"Budious' Guide to General Techniques to Imperial Ground Assault"

Budious Press, Inc. © 2000

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Introduction

    The Imperial Army is concist of units specialized for a single purpose. Rebel craft are more versitile and are suitable for a wider range of roles. But depending on the situation and terrian, the Imperials can always specialize their attack forces utilizing Command Point usage to the prime benefit of their offense. A great Imperial General once said "Defense only prolongs losing... A smart commander will utilize his resources and overthrow his opponent with pure offensive intutition.", this phrase reminds us of our Imperialistic duties to the Emperor and to fear his displeasement for failure more than the failure we could we endure.

Chapter 1: First Wave

   Depending on who and what side you're playing make sure to include proper defensive units, not structures. Order an Air Control center. When you have the CP order down the Imperial Air Strip, order up a few ties. Have stormtroopers, play it by hand, use the stormtroopers to get bunkers. Only put stormtroopers in your base if you are not confident in be able to protect from enemy infantry. Usually a few AT-PT's can manage any troop threat and will be mobile for future use away from the base. Always have some AT-AA's around to provide Anti-Air coverage, you will be able to use these in an offensive and defensive manner. AT-ST's will become to mainstay of your Anti-Vehicle firepower. AT-AT's are a wasteful expense of Command Points and are slow and clumsy. AT-ST's make a much better attack force by utilizing speed, firepower, and manueverability. You will want to avoid ordering "wasteful units" until you have appropiate CP's to spend or have a swift advantage.

    Wasteful Units include the following:

        AT-AT's - 850 CP for a slow, moderately weak firepower, with exception to the chin gun. The Chin Gun is only useful against large heavy built targets, 1000hp or more. If you're getting swarmed by AT-ST's, your AT-AT's will be screwed.

        Heavy Artillery - 750 CP for a unit with 300hp, this vehicle is only good for bombing enemy bases at medium range, while it does heavy damage to structures, thats the extent of its capabilies.

        Mobile Artillery - 250 CP for a unit with 150hp, this mobile platform provides moderate damage to structures and is good for Anti-Infantry purposes. Long deployment time and vunerability to air and heavy ground vehicles make this unit close to useless for practical warfare.

        Speeder Bikes - 150 CP for a unit that looks cool, can rush a target and take a bunker, but you enemy gets CP's for destroying the bike afterwards, confronted by enemy patrols, this unit gets blown away, weak armor is a bitch. The Pro-bot is cheaper and serves the same function for scouting but with better sensors. And a troop transport will get bunkers in a more orderly and cheaper fashion.

        Shuttle Tyderium - 350 CP for a unit with 345hp and no weapons, unless you got good resources and need quick transport of troops to a battle engagement are have ties providing escort to take bunkers, this unit is not recommend for early deployment in the game.

        Turrets - Why bother? 175 CP for an idle unit, conserve your resources and put your CP's into a mobile assault force. With exception to the Fixed Artillery, having on those near front of base can help blow enemy troops away looking to take your bunkers nearby, but make sure to keep troops in it and have some Anti - Infantry units around. As for all turrets, you'll screw yourself if you let enemy troops rush and take control of them.

        Tracked Shield Disabler - Give me a break, I dunno why this POS is even in the game.

        Dewback Trooper - Another unit I must ask why is in the game, cost more and is weaker while doing the same duty as an AT-PT. Stay away from this unit.

        Tracked Mobile Base - No practical use in Skirmish mode.

        Hospital - Who gives a damn about healing troops :) Kill em and buy more!