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    Unit/Skirmish FAQ by VampireHunterD4

    Updated: 02/28/06 | Search Guide | Bookmark Guide

    Star Wars: Empire At War
    In-depth Unit and Skirmish FAQ
    By Alex Wilson
    Asterisk means incomplete.
    Table of Contents:
    1.0- Intro
    1.1- About Me
    1.2- Version History
    1.3- Copyright
    2.0- Comparision of Rebel and Imperial Armies/Navies.* 
    [Rebel Unit Guide-Space]
    3.1- Z-95 Headhunter
    3.2- Koensayr Y-wing
    3.3- Incom T-65 X-Wing Starfighter
    3.4- Corellian Corvette
    3.5- Corellian Gunship
    3.6- Marauder Missile Cruiser
    3.7- Nebulon-B Frigate
    3.8- Alliance Assault Frigate
    3.9- Mon-Cal Cruiser
    3.10- A-Wing
    [Imperial Unit Guide-Space]
    4.1- Probe Droid
    4.2- Tie Fighter
    4.3- Tie Bomber
    4.4- Tie Scout
    4.5- Tartan Patrol Crusier
    4.6- Acclamator-class Crusier
    4.7- Broadside Cruiser
    4.8- Victory-class Star Destroyer
    4.9- Interdictor-class Star Destroyer
    4.10- Star Destroyer
    4.11- Death Star
    4.12- Long Ranhge Scanner
    4.13- Gravity Well Station
    [Rebel Unit Guide-Land]
    5.1- Rebel Trooper 
    5.2- PLEX Trooper
    5.3- T2-B Hovertank
    5.4- MPTL-2A
    5.5- T4-B Tank
    5.6- AirSpeeder
    5.7- Infiltratior
    [Imperial Unit Guide-Land]
    6.1- Stormtroopers
    6.2- Scout Bike
    6.3- AT-ST
    6.4- Tie Mauler
    6.5- 2-M Repulsor Tank
    6.6- SPMA-T
    6.7- AT-AT
    6.8- AT-AA
    [Rebel Heroes]
    7.1- R2-D2/C-3PO
    7.2- Captain Raymus Antilles
    7.3- Mon Mothma
    7.4- Han Solo/Chewie
    7.5- Admiral Ackbar
    7.6- Red Sqaudron
    7.7- Obi-Wan Kenobi
    7.8- Kyle Katarn
    [Imperial Heroes]
    8.1- Darth Vader
    8.2- Boba Fett
    8.3- General Veers
    8.4- The Emperor
    8.5- Captain Piett
    8.6- Mara Jade
    8.7- Grand Moff Tarkin
    [Shared Heroes]
    9.1- Fleet Commander
    9.2- Field Commander
    9.3- Smuggler
    9.4- Bounty Hunter
    10.1- Mines
    10.2- One-Use mines
    10.3- Ion Cannon
    10.4- Garrison buildings
    10.5- Space Station
    10.6- Sensors/Turbolasers
    10.7- Hypervelocity Gun
    10.8- Space platforms
    10.9- Abandoned Factories
    [Skirmish Info]
    11.1- How skirmish battles work
    11.2- How to play Skirmish*
    11.3- Imperial/Rebel strategies for Space*
    11.4- Imperial/Rebel stratigies for Land*
    12.1- What to send and where
    12.2- The List
    12.3- Email of note
    [The End]
    13.1- Contributors
    1.0- Intro
    Welcome to my First FAQ for GameFAQS, the in-depth guide to the Units, Heroes,
    and structures you'll find in the tactical battles of the game,as well as a 
    simple and easy strategy section for Skirmish battles. For ease of use, each 
    Section is headed by it's Table of Contents name, sans brackets ( [,] ), and 
    the sub-section headed by the numerical decimal shown in the ToC.I Hope you
    enjoy my guide and find it helpful as you try to conquer the galaxy.
    1.1- About Me
    Hello, my name is Alexander Wilson, better known as VampireHunterD4 and VoShay.
    I am a nineteen year old high school graduate, looknig to attend college soon,
    I am an avid gamer, avid fan of many fictional works (With Star Wars way up 
    there), and a happily fiancee'd dude. I spend much of my time online discussing
    new ways in which to conquer in the many forum-based sims I play. If you wish
    to hit me up for anything really, contact me at vampirehunterd4@hotmail.com or
    better yet, IM me at T3h3vil337 on AIM. For ICQ, 24666560 will usaully work. I
    accept all friendly conversations and enjoy intelligent debate. So have fun
    chatting me up if you want, or asking me questions. Questions are the single
    best way to enhance this guide and your playing expierence, because if your 
    missing something you think this gudie should provide, you can probably leave
    me a message on AIM, and I'll get to it. ;) So that about wraps up me. Ciao.
    1.2- Version History
    2/28/06 0.9 All sections written, manyupdates expected to the skirmish section.
    first upload.
    1.3- Copyright
    This and all information included is copyrighted (C) to Alexander James Wilson,
    and may not be reproduced in anyway for non-personal usage without permission.
    Permission is rarely denied, all one needs to do is ask. Simple. Reproduction
    without credit will be dealt with quickly and negatively. Reproduction without
    consent may be forgiven. Any and all information that is not my intellectual
    property is used under the Fair Use Law, and is either a fact or belongs to 
    someone else. I'll list them at the end of the guide. End Line.
    2.0- Comparision of Rebel and Imperial Armies/Navies
    The Rebel and Imperial fleets and armies are different. In some ways very. 
