All guides i find online write that Darth Vader is one man army super unit that can take planets in ground battle at his lonesome, but i found him to be too underwhelming. what he is great blaster magnet and that's it. Emperor is kinda weak as well. Jedi hero on other hand are all fucking OP as hell. Kenobi can auto heal, is tanky as hell, way more tankier than vader anyway, Luke is very fast and you can turn invisible and run away if he's low on HP, and yoda IIRC can auto heal as well. General Veers is Empire's MVP of ground combat. he can spam units and his range is almost like artillery unit. and how you use Boba Fett in ground combat? his jetpack is good if you need to run away, but other than his flamethrower, he's just bit tankier stormtrooper (against anything other than infantry, he's useless)
>>2170163Vader beats Kenobi 1v1.
>>2170163the heroes aren't the problem with the sith they are just generally weaker
>>2170194I didn't know that.>>2170199i guess as Sith are empire heroes, youll have orbital bombardment and bombing runs 90% of ground battles, so that helps and Jedi's usually used in commando raids so you'd need that regen/stealth for better sustain.
>>2170163Rebel superiority.
>>2170163what always irritated me is how the Emperor can just swing at a building with a lightsaber and take it down quickly, while Vader goes into building force choke stance that sloooooooooooooooowly lowers the HP to the point where I'd rather have stormtroopers shoot at the thing and do something else with Vader
>>2170163Is there any mod that lets me scourge and purge the First Order from the universe? Or more generally, a way to pit true SW canon with the Reyverse forces? I wanna spill that bitch's guts on the ground.
>>2174382Not that I know of. Maybe Yodenmod?
>>2170163vader fucks up the structures man
How are your runs going?
>>2170163>Using heroes as the Empire>Not using battalions of stormtroopers, tanks, and AT-ATs to overwhelm the enemy with the glorious might of the empireishygddt
>>2177128one building at the time. so yes, he can neutralize turret, but then he does not reflect blasters back infantry and end result is him taking almost as much damage.>>2182477good. I'm now playing republic at war, fall of jedi campaign. I've stabilized space around key planets (corrusant, kuat, kamino etc) and send in jedi and/or commandos to retake planets, its slow progress, but fun nonetheless.>>2183081what are you talking about? almost all battles in movies show that empire are led by generals or figures like Vader (hoth for example) and stormtroopers are regular troops, yes elite shock troops but still just guys doing their job. its the rebels who have drive and initiative to do Holdo maneuvers without heroes.
>>2184059>fall of jedi campaignIs that the one where you become the Empire? I heard that mod has pretty good non-sandbox story campaigns, though I personally prefer CIS.
>>2170163I pray Revan's Revenge gets 1.0 in my lifetime. Corey is a faggot and needs to stop yapping about fascism and retarded shit on his alt and get back to work
>>2170163I solo'd maps with vader alone. IDK what you mean.
>>2174542yodenmod has it yes. God I love that mod, blursed as it is.
