New Technology and a Battle over Ryloth
Apotheosis
Lucifer
- Pronouns
- She/Her
We've finally progressed into a new section of the game. Hooray!
Where we left off, I'd just captured Geonosis so Grand Moff Tarkin could have some slave laborers for the Death Star. Now, Vader wants to keep looking for the Imperial traitor. However, there's a problem. The Rebels could possibly ally themselves with the Mon Calamari, whose fleet is much more powerful than the Rebels' and could actually serve as a threat to the Empire. Naturally, I have to go take control of Mon Calamari.
Now, while that whole dialogue was happening, more planets were revealing themselves on the galactic map. One of them, Ryloth, is right next to Geonosis. This was worrying because Ryloth is Rebel-controlled and I haven't had much time to build proper defenses for Geonosis. So, as soon as I the game lets me, I moved my fleet to Ryloth and start a space battle.
I was fairly confident that I could defeat the Rebels in a space battle even though I was still using low tech-level units. Luckily, the Rebels had barely any units in orbit above Ryloth.
When the battle begins, I move everything but the fighters and bombers towards the Rebel space station. This turns out to be a good decision, as a Corellian corvette almost immediately attacks. Soon after it is destroyed, two more corvettes and a Corellian gunship also attack. I focus on the gunship with the Acclamators, as it is the most dangerous with its missiles. After a brief engagement, the three Rebel ships retreat away and into an asteroid field. By the way, asteroid fields will do damage to any ships larger than a corvette that enter them.
There's only a couple of fighter squadrons near the enemy space station, so I deem it safe to move the Tie fighters and bombers into the battle. The Acclamators and bombers all target the space station's shield generator, which is gone very quickly. Meanwhile everything else are on anti-fighter duty.
While that's happening, the three Rebel corvettes from before take the chance to attack again. With the shield generator down, I have the Acclamators focus on the gunship, while the Tie bombers switch to attacking the hangar. When the gunship is dead, the Acclamators start attacking the space station as well, going first for the proton torpedo launchers.
The two Corellian corvettes tried to attack my bombers, and managed to do a decent amount of damage. However, I used my Tartan patrol cruisers and a couple of Tie fighter wings to box them into the corner, where they're unable to escape.
One of my Acclamators starts to take heavy damage from the space station, so I have it retreat. The rest of the Tie fighters and Vader's squadron join in attacking the space station, prioritizing hardpoints that can actually do damage.
At this point the space station is almost dead, so I speed up the process by boosting the weapons of the Tartan and Acclamator cruisers.
Back on the galactic map, I don't invade the ground of Ryloth quite yet. First, I want to build up my forces. I upgrade all of the space stations I can to level three, starting with the planets closest to the Rebel planets. I also start building Victory-class cruisers. About five join my main fleet, while the rest join defensive fleets on the borders.
On Geonosis, I build four heavy vehicle factories. These allow me to build 2-M Repulsor Tanks, a mostly better version of the AT-ST that floats, has shields, and a big gun that can rotate. Also, I can now build SPMA-Ts, which are the Empire's artillery. The fire some sort of bursts of plasma, maybe. Unfortunately, as with all artillery, the must first deploy in able to fire, and have to undeploy to move. They're also not as good as the Rebels' artillery unit, which fires like 9 missiles at once.
I also gain access to some pretty cool defensive ground structures: shield generators, turbolaser towers, and an electromagnetic pulse cannon. Shield generators spread forcefields around an area of the map, usually where most of your buildings are. They prevent solid projectiles such as missiles from penetrating them, slow down vehicles that enter them slightly, and can be upgraded to block all projectiles. Turbolaser towers are pretty much huge turrets of death, and you generally only want to get close to one if you've got a force-user to immobilize it. Electromagnetic cannons are unique to the Empire (I think). They fire a pulse at a particular location on the map, similar to the bombing run. It temporarily disables vehicles. All of these are power by a generator, and if it's destroyed they'll all go offline. Sadly, the generators are usually placed outside the force field, because reasons. Has nobody read the Evil Overlord List?
The Rebels take control of Kuat, which I'm definitely gonna want to take sooner rather than later, as it can construct capital ships and also reduces the cost of Imperial Star Destroyers by 20%. Before capturing Kuat, I'm gonna do the ground battle at Ryloth, though both will probably be in the same update.
