Over Mykr (mispelled i know) you have a ship called Rebel One. Its a modified Recusent and its pretty powerful for the Rebels, make sure you put to good use. For Kota's fleet, Juno is an artillery unit so you wanna keep her in the back. And during that last battle over Roche it didn't reveal the forces they had because the base is hidden, some planets mostly asteroid feilds are like that. Lastly the orange factions are just regular pirates (they would be Black Sun but its only Empire and Rebels in this GC) they are similar to independent worlds in the fact that they won't ever attack you. The other factions though will (i.e. CSA, Hutt's, and Hapes) but that's only after a while I don't know when it is on the smaller map but in the big its after 70 weeks to about week 100 I'm pretty sure when the minor factions wake. So you don't have to worry about them for a good while.
@@AgentLevi the fleet advice is always very welcome! I’ll remember that about Juno. Good to know as she is quite squishy. As for the faction info that is super important. 70 cycles seems like a lot of time. How many cycles do most campaigns last? Cause in Fall of the Republic I’ve basically won most big maps by that point.
@@topoloko101eh it really depends. Especially for the big map, it has so many planets that it just takes a bit. But it's very easily over 100 weeks. These smalls one shouldn't take so long it's why I said I don't know when the minor factions start attacking on them.
I would HEAVILY recommend you avoid jumping units in too close to the enemies, your ships take massively increased damage if they are fired upon when entering the battle, it will disable their shields instantly (EVEN IF IT'S A SUPER STAR DESTROYER) and might even kill them if they're hit enough. This is why you took so much damage at Umbara
@@Sealice_the_Silver that advice is super important. I am very used to the EAWX mods were ships that jump in take some extra damage but as a whole it is not a huge deal. Very important to know
@@topoloko101 Yeah, you can still jump units in close to the enemy if you want, but you need to ensure they won't fire at your units for the few seconds where this debuff is occurring. Also remember that enemy space stations have a 'no hyperspace zone' in a radius around them that won't allow you to jump units too close to them
some maps like Roche hide most of their forces because of all the asteroids
Over Mykr (mispelled i know) you have a ship called Rebel One. Its a modified Recusent and its pretty powerful for the Rebels, make sure you put to good use.
For Kota's fleet, Juno is an artillery unit so you wanna keep her in the back. And during that last battle over Roche it didn't reveal the forces they had because the base is hidden, some planets mostly asteroid feilds are like that.
Lastly the orange factions are just regular pirates (they would be Black Sun but its only Empire and Rebels in this GC) they are similar to independent worlds in the fact that they won't ever attack you. The other factions though will (i.e. CSA, Hutt's, and Hapes) but that's only after a while I don't know when it is on the smaller map but in the big its after 70 weeks to about week 100 I'm pretty sure when the minor factions wake. So you don't have to worry about them for a good while.
Yeah, it's a monster against capitals and cruisers. but It's actually a modified Providence, the modified Recusant is only available for the Black Sun
@@Sealice_the_Silveroh yeah! I said recusent cuz of the tail end lol
@@AgentLevi Yeah, it's a real mish mash of a ship
@@AgentLevi the fleet advice is always very welcome! I’ll remember that about Juno. Good to know as she is quite squishy.
As for the faction info that is super important. 70 cycles seems like a lot of time. How many cycles do most campaigns last? Cause in Fall of the Republic I’ve basically won most big maps by that point.
@@topoloko101eh it really depends. Especially for the big map, it has so many planets that it just takes a bit. But it's very easily over 100 weeks. These smalls one shouldn't take so long it's why I said I don't know when the minor factions start attacking on them.
I would HEAVILY recommend you avoid jumping units in too close to the enemies, your ships take massively increased damage if they are fired upon when entering the battle, it will disable their shields instantly (EVEN IF IT'S A SUPER STAR DESTROYER) and might even kill them if they're hit enough. This is why you took so much damage at Umbara
@@Sealice_the_Silver that advice is super important. I am very used to the EAWX mods were ships that jump in take some extra damage but as a whole it is not a huge deal. Very important to know
@@topoloko101 Yeah, you can still jump units in close to the enemy if you want, but you need to ensure they won't fire at your units for the few seconds where this debuff is occurring. Also remember that enemy space stations have a 'no hyperspace zone' in a radius around them that won't allow you to jump units too close to them