>>2184391sorry for late reply. yes, thats the gist of it. at start of the game, CIS has more numerous fleets, but you have a lot of jedi (that can heal, move around star map as agents (bounty hunter and smuggler heroes) and can be used with commando units to launch raids so you build up defenses in key planets and send in jedi supported by few commando units like ARC troopers to liberate planets, until you reach tech level 5 and can fight off CIS fleets in direct battles (basically, CIS have number superiority, while your ships are tougher and stronger then theirs). after you reach tech level 5 you get task to move obi wan kenobi to some planet and eliminate general grevious (who has buffed up stats so i recommend going in fleet and just bomb shit outta him). after that, you lose ALL jedi heroes, Anakin becomes Darth Vader (he loses jedi auto heal, galactic stealth and ability to be used in commando raid) palpatine becomes The Emperor sith hero, you get 3 prototype star destroyers, which i guess are stronger than your regular capital ships (interdictors or whatever there called) but i don't know if you can build more if starting ones are destroyed, and get prototype stormtroopers, which are on par with clone infantry but bit cheaper. so you can still use commando raids, but game is significantly different as you cant rely on jedi and have to use your fleets and massed armies to fight CIS in direct battles more, as without jedi, commandos aren't as good in raids. its fun campaign, but Anakin ->Vader feels like a big letdown. i dunno if vader has more HP or does more damage, but one of your strongest jedi heroes becomes way slower, with no auto healing and way WAY less utility then he had. on up side, Chancellor Palpatine is upgraded, as he keeps his 25% cost reduction, but you can use him in battles, unlike his civilian alter ego. overall i would recommend it to you if you want long campaign that forces you to switch up how to conquer galaxy mid way
>>2189302imagine you start out vanilla game as rebel alliance and mid way thru, you start playing as empire. that's basically fall of jedi campaign. >>2186300me too, but i said in OP, vader feels good early game and against undefended planets. once rebels start to field artillery, tanks etc., he's just blaster magnet. i read somewhere thats hes supposed to drain health (as in, sith heroes were supposed to heal by doing damage, opposed to jedi heroes healing while outside of combat) but i've never seen this on Palpatine OR vader. >>2186288is it good? i tried it few time via steam workshop but that version always has unfinished assets and feels either mod was loaded wrong, or theres bad version uploaded unto workshop.
>>2189313Revan's Revenge doesn't have any unfinished assets or anything that would make it seem like the mod loaded wrong, there are just very few things in it because it's been in 0.5 for a year because Corey has ADD and can't stop bouncing around to 20 different projects.
>>2189313RR is great. I like the faction variety compared to other EAWX mods.
>>2170163No, they're the baddies, did you not pay attention to the movies?
>>2190498>>2193934I should give it a try sometime later. like i said, i downleaded it via steam workshop few months ago, tried playing GC as Sith Empire and it didnt had any leaders and most of assets were just vanilla units and lot of text was "MISSING TEXT STRING" or "???? ?? ??????" so i deleted it without giving it more time. >>2194056Bring Order and Stability to Galaxy, one planet at the time is cool as well.
>>2170163
What's everyone's favorite faction in Revan's Revenge?I've done the Republic and Mandos. I love the Republic space roster but hate their ground roster, while it feels like the exact opposite for Mandos.Does /vst/ think the Sith are the best of both worlds? Or boring as fuck?
>>2206595Mandalorians.Cheap big ships, strong healers and basilisks are fun.
>>2206595I love the republic ground roster but hate the goofy swiftsures in space. They're the only faction that really has a military sci-fi feel where the sith have retarded lord of the rings monsters running around. mandos are alright but they're braindead op.
>>2212837>I love the republic ground roster but hate the goofy swiftsures in spaceFunny, I love Republic space roster because I like to just spam Hammerheads and small ships, but hate the ground roster because it feels too squishy (save for the war walker, which feels sluggish).>the sith have retarded lord of the rings monsters running aroundYeah, I don't like how the Sith in RR are basically a hybrid of Naga Sadow's Sith and Revan's Sith. Makes it feel incoherent rather than interesting.
https://www.youtube.com/watch?v=a_mOSmVc-1I
Anons just installed the game (gold pack) which mod(s) should I start? From a quick scan I found that there are mods for either the Clone Wars period or even Revan's time. So which one would you recommend?
>>2226331If its your first time play the actual game first to learn how it works. After that Clone Wars, it tends to be easier to learn then Imperial Remnants or others.
>>2227095Yeah that's what I'm doing. Need to acclimate myself with the game's mechanics anyway.
>>2226331If you're really new then any EAWX mod is a good place to start if you use one of the smaller ~50 planet story campaigns. They usually only have 2-3 factions involved who are pretty non-aggressive. The only thing to know going in is the infrastructure system. It's way more simple than it sounds because the ui to show you whats going on is very jank. Basically it's >Don't conquer too fast or prices will double>You might need to build 1 or 2 crew academies during your entire playthrough>Don't build more than 1 influence reducing buildings on a planet or it'll revolt and turn neutral>There's a ship upkeep system but unless you're shitting out biblical amounts of ships you're not even going to notice itI don't recommend vanilla because it's honestly just a really shitty game, and while the steiner mods are amazing they are really overwhelming both on the galactic map and in combat
>>2227926Thanks for the tips anon. I'm currently in the process of finishing the Imperial story campaign and after that I might make the jump to either Corruption or Fall of the Republic.
