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    Star Wars: Empire at

    WarGame Guide

    by guides.gamepressure.com

    Html version of this guide can be found at:http://guides.gamepressure.com/starwarsempireatwar

    User comments for this guide can be submitted and read at:http://guides.gamepressure.com/starwarsempireatwar/comments.asp

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    reproduced, modified or merged with other documents. [4/7/2006]

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    Table of Contents:

    Introduction .......................................................................................................................................3About the Game ................................................................................................................................4

    Imperial Training...................................................................................................................5

    Space Combat ..................................................................................................................................5Land Combat...................................................................................................................................11

    Empire campaign................................................................................................................16Mission 1: Thyffera - prelude...........................................................................................................16Mission 2: Crush, Kill, Destroy ........................................................................................................18Mission 3: Pirate manace................................................................................................................20Mission 4: Subjugating Genosis......................................................................................................22Mission 5: Attack on Mon Calamari.................................................................................................24Mission 6: Trouble on Kasyyk .........................................................................................................26Mission 7: A new weapon of war.....................................................................................................27Mission 8: The Rebel Fortress ........................................................................................................29Mission 9: Traitorous Moff...............................................................................................................30Mission 10: An engagement with the Emperor ...............................................................................32Mission 11: Capturing a Princess....................................................................................................33Mission 12: The destruction of Aldeeran.........................................................................................35Mission 13: End of the rebellion......................................................................................................36

    Rebel Training.....................................................................................................................37Space Combat ................................................................................................................................37Land combat ...................................................................................................................................43

    Rebel campaign ..................................................................................................................48Prelude: Sabotage on Kuat.............................................................................................................48Mission 1: Interpreting the network .................................................................................................50Mission 2: Theft of the X-wing.........................................................................................................51Mission 3: Kessel rescue ................................................................................................................53Mission 4: Stealing from the rich.....................................................................................................54Mission 5: Imperial liberation...........................................................................................................56Mission 6: Highest bidder................................................................................................................57Mission 7: Rescue the Millenium Falcon.........................................................................................58Mission 8: Needle in a haystack......................................................................................................59Mission 9: Borrowed time................................................................................................................60Mission 10: Carida ..........................................................................................................................61

    Mission 11: The defense of Mon Calamari......................................................................................63Mission 12: The final battle .............................................................................................................64

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    Introduction

    Welcome to the Star Wars: Empire at War walkthrough guide. You will learn here how to

    command effectively the forces of Empire and Rebellion. It will also help you to finish bothavailable campaigns. Its important to mention, that this game is not very difficult. You dontneed to be the chosen of the force to finish it in 1 or 2 days. That's why, if you want to havesome fun, you should choose the highest difficulty setting from the very beginning.

    Its up to you which campaign to start first, but its easier to take the Empire campaignCommanding rebel forces takes more skill and experience its also more difficult to gainadvantage in the galaxy. To be successful rebel commander, you need to know your unitsand their abilities very well. Empire on the other hand is all about strength, heavy warshipsand robust economy. It's easier to master for those, who are not acknowledged with thegame.

    If you choose to start with Rebel campaign, it may turn out that after a very difficult and

    frustrating beginning, the second campaign of the game will be too easy for you.

    This guide is divided into two parts. The first one is dedicated to Empire, the second to therebel forces. Both of them include solutions and tactic guides.

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    About the Game

    Empire at War is a combination of three RTS games. In a galactic mode, you may controproduction, development of planets and plan your attacks. There are two other modes aspace and a land one. They are used to determine outcome of battles and they also push theplot forward. The planet, which is a destination of a new mission, is usually marked with ared cross. Detailed description of mission is available in the holocron.

    In Empire at War you have to fight both in space and on planets surface.

    Between missions, you must build-up your forces on the galaxy map. Last tasks requirestrong, advanced army. That's why I've put short chapters called "Conquest" between missionsolutions. They will tell you how to prepare for upcoming battles.

    Remember that you may change the game speed during battles and on the galaxy map usingGameplay menu. I recommend you to leave the first one as it is - it makes battles moredynamic. The second one however should be decreased by one. If you dont do this, galactictime will flow very fast and briefings with talking heads will take you a lot of time needed for

    other actions. You may also need some extra time to queue production on all your planetsespecially if you have a lot of them.

    In this moment I should mention that important events in the galaxy are triggered bycompleting your tasks and are not connected with the time. You can use this fact to makethe game easier. If you conquer all available systems (excluding your next mission objective)

    you may speed the game up the time and make money as long as you like. After a while themission marker may disappear, but you can finish this task anyway. However, rememberthat having thousands of credits makes the game not so funny, as it can be.

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    Imperial Training

    Space Combat

    On behalf of the commanding officer, welcome to the training course. You have been chosenas the best young officers of the imperial army. You will bee trained to carry out mostimportant tasks and to serve your Emperor well. As you are aware, the Emperor doesnttolerate defeats, so better listen to me carefully. Making notes and records is prohibited everything mentioned from this moment is top secret.

    First of all, lets learn something about space battles and our imperial vessels. I see that youare surprised. I know that you may find those informations in your field manuals. But youshould be aware, that there are some things, which cannot be mentioned in books. Rebelspies are everywhere.

    Probe Droids

    A very cheap unit that takes little time to build. A lot of young officers underestimate itsvalue. Its always good to have some Probe Droids, since you can use them to know, howmany troops are stationed in enemy systems.

    TIE Scouts

    Scouts are the only TIE unit, that cannot be manufactured in our destroyer hangars. Theyarent used very often, because they are extremely specialized. Their abilities let themuncover distant parts of the battlefield. You may use them to locate targets for Broadside

    units.

    TIE Scouts are not very helpful in dogfights, so you should keep them out of combat. Jushide them in the middle of asteroid belt or a nebula.

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    TIE Fighters

    These are basic fighters of the Empire. You dont need to be worried about their productionCruisers and assault ships have special hangars and assembly lines ready to create TIEfighters, so your captains replace casualties of their own. In the beginning of a battle, eachdestroyer releases contingent of TIE units. Once they are destroyed, ship begins productionof new squadrons.

    TIE Fighters are quite proficient at destroying rebel fighters - at least when used in largegroups. Unfortunately, they are very easily destroyed by corellian corvettes and gunships

    This is why youd better keep them away from those ships. Fighter pilots are numerous andeasy to train, but the Emperor doesnt tolerate inconsiderate losses.

    TIE Bombers

    TIE bombers can destroy rebel frigates or cruisers with ease. Their proton torpedoes ignoreforce fields and can damage critical systems directly. The best idea is to concentrate bombersfire on essential parts of the ship or base. Usually it is a hangar or a shield generator.

    Light rebel ships, like corvettes, are the greatest danger for bombers, so you should keepthem behind until they're clear to attack.

