Wednesday, January 19, 2011
Star Wars: Empire at War - Wayland
Star Wars: Empire at War - Wayland
This is a hint / walkthrough for a planet in Star Wars: Empire at War. The index of all our guides for Empire at War is here.
Rebellion Campaign
Wayland is the site for Mission 2 (Interpreting the Network).
Space Battle
There is no space battle for Wayland. After the land mission, you can return to take Wayland without resistance.
Land Battle
You start with one free unit of Rebel Infantry. It is not added to your forces after the mission.
Even if you take over all the Reinforcement Points, the mission scripts the landing of Imperial reinforcements and they arrive even if they do not have any Reinforcements Points. If you brought a Y-Wing Bomber (which is handy against the various Anti-Infantry turrets on this map), you can probably destroy one set of reinforcements just as they land. I recommend clearing the TIE Maulers in the northwest.
I recommend bringing a lot of PLEX Troopers. When the Imperial reinforcements arrive, destroy their vehicles then retreat your PLEX Troopers to the central Build Pad in the Imperial base area, where you can heal them with a Bacta Healing Station.
After the land mission, you can return to take the planet without resistance.
Star Wars: Empire at War - Vergesso Asteroids
Star Wars: Empire at War - Vergesso Asteroids
This is a hint / walkthrough for a planet in Star Wars: Empire at War. The index of all our guides for Empire at War is here.
Imperial Campaign
Available in Mission 5 (Subjugating Geonosis) / Tech Level 2.
Space Battle
If you charge in with your Acclamators, you will probably lose them. The problem is the asteroids right in front of you: They will cause the larger vessels in your fleet to divide and go around, and when they emerge, you will essentially be letting the pirate fleet phalanx "cross the T" -- That is, direct a lot more firepower at you and at one vessel at a time.
Instead, send Darth Vader in to annoy them and try to lure them out by firing on them (but watch his wingman count!). If they break ranks and slowly head for you, they will now encounter the same problem with having to split up and reach you one at a time. Make sure you have a bit of room behind you so that you can pull back any large ship that is heavily damaged until their shields can recharge. Once a ship is no longer in the front, the enemy will probably choose a closer target.
Be patient and let them call in as many reinforcements as they like, then take down their base.
If you still have a lot of trouble with this battle (and the pirate bases will start to be like this -- cruiser phalanxes), defer it until Tech Level 2 when you can get Broadside Cruisers.
The tactic here is to simply stay put. Scout ahead with Darth Vader, who also then keeps the pirate fighters engaged. Now that the fog of war is lifted over the pirate frigate formation, bombard the pirate fleet from afar using the Broadside's bombard ability. The explosions in the bombardment area will also destroy small ships like pirate fighters. If any cruisers survive, they come toward your ships heavily damaged and you can pick them off with Darth Vader or your cruisers.
If you wait till Tech Level 3, the phalanx makes a juicy target for a Broadside Cruiser barrage.
Rebellion Campaign
The Vergesso_Asteroids is the site of Mission 8 (Needle in a Haystack).
Space Battle
This mission is fairly straightforward if you do not panic and if you do NOT listen to Han Solo talking about taking out TIE Fighters quickly when spotted. If you hang around to do that, it generally just attracts more attention. After a short while, if you are still in the area, an Imperial Star Destroyer and several TIE Scouts magically appear and the Star Destroyer will tractor beam the Millennium Falcon.
Don't bother trying to hide in the nebulae. At the start of the mission, watch the minimap for an opening between the patrols (that go counterclockwise visiting the depots you have to check) an slip in. Proceed in a counterclockwise fashion and check each depot. If you engage or are engaged by TIEs, just leave them and head to the next depot. More than likely, they will somehow lose sight or lose interest.
You might end up missing a depot but will eventually come to one where there are TIE Scouts flying around it and not moving. Don't try to engage the Scouts. Just park the Millennium Falcon there and finish the mission. You are automatically extracted during the cutscene.
If you do this mission without wasting time, you won't have to encounter Boba Fett, whose Slave-1 has a strong attack and can easily outlast the Falcon in a dogfight.
Star Wars: Empire at War - Thyferra
Star Wars: Empire at War - Thyferra
This is a hint / walkthrough for a planet in Star Wars: Empire at War. The index of all our guides for Empire at War is here.
Imperial Campaign
Land battle is the start of the Imperial Campaign.
Space Battle
No space battle.
Land Battle
Land Battle
This mission (and just about every other land conquest) is pretty straightforward if you let Vader take point, and you are in fact less likely to lose any units if you solo with Vader and keep his health up.