>>2226331A bit late, but EAWX and Steiner mods are the most popular, and perhaps most polished. EAWX is a lot simpler while Steiner is a much more hardcore experience.For a pure newcomer, assuming you did the base game tutorials and got through the campaign a bit to learn the mechanics, EAWX is probably better. From there, you can just pick what era you prefer. TR is post-Endor, FOTR is CW and RR is KOTOR. They all play similarly. RR has the least content since its the newest while TR is one of the oldest mods out there and still getting active updates. It probably has the most.If you find it too simple or just want a bigger challenge, go Steiner. AOTR is GCW and AOTCW is CW.
>>2174542What's that?
>>2241149A mod for EAW.
My recommendations are more simple.If you completed vanilla, then i would recommend Republic at War. its similar to vanilla, but both factions feel and play as mix of Empire and Rebels. both republic and Separatists have powerful fleets and ground forces, but both factions have multiple units capable of doing raids, so as a whole, mod feels like Vanila+ as play is in bigger maps (50-100+ planets) but whole layout is similar to vanilla (republic usually starts out with inner systems, like Empire, and CiS start with control of outer rims (like rebels). Another one is Rise of the Mandalorians. its another vanilla + mod but set in alternative post endor timeline. you have Empire remnants, New Republic and Mandalorians (which basically replace Zann consortium, minus its corruption BS) and last one to recommend is Rise of the Crimelords. basically its vanilla ++. everyone has eight tiers of tech instead of five. major focus on mod is instad of zann consortium, you have 3 criminal syndicates (Hutts, Black sun, and last one i cant remember but it was Zann's faction, but not consortium). Empire and rebels have major overhauls but it still feels like vanilla (no major economy overhauls or like)
Any tips for AOTR? Which map should I start with?
Anyone excited for the TR 3.5 release soonish? It's in beta testing right now so ideally a couple months or by the end of the year getting released. I think the single warlord starts and new empire of the hand mechanics will be really fun.
>>2250739Liberation of Mon Cala if you're just learning the mod. Make good use of your starfighters in space, they feel much more substantial here than in other mods. Sometimes when I'm trying to take a super heavily fortified planet and raids won't work, I have a carrier fleet warp in and just turn the game into Wing Commander, lure the garrison away from the shipyard, and bomb it, and send the heavy strike fighters to knock out any interdiction if necessary. A single unit of B-Wings will wreak havoc on every cap ship it sees if not addressed by a dedicate counter.
>>2252106It should be good. The updated roaster looks nice. It's kind of a shame the minor warlords just use copied remnent stuff. Maybe submods will do something interesting with them.
When and with what kind of ships should you sideboard fire anons? Applying the "Capping the T" maneuver for example. Playing FOTR and want to maximize CIS damage output.
>>2252357Hopefully, I can see someone making a Panaka submod with his ships spawning N-1s and using Gian speeders and old AATs
>>2252653>sideboard fire I have no idea what that is, but recucents can do pretty good dps for their pop cap, but are squishy.>>2252699That would be cool. I really like the Naboo aesthetic. In the meantime, I could try playing the one that starts at Bakura and pretend I'm playing as them. I heard minor warlords that spawn on specific planets get the unique units from them unlocked from the start from the Discord.
>>2252653you mean broadsides? basically never. assuming your ship is healthy almost every ship in the star wars universe is designed to have all it's guns able to focus fire forward past the nose of the ship. it's why the empire has so many flying pizza slice shapes to accommodate for all the turbolaser batteries pointing in the same direction. the CIS is no different, munificents and recuscants are basically just flying guns you point at whatever you want dead. you might put a providence in that situation but it's less to let loose a broadside salvo and more to use its powerful shields and hull to absorb a lot of hits. remember star wars is WWII naval combat not napoleonic.
