Land combat | Rebel Training Star Wars EAW Guide
Last update: 11 May 2016
I see, that some of you are tired, but this lecture must go on. We have very little time, so be careful please.
In space our forces often loose - it's hard to fight strong and advanced empire fleet. On ground however things look different. Out combat vehicles are not worst than imperial designs - in some aspects they are even superior! We have also earned support of many local populations. 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 way of 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 stormtroopers, but thanks to enormous determination they are good match for imperial infantry.
Rebel soldiers operate in small groups and can survive a lot of fire - especially when under cover. Unfortunately, ruthless imperial officers often use their tanks to crush our soldiers, so even large infantry groups can easily die when fighting some vehicles without proper support. However soldiers mixed with PLEX launchers offer strong, versatile force that will win many battles.
Every rebel commander should remember, that soldiers can be ordered to take cover. When this order is active, infantry moves slower, but is far more resistant to enemy fire.
PLEX Soldiers |
This anti-tank infantry can do heavy damage to buildings and vehicles. PLX-2M launchers offer our infantry possibility to engage and destroy groups of enemy tanks. It also makes our footsoldiers more effective and versatile than stormtroopers.
Note that fighting enemy machines with your PLEX launchers is very economical. Training few groups of those soldiers costs about sixty credits, while vehicles usually cost several hundred! That's why mixed infantry force forms very good core of rebel army. Launchers minimize threat of begin crushed under enemy wheels, because their focused fire can bring down tanks before they reach target.
Infiltrators |
Useful, fast unit that can sabotage enemy structures. Unfortunately, it is almost certain, that you won't be able to use infiltrators during most of the incoming campaign. They require advanced technology to train, so they will join probably your last battles and will not affect outcome of a war.
T2-B Repulsor Tank |
Very good, light vehicle without similar design in imperial army. T2-B tank are equipped in force shield, which gives them advantage over enemy vehicles. Those tanks are also excellent for providing support to your infantry. They can be moved in front of rebel soldiers, to prevent them from being crushed. With support of PLEX soldiers firing from behind, T2-B tanks can take down almost any enemy vehicle.
Force field allows able commander to minimize casualties. Just hide weakened machines behind rest of your forces - enemy will switch fire to new targets allowing damaged units to regenerate. 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 of infantry, but are prone to quick raids of light vehicles. T2-B tanks can also be used to find targets for airstrike operations.
T4-B Heavy Tank |
Very good, heavily armed and armored vehicles. When they become available, you should build many of them. T4-B tanks are excellent front line unit, that can engage almost any kind of enemy force. Moreover, they can bring down imperial installations in few seconds, thanks to built-in missile launchers. When supported by PLEX infantry, those tanks become almost unstoppable.
T-47 Air Speeder |
This low altitude fighter is a weapon specific to rebel forces. Empire doesn't have similar unit, so if there is no AA installations around, speeders cannot be destroyed. Their special ability is very helpful when fighting AT-AT walkers. One rope shot can bring those powerful machines 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 use. Their 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 must set them up before using.
Consult imperial field manual for more information about artillery. There is one difference though - our vehicles use droids to find targets. Those small, fast units feature long range sensors and their special ability allows you to uncover distant parts of the map. Droids are therefore useful also for placing airstrike markers.
Typical land battle
How our typical land battles look like? They require speed and good planning. Just after landing it is crucial to take over all surrounding support and construction points. On every new point drop all possible units.
From now everything depends on technological advancement of your army. If you have basic units 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 other helpful structures whenever it is possible. Always leave at least one group of infantry defending your support point.
More advanced army should use tanks as main assault force and support them with PLEX launchers. Artillery units should proceed behind. Set them up every time enemy comes in range. It is good to move every artillery vehicle on its own and to keep some distance between them. 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 about them. If there are any allies available, you will see them scattered on the map from the mission beginning. Send them right away to capture support and construction points. Also, defend their structures whenever it is possible, because they will spawn reinforcements when group of allies dies.
If you find yourself in a draw, when both you and your enemy suffered heavy casualties, you can use this infinite contingent of troops to swing balance to your side. Simply flood imperial forces 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 units behind orbital fleet. You may ask: what can a group of three units do without reinforcements or 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, no turbolaser cannons or numerous factories - you can usually capture it with only two platoons of heavy tanks and some infantry. Just move slowly, use turrets and repair stations. And 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 attack! And remember - you don't have to sacrifice all raiding troops. As soon as things get too hot, retreat them. In this way, you can slowly destroy bases protected by enemy fleet. Remember though, that time between attacks should be as short as possible or enemy will rebuild some structures.