Keep the stormtroopers far back. Once Vader is engaged, move up the AT-STs to support him. Often, ranged units that have chosen targets already will stay put, so you can immediately move the AT-STs up and use their barrage ability.
When you come up to the power generator (although the model is a DSS-02 shield generator), WAIT. Naturally, the Rebels will know when their shield is down, so you should expect retaliation. Take control of the reinforcement point. Reinforcements come down automatically. Move the stormtroopers to the rear to destroy the generator. Arrange your AT-STs near the Build Pad, which should build a Vehicle Repair Station. Have the TIE Maulers behind them and to the flank, ready to run forward against infantry. Move Vader far up front to bait the enemy first, allowing you to choose targets for your AT-STs.
Only once you have everything in place should you have the stormtroopers destroy the generator.
Just before you finish, if you no longer need anything you've built, sell it for credits since you can't take it with you.
Rebellion Campaign
Space Battle
Land Battle
PLACEHOLDER
UNDER CONSTRUCTION
CONTENT COMING SOON
Star Wars: Empire at War - Tatooine
Star Wars: Empire at War - Tatooine
This is a hint / walkthrough for a planet in Star Wars: Empire at War. The index of all our guides for Empire at War is here.
Imperial Campaign
In Mission 11 (Capturing a Princess) you need to use an Interdictor to stop Princess Leia from escaping to hyperspace, and an Imperial Star Destroyer to tractor her ship in.
In our play on Hard Difficulty, this mission was tricky because of a bug that occurs when a Corellian Corvette is caught by an Imperial Star Destroyer tractor beam.
Space Battle
There are asteroids apparently in your way between the west side where you start and the east side where the pirates are located, but you can fly through this without your large cruisers having to swing wide. There are three Interdictors here for free and they are easily saved by moving them immediately through and behind your fleet. Keep your fleet together and head east over the pirate base, but not into it as your large cruisers will take a lot of damage from flying through the asteroids there.
(Incidentally, it is theoretically possible to slowly go through an asteroid field as you will only take damage when your ship is in motion -- so, you could wait for your shields to regenerate in between moving slowly).
When you have entered the nebula, turn all your ships around except for one Interdictor, which you should move to the southeastern edge of the nebula. When Darth Vader gives you the go-ahead to move out to capture the Princess, don't move anything except that one Interdictor. Move it out of the nebula's southeastern side (far away from any Rebel ships and with the nebula between them) and turn on the Gravity Well and the Missile Jammer. The Interdictor cannot move with the Gravity Well on, so it is very vulnerable. On top of this, the Rebellion ships in this mission have a tendency to go for your Gravity Well generator.
At this point, do NOT move your ships out of the Nebula, or the Rebellion fleet will come for you. They will also call in Mon Calamari capital ships (up to two, depending on how many Rebel ships you have destroyed). Instead, survive the first wave (mostly corvettes going for your Broadsides as usual, and your Interdictors if they spot them) and continue to hide in the nebula. Distract their missile-firing Marauders with Darth Vader, who can destroy them quite quickly.
Hiding in the nebula has another advantage -- It disables special abilities. Your own special abilities are to reduce shields and increase weapons fire. Not very useful unless you can be assured that you don't need those shields. The special ability of the Rebellion's larger vessels is to increase shields, and that can give them enough staying power to reach and destroy your Broadsides. If they enter the nebula, you won't have to deal with that and your massed forces in the nebula should be able to destroy them in short order.
Your objective now is to wait for their heavy reinforcements and repel them. When the first Mon Calamari capital ship comes, you may want to have either your Imperial Star Destroyer out front (provided to you because you need a Tractor Beam) or near the front and move back whatever ships have been barraged by the Mon Calamari and move your Imperial Star Destroyer up next, thus soaking the fire with the shields from two ships.
Once the Mon Calamari ship has lost its shields (hopefully quickly, because of your Broadside Cruisers), it will turn around and flee to the west. Stay in the nebula.
When Darth Vader has destroyed enough Marauders, or after another Nebulon-B or Assault Frigate has made a run toward the nebula, a second Mon Calamari will probably come. Cripple it in the same way. When your shields are back up to strength, venture out carefully to finish them off.
Interestingly, the remaining smaller vessels (even Assault Frigates) kept to the northern edge of the space battle field, possibly because they couldn't find the lone Interdictor with its Gravity Well on.