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    Tartan Patrol Cruisers

    This light cruiser is essential unit in the Empire space force. They may seem weak, butwithout them enemy bombers will rip your destroyers apart one by one. A couple of Tartancruisers can easily shot down any number of small vessels, that's why the commandershould always protect his main forces with these units.

    Usually they should be placed near your destroyers. If the enemy has many big ships nearby,its better to move Tartans behind them though. They can still shoot at fighters and bombers,but will be protected from the fire of lager warships.

    I should mention that Tartan crew can direct additional power to cannons for a short time. Itis very helpful ability when there are lots of enemy vessels nearby.

    Acclamator Assault Ship

    Older type of the imperial destroyer. In many sectors it is still in use, but we are replacing itslowly with more modern Victory-class warship. Acclamator is quite resistant, has its ownhangars with fighters and bombers, but is not very fast. Acclamators are best used information, protected by Tartans.

    As well as Tartans or Victory destroyers, Acclamators have possibility to boost their canonsfor a short time. In such case, they becomes slow and their shields stop regenerating, butturbo lasers fire stronger and faster. You should use this ability when your Acclamator facesthe enemy and isn't under heavy fire.

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    Victory Star Destroyer

    Victory star destroyers are very important in the imperial fleet. They are tough, haveconsiderable firepower and hangars full of TIE units. Similar to Acclamators, they should beused as a main part of the offensive group. In a battle formation they can break even verylarge enemy forces.

    Victory star destroyers can defeat rebel frigates quite easily, and they also gun downcorvettes fast. Their biggest enemy is the Y-wing fighter, so your patrol cruisers shouldalways protect them. Also, They shouldnt be left under fire of Marauder missile ships.

    While commanding Victory star destroyer you should remember about their special abilityand take advantage of it as often as it possible.

    Broadside Class Cruiser

    In your field manuals these units are called the space artillery. Its hard to argue with thatBroadsides have great range and firepower. Unfortunately, they are almost defenseless inclose quarters. You might loose them very fast in battle chaos, so they should always followthe main force at safe distance. Also, remember not to leave them too far behind, becausethey may be destroyed by rebel sneak attack.

    Broadside cruisers fire dangerous missile volleys. Because of the range, they can strikedistant targets while staying stay out of their reach. They only need few scouts or othervessels, to locate proper targets.

    Broadsides are very important, if you plan to attack space station of 4th or 5th levelOvercoming shields without them would be difficult and would take a lot of casualties.

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    Interdictor Cruiser

    This is highly specialized unit used to block hyperspace movement. Interdictors arent a partof standard imperial combat groups. They are used mostly in special missions. You shouldn'ttake them with your fleet all the time, because they have poor firepower and will takevaluable place. In case you have an Interdictor on a battlefield, you should remember aboutits second ability it can disturb enemy missiles.

    Imperial Star Destroyer

    This huge unit is available only for experienced officers. To command the Imperial destroyeryou need to deserve it! Building one of them takes a lot of money, but they are indispensable

    in large battles. Thanks to their impressive firepower, they can engage advanced spacestations or Mon Calamari cruisers. It takes them only few seconds to destroy any enemyfrigate.

    Destroyers of this class, as well as smaller Victory units, are prone to bomber attacks ormissile cruisers fire. This is why they always need proper backup.

    In the middle of the battle, its easy to forget about ships special weapon the tractor beamA vessel caught with it cannot move and becomes an easy target!

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    Space combat

    Now lets talk about typical space battle. Most imperial units move and turn very slow, whichmakes them most effective in formations. A destroyer formation, supported by Broadsidesand Tartans, is always the core of your fleet. Such a group can slowly but systematicallymove through the map eliminating all opposition. Only Marauder missile cruiser can disturbtheir movement, firing out of the cannon range. So when you spot the Marauder, you shouldimmediately send small group (for example one Tartan and fighter squadron) after him.

    If Imperial star destroyers are available, its good to make them main part of your assaultforce. Remember though, that they turn very slow, so it's better to have a some smaller unitswith them.

    If you have some own missile cruisers available, then use them to weaken enemy stationsand capital ships. Very advanced stations should be attacked only from a safe distance. Aftertaking down all shields, you should fire at most important points of your target hangarsand shield generators for example.

    Its enough for today. You can dismiss. The cantina will be opened from 8pm. All interestedin a trip to the one of the moons are asked to report to me. Tomorrow we will talk about theland combat.

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    Land Combat

    Welcome once more. We start the second day of our training. First of all, Id like to say howsorry I am for those, who took part in unfortunate Yavins moon trip. Let it be a lesson toremember, that the rebels never sleep - and that we should always be prepared for theirtreacherous attacks. Officer responsible for security has been executed at Moff Tarkinsorder. Unfortunately, it won't compensate the loss of six excellent officers, who died

    yesterday.

    Today we will talk about land combat. Rebel forces have a big army and are supported bylocal populations of many planets, so you fighting them on planet surface won't be easy. Letsstart with a few words about imperial land units.

    Stormtrooper Platoon

    In spite of the rebel propaganda, stormtroopers are very good soldiers. They never retreat, areexpert shooters and - thanks to good armor - they are able to survive under fire for a longtime. Of course you must give them order to take cover first. Stormtroopers never crouchwithout an direct order.

    Stormtroopers are the most important unit in many battles especially when opponent hasno artillery. You should move them in groups of at least three squads and keep some vehiclebackup behind them. Rebel commanders usually don't run them down with their vehicles,but stormtroopers can be easily killed by artillery or turrets. This is why you should alwaystake some AT-ST or TIE Maulers with them. Also remember that Stormtroopers dont haveany anti-tank weapons, and are not capable of destroying heavy rebel tanks.

    Stormtroopers are very cheap to train and equip, so you should have at least 10 squads ofthem in any army. The history proves that many battles were won by the huge stormtroopersreserve.

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    Speederbikes

    This is a fast, but not very tough unit. There are only two of them in a squad, so youd rathernot use them in combat. They are much more effective in guerrilla warfare - just get close to

    your enemy and throw out some thermodetonators. The explosion may kill whole infantrysquad!

    You should also use speeders to locate targets for other units. They can easily find the enemygenerator or get into his base to bring down an orbital attack.

    TIE Mauler

    This fast, but poorly armored vehicle isnt very good in combat. It can fire at enemy infantrybut usually the opponent has soldiers with PLEX launchers, which immediately destroy TIEmaulers. Instead of using their cannons, it is better to run down enemies. You may alsodetonate damaged mauler if it is surrounded by rebel units.

    Due to the lack of shields, TIE maulers shouldn't engage larger groups of enemy vehicles. Theonly exception is a rebel artillery. It can be quickly destroyed by group of maulers, becauseartillery cant fire at a close target.