    Different tactics will apply to either side, and the attempt to play the Rebel
    Alliance with an addiction to slugging matches will end in your early demise-
    Playing the Empire with finesse in mind will likely only bore or annoy you. 
    The Empire depends on numbers, power, and numbers. As The Imperial Navy/Army,
    you have at your disposal a large number of ultimately expendable units. Your
    Tie squadrons will keep coming and coming, and your units are oft meant to be
    expendable. Your greatest concern will be keeping your capital ships safe,
    or your heroes and AT-ATs.
    The Rebels are much difference. They will never win in a equal slugging match.
    Many say they are more powerful- no. They are more varied, and have easily
    defined prescision roles many players identify and use to great affect. This 
    does not mean they have more raw power, players just easily adapt to the Rebels
    with no problems. As the Rebel alliance, you will hit and run, strike hard, and
    make double sure you are using your units wisely, as their cost and lack of 
    strength make head-on battle a risky proposition. 
    Rebel Unit Guide-Space
    3.1- Z-95 Headhunter
    Weak: Tie Fighter, Tartan Patrol Cruiser, most anything.
    Strong: Tie Fighter
    Description: The Z-95 Headhunter is an aged fighter-decades old, it's continued 
    use is a sign of it's good manufacture. It, however, barely holds up to the 
    standards of any other fight.
    Strategy: Phase these out and/or bever build them. The 70 credits you save are
    not worth it. Use X-Wings. 
    Opinion: Bleh. Cute and all, but's really there more for show and story.
    3.2- Koensayr Y-wing
    Ability: Ion Cannon: Select a target,and an Ion burst will shot down hardpoints
    for a short amount of time, as well as damaging shields nicely. Bombing Run:
    When in orbit, Y-Wings are able to be called in to strike targets during land 
    battles. These bombing runs are definitely the most useful thing ever.
    Weak: Tie Fighter, Tartan Patrol Cruiser
    Strong: All Capital Ships and Stations
    Description: The Y-Wing, a several year old model, is considered the workhorse
    of the Rebel navy. It's heavy armor, shields, torpedos, and ion cannon make it
    the ultimate bomber to use against your foes.
    Strategy: If you see no Tartans in your way, feel free to run up, blast, and 
    bomb anything big and ugly. Start with ISDs, then VSDs, then Space Stations,
    then smaller capitals. Tie Fighters aren't really a worry, just heroes and
    Opinion: This is the work horse. Planets can often be defended by just a 
    garrison of Y-wings. Take out the main ships, then fly back and let the station
    take care of the fighters.
    3.3- Incom T-65 X-Wing Starfighter
    Ability: Lock S-foils: It locsk the S-foils in closed position, increasng speed
    and manuverability at the cost of weapon power. Is usaully useless, unless your
    racing accross the map for some reason.
    Weak: Tartan Patol Cruiser
    Strong: Tie Fighters, Tie Bombers
    Description: The Incom T-65 X-Wing Starfighter is a marvel of design, one of
    mosr advanced starfighters in the galaxy. It's useful against any ship of it's
    class, and is good at distracting capital ships.
    Strategy: Use it to screen your bombers and your capital ships from enemy 
    fighters. Watch out for tartans.
    Opinion: This will be around forever, especially if you don't like the A-Wing.
    Use it in small numbers to protect your larger ships, or use them and Y-Wings
    exclusively to hit and run.
    3.4- Corellian Corvette
    Ability: Boost Engines: Increases your speed and decreases your attack. Useful 
    for running from a sudden ISD or other threats, as well as getting the corvette
    towhever your expiercing bomber trouble.
    Weak: Capital Ships
    Strong: Fighters, Bombers
    Description: The Corellian manufacutred Corvette-class ship, with no formal 
    desigination, is often called the Rebel Blockade Runner, or simply Blockade
    Runner, due to it's use as a multi-purpose mid-class vessel by the Rebel 
    Alliance, for it's speed and ability to be modified. It is armed with two quad
    laser battieries, making it easy to rip enemy squadrons to shreds.
    Strategy: In the Early game, this ship is very useful in destroying any fighter
    especially bombers. In the later game it's role is mostly filled by the Gunship
    Opinion: I like it plenty, but the Gunship is better in all respects, and only
    a little more costly. Until you get it, however, this will mow through all the
    Imperial bombers you'll find. It's best to have this screen your capitals, as
    it's worth about two X-Wing squadrons if used right.
    3.5- Corellian Gunship
    Ability: Boost Engines: Go faster, shoot less. Good for jetting to trouble 
    spots or running like a little girl.
    Weak: Capital Ships
    Strong: Fighters and Bombers
    Description: The Corellian Gunship-class ship, like the corvette, has no unique
    desigination. Unlike the corvette, it has no nickname. A moving mid-class 
    weapons platform, it is superior to the corvette in all ways, and the New 
    Republic used it for decades before re-fitting it's Navy with brand new ships
    of all classes. It's armed with missiles, lasers, and is deadly to anything
    smaller then it. 
    Strategy: It fulfills the same role as a corvette, but better. It decimates
    anything smaller then it in record time. Use it to screen your capital ships
    from bombers.
    Opinion: Dern good ship. It's possible (but not perfect) to phase out all 
    X-Wings and A-Wings and use just these. The only problem-These get tore up by
    Capital ships, whilst X-wings and A-wings don't care. 
    3.6- Marauder Missile Cruiser
    Ability: Barrage Area: Send a barrage of powerful missles in an area. Lasts
    until you movethe ship.