>>2254164Ah, ok gotcha. And "broadside" was indeed the word I was looking for. So there's no need you say to maneuver your ships to fire from the side for maximum damage. Is there some other tactical depth in naval combat other than rock-paper-scissor and basic point target threat assessment?Btw, I just love drowning the republic in droids.
>>2262404you can win a campaign with pretty blunt tactics if you get a solid feel for effective target ranges and pay attention to what gun types are on all your ships. positioning and maneuverability are still certainly important factors though. while all ships can dish out full firepower forwards, most ships are pretty fucked if you hit them from behind so a small, fast destroyer that's hard for turbolasers to hit and has a big gun that punches above it's weight is very good for slipping into a blindspot and fucking up a big cruiser. eaw is special in that you can essentially force blindspots like this because of the hardpoint system. if you blow off all the scary parts on the right side of an ISD then you have pretty free range to fly to that side of it without much trouble. conversely if you're the one controlling a fucked up ISD, then you just got into basically the only situation where you're going for broadsides. that all being said this is only really going to be relevant for steiner mods as eawx and others have much bigger fleet sizes with cheaper ships and the ai really likes to turn every battle into crashing giant deathballs into each otherhttps://www.youtube.com/watch?v=303_Xj8FKJU
https://www.youtube.com/watch?v=EVYVzeiWGyIThis looks potentially good.
>>2250739I am addicted to the grand layout 3 random planet start mode.
what mod makes ground combat more cool/fun? While AOTR revamps ground combat in major way, its too chaotic for me. units, including heroes DIE fast.
>>2268875maybe the EAWX ones? They seem to focus a lot on making maps fun.
>>2268875remake had really cool ideas like replacing individual units with full companies consisting of infantry, support and whatever the main focus of the unit was. it also placed a price tag on bombing runs, bombardments and small losses on unit deaths that add up if you suck. i don't recommend the mod though because the balancing sucked and the last time i played it a lot of unit cards just had shitty unfunny joke descriptions
>>2273338I actually really liked that change, made the battles feel very star warsy and made me use vehicles I'd otherwise ignore.Shame it ended up being so unpopular it killed the mod. It needed a pass over like you said but it wasn't horrible.
>>2273416Remake is dead?Awww...
>>2273338>it also placed a price tag on bombing runs, bombardmentsnigger I already paid for the capital ships and bombers, you want me to pay for the ammunition too? I hate anti-fun design like this
>>2273338I agree with >>2273569.nearly always having access to bombing runs and orbital bombardments feels very Empire-like to me, like its major factor of faction, same way as all their big ships having (free) garrisons of TIE fighters and bombers.
>>2273569>>2273698Bombing runs and bombardments are a straight up win button in every mod, anything other than turtling in the LZ and bombing the map is basically playing a challenge run. Putting a price tag on it forces you to actually think about it as a resource. The only problem with it in remake was that for some fucking reason they decided to nerf their destructive output to the point of being completely worthless, especially against the obnoxious fort buildings. The penalty in space would have put a finer focus on fighter tactics too if paired with a balance change making fighters fewer in number but with stronger stats. As it was the penalties were so small that they didn't effect anything and the overblown backlash was entirely from mouth breathing retards who got used to having 0 drawback to suiciding 20 fighter wings into screeners every battle in other mods. If you think restricting your ability to to press a button that kills everyone immediately or punishing you for losing all your units is anti-fun design then you're an idiot.
>>2273698>>2274537just make the bombing run/orbital strike a one-time use ability during a single battle. It even makes some sense that a small scale skirmish taking place over an IRL hour at most wouldn't necessitate calling the fleet 3000 times to strike singular targets over and over. But let's be real, orbitals/bombardments are a single player feature, and they are NOT meant to be balanced or competitive or "fair" play.Bombardments are an award for winning the space battle and parking your big dick fleet over the planet.Much like you can just turn every planet into an asteroid field without bothering to do land battles if you manage to build, defend, and move the Death Star to its destination. You did all of that, so you get to pulverize the galaxy. Them's the rules
>>2275553How often are you doing land battles where you DON'T have a fleet overhead? You can't have an entire half of the game be a drawn own victory screen as a "reward" for blasting an undefended space station. Clearly it's a pretty shit reward considering everyone complains about how land battles are awful and wish they were removed from the game. Raiding is kind of cool but your force is so weak that it just results in you kiting enemies to turrets for way too long.