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    AT-ST

    This is quite good unit in many situations. Its tougher than TIE mauler, but unfortunatelydoesnt have the shield either. AT-STs are able to concentrate fire on small area and cause alot of damage. You can use them to exterminate small enemy vehicles and infantry. They canalso destroy turrets, so you may use them to support stormtroopers in case you have noheavier vehicles.

    Its worth remembering that AT-STs are also able to crush enemy infantry.

    2-M Repulsor Tank

    A very good unit with a nice firepower. Its quite tough in comparison to others. Moreover, it

    has a shield.

    Those tanks may be the main part of your strike force. They are also excellent support for thegroups of infantry. They have possibility to boost their cannons, which helps them to destroyenemy units and buildings very fast. Remember that when you use this ability, their shieldswont regenerate.

    If you want to reduce your casualties, you can withdraw tanks that lost their shields. Youalso shouldn't engage PLEX lauchner groups.

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    SPMA-T Artillery Unit

    The mobile SPMA-T artillery in many cases is most important unit on the battlefield. Onceset up, they can almost immediately destroy any incoming infantry or vehicle. They areperfect in defense, so place them in important parts of the map and surround with somestormtroopers or tanks. Remember that SPMA-Ts cant attack nearby targets, so itsimportant to keep distance between your artillery units, so that they may cover each other.

    SPMA-T artillery units have great range and can easily exterminate enemy turrets. You canalso use them to attack the base, from the safe distance. You should always have at least twogroups of SPMA-Ts in your army.

    AT-AA

    The rebels have their T-47 air speeder, but imperial strategists decided, that we dont needsimilar unit. Instead we use AT-AA to shoot down enemy planes. Those mobile anti-air unitsare not really useful for anything else, although they may also stop disturb enemy rocketsbecause of their special ability.

    AT-AT

    A huge and really tough transporter. It can drop some stormtroopers, so it may take overconstruction and support points. It has also good firepower. AT-ATs are very expensive, but usingthem in battle pays off. A couple of them may cause a real problem for the opponent. They haveone main enemy the air speeder, so better give them support of an anti-air turret or an AT-AA.

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    Land Combat

    There are two tactics one for cheaper, not so advanced armies and second for moredeveloped offensive groups. Both of them have something in common. Its always worth tocapture support points as quick as it possible and to have more of them than the opponentAlso, you should only land on planet if you have destroyer with a group of TIE bombers athe orbit. Properly placed airstrike may turn tide of the battle in your favor.

    Its also good to build turrets and repair stations whenever possible.. Remember to always hiyour unit limit and to drop reinforcements if one of your unit dies. Also, leave 1 or 2 infantrysquads near captured support points.

    Lets move to special tactics. First, a few words about less advancer armies - you shouldsimply attack with a couple of stormtrooper platoons supported by AT-ST or TIE maulerWeaken your enemy with mauler suicide missions and/or some airstrikes. In case theopponent has a lot of PLEX soldiers, its better to avoid the close combat with vehicles.

    If you have access to the advanced technologies, main part of your army should be made oheavy tanks and AT-ATs. To make it cheaper, you can also use some stormtroopers, butmost of them will quickly die under the fire of enemy artillery. SPMA-T should proceed closebehind and prepare to fire very time you meet large group of enemy units.

    Heroes of the Empire

    Sometimes one of the most important imperial heroes is interested in some particularmission. Be prepared that Lord Vader or even the Emperor himself may join you at thebattlefield. They have a great power, so they can face many opponents at the same time.However, you must remember, that even lords of the Dark Side may be defeated isurrounded by enemies and under the heavy fire. When that happens, they won't beavailable for some time the time you might need them.

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    Empire campaign

    Mission 1: Thyffera - prelude

    Empire prepares another attack against one of the Rebel bases. You land on the planet withreasonable army composed of stormtroopers and AT-ST walkers. These forces could finish

    your task on their own, but apart from them, you can command lord Vader. This powerfuSith can destroy rebel forces with only minimal support, so head north and crush anyopposition.

    Remember, that Vader can eliminate infantry with his force strike, and vehicles with forcecrush. Those skills will allow him to defeat all rebel forces along the way. Use capturedconstruction points to build healing stations, for they will regenerate Vader's health.

    Rebel base is open, once you destroy field generator.

    Soon, you will get to the comm station. When it is destroyed, you will be notified aboutnearby base. It is protected by field generator, so you have to take it out before assaulting thebase. Generator is on south-east. Remember to keep your stormtroopers near Vader, becauseRebels can have considerable forces here. After destroying generator, take over nearbysupport point - some reinforcements will arrive. Now you can destroy Rebel buildings. Simplyattack with all your forces, but be sure to eliminate all enemy turrets in the first place. Theykill infantry very fast and their concentrated fire can be deadly even to Darth Vader.

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    Conquest

    For the first time you see map of the "galaxy far far away". Once Vader is done talking withthe officer, stop the time and take careful look at the planets. On every one, that has at leastfour construction points (right now it should be Anaxes, Corruscant, Thyferra), build a mineMines are crucial for raising your daily income, so you will have to build them on every newplanet. Also, build larger space station on Anaxes - it is good to have multiple stationscapable of constructing heavy warships. Finally, begin production of 3-4 Acclamators. Youshould also leave small garrisons of stormtroopers on Thyfera and Abregado, and buildofficer academy on Corruscant.

    When you feel ready, and Acclamators will fly out of dock, send your fleet and strong landforce to the Fonfor orbit. There is one main issue concerning your armies: never leave borderplanets without any defense. It is almost sure, that Rebels will seize opportunity and attackunguarded system. Even orbital fleet won't stop them, since smaller Rebel rides can get past

    your spaceships.

    Don't attack Fondor right now. Instead send your fleet (with Vader!) to Taris. There areseveral pirate frigates, some smaller ships and poorly armed station. It will be perfect trainingbattle - line your Acclamators and Tartans, and then clear whole orbit. Then you can capture

    Taris (same strategy as in first mission: Vader goes first, covered from behind by your

    stormtroopers). Build a mine, barracks and space station. After that, take a while to check allyour planets. If all important things are already built, then go on with the storyline andattack Fondor.

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    One or two infantry groups are usually enough - at least they will buy you time to send somereinforcements.

    3) Use airstrikes! Every time large enemy group appears, request bomber support. You willsave a lot of time and units. If enemy is moving, be sure to place airstrike marker ahead ofhim. It will take few seconds, before bombing fly in.

    4) When airstrikes are not available, use your TIE Maulers to crush infantry. Badly damagedtanks can be self-destructed near enemy groups.

    5) Capture and utilize every construction point. If you leave them behind, some rebel scoutsmay appear out of nowhere, just to build handful of turrets behind your back.