    Weak: Everything but fighters
    Strong: Everything
    Description: The Marauder-class Cruiser began it's life as a ship of choice by
    pirates. Inexpensive yet effective, it was quick and well-armed with missle
    tubes, providing an excellent raider. The only downside to this craft- No armor
    Strategy: Keeping them in the back, sandwiched in your capital ships, makes for
    a decent long ranged bombarder. Think of them as Space Artillery.
    Opinion: I HONESTLY hate these ships. They are very weak and inaccurate, so 
    while they are powerful, I prefer to spend the population on another type of
    3.7- Nebulon-B Frigate
    Ability: Boost Shield Regeneration: Increases the rate of regen on your shields
    at the cost of speed and power. A very useful ability when you've lost almost 
    all your shields, but will not help you escape. 
    Weak: Bombers
    Strong: not particularly well suited to fight anything, good against mid-class
    ships, and can be decent back-up against capital ships.
    Description: The Nebulon-B Frigate-class starship was created, produced, and 
    used exclusively by Imperial contractors. However, the ship was often used as
    a border guard, among other things, and was oft overwhelemed by strategically 
    planned attacks, aimed at capturing the ship. It's speed and power, as well as
    being one of the few miltiary-grade frigates available, led to it's eventual
    use by the Rebel Allaince much more often then the Imperial Navy, to the point
    it became a rarity to see one stationed core-ward. It is well armed and 
    powerful, and can stand up to any mid-sized ship, as well as the aging 
    Acclamator-class cruisers. It's only true weaknesses are enemy bombers. 
    Strategy: Use these as the bulwark of your fleet. Quick, powerful, and not
    particularly vulnerable, they are very useful at drawing fire away from your
    more important vessels, and returning it shot for shot. 
    Opinion: I love Nebulon-B's. Especially as it'll take you seven years to get a
    Mon Cal MC-80b cruiser.
    3.8- Alliance Assault Frigate mk. II
    Weak:Bombers, Star Destroyers
    Strong: Mid-class ships, Acclumator-class cruisers
    Description: An aging design, the Assault Frigate of the Old Republic is now
    being used almost exclusively by the rebellion, as opposed to the predecessor
    of the Star Destroyer, the Acclumator, which remains an Imperial ship. It is
    well armed, and makes up in it's lack of a hanger by acting as a small capital
    class vessel. 
    Strategy:Use it as your main capital ship, unless you can afford to use Mon 
    Opinion: I tend not to use them, but I'm not a fan of Rebel larger ships. 
    3.9- Mon-Cal MC-80b Cruiser
    Ability: Boost Shield Regeneration: Makes your Mon Cal very hard to kill with 
    not torpedos. A Very useful ability in a slugging match with superior laser
    Weak: Bombers
    Strong: All mid and capital class ships, save the Star Destroyer
    Description: The Mon Calamari, a peaceful and industrial people, were sparked
    to action by the Empire's actions. Their fleet of large, impressive, and very
    well built Luxury cruisers was easily retrofitted for military use. They are
    the Capital Ship of the Rebel fleet for decades, although they quickly are 
    built from scratch as military vessels instead of converted passenger liners.
    Strategy: This is your big boy. Used to lay all the other big boys and stations
    to rest. Protect it well, and hit them hard. THat's about all this sucker is
    meant to do. 
    Opinion: I love big ships. No way around it. You'll want as many of these as 
    you can afford, to disperse among your fleets.
    3.10- A-Wing
    Ability: Lure: Attracts all nearby enemies to attack the sqaudron, while 
    increasing it's manuverability. Awesome.
    Weak: Tartans
    Strong: Tie Fighters, Tie Bombers
    Description: Developed by hard work from Jan Dodanna, the A-Wing is a marvel of
    engineering. It is one of the fastest starfighter in the galaxy, faster then 
    any mainstream Imperial ship. Piloted by the 'strangest men,' these ships are
    the rebellion'sgreatest anti-fighter vehicle.
    Strategy: Run this sucker in with the ability going and those annoying fighter
    screens go bye bye. Otherwise, it's a faster but weaker X-Wing. 
    Opinion: I personally like them, as I tend to use smaller ships when possible,
    as they don't get worked by capitals. 
    Imperial Unit Guide-Space
    4.1- Probe Droid
    Use: Send to a planet to find out what's there, kinda.
    Description: Built in droves by the empire to root out rebel hidden bases, its
    proven to be very successful. It discovered the Hoth Base, among others. It is
    otherwise useless.
    Strategy: If you like, build these and send them places before your ships go.
    30 credits is nothing compared to half a fleet.
    Opinion: In AI games, useless. But against a real human- you may find them a 
    friend to swear by. 
    4.2- Tie Fighter
    Ability: Hunt: You click this, and the sqaud goes running all over to find 
    enemies to attack. About the only thing worth doing with them.
    Weak: Everything
    Strong: Bombers
    Description: The Twin Ion Engine, or TIE fighter, is a fast, agile, and very
    manuverable craft. The pilots of these craft are almost always considered 
    disposable, and their only purpose is to distract and swarm. They do so very
    Strategy:It is also almost useless against most anything besides bombers and
    fighters in large numbers. It's bonus is numbers, speed, and the fact you 
    don't build them- they boil out of most Imperial ships like hornets from a 
    bothered hive.
    Opinion: Well their's no way you can not use them. Best to set them on hunt 
    and go do your thing.
    4.3- Tie Bomber
    Ability: Bombing Run: In a land battle, orbital bombers can nuke stuff for you
    often. A necessary abiliy for most combats.
    Weak: Everything
    Strong: Capitals
    Description: With the need to surgically subjugate enemies, and a capital ship
    bomber, the TIE bomber was developed. It proved very successful with it's large
    compliment of proton torpedos or bombs, as need be.
