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Star Wars: Rebellion Tips




First off, if you haven't read the entire manual, READ IT!!!!!!! It tells you how everything works and gives some useful tips on playing the game. A lot of times you'll find that the answers to your questions are right under your nose.


--Starting Off

For the Alliance, you should do these things at once: Recruit with Mon Mothma, Research with any available characters, move all the characters off Yavin Four and send most of them on diplomacy missions, build defenses on any construction yards, find suitable planets for manufacturing centers with lots of energy, and explore planets in the Rim sectors for possible Headquarters locations and supe shipyards.

For the Empire, you should: use the Emperor for diplomacy missions in the Sesswenna sector or Recruit with him or Vador, assign characters to commands and missions, sabotage Alliance facilities, build tons of construcion yards, send your fleets to look for the Alliance ships, begin to take over the Sesswenna sector, biuld troops for garrisons, and build fleets.


--Galactic Events

Natural Disaster
may happen every 1-400 days, it causes loss of resources, energy and facilities.

Resource events
may happen every 1-500 days, it means new resources discovered

Prisoner Escape
may happen every 1-30 days


--Bounty Hunters

Han Solo has a price on his head, so bounty hunters keep trying to capture him. They will try every 1-100 days, with a 30% chance of an encounter. If it is successful, he is taken to Jabba and Luke, Leia, and Chewie leave to try to rescue him. If they fail, they inform the Empire of his location.


--Fleets and Ships

Once you have control of a Rim system with a lot of energy available, build about ten construction yards there, advanced if possible. Once most of these are in place, start building about ten shipyards for the nearest planet you control with at least ten units of available energy. On each of these planets you should also place two Gencores and a planet based ion cannon and laser cannon. Once your shipyards are ready, begin building a massive fleet of whatever you have available. Start with about five units of fighters for planet security. Fighters are very effective against capital ships which in contrary to what most players believe. Six units of X-Wings can destroy an Imperial Star Destroyer even with a full compliment of TIE Fighers. X-Wings are the best fighters, but A-Wings and B-Wings are good as well. Then build a few Corvettes or Gunships. Once you have these anti-starfighter ships in your fleet, begin to construct carriers for your fighters and troops. A few escort carriers or Nebulon-B frigates should suffice for your fighter carriers, then a few medium transports or Dreadnoughts for troops. Of course, if you can build Liberator Cruisers or Dauntless Cruisers or Balwark Battle Cruisers, then build those instead, but only if you have five or more shipyards in place and you already have a good sized defance fleet in orbit. Calamari Cruisers should be built only if you can't build any of the three capital ships listed above. They are reliable in battle, but the others would last longer and can carry more. Bulk Transports should be built only if you have enough Corvettes and Gunships to defend them. If all your troops are stationed on these unarmed rust buckets and they are taken out in battle, you have no way of capturing the system. A good sized battle fleet should consist of about 2 or 3 Escort Carriers for your fighters, 1 or 2 Dreadnaughts, 2 or 3 Corellian Corvettes, about 3 or 4 Bulk Transports for planetary assaults, 5-10 Neb-B frigates, 10 or more Gunships for anti-starfighter defense, 1 or 2 CC-7700 to keep the enemy from running, 4-5 Assault Frigates, a couple Liberator Cruisers to replace your Escort Carriers, a good amount of Dauntless Cruisers for some heavy hitting, and 1 or 2 Bulwarks for the really heavy stuff. The fleet should be stocked full of X-Wings and A-Wings, of course. This fleet can stand up to most anything the Empire can throw at you and come out with few losses. Of course, that will also decide on the you.


--Troops

Once you are done buiding your shipsyards, build the same amount for a troop training planet. This should also have a few shields and planetary guns, too. Start off by building FLeet Regiments and Longprobes. The Fleet Regimnets should be deployed to all of your important systems and fleets ASAP and the Longprobes should be used for exploration (see below). As soon as you can build Sullustans station at least two on every planet you own because they are excellent at detecting and foiling enemy missions at the planet or fleet they are stationed on. Calamari and Wookie regiments should be deployed to places you think are in danger of being invaded by the Empire because these troops are very hard to destroy and pack a wallop. Army regiments are good, but build Fleet Regiments if you can. If the Empire has been sabotaging a lot of your ships or facilities, then station five or more Sullustans there with a General and have a few Espionage missions going on at the same time. That way you should at least know about the Empire's plans in advance. Infiltrators are very useful and should be built and deployed in bulk. If you really want a sabotage or capture operation to succeed and have no characters available then have two Infiltrator squads performing the mission and three as decoys. The Empire will almost never detect or foil them. Bothan spies are only good for Espionage but are very good at it. Having 1 or 2 at a system performing continuous missions is a good way to go. Guerillas should be built early on or when you have a crisis to solve. They can incite uprisings and subdue them, but using them as decoys for characters is better then letting them do the mission on their own.


--Exploration

Longprobes should be put on a fleet consisting of 1 medium transport or Bulk Transport or CC-9600 frigate stocked full of troops. Have five or more in this fleet. Then send it out to the Rim systems for exploration. If you find planets with a lot of energy, station a troop squad there and start sending facilities there. If a planet already has citizens but has a lot of energy or some facilities, put some troops there even though it will cost you some popularity. Send a diplomat there as soon as you can spare one.


--Mantinence Strategies

If you feal that the Empire may blockade or destroy one of your systems then drag the Manufacturing or Defense icon to a new planet that can support it. The facilities will then be (hopefully) hidden from the Empire until they send out spies or fleets to that planet.

Have your agent droid perform your mining and refining duties unless you are a work-o-holic or enjoy that kind of thing. Your droid will do a good job and make sure you have enough resources to build whatever you what to. Unless you can avoid it, do not scrap a mine or refinery for something else. You need these facilities to build everything else and they are essential to your winning the game.


--Blockading a Planet and Assaulting it

To blockade a planet, all you need to do is move a fleet there and make sure the Empire doesn't have one there either. If you have the ships, blockade a ton of Imperial-controlled systems to prevent your opponent from recieving his materials, troops, ships, and facilities that would normally be sent offworld. If you do blockade a planet and have troops on your fleet, then Assault the planet and take control of it. The planet will probably go into uprising, so have a diplomat or a leader on hand. If you don't, then scrap all the facilities and move your troops back to your fleet. The system will go back to the enemy, but it will have nothing to give your opponent and you wil have gained some materials. You will lose some popularity, but it your opponent will lose some of his ability to build ships, troops, and facilities.


--General Strategy Tips

If you are about to send some fleets to destroy an enemy fleet or are about to perform some other risky thing, save your game. That way, if your operation fails or doesn't turn out the way you want it to, you can start over again at the point you last saved. You may not think that doing something over will end up different from the first time, but I did it once and plenty of things were different. Missions ended up differently, some planets didn't come over to my side and some new ones did, battles turned out differently, unexplored planets turned out to have a different amount of energy and facilities, and many other things had changed. In short, if you want to redo something or try it a different way, you can.

Put an ion cannon on all of your systems because they help to defend against invading troops, it prevents blockading ships from detecting any of your missions, from injuring characters, or from destroying SpecForces that pass through the fleet above (remember when the Rebels escaped from Hoth?).




Disclaimer

For this page I have borrowed and edited tips from other WEB sites. If you see one of you tips on this page and would like credit, just e-mail at kylebair@hotmail.com with your name and tip. Also, if you have a tip that is not posted here, do the same and you should see it up here in 1-2 weeks.
Thanks
--The Managment