    Remember those rules and advance fast to disable all enemy buildings. After capturingsecond support point, attack enemy base. It isn't heavily defended, but buildings can spawntroops fast, so use airstrikes to bring them down.

    Conquest

    Build important structures on Fondor and then, according to the orders, send spybot toIllum system. Build up your army in the meantime. Be sure to buy fleet and fieldcommanders, as they will make battles easier and will give your units considerable healthbonus. Other planets are still unavailable, so after a while you can send Boba with your fleetto start another task.

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    Mission 3: Pirate manace

    At first, mission is quite simple - you have to destroy sensors with Boba's ship. Fortunatelysensors are shown on your map, and Slave I is a very fast ship. Tactic is simple here: getnear the sensors and drop thermal detonator ignoring enemy fighters. After that, shot downany rebels, that survived explosion.

    When last sensor is gone, you get access to the reinforcements menu. Bring your Acclamators andsome Tartans from hyperspace, and attack the station with concentrated fire. After a while you wilbe notified about pirate boss, who is trying to get away in small ship. Attack this ship with everyavailable unit, and when you deal enough damage, mission will be over.

    Conquest

    You're going to have a lot of work right now! Most important thing is taking over EndorBestine-Corulag line. This trade route will generate good income, and will allow you to

    quickly move troops from one side of the empire to another. Then you can conquer planets inlower part of the galaxy. Remember to leave garrisons on your border worlds!

    Endor-Bestine-Corulag-Corruscant route is main axis of the Empire. Take it over, and it willearn you a lot of credits.

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    After that, build large number of Probots in one of your stations. They are very cheap, andthanks to them you will know which planets are poorly defended (Sulust for example canhave only few fighters and station at the beginning). Weak planets should be your first target

    They will provide financial and military support needed to conquer more guarded systems.

    Because you are going to fight many battles now, remember about auto-resolve options. Useit, if you outnumber enemy, but remember to save your game first. Auto-resolving sometimesdoesn't work as you would predict.

    Remember to place buildings on every new planet. Level 1 station, mine, barracks and lightfactory are must. Factories don't only produce units. They are also important in yourdefense, because at the beginning of every land battle, they provide small, but renewablegroup of troops.

    Don't get to far with building up your space force. Ten Acclamators is completely enoughbecause soon you will have access to superior Victory class destroyers.

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    Mission 4: Subjugating Genosis

    When you conquer almost every (or every) active planet, you may go on with the plot. There isquite large Rebel fleet at the Genosis orbit, unless you have already defeated it - on Eriadufor example. Build strong space force with Vader and fleet commander. Do not take any landunits in first attack. Their transports could be easily destroyed during orbital battle.

    First phase of this mission shouldn't be hard if you were prepared. Send tight formation ofAcclamators protected by light cruisers right into enemy station. On the way, destroy allrebel ships. When near the station, pump some torpedoes into hangar. It's better to destroy itfirst, as you won't have to deal with reinforcements. Be sure to spot any bright-blue rocketexplosions, 'cause there could be some Marauder cruisers nearby. If you see any, sand Vaderor one Acclamator right away to destroy it.

    If there are to many Genosians around, airstrike should help.

    When you'll finish space battle, second phase of operation begins. Drop your troops from the orbitand scourge rebels from the planet surface. This part is very similar to battle of Fondor. You'refighting one rebel base and many local buildings, that spawn hostile Genosians. Your first waveshould compose of Vader, field commander and as many stormtroopers as it is possible. Destroyhive near the landing zone, and then attack in western direction, destroying other "hives" on sightIf you spot large group of Rebels, remember about airstrikes and Vader's special power.

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    After capturing second point, you can drop some reinforcements and attack the base innorth-eastern corner of the map. If you would like do have greater forces, you can also takeover third support point. It will allow you to literally flood enemy base with your troops.

    Conquest

    Now you're going to get some fun! Not only new planets become active, but you also receive

    access to the Victory class ships. Don't hesitate and order them in all shipyards. By the way -you should have at least three or four planets with largest available station. It will allow youto quickly build many heavy vessels. You should also add some Broadside cruisers to yourforce. They are invaluable when fighting enemy space stations - and you are going to fight alot of them now.

    Your land forces also receive several upgrades. You can build heavy vehicle factories nowwhich allow construction of 2-M repulsor tanks and SPMA-T artillery. These are expensiveunits, but they greatly enhance your strength, so get them as fast as you can and thenconquer all new Rebel systems.

    Your main task is to open road to Mon Calamari - objective of your next mission. You have tocontrol Kuat and further systems, but it is also very wise to take over lower planers - Ryloth

    and Nal Hutta. They will earn you many credits.

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    Mission 5: Attack on Mon Calamari

    Next task appears to be simple - you need to control Mon Calamari orbit. After recent battlesyou should know how to utilize Victory destroyers and Broadside cruisers. At least I hope sobecause this mission will be hard, especially if you play it for the first time.

    When fleet appears on the screen, stop the game and divide your forces into groups. It isespecially important to put all the bombers in one squad and to get them to safest possibleposition - you won't be able to finish this missions without LOTS of Tie-bombers. After thatbegin to move your fleet to the lower-right corner of the map. Some rebel ships and Maraudercruisers will strike you on the way, so deal with them fast, but do not get to close to theenemy base.

    When in lower-right corner, assemble your battle-lines and then assault the base. Albombers should stay in asteroid field with 1-2 Tartans for protection. Let Broadsides bombenemy station from maximal range. Battle near the station will be hard. Rebels have a lot ofsips, and base itself is very tough. Protect your Tartans and immediately bringreinforcements if one of your ships is destroyed. When new destroyer joins the battle

    remember to send away his bombers. Try not to lose fleet commanders - if your flagship getsbadly damaged, get him behind your lines.

    Mon Calamari cruisers are even tougher than Imperial-class destroyers.

    In the midst of this battle, two Mon Calamari cruisers will jump in to the system. Thesepowerful ships can blow up star destroyer in a matter of seconds. Don't worry thoughContinue your battle near the base and send all your bombers to deal with enemydreadnoughts. Shoot them with Broadsides too, if you have any left. One cruiser should be

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    destroyed, before getting to your positions. Other one will probably survive long enough toscrap few of your ships, but you probably have still some destroyers in reinforcement queueso that won't matter much.

    Conquest

    This time there is little do be done. Take over any remaining planets, and build most

    important structures on Mon Calamari. Remember to upgrade stations near Calamari andKuat. You will need them to construct largest Imperial ships, when they become available.

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    Mission 6: Trouble on Kasyyk

    This is a land-based mission, and you can start it right after conquering Mon Calamari. Itmay be very hard, or quite easy - it depends on your approach. Main task is to defendimperial prisons against Han Solo. Time is very precious - Solo takes buildings down quitefast. To make matter worse, you will be under constant attack of Wookies and rebels.