    Strategy: When you enter battle, wait for all the ties to deploy, then select
    all your bombers. Make them a group, and use them like rebel bombers- pick 
    something you want dead and blast it. Best used away from anything smaller then
    a Marauder.
    Opinion: You have to use them.. and they are very useful. 
    4.4- Tie Scout
    Ability: Unknown.
    Weak: Most things.
    Strong: Nothing.
    Description: Forced to find a way to scout out systems with something better 
    then an automated droid, they chose to retrofit bombers with a hyperdrive and a
    lot of speed. It has proven mildly effective.
    Strategy: These are good for flying to and capturing a space platform. That's 
    it. Perhaps you'll like to use it as cannon fodder?
    Opinion: I tend to ignore these, but they will most likely come in handy during
    online play.
    4.5- Tartan Patrol Crusier
    Ability: Boost Weapons: At a cost to speed and shield power, this ship fires
    much more powerfully, and quicker.
    Weak: Larger ships
    Strong: Smaller ships
    Description: Before the extremely deadly Lancer frigate, the empire relied on 
    Tartan patrol ships to serve as a deadly anti-fighter weapons platform, much 
    like the corellian gunship. The negative, however, is the lack of missiles
    on the Tartan.
    Strategy: Use these to screen your larger ships of fighters. That's about it.
    It's deadly against all fighters.
    Opinion: They are the backbone of your anti-fighter fleet, but you can get away
    with jsut a fighter screen of ties. I wouldn't swear by it though. 
    4.6- Acclamator-class Crusier
    Ability: Boost Weapons: At a cost to speed and shield power, this ship fires
    much more powerfully, and quicker.
    Weak: Larger ships, bombers
    Strong: Mid-class ships
    Description: An aging hulk, these left overs from the Clone Wars are effective,
    if small comapred to Imperial ships of the line. They are however larger then
    all but two of the rebel ships.
    Strategy: This is your early version of an Imperial Star Destroyer. That's it.
    unless you can't afford to, phase them out for real Star Destroyers when you 
    can. Otherwise, use them to your advantage as they are good against most things
    Opinion: Their tiny. Useful early on, but later you want the big guns. It can 
    field one tie and one bomber.
    4.7- Broadside Cruiser
    Ability: Barrage Area: Barrages target area with devestating missle fire, as 
    long as it does not move.
    Weak: everything
    Strong: everything
    Description: A companion ship to the Maurader-class cruiser, this vessel acts
    almost exactly the same as the marauder, in every way.
    Strategy:Keeping them in the back, sandwiched in your capital ships, makes for
    a decent long ranged bombarder. Think of them as Space Artillery.
    Opinion: Hate hate hate these. I find them useless. Maybe you'll like them.
    Note this does not mean they cannot be deadly or effective. I just hate them.
    4.8- Victory-class Star Destroyer
    Ability:Boost Weapons: At a cost to speed and shield power, this ship fires
    much more powerfully, and quicker.
    Weak: Mon Cals, bombers
    Strong: Everthing else
    Description: A vangard ship, the Victory-class Star Destroyer was a smaller 
    vessel then the Star Destroyer, designed to act as a picket ship. It was still
    very deadly, and could hold it's own against any Rebel ship except a Mon Cal
    cruiser, although the cruiser would be heavily damaged. 
    Strategy: Use it like a real battleship. Support it, then strike the enemy
    head-on! Look's cool, and works.
    Opinion: Have a lot of these. You save on the cost of a Star Destroyer.
    4.9- Interdictor-class Star Destroyer
    Ability: Gravity Well: Prevents any hyperspace. Good to trap hit and run rebel
    fleets. Jam missles: Makes missles not work.
    Weak: Capital Ships, bombers.
    Strong: Nothing, really.
    Description: Tired of hit and run engagements ending with the rebellion always
    managing to slip away in the nick of time, the Imperial Navy developed the 
    Interdictor. With giant gravity wells sucking most of it's power, the ship is
    not very powerful ni combat, but prevents any hyperspace. It became a symbol
    of power under Thrawn, who used it to pull ships out of hyperspace and ambush
    Strategy: Hide it in the back of your fleet, and turn on the juice. Let the
    Rebels enojy their lack of escape. 
    Opinion: Useful to defend your worlds with in ahuman game. Otherwise, useless.
    4.10- Imperial Star Destroyer
    Ability:Boost Weapons: At a cost to speed and shield power, this ship fires
    much more powerfully, and quicker.
    Weak: bombers
    Strong: Everything else
    Description: A monsterous ship, this is the symbol of Imperial terror accross
    the galaxy. Large and in charge, it has no equal at this time. 
    Strategy: surrond it with support ships against bombers, and plow. This baby
    can take a beating, and dishes one out too. It's a giant flotilla of death.
    Opinion: Love. Pure love is the ISD.
    4.11- Death Star
    Ability: Fire main gun. It shows up in your command bar as a switch. If your
    in orbit aronud the last rebel planet, it automatically goes off after the 
    Description: The largest man-made object, the Death Star is the size of a small
    moon. It is an Imperial battle station with the unique ability to destroy a
    Strategy: It comes with it's own fleet of two Victory-class star destroyers, 
    and four tartan cruisers. A nice addition to your forces. After two minutes,
    it can destroy the enemy planet. Even if you lose, you can hit it as the 
    lose screen comes up, losing the fight but destroying the planet anyway.
    Opinion: It's uber, but really expensive. And if red squadron gets to it, your
    toast. Game over.
    4.12- Long Range Scanner
    Weak: All
    Description: Long range Imperial Scanner.
