I'm currently in what appears to be a stalemate v. the Galactic Empire and the Trade Federation. I'm the Rebel Alliance and allied w/ a Rebal Alliance faction.
Set-up = Conquest.
Situation:
Nova crystals nearly depleted on entire map, my supply is low, so Jedi Knights are not likely going to be part of my plan. This is my fauly because I mind the hell out of nova, but purchased the Bothan SpyNet. A serious waste of nova. I've traded some carbon for nova and still can.
There are two choke [points separating my alliance v. the enenmy alliance. Every offensive is repelled, on both sides. The pop limit is set at 125.
Any ideas?
Author
Replies:
Darth_Waffle Clone Trooper
posted 11-28-03 02:21 PM
EDT (US)
1 / 11
You could try feignting to try and draw one of the opponent's troops to another part of their base, then attacking with a weaker group to take out some of their unit building facilities, and keep doing this until you've worn them down enough to attack with a larger straight forward strategy.
You'd probably want to use heavy or repeater troopers and pummels to take out defenses with the first group, and maybe workers to take out the troop centers, mech factories, and other buildings like that.
dojoboy Clone Trooper
posted 11-28-03 05:07 PM
EDT (US)
2 / 11
Thanks for the reply Darth_Waffle. I finally broke the stalemate. Initially, I sent many good men to their deaths in operations designed to clear out the GE's outer settlements (economic mainly). This allowed me to inch my military operations forward. The key here was breaking up the trade route between the GE and TF. Once this phase was complete, I invaded the TF w/ tons of repeaters, supported by Bounty Hunters and artillery. Again, many great men died for the Republic. My main aim here was to destroy all the Power Cores, and there were many. Once this was complete, the TF crumbled. Out of this, I was able to secure a holocron, could've grabbed two but my ally snagged the other. Current ore supply is low, so I'm going to concentrate my war efforts around ffod and carbon = repeaters. W/ the holocron, I plan on training several Jedi Knights, and paired w/ Bounty Hunters, invade the GE.
Knight of Pepsi Clone Trooper
posted 11-28-03 08:13 PM
EDT (US)
3 / 11
Put all of the nova you get from trade into cannons.
And don't just "trade in." Build a spaceport and some hovercrafts and send them over to your allies spaceport and trade.
The cannons will wipe out any forts and crap. With the rebels I find just plain Mech Destroyers and repeaters (upgraded) and a little AA can take out anything as long as the cannons take out towers, forts, and shield generators.
Also make sure you are keeping up a CONSTANT attack. Don't let the enemy keep rebuolding up, you want a constant pressure if you can.
Hope that helps.
KoP
How many people actually read this?
Brownboot Clone Trooper
posted 11-28-03 08:18 PM
EDT (US)
4 / 11
I also occasionaly like to siege my enemies in by running some workers up to his base and getting a shield gen up with some walls around it and then start building turrets and gates and expanding it into a giant shielded turret farm. Takes a tone or ore but it provides a protected drop zone for your troops so you can ferry them over with Air trans and attack as necessary...
I also occasionaly like to siege my enemies in by running some workers up to his base and getting a shield gen up with some walls around it and then start building turrets and gates and expanding it into a giant shielded turret farm. Takes a tone or ore but it provides a protected drop zone for your troops so you can ferry them over with Air trans and attack as necessary...
Neat idea, I'll have to try it next time. Right now, I think I've got it under control.
Darth_Waffle Clone Trooper
posted 11-29-03 08:11 AM
EDT (US)
6 / 11
Workers are the best siege units. Only 50 Food for a unit that can do 15 damage to a building.
20 workers can really do some damage.
Skythe Clone Trooper
posted 11-30-03 02:11 AM
EDT (US)
7 / 11
...but it takes 1 repeater trooper to take 20 workers down. Cannons are best siege IMO, because you simply cant place artillery far behind your forward base shooting a power core well into your enemies without getting hurt. However if you adopt artillery into your strategy, then you can do some major butt-kicking.
For example through way of rushing and raiding you've pretty much upgraded all your mechs, so you may as well go mechs and use them as your main attacking force. This is where cannons come in handy, they dont really need any upgrades to become effective. If you suddenly change to troopers, your gonna have to make a whole lot of upgrades. Why use troopers when you've already almost fully upgraded your mechs.
But if you are your opponent have been rushing each other all game; and your troops are upgraded and you have a bit of spare nova, its probably best for you to go troops+artillery as you've got a bit of breathing space to set up an effective army/assualt.
S k y t h e
Darth_Waffle Clone Trooper
posted 11-30-03 07:06 AM
EDT (US)
8 / 11
That's true, workers are easily taken down. They're better for fast strikes. Like a quick hit against a Troop Center or Mech Factory.
Artillery and Assault Mechs are better for longer attacks.
BobtheWonderewok Clone Trooper
posted 11-30-03 01:57 PM
EDT (US)
9 / 11
IMO when facing the GE use plenty of dummy attacks and make sacrifices. the Ger are the best on the ground (mmm ATAT) and have an amazing Navy. After a small dummy attack on one end of a base, use as many mechs and hvy weapons as you can muster on the reletively unguarded other end