>>2273698>>2274537I was gonna say the way empire at war expanded handles it now is through a few systems and I think it works out pretty well. Firstly if there is a ground to space weapon it will stop bombardment as long as it is alive, and it will destroy ships in orbit every week that passes with an enemy fleet there. Secondly there is a structure you or the AI can build that is an orbital shield separate from the base shield that prevents bombing runs and orbital bombardment until it is destroyed. Third, they've begun to add construction points onto maps where even if you or the AI don't have an orbital shield or GTS weapon you can still protect yourself from bombing runs and orbital bombardments. I think there's a point where either having the bombardment helps you mop up a battle you've already won, or allows the AI to wear down a human player after a battle that's lasted long enough because the AI generally won't be able to outfight the player without enough of a force imbalance. So having it for those situations is good. I also see what the TR dev team mappers make in a few of their videos and I think they put a good amount of thought in to trying to improve how the ground battles play through their map design.
Corey recently started a NR LP for the next TR version.
>>2276562>How often are you doing land battles where you DON'T have a fleet overhead?pretty often ackshually. Guerrilla infiltration missions with heroes are fun and very rewarding>You can't have an entire half of the game be a drawn own victory screen as a "reward" for blasting an undefended space station.says the CEO of anti-fun. Should've defended your space station faggot. Coreys mods have hefty garrisons for that reason, if you don't bring enough firepower, you will have to retreat>Clearly it's a pretty shit reward considering everyone complains about how land battles are awful and wish they were removed from the game.Nerfing bombardment will only make the land battles even worse.>Raiding is kind of cool but your force is so weak that it just results in you kiting enemies to turrets for way too long.As opposed to rolling over everything with an overwhelming force on fast forward?You want Empire at War to be a far more complex and mechanically deeper game than it was ever meant or designed to be. "Fixing" land battles can't and won't be done by adding a bombardment credit cost. You'll just say>BUT I HAVE 15 PLANETS ALREADY AND THIS ADDED COST DOESN'T PUT A DENT IN MY BUDGET ANYWAY!!!! MAKE THE COST SCALE WITH HOW MUCH INCOME YOU HAVE!!!!!!!!!!!!!!and then when you get that, it'll be>OMG I'M STILL WINNING TOO MUCH!!!!!! JUST MAKE THE BOMBARDMENT 50% SMALLER AND WEAKER!!!!!!!!!and then >JUST REMOVE BOMBARDMENT, MAKE MY UNITS SUFFER 90% HP PENALTY WHEN LANDING, AND HAVE A NIGGER BREAK MY ARMS AND LEGS AND KILL MY FAMILY WHEN I START A LAND BATTLE!!!!!!!and then>NURSE!!!!!!!1 PUMP ME FULL OF ANTHRAX, ALL MY AT-ATS SURVIVED THE BATTLE!!!! IT'S STILL TOO FUCKING EASY!!!!!!!!!!!!!!!!
>>2279051incoherent nigger babble, you have made no argument as to how limiting an insta win button doesn't add depth to land battles, and your retarded brown brain somehow interpreted space stations being undefended as being my problem and not the dogshit ai and screeched at arguments nobody made. i'm not asking for a tranny paradox game, i am defending the remake crew for trying to create a solution to the massive problem of bombing runs and bombardments being unlimited win buttons in every single battle in the game. whether or not we find guerrilla missions fun is not important, you are fucking coping if you think we do it for any other reason than to intentionally nerf ourselves for the battle because we are bored to tears of doing the same unbeatable strategy every single fight. i am not shitting on your favorite faggot mod creator's solutions, and i am not saying that it's bad to play in a self crippling way to make the game interesting. all I have said is that putting a price tag on those abilities is a good alternative to nerfing the power.