    Positions defended by artillery are impossible to capture with infantry.

    Fortunately, you have SPMA-T artillery now and you know how to handle it. Drop yourartillery, lord Vader, some tanks and stormtroopers. Then move fast in the direction onearby support point. It is located near the river, that cuts map in two halves. Do not go tothe other side - it is to late. Instead set up your defense, prepare artillery, and dropreinforcements to capture second point as well. Then block both fords with stormtroopersWith artillery behind them, they will be able to stop any attack. If things start to look bad,remember about airstrikes.

    Soon, Solo himself will show up. Send Vader after him - rebel will escape, once badlywounded. Soon after that, mission will be over.

    Conquest

    Once more there is nothing to do. Emperor wants you to move Vader and Veers to Carida. Thereare no new planets to conquer, so after filling your production queues, go for the next mission.

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    Mission 7: A new weapon of war

    This one is very simple and short. You control only one unit - AT-AT walker. At first, listen tothe officer who is managing this presentation and do exactly what he asks. Soon unexpectedrebel attack will occur. Send your machine to the north-western island. One of the bunkersis there, as well as construction point. While fighting waves of rebel infantry, drop squad ostormtroopers, capture this point, and build repair station. Having this station around, youwill only have to stand there and fight any incoming hostiles.

    AT-AT can drop stormtrooper squadron - they aren't strong fighting force, but they allowwalker to capture construction and support points.

    Conquest

    Finally, something is starting to change. New planets become active in the vicinity of CarridaOne of them is Jabim - objective of your next mission. Before you start it, defeat all new rebeplanets and strengthen your border garrisons, for Jabim defenders will most certainly try toraid your planets.

    You can build advanced factories now, so have at least two. They will allow you to buildregular AT-AT walkers, which (although weaker than Veers prototype) are still excellent unit.

    Resistance will be firm on some of new planets, but powerful fleet and good economy wil

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    most certainly let you win. In land battles use Veers and other AT-AT, but remember thatwhile tough, they are not invincible. Support them with artillery, Vader and heavy tanksquadrons. Before you go on with Jabim mission, be sure to have at least half of your unicap used. Big battles are coming, so it is best time to raise considerable army!

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    Mission 8: The Rebel Fortress

    Defeating Jabiim won't be easy, as planet has large garrison and fleet. You should use reallylarge fleet with lots of destroyers and Broadside cruisers in reserve. At the beginning, don't behasty. Stick around your starting position, and let some gunships and corvettes come after

    you. Blow them apart, and then begin to move in direction of the base. You're going to havehard time now. Base is very strong and there's lot of enemy frigates nearby. To make matterworse, ion cannon is shooting from the planet - it will soon immobilize some of your ships. Beready to use a lot of reinforcements. When you take down station shields, concentrate all fireon it. You should take the base down after a while, and then just hunt down any reberemnants.

    Now you can commence land attack. Remember, that you can't use scouts or repulsor tankshere, so be sure to have enough other units. This battle won't be very hard, but it will belong. Enemy has lots of infantry (yeah, once again locals have turned against you) and plentyof vehicles. Drop AT-AT's, artillery and move around the map slowly, destroying all structuresand building turrets in every available place. After destroying all neutral buildings, you can

    deal with the rebel base. First, destroy generator powering its shields. It can be found innorth-eastern corner of the map. When it is destroyed, you only have to weaken enemydefenses with your airstrikes, and then bring in AT-AT's and artillery to finish the task.

    Conquest

    If there are any Rebel planets left, capture them now. No new systems will appear, but beforegoing to the next mission it is good to build up army a little bit. Most probably, you havesuffered some casualties during previous battles. If you want to hang around on galactic mapfor some time, build defensive garrisons around Atzeri - enemy will start to attack you, if yougive him enough time.

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    Unfortunately, you have only few seconds to move your cruiser, because soon after spottingyour ships, Calast will jump out of the system. If that happens, reload your game and try toturn on the field a little faster. When the field is on, traitor will go after Interdictor. Leavesmall escort near your cruiser, and then send rest of the fleet to intercept enemy ship beforeit gets close enough to shoot. Target engines first, and then take out shield generator. Ignoreother rebel Ships. When you manage to deal enough damage and keep Interdictor alive,mission will be over.

    Conquest

    If you have lost any planet due to Calast mutiny, time to take it back. Also, be sure to havelargest stations on Sulust, Fondor, Kuat, and Mon Calamari. Soon you will be able to buildImperial class ships there.... But first, emperor wants to punish treacherous Bothans.

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    Mission 10: An engagement with the Emperor

    Mission 10: An engagement with the Emperor

    This mission has to be the most simple mission in whole campaign. Direct your fleet andPalpatine to Bothawui orbit, and then land on the planet. Emperor wants to give Bothanslesson himself, so you only got him and two guardsmen (they will probably die fast anyway).

    If you won't do something very stupid, this mission is impossible to lose. Just destroy allBothan colonies using airstrikes and Palpatine powers. Emperor can replenish his healthduring fight, but it is good to build some healing stations anyway - whenever it is possible.Remember, that you can strike larger groups of Bothans with lightning or (a lot funnierconvert them to your side.

    Conquest

    Finally, Imperial-class star destroyers become available! Build as many, as you can, becausethey will form core of your fleet in following skirmishes. By this time, all rebel planets shouldbe defeated, so you don't have to be afraid of sneak attacks. There is only Tatooine garrisonleft, but it will rather stay idle, so you can build up your forces as long, as you want to.

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    Mission 11: Capturing a Princess

    Lord Vader is ordered to capture princess Leia Organa. Her ship, Tantive IV, must be caughtin tractor beam of your star destroyer. This task is going to be more complicated, than ilooked like in original Star Wars movie.

    Right after jumping into system, you find out that your Interdictors are under heavy fire.Stop the game and direct them to rest of your fleet, and then begin offensive. Old piratefrigates shouldn't be a match for Imperial destroyers. Pirate base, on the other hand, can bea problem, since it is located in the very midst of an asteroid field. You should useBroadsides and leave your bigger ships near the belt. During a fight, you can begin to hidespare ships and Interdictors in nebulas.

    Ships hidden in a nebula are invisible to enemy. They can't use any special abilities though.

    As soon as pirates are defeated, you will hear about incoming rebel scouts. You must hide

    your fleet fast - Interdictors should be placed near the border of your nebula. Now you muswait. Soon some X-wings will drop in, and then Tantive IV itself. Don't get out of nebulabefore Tantive confirms transmission!

