the easternmost island here, Rebels will land and begin assaulting the entire map. When Han gets to this location, feel free to drop a bomb on him. Consider using the durability of AT-STs and AT-ATs or the near-immunity of Stormtroopers to distract and perhaps, destroy Rebel antivehicle weapons. If you've got a well-protected planet that you know isn't going to be attacked by your opponents, however, feel free to fill it up with mining facilities and forget about it. Though it is proficient in anti-infantry duties, it also can take on other light vehicles when grouped together. As mentioned, they work well against fighters and bombers, but they can damage almost anything given enough time. Regardless, in addition to his formidable defenses, Vader also has a pair of useful abilities. Now, if you wait too long before moving on Kashyyyk, the Empire will take control of it and likely outfit it with a large space station and fleet. 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. So far as Tantive IV goes, it'll be tough to capture, due to the fact that it's quicker than your Star Destroyers. As the man who would eventually command Vader's flagship, the Executor, Piett was always a capable officer, and during the time of Empire At War, he was in command of an Imperial Star Destroyer. The easiest way to proceed will be to make separate groups for each type of unit. This video details the final battle above the Death Star and its eventual destruction, and shows the final cinematic for the Rebel Campaign. 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. Most capital ships have many individual systems, such as engine, shield generators, turbolaser batteries, and so on. Of course, sometimes the computer inflates their stacks with numerous ground units, so you can't be sure whether you're going to be facing off against a bunch of ISDs or a bunch of shuttles. A single bombing run should be enough to pound a power generator into submission. Boba Fett? To celebrate the classic film’s landmark 40th anniversary, StarWars.com presents “ Empire at 40,” a special series of interviews, editorial features, and listicles. This attack does penetrate shields, so it's perfect to use on the shield generators of an Imperial Star Destroyer or the hangar bay of a space station. If you have a frigate or capital ship orbiting a planet, it can deploy its bombers to attack an area of choice. If you can blow up the units before they reach C3PO, then you won't have to worry about the damage from their self-destruction. Like the MPTL, the SPMA is an expensive and very slow-moving vehicle, has to stop and deploy its cannon before it can fire, and is unable to take much damage before it falls apart in a heap of scrap. When activated, Veers' AT-AT spits out a steady stream of laser fire, damaging all units in a line around a target vehicle, or doing severe damage to the targeted building, usually destroying it outright. It maintains the game's design philosophy, while adding new units, better graphics, and deeper gameplay. If you can whittle it down, then you may see other large fleets around, but these are smaller than they seem; the Rebels seem to keep a lot of ground units in space, so if you attack with a large force, you'll find that you'll often be taking on a couple of Corellian Corvettes and two dozen transports, so you should be able to auto-resolve your way through most of the Rebel-controlled systems here. If you're going through methodically, which is probably a wise idea, start building up your fleet and try to establish yourself on Kashyyyk. If worst comes to worst, you can hide in the nebulas to try and avoid getting destroyed. While it's not particularly great at killing things, it's a hardy little unit that can take a beating and let your other units get into position for the kill. The enemy's Light Factory is near the center of the map, and the whole central area of the map is littered with turrets, so use either Veers or your SPMA's to clear the area before sweeping through and destroying the structures for the win. As soon as you wrap things up on Carida, you'll find that the Rebel infestation becomes well known on a number of worlds around its location, so you'll have to move quickly to build up your garrisons on those planets and establish fleet presences in the skies to prevent any attacks. The network Bail Organa AT-AA is your anti-aircraft Unit, capable of ripping through flesh and lickity. Your initial starting point are the largest, and appear somewhat cylindrical when viewed on the ground, Boba is. Polish off the Rebels, send Vader north to escape the planet would crack open... These offensively Against anything, just repeatedly force Heal to bring down Vader first let. 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