    Strategy: Build one when you got the money. They reveal the entire map. sweet.
    Opinion: Useful, but not always worth it.
    4.13- Gravity Well Station
    Ability: Gravity Well: Prevents hyperspace.
    Weak: All
    Strong: None
    Description: A stationary Interdictor cruiser.
    Strategy: Just... stop them from running. Simple.
    Opinion: Useful, if built on the right planet. 
    Rebel Unit Guide-Land
    5.1- Rebel Trooper
    Ability: Take Cover: Increases Defense but greatly reduces speed.
    Weak: Tank Treads, bombs
    Strong: Most things.
    Description: The basic grunt of the Rebel Allaince, they often have little 
    group training but tend to have backgrounds supporting excellence in blasters.
    Strategy: Use this as your frontline troops, and have a lot. Troops are the 
    backbone of every land army. You must have troops, or you will lose. In fact,
    if their is no Anti-infantry turrets around, you can easily win any battle with
    a large but not enormous amount of troops. 
    Opinion: You need them. 
    5.2- PLEX Trooper
    Ability: Take Cover: Increases Defense but greatly reduces speed.
    Weak: tank treads, bombs
    Strong: most things.
    Description: With the Imperial dependance on armor, portable proton torpedo 
    launchers(when available) became a staple of the Rebel forces. It oftened would
    even the odds.
    Strategy: These and troopers can take imperial armies with relative ease. Use 
    them just behind troopers to fire on any armor they run into. 
    Opinion: These guys are evil 
    5.3- T2-B Hovertank
    Ability: Hunt: It goes roving, looking for enemies.
    Weak: AT-AT, Artillery, 2-M Repulsor Tank
    Strong: stormtroopers
    Description: A light scout, the hovertank is useful for quickly moving to 
    hotspots, and as a effective and cheap garrision.
    Strategy: Their good for taknig hits, and distracting infantry. You'll want 
    better units for other stuff.
    Opinion: Their usefulness drops off as you get better units, but it's still
    nice to surprise them with a raid from an unexpected area.
    5.4- MPTL-2A
    Ability: Deploy: becomes immobile and deploys it's artillery cannons.
    Weak: Everything
    Strong: Everything
    Description: A long range missile tube armed bombarder, the MPTL-2A is one of 
    the most powerful vehicles in the rebel's army, if a tad fragile.
    Strategy: This is your baby. These, as a fraction of your ground army, i'd say 
    about 30%, will garuntee your win. Hide them behind some scouts/protectors, and 
    rain havock on any enemy that comes in range. Works best in groups of four or 
    more (two squads.)
    Opinion: Love these things, though they should be getting re-balanced in a pack
    5.5- T4-B Tank
    Ability: Rockets: The tank uses rockets instead of lasers. Good against turrets
    and structures. 
    Weak: Anti-vehcile turrets, AT-ATs
    Strong: All Imperial ground vehicles, except the AT-AT
    Description: It's a two-laser turret treaded vehicle, with several rocket pads.
    Strategy: Use these as your main assault vehicles. They also make good armoured
    spotters for your artellery, as they are hard to take down compared to other
    rebel units.
    Opinion: Good tank. Real good tank.
    5.6- AirSpeeder
    Ability: Tow Cable: Uses a cable to trip up AT-AT walkers, serverely damaging
    Weak: AT-AA, AA guns
    Strong: AT-ATs
    Description: A repolsurlift vehicle, this flying craft can only be used on the
    ground. It is the best way to attack enemy AT-ATs.
    Strategy: Use these mostly as spotters, unless you see an AT-AT. Since nothing
    can hit them save an AT-AA and AA guns, their real good at spotting. Their very
    bad at killing things. 
    5.7- Infiltratior
    Ability: Thermal detonaters: THrows a good sized bomb on a vehcile or structure
    Weak: Anti-Vehicle turrets, tank treads
    Strong: Infantry, buildings, light vehicles
    Description: Specially trained special ops, these troops are deadly with their
    laser rifle, and good with their bombs too. They can mow through platoons with
    ease, and blow up buildings and smaller units just as easily. 
    Strategy:Use this to mop up troops and buildings. They are great as garrisons,
    anti-infantry in a group, and as a base demoltions crew after you get the 
    Opinion: I certainly love them.
    Imperial Unit Guide-Land
    6.1- Stormtroopers
    Ability: Take cover: Signficantly reduced damage, for signifcantly reduced 
    Weak: Treads, Infiltrators
    Strong: Troopers
    Description: The bread and butter fo the Imperial army, these men fight and die
    for the Emperor.
    Strategy: Use them. Lots of them. You need lots and lots, early on. Lots and 
    lots period.
    Opinion: Your army will most likely be 50% to 70% stormmies usaully. 
    deal with it.
    6.2- Scout Bike
    Ability: Mine: Drops mines that explode after a few moments. 
    Weak: Everything
    Strong: Troops, Artillery
    Description: On fast and lightly armoured speeder bikes, these scout troopers
    are fragile and used mostly to secure positions, and find enemies. 
    Strategy: These are your arty killers. You fly them in quick and drop your 
    mines next to the rebel artillery, and run. They'll die good. So will your men.
    Opinion: Next to useless, until the rebels have artillery. Then they are cheap 
    life savers.
    6.3- AT-ST
    Ability: Barrage area: Until the unit next moves, it barrges an area, dealing
    impressive damage. 
    Weak: PLEX troopers, T4-B, Artillery
    Strong: troopers
    Description: The light forces of the Empire, this is the best armor/speed trade
    in their army.