    When that happens, move your Interdictors out of nebula and turn on their gravitation fieldsYou have only few seconds, because Tantive will try to jump out of the system if alerted. If

    you stop the ship, it will roam the battlefield and some rebel forces will come to destroy yourcruisers. Concentrate on the battle, leaving Leia's ship on its own. Defend your interdictors(Mon Calamari cruisers are greatest threat to them).

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    Once the rebels are defeated, just wait for Tantive IV to fly in the open, and then drag oneImperial destroyer from your reserve, placing it behind Leia's ship. Then you have only toturn on your tractor beam.

    Conquest

    What conquest? Whole galaxy must be yours by now. If you want to, you can add even more

    destroyers to your fleet or strengthen garrisons near inactive planets. But that is not veryimportant, since you can fly around in your brand new Death Star! Yes, Death Star is finallyat your disposal, and with it - you can destroy rebellion once and for all.

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    Mission 12: The destruction of Aldeeran

    Very easy, but enjoyable mission. Gather your fleet around Death Star and attack AldeeranYou have very large forces at your disposal. Starting units do not count towards your limitso just after beginning of the battle bring in even more ships. This great army has only onetask: to survive 75 seconds needed for Death Star to reach firing position. It is almostimpossible to lose, although rebels have many heavy ships. When Death Star's valve (locatedon your panel) becomes active, pull it to annihilate Aldeeran and to win the battle. But Irecommend to destroy at least some rebel cruisers and Ackbar's Base One flagship first.

    Battle for Aldeeran

    Conquest

    After destruction of Leia's homeworld, it is time to finish the Empire campaign. Last five

    planets become active - remnants of rebel forces are located there. You have to destroy themand then Palpatine will rule galaxy for few next millennia. There is nothing to improve or toconquer. Although there could be some rebel sneak attacks, you can ignore them. It won'tmatter if you lose planet or two, because you are about to win the game.

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    Mission 13: End of the rebellion

    Last five battles will be fought in space. You have enormous fleet by now, but rebels have 5-level stations, large fleets and ion cannons on every planet you are about to destroyCasualties will be inevitable, so remember to provide reinforcements for your fleet betweenthe battles.

    Death star at the orbit of yet another rebel planet.

    I won't talk about tactics, because after conquering whole galaxy you must know principles ospace battle. Rules are as always: watch out for missile cruisers, destroy hangars of thestation first, move your units in proper formation, use Broadsides for long range work. Alsoactivate Death Star as soon as it is possible, because this way you will get rid of thisannoying ion cannon.

    When last target system falls, you are winner. You have restored peace and order in the

    galaxy. Emperor is proud of you.

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    Rebel Training

    Space Combat

    Welcome to the rebel officers' training course. Now, I know that there is little room in yourcabins, but this old frigate turned out to be the only possible place for our training. We are inorbit of the space station owned by a businessman, who is reliable man of Mon Mothma. Incase of imperial control, you are told to pretend to be common crew of this ship.

    Lets get to the point. Soon you will be sent to all parts of the galaxy, so you should learnabout the advanced tactics, which helped the Rebellion to survive to the present days. Firsof all, we will talk about using units. I know that you are acknowledged with brochures andother provided materials. You must understand though, that some thing couldn't bementioned there. The spies of the Emperor are everywhere.

    There is one more thing! You were given copies of the imperial officers manual. Our men

    exposed themselves to great danger in order to get them, so you should use them. There aremany things there, that I wont repeat during this training.

    Lets look at the screen now. I will tell you something about the rebel the space units

    Z-95Headhunter

    This is an old type of space fighter. It performs well in skirmishes with TIE-class vessels. Dueto weak armor, Z-95 units die very quickly when under fire of AA laser cannons, mounted on

    Tartan cruiser. Right now this type of fighter is slowly replaced by more modern designs, soyou won't have many opportunities to command them.

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    X-wing Fighter

    Our new machine, that will soon take place of older fighters - or at least we hope so. X-Wingsare very good against enemy bombers and TIE-fighter. They can even hurt larger ships ifattacking in several groups. Unfortunately, Tartan and Broadside units are deadly to themso send your X-wings into the fray only after eliminating those threats.

    If X-wings need to retreat or to reposition fast, you can order them to lock their wings. It willenhance fighters speed, but will reduce their firepower.

    A-wing Fighter

    Fast unit that can engage numerous TIE fighters and even survive Tartan's fire for verylimited time. They can be used as a part of the X-wing fighters group or as you basic fighters.A-wings can lure enemy ships, which can be very useful for protecting your vital vessels orfor bringing enemy groups in firing range of your corvettes.

    Y-wing Fighter

    Arguably most important rebel unit. As you know, we don't have many big warships so ourfleets can hardly fight destroyer-heavy empire groups. Y-wings protect us from beingoutgunned and even the odds. Their photon torpedoes can fly through the shields and strikevital components of enemy ship. If you target generator, then 1-2 groups of Y bombers cantake down all enemy shields and leave his ship almost defenseless. They can even handleImperial-class destroyers that are deadly to our other vessels.

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    Y-wing bombers are invaluable on the battlefield. Because rebel commander can't expectthat lost squadrons will be rebuild during battle, you have to locate them in safe positionsand send into fight only after destroying enemy fighters and Tartan cruisers. Remember! One

    Tartan can destroy several Y-wing squadrons, ruining your chances to defeat heavy imperiawarships. Even if Tartans are not around, it is wise to send some X-wings as an escort forbombers. They will defend them from unexpected fighter attacks.

    Every Y-wing can fire one, hi-energy ion cannon round. It disturbs enemy systems

    temporary lowering speed and firing rate. You should always remember about ion cannonsand use them in first strike.

    Bombers can also provide air support for land operations. At least one squadron should be inorbit before attempting to capture enemy base.

    Corellian Corvette

    This ship is equipped with several light laser cannons and is designed for fighting smalenemy units. It destroys them as fast, as imperial Tartans. That's why Corellian Corvettes arevery important to any fleet. Empire can field many squadrons of fighters and bombers, whichcan be replaced during battle. TIE units can overwhelm and defeat rebel fleet, unless youhave few Corvettes to blow them to bits.

    Corvettes are not very durable ships. They can fight Tartans or Broadsides, but enemy fire

    will destroy them quite fast. Fortunately, Corvettes can also power-up their engines, whichcan be used to retreat them from dangerous are.

    Corellian Gunship

    Gunships are similar to Corvettes in size, speed and toughness. There is one big difference: someof the laser batteries were replaced by rocket launchers. It makes gunship far better at fightinglight cruisers, while reducing its capability to quickly qun down squadrons of TIE vessels.

    Gunship is very good at hunting Tartans or Broadsides, and therefore can be very useful. Butremember, that if you decide to replace corvettes with gunships, you will need someadditional fighter squadrons to get rid of bombers and TIE-fighters.

