Budious's Guide To Rebellion Strategy

By FCL_Budious ©1999 FCL Press, Inc.

 

Introduction:

    I created this guide as a basic introduction to Rebellion strategy. The following sections are focused on getting you started and the follow up sections go into a little more detail. The following chapters in this guide are all my tactics, but nobody thinks alike. I encourage you not to use these tactics word for word and to create your own tactics, I supply these only as an "eye-opener" to the true potential you can unlock. More strategy sections submitted by other players may be found in the "Complete Guide to Rebellion Strategy."

Chapter 1: Getting Started

    As rebels you start with some good diplomats and some good sabbers. Rebel capital ships are relatively weak, but rebel fighters are the key defense of rebel systems. You should start by producing as many fighters as possible and to getting your rebel fighters you start with into the core sectors to provide defense for your core systems. Putting Mon Mothma on a corvette and sending her into a random neutral system to help is always an incentive. Use solo's "Falcon Effect" to move all your characters at Yavin into the core. If you don't have a nearby rebel system in the core of Farfin or Sluis, or there is an Imperial threat relatively close to it, you may opt to load them onto a ship at Yavin and send them into the neutral core system. Start by spreading out diplomatic missions to the planets in most support of you, you will notice that some neutral planets support bar is more red than green, those are ones to get first, they will turn first, and will increase support on other systems in the sector. Use Luke, Leia, Dodonna, and Mon Mothma to turn as many neutral planets to the rebel side as quickly as possible. Use Solo, Chewy, and Antilles to run sabotage missions on key Imperial facilities, garrison units on "rebel friendly" systems and even unguarded Imperial ships if your opponent is fool enough to leave them sitting idle too long. When sabbing facilities or ships in defended or garrisoned Imperial systems, I suggest assigning Solo as the mission agent, and Chewy and Antilles as his decoys.

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   As Imperials, you will have a few diplomats to start. Leave the Emperor on Coruscant so that you can benifit from his "Throne of Power" effect. Have the Emperor start recruiting, hopefully he will get you some more diplomats. If you have shipyards, start building carracks, you will need them to keep the Rebels out of your core sectors. I suggest trying to force the rebels out of Swessanna and Corellian sectors as soon as possible. Gather up any stray Imperial tie squadrons and put them in route to Coruscant, or the nearest fleet in need of fighter squadrons. I dont usually build fighters until I have bomber technology, and then Interceptors are great as well. Only thing I really use the Defenders for is on fleets where I have limited squadron space, so for general planetary defense, a combo of interceptors and bombers will do nicely. Usually will start with Vader and probably Piett and Jerjerrodd, use these three strong diplomat characters to start swaying over "Imperial friendly" neutral planets, or the ones with more green than red support. Also work on using command characters and commandoes to sab off rebel regiments and/or send two incite uprising missions to rebel planets that are near the point of turning neutral after you have taken out the rebel regiments. Also if there is only one or say maybe two rebel systems in the Swessanna sector to start, you may alternatively choose to assault them, and subdue the uprising. A combonation of these tactics should sway the sector to Imperial control quickly.

Chapter 2: Spec Forces and Character Involvement

    Build lots of Imperial Espionage Droids and Bothan Spies. Keeping Espionage can bring you valueable info. Aborting Espionage missions can show you if there is an enemy fleet en route to the system. Leaving the espionage team in the system for the duration and completion of mission can bring back information about rebel activity such as character and unit locations. Always keep a ship with turbo lasers at Coruscant for defense, the tie fighters will fight off rebel fighters, but corvettes would kill them easily, a dreadnaught or vsd will do nicely. Use carracks and vsds, or your main ISD to blockade nearby rebel planets and then exit orbit quickly, by routinely blockading the nearby planets, the rebels will not be able to get their needed fighters and troops into the core to defend their systems. You can also send a galleon or ship to a neutral planet with a General, usually high in combat and espionage is better to catch people, if you know or suspect that a rebel agent is en route to that planet. With any luck you'll have a prisoner and without their diplomats the rebels will be screwed.

   Its up to the rebels to manage to sneak in their fighter squadrons and troop regiments into the core and setup some strong hold bases. If you have several small ships near Coruscant, you may want to move them and any characters on them to a nearby neutral planet like Uvena. Wait there or move around to other neutral planets until you see a window of opportunity to strike coruscant if your opponent decides to start blockading your planets and you know his ISD is not there, or you send in a spec force team that manages to detect there are no units in orbit around Coruscant, move in and take out his fighters with your corvettes, if you start taking too much damage, withdrawl. An admiral will be a great help if you have one available. This little mistake will compromise your opponent's fighter defense at Coruscant, and force him to bring back some ships to protect Coruscant. Also using espionage and diplomacy in the Imperial sectors to sway planets and scrap them will slow the empire down, they may regain the planets, but you will have scraped them clean, gotten the resources, and forces the empire to rebuild them.

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