    Strategy: You can use these early game, but I definitely suggest phasing them
    out by the end. THeyaren't extrodinairly useful, except against lots of enemies
    that won't kill them too quick.
    Opinion: Beh. Kinda lame, really. 
    6.4- Tie Mauler
    Ability: Explode: The unit blows up. 
    Weak: PLEX troopers, vehicles, Artillery.
    Strong: Troopers
    Description: The 'TIE' tank, this is just as expendable and weakly armoured as
    it's airborne counterpart. It's main virtues are speed and being able to 
    destroy itself in a mildly damaging explosion. 
    Strategy: Use these as shock troops, maybe. They are virtuous in the fact they 
    easily run over troopers. That's their best use. THe explosion is cute, but 
    it's better to use scout bikes and Mara Jade over this for "explosions."
    Opinion: Very bah. Don't like'm at all.
    6.5- 2-M Repulsor Tank
    Ability: Weapon Boost: Loses shields to pump out the pain.
    Weak: PLEX Troopers, T4-B tank, Artillery.
    Strong: T2-B tanks.
    Description: The Imperial tank of choice, the Repulsor tank uses it's speed to
    advantage over the rebel treaded vehicles.
    Strategy: Use them as a good counter to the rebel tanks, unless your able to
    pump out AT-ATs. 
    Opinion: Their yummy. They are one of the few Imperial units for which Weapon
    boost is useful. 
    6.6- SPMA-T
    Ability: Deploy: Deploys to fire artillery laser shots.
    Weak: Everything
    Strong: Troops
    Description: A response to the rebel artillery, the Imperial army, as always, 
    made up in numbers what they lacked in quality. 
    Strategy: Deploy these toward the back of your unit groups. Don't expect them
    to be as useful as rebel artys.
    Opinion: Their allright, that's about it.
    6.7- AT-AT
    Ability: Deploy stormtroopers: Deplyos one squad of stormmies. It can have two
    deployed at a time. If one dies, you can deploy another squad again.
    Weak: Plex soldiers, Air Speeders
    Strong: Everything but air speeders, and troops. 
    Description: THe large, powerful AT-At is the Imperial land unit of terror.
    Insanely powerful and well-armoured, it is the most difficult land unit to kill
    Strategy: If you can, build as many of these as possible. They have no easy
    counter, and net you free stormmies, which are technically infinite.
    Opinion: They are your best unit.
    6.8- AT-AA
    Ability: Unknown
    Weak: Everything
    Strong: Air units 
    Description: Used to combat air speeders, this vehicles is useless against most
    everything else.
    Strategy: Hide it towards the back and hope you don't need more then one, ever.
    they are almost useless.
    Rebel Heroes
    7.1- R2-D2/C-3PO
    Ability: Steal technology: They steal tech in the main game. Hack Turret: hack
    into a turret, converting it to your use. Repair vehicle: Repairs a vehicle to 
    full health.
    Weak: Everything
    Strong: Nothing
    Description: Intrepid droids, both intricately linked to Anakin Skywalker, they
    serve the rebellion.
    Strategy: They are really useless. While R2's repair is useful, it's not fast
    enough or worth the 850 credits. Turret hack is useless, as the droids are dead
    or the turret destroyed by the time they get to it.
    Opinion: Utterly stupid as ground units. 
    7.2- Captain Raymus Antilles
    Ability: Boost Speed: Boosts speed. Makes him temporarily the fastest unit in
    the game.
    Weak: Capital Ships
    Strong: Fighters, Mid-size ships
    Description: Father to the Captain Antilles who dies on the Tantive IV, he is 
    an able leader, and a heoric figure. 
    Strategy: He is an uber corvette, use him as such. He's great to send to 
    trouble spots.
    Opinion: He's pretty dern good.
    7.3- Mon Mothma
    Ability: None
    Weak: Nothing
    Strong: Nothing
    Description: Leader of the rebellion.
    Strategy: useless in battle.
    Opinion: No use in battle.
    7.4- Han Solo/Chewie/Millenium Falcon
    Ability: Invulnerability: Turns the falcon invulnerable. Sprint: Causes hero to
    run very fast. Steal: Chewie steals a vehicle. Disable: Han disables a number
    of enemy vehicles. In space, they are a nigh-invincible itch capable of 
    destroying any one ship, eventually.
    Weak: Anti-Infantry turrets.
    Strong: Infantry, vehicles.
    Description: Loyal to the core, the stalwart duel will work very hard.. for the
    right price.
    Strategy: Chewie loves to hop from AT-AT to AT-AT. Han is darn good to rush 
    into the middle of several vehicles and disable them all for easy pickings.
    Opinion: Most useful gronud hero, in my opinion.
    7.5- Admiral Ackbar/Home One
    Ability: Target ship: All ships target an enemy, quickly destroying it. Boost
    Sheild Regen: Boosts shield regeneration.
    Weak: Bombers
    Strong: Everything else
    Description: The personal vessel of Admiral Ackbar, the Home One is the 
    flagship of the Rebel navy, and the most powerful ship in the game.
    Strategy: Use it to target powerful enemies. It can take two ISDs by itself.
    Opinion: Awesome!
    7.6- Red Sqaudron
    Ability: Lucky Shot: Luke fires a lucky shot, dealing lots of damage. Lock
    S-foils: move faster at reduced fire-power.
    Weak: Tartan cruisers
    Strong: Ties, space stations.
    Description: The famous red squadron with it's original members, they are the 
    best Rebel fighter squadrons in the galaxy.
    Strategy: Use them to target ships with plenty of shields- Luke can tear 
    through them, but he can only deal so much damage to a component before it's 
    gone and the rest of the damage is wasted.
