Star Wars: Awakening of the Rebellion EP 10 - Felucia Story Mission (Rebel Alliance)
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- Опубликовано: 7 фев 2025
- Welcome to another playthrough of the classic RTS Star Wars: Empire at War. In this series I am playing the Awakening of the Rebellion Mod. I will be playing as the Rebellion in one of their massive maps. This is a very expansive overhaul mod that I have little experience with so bear with me as I learn and discover. Any feedback and advice is appreciated.
Here is the playlist to full series: • Star Wars: Awakening o...
Hope you enjoy!
-The best way to face a smaller fleet like the one on Falleen is to send in a few capable units, and then call in other units once you've weakened the enemy or destroyed their engines. Since if you call in too many units, the enemy will realise they are outnumbered and run away.
-interdictors do exist in the tech tree: just go to the tech tree again, and then while seeing all the tech units, go to the bottom of that panel: you'll see two words, "Technology" and "Infrastructure" if you press the dark red button to the left of "Technology" you'll see the tech tree, as the page you were on was "Infrastructure" which doesn't show the Interdictors for some reason I can't explain.
-To unlock the Interdictors, you need to tech up to Frigates and Cruisers III, and then build them at an advanced medium shipyard (you don't have any of them built yet, which is why you can't see the CC-7700 Interdictors, they will be visible if you have an advanced medium shipyard).
-there are other ways to 'interdict' ships: Bombers can ignore shields and destroy engines, many rockets/missiles/torpedoes can also destroy engines and ignore shields. The third option is Stun Ions, which only exist on a few units but are very handy (there's two types of ion cannons: Turbo Ions which deal more damage and are longer range, and Stun ions which are close range, deal less damage, but slow down enemy firerate, movement speed, can disable some enemy abilities, and after a few volleys can disable enemy engines preventing them from retreating). Certain worlds can build Interdictor stations, which aren't mobile but can interdict enemy fleets. The last option is a somewhat rare unit used by a minor faction.
-In terms of fleet composition, I'd say try various units out, and occasionally see what they have to offer your fleets. but always have a sizeable fleet since that way you can always call in something that might help. One thing I'd say is keep the Liberation (your Venator) with a group of dreadnaughts or Garm Bel Iblis, since you can't get the Liberation back if you lose it, and dreadnaughts can keep fire away them. Just remember to properly escort your capital ships, since the two early game capitals you can build (MC-80 Justice, and MC-75 Profundity) are both useful but slow to maneuver and only have one engine hardpoint
-Advanced shipyards do not make units cheaper, and they cost 15, 30, or 60 credits to operate (depending on which advanced shipyard you're making), but they make ships faster to build on that world. They also allow more advanced units to be built there, and building one will show you some of the units you can build later on when you tech up. Currently, I'd suggest not building an advanced warship shipyard, since you haven't unlocked any other capital ships, so you'd only get the benefit of faster production, and not the advanced ships.
-in the mission at Felucia, it's a lot more difficult on higher difficulties. Instead of a sizeable fleet showing up with Rebel One, you ONLY get Rebel One and it takes longer to get other units. Also the enemy has 8 to 10 ISD1's instead of just 2.
A lot of great advice. After combining my territory I think I will up the galactic game speed to allow for more money and thereby bigger fleets allowing me to experiment as you said. And yeah I figured about the difficulty. I am learning a lot so I am happy I am playing on the lower difficulty but it might be a bit to easy. If I play the empire next I might increase the difficulty one level.
@@topoloko101 Yeah, once you experience the Empire, you'll notice their gameplay is very different. Many would say it's probably the easiest faction to play as but it's still enjoyable and it's got a different playstyle. Although I will mention that the devs have plans to rework the Empire and Rebels (but this probably won't happen anytime soon since they're focusing on their new mod), so whenever that update comes out they might completely change.
That Felicia mission is great for visuals, especially when you can get a picture of the star destroyer's coming out of the nebula?? Oh its great!
For interdiction tech its only available as the New Republic for the Rebel's. Though put Bakura on your radar as its Bakuran Destroyers can come in clutch if you run into a fleet with an interdictor.
Also double stations only provide faster build time with no affect on prize im pretty sure.
Just a bit of a correction: the CC-7700 Interdictor is available for Rebels at Frigates and Cruiser tech III, and can be built at any advanced medium shipyard not NR tech 1 or 2, so no you don't need New Republic tech for Interdictors (I tested this today to ensure it actually worked this way)
Ah, that would be so useful but tech 3 is a way off.
@@topoloko101 Yep. The Rebels and Black Sun don't get as many interdictors and don't get them until later on, only the Empire gets them earlier.
@@Sealice_the_Silver the Black Sun has interdictors??? That's news to me lol