Once the Mon Calamari capital ships are clear, we can get back to the mission. Since the Gravity Well is still active, Princess Leia in the Tantive IV cannot jump to hyperspace. According to the mission objectives, you need to pick her up. Do NOT do so without first making sure you have a good save of your game.
When we played it on Hard, tractoring in the Tantive IV caused the game to stutter and ultimately crash. Save games made after tractoring in the ship were corrupt and trying to load them also crashed the game.
Instead, leave Princess Leia alone and go for the remaining ships. When you have destroyed one or two, a Rebellion hyperspace countdown will start -- even though your Gravity Well is still active. Once they flee, you will be announced victorious. The game will return to the Galaxy Map and the dialogues will proceed as if you had captured Princess Leia.
Note that during this mission, Princess Leia's Corellian Gunship Tantive IV acts like any other gunship and will attack you. However, it is basically indestructible. Once it has been reduced to 0 Hull, it will flee and not return fire. Your ships and TIE fighters don't know it cannot be destroyed and will continue to attack it unless you recall them.
Rebellion Campaign
Tatooine is a critical planet for the Rebellion as it gives Combat Armor Level 1 for Rebellion tanks -- in turn key to greatly increasing the survivability of T2-B Repulsor Tanks.
Land Battle
Watch out for the several environmental hazards here:
- A Sarlacc in the northwest. Each time it sweeps its tentacle, it grabs one individual from an infantry unit.
- A Rancor in the northeast. If you leave it alone, it will probably eventually go to the native human settlement nearby.
- A Tusken Raider settlement in the southwest.
- Twisters -- If these sweep through infantry, they can immediately kill a few.
Use a lot of natives to draw fire from PLEX Troopers. Use your PLEX Troopers to take down enemy vehicles, then move in T2-Bs to occupy Stormtroopers. If possible, push through to the Shield Generator and destroy it, then call a Bombing Run on the Light Factories (when we did this land campaign, there were two).
Star Wars: Empire at War - Sullust
Star Wars: Empire at War - Sullust
This is a hint / walkthrough for a planet in Star Wars: Empire at War. The index of all our guides for Empire at War is here.
Imperial Campaign
Space Battle
Land Battle
The entrance to where you start is conveniently close to the Abandoned factory (just to the west) which you can seize from the pirates to produce a few Swamp Speeders. You only get one build, so you can abandon the factory afterwards.
Or, you can do an AT-ST Walker blitzkreig toward the buildings in the northwest. One of the reasons you can do this with just Darth Vader and AT-STs from just the initial Reinforcement Point is because AT-STs can walk and shoot at the same time. Darth Vader takes point to soak PLEX missiles. By continually walking forward, you squash almost all the infantry in your way using your AT-STs. The typically lightly-armored Rebel vehicles at this early tech level can be taken down by the continuous AT-ST weapons fire.
One of the main advantages of a blitzkrieg is that you can run past the Building Pads before the pirates can use them to build turrets. Turrets will slow your advance considerably as you will have to wait for Darth Vader or a bombing run to clear them (or take losses doing so yourself).
Star Wars: Empire at War - Shola
Star Wars: Empire at War - Shola
This is a hint / walkthrough for a planet in Star Wars: Empire at War. The index of all our guides for Empire at War is here.
Imperial Campaign
One of the final five (Rebellion-controlled) planets in the Imperial Campaign.
Space Battle
Nothing special.
Land Battle
The infantry-damaging environmental effect does not affect heroes. Against infantry, you will need a Bacta Healing Station to stave off the effect indefinitely. Even a dugout, which provides constant healing, will not be enough to completely negate its effects.
Shola has several Turbolasers, against which your AT-AT does not have enough range to take out safely. If you do not have SPMA-Ts, you can use one AT-AA at a time -- their flak cannons have just enough range to be outside the firing range of a Turbolaser, but if you order more than one unit to attack, one or more units may end up positioning themselves a bit too far ahead, or drift into range while maneuvering into position.
Rebellion Campaign
Space Battle
Land Battle
PLACEHOLDER
UNDER CONSTRUCTION
CONTENT COMING SOON
Star Wars: Empire at War - Nal Hutta
Star Wars: Empire at War - Nal Hutta
This is a hint / walkthrough for a planet in Star Wars: Empire at War. The index of all our guides for Empire at War is here.
Although the mission briefing only says that the Hutts will engage if encountered, if you destroy all the Hutt Palaces you get 500 credits.
The big slug-like Hutts can deal a lot of damage in hand-to-hand combat, even against Darth Vader.
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