    Opinion: Useful, but it's noyl really necessary to stop death star's with.
    7.7- Obi-Wan Kenobi
    Ability: Heal troops: Heals all nearby troops to full. Protect: Uses the force
    to protect one unit. 
    Weak: anti-infantry turret
    Strong: Infantry
    Description: The aged and last Jedi Master, besides Yoda, he is stil a powerful
    Strategy: He's alright. Use him to protect artillery, and heal your troopers.
    He'sbasically a mobile one-shot bacta tank. His best ability is to use the 
    Force to disable structures.
    Opinion: Possible useful, but I tend to pass on him.
    7.8- Kyle Katarn
    Ability: Sprint: Run fast. Thermal Detaonator: Tosses a more pwoerful version 
    of the infiltrator bomb. Latches on to a vehicle or structure, and does massive
    Weak: Anti-vehicle turrets
    Strong: infantry, structures
    Description: Once an Imperial stormtrooper, Kyle Katarn is the crem de la crem
    of Rebel Spec Ops... as a mercenary.
    Strategy: Use him to hit and run Imp bases, or to increase your ability to 
    fight off Imperial AT-ATs and troops.
    Opinion: Good solid hero. 
    Imperial Heroes
    8.1- Darth Vader
    Ability: Spawn Ties: Recreates Vader's back-up wingmen. Force Crush: Destroys
    one helpless vehicle.
    Weak: Nothing
    Strong: Everything
    Description: The Dark Lord of the Sith, he uses the Force to help crush the 
    Strategy: He is uber itself. Use him to crush squads of infantry, that pesky
     tank. Or to disable a building with the force. He's also very good at
    deflecting lasers. He is the ultimate shock trooper. In space, he's okay at 
    destroying fighters and such. The best part is it is very hard to kill him.
    Opinion: He is a must have. Always have him. 
    8.2- Boba Fett
    Ability: Fly: Moves super fast on his jet rockets. Sonic Charge: Uses a sonic 
    charge to destroy enemy fighters.
    Weak: corvettes
    Strong: fighters
    Description: The Best bounty hunter in the galaxy, Boba Fett always gets his 
    man. He is known as "Vader's Bounty Hunter," because of the Dark Lord's tending
    to hire him. 
    Strategy: Use him to clear out fighters. On the ground, he's an okay hero.
    Opinion: He's allright. I use him rarely in space skirmish.
    8.3- General Veers
    Ability: Focus firepower: Use very strong lasers to cut down enemy vehicles.
    Deploy stormmies: Deploys a squad of stormtroopers, infinite uses, max two 
    deployed at a time.
    Weak:Plex Soliders
    Strong: All vehicles and structures.
    Description: THe best General in the Impeiral Navy, he also has the best AT-AT.
    Strategy: Usehim to add the extra punch against Rebel forces in an assault. A 
    large bonus is his being invinicble to tow cables. A must-have.
    Opinion: Love him.
    8.4- The Emperor
    Ability: Force Lightning: Uses the raw energy of the force to burn as many 
    troopers down as possible. Force Corrupt: Brutually savages the mind of nearby
    rebel units, turning them against their former comrades. 
    Weak: Anti-vehicle turrets
    Strong: Troops
    Description: Emperor of the Galatic Empire,his frail demeanor belies his still
    ample ability in the Force.
    Strategy: Use him to back up your forces if necessary, he is better used to 
    reduce the cost of stuff on planets.
    Opinion: Useful, but not very. Better to have Vader and leave him at home.
    8.5- Captain Piett
    Ability: Proton Blast: Uses a very powerful proton beam to deal massive damage.
    Tractor Beam: Prevent the escape of a rebel vehicle.
    Weak: Bombers
    Strong: All non-fighters.
    Description: The Accuser is the personal command ship of Captain Piett, one of
    the up and coming officers of the Imperial Navy.
    Strategy: Use the Accuser to hit the enemy hard. The Proton beam is great 
    against any Mon Cal, hero, or space station which still has shields. It is less
    useful against shieldless enemies, as the destruction of the component means
    some damage isn't dealt, sometimes a lot of it.
    Opinion: Most powerful ship in the game.
    8.6- Mara Jade
    Ability: Force corrupt: Causes the enemy to join your cause. Thermal Detonator:
    Causes a large powerful blast, attaches to vehicles and structures only.
    Weak: Anti-infantry turret.
    Strong: Infantry, structures.
    Description: THe Hand of the Emperor, Mara Jade is a powerful and well-trained
    force sensitive.
    Strategy: Use her to kill off troops, and destroy or damage closely held groups
    She's great to hit and run buildings.
    Opinion: useful. 
    8.7- Grand Moff Tarkin
    Ability: Indirectly makes all Imperial forces in the battle 25% better in all
    respects. However, he makes retreat impossible. Use him wisely.
    Weak: Nothing.
    Strong: Nothing
    Description: One of the Grand Moffs, he is so confident and powerful he is not
    even afraid of Vader. He is the Emperor's right hand man, after Vader.
    Strategy: You only get him in the campaign. He's useful in battles you can win.
    Opinion: Use him as often as you can in close battles.
    Shared Heroes
    9.1- Fleet Commander
    Ability: Indirectly makes your fleet more powerful.
    Weak: Nothing
    Strong: Nothing
    Description: A well-trained officer, he helps manage your fleet.
    Strategy: None really. Always have one if you can.
    Opinion: Great.
    9.2- Field Commander
    Ability: Indirectly makes your fleet more powerful.