Vanilla: does Luke and Yoda regenerate out of combat or is it only obi wan? Do sith heroes (Emperor and Vader) drain health in combat? i read somewhere in manual that they are supposed to drain enemies health in combat but it seems i need to park them near bacta tank for healing (same with luke)Also, do Vanilla Thrawn has anything special going on? as it seems its just modified Star Destroyer, thats powerful to be sure, but still inferior to Admiral Piett's SD?
>>2285334>Vanilla: does Luke and Yoda regenerate out of combat or is it only obi wan? Just Obi-wan. Luke and Yoda however have an absorb blaster ability that is not on their tooltip that allows them to have a chance to absorb an attack from certain units (Basically every infantry type type and for some reason the TIE Crawler only for Yoda) and convert the damage to a bit of health (Yoda has a slightly higher value)>Do sith heroes (Emperor and Vader) drain health in combat? i read somewhere in manual that they are supposed to drain enemies health in combat but it seems i need to park them near bacta tank for healing (same with luke)Yes, neither drains health. Silri and the Nightsister units have the Drain Life ability in the Zann Consortium faction.>Also, do Vanilla Thrawn has anything special going on? as it seems its just modified Star Destroyer, thats powerful to be sure, but still inferior to Admiral Piett's SD?He has a unique ability that boosts his ISDs stats pretty well and gives a 20% health bonus and 10% damage/shields/defense/speed bonus to all standard ships and fighters on the field. Piett in comparison has a 25% health bonus only to standard ships, but has an extra 25% health bonus to Star Destroyers on top of that totaling 50% with them.
>>2280885>incoherent nigger babble>proceeds to write even more incoherent nigger babble for dumb retarded troons full of buzzwordsI dont even have a favorite mod, youre just such an obnoxious dumb fucking NIGGER i had to put you in your place on the porch like the monkey you are
>>2286512Oh, thanks, you cleared a lot of stuff to me. as Empire should i bring every starfleet hero to battle, as in, do their leadership bonus stack up, or there is only 1 slot for leadership effect so to speak?
>>2287384It depends on the stacking category of the bonus which is something you would only understand if you look at the code. For example, Thrawn and Piett's general bonus are the same stacking category, and within those stacking categories the highest has primacy. That means with both on the field all other ships would get Thrawn's 10% buffs in other categories and Piett's 25% buff, except for themselves with their own buffs. Piett's Star Destroyer buff is a separate stacking category so that is added separately on top of that.
>>2287790thanks, i didnt knew that. I guess ill continue using all big ship heroes for battles as hey, its free SD class ship.
Most fun Imperial warlord after the (obligatory) Thrawn campaign iyo?
>>2289566Zsinj.
>>2289566Zsinj is a staple, because he has a good roster, unique events, special mechanics, and a good range of heroes.Personally, my favorite is Eriadu Authority because it has my favorite roster. Great ground forces and an even better space roster. Plus, its starts are all fairly interesting; the galactic south gets overlooked by every other warlord and the Empire (eras 1-2), while its one planet start makes it a fun challenge mode in later eras.
did anyone played https://starwars.fandom.com/wiki/Star_Wars:_Force_Commander or https://starwars.fandom.com/wiki/Star_Wars:_Rebellion_(video_game).I tried Rebellion and it feels like time capsule to times before prequals, but man, gameplay is very dated and poorly explained.
>>2295087I exchanged a gaming magazine copy of Conflict: Desert Storm 2 for Force Commander when I was a kid trading with another kid, and I liked the game but even then it was weird and janky and ugly. But it was an RTS and I really wanted to play a Star Wars one, this is before I discovered torrents so I couldn't lay my hands on Galactic Battlegrounds yetI really hated how all units fire really slow, but I really liked how TIE Fighters and other flying units actually fly around in circles instead of being static and motionless above the ground when idle
wtf, new Thrawns Revenge release
https://www.youtube.com/watch?v=oZceNyfVPXQ&t=1sNew Thrawn's Revenge is out!