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    Marauder Missile Cruiser

    Because rebel spies couldn't provide Broadside blueprints, we use our own missile cruiserdesign instead. It looks different, but feels same, so look into empire field manual for basicinformation.

    I will say only, that Marauders give you opportunity to destroy very tough enemy stations orcapital ships from safe distance. Remember: Rebel forces can provide only limited number ofships, so frontal attacks on heavy imperial installations are not the way to go. That's whyMarauders fit our combat style perfectly.

    Nebulon B-frigate

    Basic capital ship of rebel forces. Unfortunately, Nebulon frigates are quite old and don'tprovide impressive firepower or speed. Those balanced, quite tough ships are best in groups,forming core of your fleet. They can fight enemy destroyers, but such fight will be long andhard. Because of that, it is better to target Tartan cruisers instead and let your bombers takeout enemy capital ships. You should also be aware, that Nebulon frigates can be quicklydamaged by TIE-bombers. Providing some AA or fighter cover for them is necessary.

    Nebulon units can direct all energy to their shields. This option immediately recharges shieldand makes ship almost immune to enemy fire for short period of time. Unfortunatelycannons become very weak at the same time and speed is severely reduced. Anyway, youshould use this option when one of your frigates takes heavy fire - and they will do so a lot oftimes, because in most battles few large rebel ships must withstand concentrated barrage of

    numerous empire destroyers.Boosting your shields is only possible when there is at least a little bit of energy left. That'swhy careful commander should monitor his frigates to know, when their shield level becomescritical. If you are late and the shield are gone, you can always retreat this ship and wait forit to recharge.

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    Alliance Assault Frigate

    These well armed and armored ships slowly replace our good old Nebulons. Assault frigatescan form excellent core of your force. They can boost their shields like Nebulon frigates, butare also better armed. Rebel commander can field them against imperial destroyers or spacestations - and they will perform well. Only Imperial-class ships or numerous bombers canquickly destroy assault frigates.

    Mon Calamari Cruiser

    A the moment we have only few ships of this class in rebel fleet, but maybe you will be luckyenough to command them. Mon Calamari ships are heavy dreadnoughts of enormous

    firepower. Their fire can destroy enemy cruisers and destroyers in few moments. They caneven engage Imperial class ships. As you can see, Mon Calamari ships are very versatile. If

    you could use them as a front line of your fleet, they would most certainly give imperiacommanders terrible headache.

    Remember though, that bombers are worst threat to Mon Calamari cruisers. Every ship ofthis class should always be escorted by some X-Wings or corvette.

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    Typical space battle

    Most rebel fleets are very limited in numbers. Because we don't have economical backup likeEmpire does, all casualties are very painful. That's why we choose more subtle tactics - rebecommanders often set up ambushes, retreat to better positions and always utilize any specialpower or advantage their ships may have. Because we benefit greatly from good intelligenceit is advisable to bring in fleet commanders and build sensor posts whenever it is possible.

    Less advanced rebel fleets must rely on Nebulon frigates, corvettes and - of course - fightersand bombers. Smaller ships take positions in asteroid belts or nebulas, while larger onesengage enemy forces and destroy light cruisers. Then bombers come in to bring downhangars, generators and engines of large imperial vessels. Hangars are especially importanta we can't afford to fight endless waves of new bombers and fighters...

    Rebel fleet must use small vessels more often, than imperial army.

    More advanced fleets should make good use of Marauder rocket cruisers. Those ships shouldbe kept in safe place - preferably with proper escort. Other part of the fleet can lure enemiesinto rocket range. If cruisers are in danger, all units should retreat to safe positions and

    repeat everything from the beginning. Space stations also should be destroyed by Maraudersstanding outside their firing range, though it may be wise to destroy hangar first in quickassault, because trashing stations with missile cruisers can take some time.

    Very numerous and strong rebel fleets can also use straightforward, imperial-style tacticsJust form line of assault frigates or Mon Calamari Cruisers, and then move them in escort oCorvettes and smaller ships. Be aware, that such tactic will require large reserves and strongeconomy to replace possible casualties.

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    Land combat

    I see, that some of you are tired, but this lecture must go on. We have very little time, so becareful please.

    In space our forces often loose - it's hard to fight strong and advanced empire fleet. Onground however things look different. Out combat vehicles are not worst than imperiadesigns - in some aspects they are even superior! We have also earned support of many localpopulations. Of course, clever tactics are still required.

    Land units

    First I will tell about all land units common to rebel forces, and - of course - about best wayof using them.

    Rebel Soldiers

    Those brave volunteers from whole galaxy are sacrificing their lives every day fighting

    Empire. They may appear less armed and armored than stromtroopers, but thanks toenormous determination they are good match for imperial infantry.

    Rebel soldiers operate in small groups and can survive a lot of fire - especially when undercover. Unfortunately, ruthless imperial officers often use their tanks to crush our soldiers, soeven large infantry groups can easily die when fighting some vehicles without proper supportHowever soldiers mixed with PLEX launchers offer strong, versatile force that will win manybattles.

    Every rebel commander should remember, that soldiers can be ordered to take cover. Whenthis order is active, infantry moves slower, but is far more resistant to enemy fire.

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    PLEX Soldiers

    This anti-tank infantry can do heavy damage to buildings and vehicles. PLX-2M launchersoffer our infantry possibility to engage and destroy groups of enemy tanks. It also makes ourfootsoldiers more effective and versatile than stormtroopers.

    Note that fighting enemy machines with your PLEX launchers is very economical. Trainingfew groups of those soldiers costs about sixty credits, while vehicles usually cost severahundred! That's why mixed infantry force forms very good core of rebel army. Launchersminimize threat of begin crushed under enemy wheels, because their focused fire can bringdown tanks before they reach target.

    Infiltrators

    Useful, fast unit that can sabotage enemy structures. Unfortunately, it is almost certain, thatyou won't be able to use infiltrators during most of the incoming campaign. They requireadvanced technology to train, so they will join probably your last battles and will not affectoutcome of a war.

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    T2-B Repulsor Tank

    Very good, light vehicle without similar design in imperial army. T2-B tank are equipped inforce shield, which gives them advantage over enemy vehicles. Those tanks are also excellentfor providing support to your infantry. They can be moved in front of rebel soldiers, toprevent them from being crushed. With support of PLEX soldiers firing from behind, T2-Btanks can take down almost any enemy vehicle.

    Force field allows able commander to minimize casualties. Just hide weakened machinesbehind rest of your forces - enemy will switch fire to new targets allowing damaged units toregenerate. In the battles with very advanced empire armies T2-B tanks are also useful for

    disrupting and destroying enemy artillery batteries. SPMA-T units can destroy any number ofinfantry, but are prone to quick raids of light vehicles. T2-B tanks can also be used to findtargets for airstrike operations.