    Weak: Anti-infantry turrets
    Strong: infantry
    Description: A well-trained officer, he helps manage your army.
    Strategy: Keep them towards the back, if you use them.
    Opinion: Less good then the fleet commander.
    9.3- Smuggler
    Ability: Steal credits
    Description: Scum, this man will steal from the enemy for you.
    Strategy: Hide him on a planet the enemy won't often check.
    Opinion: Almost useless.
    9.4- Bounty Hunter
    Ability: Neutralize a hero.
    Description: A bonuty huntr willing to kill- for a price.
    Strategy: Use him to neturalize most heroes.
    Opinion: Problems are this- too expensive to kill major heroes, not worth the 
    money to kill minor. If you have the money and/or hate x hero, go for it.
    10.1- Mines
    Strategy: Capture and hold as many as you can, as these are the source of your 
    Opinion: uhm... necessary as heck? 
    10.2- One-Use mines
    Description: One captured, you get a one-time boost of money.
    Strategy: Grab it if you can.
    Opinion: Uhm.. money=good. Duh.
    10.3- Ion Cannon
    Ability: Use ion Cannon: Use an Ion cannon blast to disable a ship for some 
    Description: Developed and used by the Rebel Alliance, this large Ion Cannon
    can fry the major systems on any vessel.
    Strategy: Use it to pick off star destroyers, or the next biggest ship they 
    Opinion: Great to have in a space battle.
    10.4- Garrison buildings
    Ability: recruit pirate troops.
    Description: A building that somehow allows for the aquiring of unique troops.
    Strategy: Capture it and bam, free troops.
    Opinion: Most of the troops you can get are useless.
    10.5- Space Station
    Weak: Bombers
    Strong: Capital Ships
    Description: A space station, at variuos levels more powerful.
    Strategy: Protect it well- this is your home base! In skirmish, it's loss 
    usaully means you lose.
    Opinion: protect it at all costs!
    10.6- Sensors/Turbolasers
    Description: Either a sensor array or a turbolaser. Sensor arrays make the 
    entire map visible. Turbolasers blow everything up.
    Strategy: grab them if you can.
    Opinion: Very useful.
    10.7- Hypervelocity Gun
    Ability: Use Gun: Fires the gun, greatly damaging an enemy unit or sometimes, 
    Description: A rail gun, it's able to fire several shells before requiring some
    time to cool down.
    Strategy: Use it against stationary targets. Like Space stations, or engaged 
    capital ships, for maximum effect.
    Opinion: Not as good, in my opinion, as the Ion Cannon.
    10.8- Space platforms
    Ability: Build turret.
    Description: Build a missile or laser turret on these free-floating abandoned
    wepons platforms.
    Strategy: Almost useless.
    Opinion: Almsot useless part duex.
    10.9- Abandoned Factories
    Ability: Build troops.
    Description: An abandoned facility for producing a unit(s).
    Strategy: Useless, usaully.
    Opinion: Usaully useless.
    Skirmish Info
    11.1- How skirmish battles work
    Skirmish battles are different from the campaign. You control a base or space
    station, sharing it with your allies, while your enemy does the same. All
    money is giving equally to all of you. It's not split. If you would get 500 
    normally in single play, then you all get 500. You can build the units right
    there on the battle map, as opposed to building them in the galaxy map. They
    still come in as reinforcements at reinforcement points, or hyper in if your
    fighting in space. The goal of the game is to control all the resource nodes
    you can, so you can out-tech and out-build your enemy. It will be difficult, 
    commander. Good luck.
    11.2- How to play Skirmish
    Once you start, send your inital forces to capture nodes and build resource
    facilities on it, to start earning credits. From there, build units and tech
    up to the next level when you feel you can wait on pumpimh out more units. Try
    to get to tech level 2(land), or tech level 3(space), before you try to take 
    his base or space station.
    11.3- Imperial/Rebel strategies for Space
    None Submitted yet
    11.4- Imperial/Rebel stratigies for Land
    Nnoe Submitted yet
    12.1- What to send and where
    I'm a busy guy, and I'm not an all-knowing deity. They are things I don't know.
    Also, their are other things I'm just clueless about, or didn't think to add.
    Sometimes, I may just skip something. Or you have a question. These are all
    things you can contact me about, and the answers will no doubt be reflected in
    this guide ASAP. I'm that amazing. So if you have the need to talk to me, email
    me at vampirehunterd4@hotmail.com, or better yet, im me at t3h3vill337 on AIM.
    I may not respond, but I'll get the message and hit you back as soon as I can,
    or just update the faq real quick for you. I will also add a Player Strategy
    section. If you have a unit specific or battle mode specific strategy you feel
    is worth showing off, Send it to me and if I think it's worth putting up, it's
    here. I will obviously put whatever name you give me in the contributors. Thank
    you in advanced.
    Specifically, send these things-
    Descriptions- you have more/better info on the units/buildings? Give it to me 
    and I'll update the description. More-better!
    Strategies- Give'm to me, so they can be shown here.
    Questions- Any questions I can answer will be and then shown here.
    Typos- I screwed up? Tell me about it. 
    Missing stuff- for example-the costs. I don't feel like hunting down the costs 
    right now, as it doesn't directly effect their fighting abilities and tactics 
    in a battle. If you do though, you get credit and a big grin from me.
    12.2- FAQ
    Currently, in the first version, I've gotten no questions, you lazy bums! ;)
    12.3- Email of Note
    Nope, no funny, angry, strange, weird email yet. We can only hope. ;) 
    The End
    13.1- Contributors
    None yet, except my darling fiancee making me feel good enough to do things 
    like this. :)

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