I can understand people playing it with mods but were they really interested in the vanilla EaW when it had only 2 factions?
>>2295841yes, I honestly don't see a problem in it only having two factions. Well liked mods like RaW also have only two factions present. Vanilla EaW had also the random intervention missions that were somehow cut in FoC, which is something that many people forget
>>2295841I played it religiously as a teen when it came out. I played even more with Forces of Corruption and the EU stuff added in for every faction
>>2295841Its because it is genuinely funI cant go back to vanilla after mods but i also played it to hell and back
>>2295841it was really fun because factions were very asymmetrical
Minor warlords are really cool. What are some good ones?
>>2296140
>>2296321kek did he really
>>2296378Yep, in both cannon and legends Palpy made him Moff of Naboo's sector. In legends he was alive past the battle of Endor and stubbornly refused to surrender to the New Republic.https://starwars.fandom.com/wiki/Quarsh_Panaka/Legends
>>2296140Another good choice is Supreme Warlord Harrsk of Zero Command.https://starwars.fandom.com/wiki/Blitzer_Harrsk
>>2296400Damn, he farted so hard in his anger that the fart cloud enveloped the entire fucking room.>>2296140Maybe Bakura?
>>2296422>he fartedShe.
>>2252988Yep
>>2290307Based eriadu enjoyer. Love the big heavy hitters. Small ships are more potent for the cost, but feel boring or annoying to use; it’s either just a murderblob that you drag through the enemy, or have to pause every 5 seconds to assign targets. Big ships are easy to use initially, but are more punishing if mismanaged, so positioning and timing matters more.
>>2296140If you want a fun challenge, try the Zaarin remnants. It's a one planet start in Dantooine, where you're surrounded by the PA. Your fleet is a single SD and the rest is corvettes. Switching Carracks to CR92 Assassins makes the light ship roster a lot more interesting.If you played the TIE Fighter games, you feel like you're pulling off the same shit Zaarin did where you refuse to die. Hoping the ISDs will have TIE Defenders and TIE Avengers instead of the standard TIE Fighters, but I doubt it.
>>2296426She sharted inside his mouth
>>2296140Zero Command, the Tarkin clan
>>2295831Yeah 3.5 is out but i like 2.3 moreEvery update makes the starting forces smaller everytimeAlthough the addition of all the minor warlords is beyond peak gaming
How's the new Eriadu?
Of all the places they could send the fucking SSD to...
>>2299837They parked it in orbit right next to a Golan III or Validusia, didn't they? That's what Kaine is doing to me right now
>>2300655Nope. Forgot screenshot.
>>2300655Reminds me of this bullshit I had to deal with in my Zaarin Remnants run. Cornered him down to two planets, but I couldn't actually take him on because he, Grant, and Dekeet would annihilate my 300 strength fleet with ease.Had to wait until I luckily got the Tagge battlecruisers unlocked.
>>2301411I'm tempted to reconstruct my main fleet to be all frigates, corvettes and tenders, since I don't think the Hand has anything tankier than the Phalanx or hero ISDs. Maybe I can try a few Peltasts for fun
>>2295087Ah yes good ol rebellion. The only game with enough depth to let you make multiple super star destroyers, name them whatever you please, put Piet on board and make him admiral.There is a mod somewhere out there for better ship models which helps alot but yeah the UI is ancient and clunky.>build a castle for Vader on Vjun>have him train his apprentices there in between campaigns>single shipyard and barracks to replenish fighters and troops for vaders fleet>can make multiple death stars lolYeah I love this game.
>>2301697Yeah i kind of like emergent gameplay with each faction having 5 possible jedi from roster that is randomized each run. Idea that random Moff like Motti or Piett can be Jedi/Force sensitive is somewhat fun to me. I also like that a lot of games DNA got transposed into SW rebellion Board game. I Also like how they impleted Luke. he starts out as weak Jedi learner (still very strong compared to leaders you have) but as game progresses, he fucking eclipses vader or palpatine in sheer power.