    T4-B Heavy Tank

    Very good, heavily armed and armored vehicles. When they become available, you shouldbuild many of them. T4-B tanks are excellent front line unit, that can engage almost anykind of enemy force. Moreover, they can bring down imperial installations in few secondsthanks to built-in missile launchers. When supported by PLEX infantry, those tanks becomealmost unstoppable.

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    T-47 Air Speeder

    This low altitude fighter is a weapon specific to rebel forces. Empire doesn't have similar unitso if there is no AA installations around, speeders cannot be destroyed. Their special abilityis very helpful when fighting AT-AT walkers. One rope shot can bring those powerfulmachines down. A squadron of T-47 is welcome addition to any army. Bring in at least two if

    you expect enemy to field numerous AT-AT.

    MPTL-2A Artillery

    Those mobile artillery units are very different from SPMA-T in design, but very similar in useTheir firepower is impressive and allows you to immediately destroy groups of infantry

    vehicles and buildings. Unfortunately, MPTL-2A are defenseless at close range, and you mustset them up before using.

    Consult imperial field manual for more information about artillery. There is one differencethough - our vehicles use droids to find targets. Those small, fast units feature long rangesensors and their special ability allows you to uncover distant parts of the map. Droids aretherefore useful also for placing airstrike markers.

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    Typical land battle

    How our typical land battles look like? They require speed and good planing. Just afterlanding it is crucial to take over all surrounding support and construction points. On everynew point drop all possible units.

    From now everything depends on technological advancement of your army. If you have basicunits only, form assault force from infantry and PLEX soldiers and protect it with some light

    tanks. You should use airstrikes to destroy larger enemy groups. Build turrets and otherhelpful structures whenever it is possible. Always leave at least one group of infantrydefending your support point.

    More advanced army should use tanks as main assault force and support them with PLEXlaunchers. Artillery units should proceed behind. Set them up every time enemy comes inrange. It is good to move every artillery vehicle on its own and to keep some distance betweenthem. This way, enemy won't block all your artillery with one unit.

    Using allies

    Because our forces often fight alongside friendly natives, I will now tell something abou

    them. If there are any allies available, you will see them scattered on the map from themission beginning. Send them right away to capture support and construction points. Alsodefend their structures whenever it is possible, because they will spawn reinforcements whengroup of allies dies.

    If you find yourself in a draw, when both you and your enemy suffered heavy casualties, youcan use this infinite contingent of troops to swing balance to your side. Simply flood imperiaforces with recurring waves of allied infantry.

    Raids

    Rebels, contrary to the empire, not only can plan big all-out attacks, but also depends on

    small raiding parties. Our pilots are skilled enough to smuggle groups of up to three unitsbehind orbital fleet. You may ask: what can a group of three units do without reinforcementsor air support? Well, it can do many things.

    First of all, if the planet has only small garrison, there is no shield covering the base, noturbolaser cannons or numerous factories - you can usually capture it with only twoplatoons of heavy tanks and some infantry. Just move slowly, use turrets and repair stationsAnd if enemy has got strong defenses, you should always scrap at least one building -preferably power generator or a factory. It's one building less to destroy in your main attackAnd remember - you don't have to sacrifice all raiding troops. As soon as things get too hotretreat them. In this way, you can slowly destroy bases protected by enemy fleet. Rememberthough, that time between attacks should be as short as possible or enemy will rebuild some

    structures.

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    Rebel campaign

    Prelude: Sabotage on Kuat

    If you know all about units and tactics, feel free to start Rebel campaign. It may be hardsometimes, so I strongly advise to finish more simple empire missions first. You should alsoconsult both empire and rebel training sections.

    Rebels are trying to steal X-wing blueprints, but they must first get rid of large imperialwarships. Your mission is to sabotage shipyard in nearby Kuat system, so that warship willeave its position.

    This first mission is very, very simple. You have some light ships at your disposal as well ascaptain Antilles and his Sundered Heart. To finish your task you have to blow up six almostunguarded constructions. Shoot in tanks near your targets, for they will start chain reactionShipyard security has only few Tartans and fighters - destroy them whenever they get in

    range with concentrated fire of all your ships.

    Space tanks start very nice chain reaction when hit.

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    Conquest

    After finishing your starting mission, you will go to a galaxy map. As you can see, rebelscontrol only small area right now. You will have to expand it fast, or else empire will crush

    you like a fly.

    Although it may seem strange, Kuat system (that you just left) is almost defenseless. Sendyour fleet there right away and gather land army taking units from Alderaan and Yavin. In

    the meantime build up your space station on Dantooine and fill production queue with bothordinary soldiers and PLEX launchers - they are very cheap and you will need a lot of themin upcoming battles. Also build a mine on every planet. You will have to do this in every newsystem, because rebels can have really big problems with money in later game.

    When heroes finish their chat, attack Kuat. Enemy has got only some stormtroopers andlight vehicles here, so you should beat them without any problems. Just don't let enemytanks to crush your troops and build turrets whenever possible.

    After capturing Kuat you can upgrade all rebel planets - build level one space stationbarracks and light factory in every system. Order your factories to train additional troops andvehicles as well as 1-2 Y-wing squadrons. Because C3PO and his little friend are invisible toenemy, send them to Corriban for some intelligence. As you can see, planet is very poorly

    defended: only one old frigate and some fighters in orbit. Once you have at least 6 platoons ofsoldiers and 6 platoons of PLEX launchers, attack. Space battle should be very simple. Inland battle you must quickly capture crossroads at the center of the map, and then nearbysupport points. After that, crushing enemy base will be easy.

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    Mission 1: Interpreting the network

    You have to lead R2D2 and C3PO to the imperial terminal. Unfortunately, terminal is located inthe midst of enemy base, so you will also have to capture it. Bring in at least 10 platoons of mixedinfantry and some vehicles. Drop one tank squadron and all possible infantry units in yourstarting point. Divide your army into three groups: vehicles, one group of soldiers and PLEXsecond group of soldiers and PLEX. Leave also 2-3 units to defend your starting position.

    This mission can be won with only infantry units - you have to capture enemy base and thenhold it for a while.

    Move your main forces to the base. Infantry should proceed first. Destroy some turrets andenemy troops - remember to take cover when under fire! Once you reach the base, clear itout of hostiles, and then put your own turrets on both sides. Now you can bring your robotsto the terminal and position your infantry near the turrets. Empire counterattack comessoon. Enemy will strike from two support points, but repelling him won't be hard. After that

    you only need to get your robots back to starting position.

    Conquest

    Everything is ready for the X-wing blueprints theft. New planet becomes active - it is objectiveof your next mission. Enque ne