Where we left off, I'd just captured Geonosis so Grand Moff Tarkin could have some slave laborers for the Death Star. Now, Vader wants to keep looking for the Imperial traitor. However, there's a problem. The Rebels could possibly ally themselves with the Mon Calamari, whose fleet is much more powerful than the Rebels' and could actually serve as a threat to the Empire. Naturally, I have to go take control of Mon Calamari.
Now, while that whole dialogue was happening, more planets were revealing themselves on the galactic map. One of them, Ryloth, is right next to Geonosis. This was worrying because Ryloth is Rebel-controlled and I haven't had much time to build proper defenses for Geonosis. So, as soon as I the game lets me, I moved my fleet to Ryloth and start a space battle.
I was fairly confident that I could defeat the Rebels in a space battle even though I was still using low tech-level units. Luckily, the Rebels had barely any units in orbit above Ryloth.
—
When the battle begins, I move everything but the fighters and bombers towards the Rebel space station. This turns out to be a good decision, as a Corellian corvette almost immediately attacks. Soon after it is destroyed, two more corvettes and a Corellian gunship also attack. I focus on the gunship with the Acclamators, as it is the most dangerous with its missiles. After a brief engagement, the three Rebel ships retreat away and into an asteroid field. By the way, asteroid fields will do damage to any ships larger than a corvette that enter them.
There's only a couple of fighter squadrons near the enemy space station, so I deem it safe to move the Tie fighters and bombers into the battle. The Acclamators and bombers all target the space station's shield generator, which is gone very quickly. Meanwhile everything else are on anti-fighter duty.
While that's happening, the three Rebel corvettes from before take the chance to attack again. With the shield generator down, I have the Acclamators focus on the gunship, while the Tie bombers switch to attacking the hangar. When the gunship is dead, the Acclamators start attacking the space station as well, going first for the proton torpedo launchers.
The two Corellian corvettes tried to attack my bombers, and managed to do a decent amount of damage. However, I used my Tartan patrol cruisers and a couple of Tie fighter wings to box them into the corner, where they're unable to escape.
One of my Acclamators starts to take heavy damage from the space station, so I have it retreat. The rest of the Tie fighters and Vader's squadron join in attacking the space station, prioritizing hardpoints that can actually do damage.
At this point the space station is almost dead, so I speed up the process by boosting the weapons of the Tartan and Acclamator cruisers.
—
Back on the galactic map, I don't invade the ground of Ryloth quite yet. First, I want to build up my forces. I upgrade all of the space stations I can to level three, starting with the planets closest to the Rebel planets. I also start building Victory-class cruisers. About five join my main fleet, while the rest join defensive fleets on the borders.
On Geonosis, I build four heavy vehicle factories. These allow me to build 2-M Repulsor Tanks, a mostly better version of the AT-ST that floats, has shields, and a big gun that can rotate. Also, I can now build SPMA-Ts, which are the Empire's artillery. The fire some sort of bursts of plasma, maybe. Unfortunately, as with all artillery, the must first deploy in able to fire, and have to undeploy to move. They're also not as good as the Rebels' artillery unit, which fires like 9 missiles at once.
I also gain access to some pretty cool defensive ground structures: shield generators, turbolaser towers, and an electromagnetic pulse cannon. Shield generators spread forcefields around an area of the map, usually where most of your buildings are. They prevent solid projectiles such as missiles from penetrating them, slow down vehicles that enter them slightly, and can be upgraded to block all projectiles. Turbolaser towers are pretty much huge turrets of death, and you generally only want to get close to one if you've got a force-user to immobilize it. Electromagnetic cannons are unique to the Empire (I think). They fire a pulse at a particular location on the map, similar to the bombing run. It temporarily disables vehicles. All of these are power by a generator, and if it's destroyed they'll all go offline. Sadly, the generators are usually placed outside the force field, because reasons. Has nobody read the Evil Overlord List?
The Rebels take control of Kuat, which I'm definitely gonna want to take sooner rather than later, as it can construct capital ships and also reduces the cost of Imperial Star Destroyers by 20%. Before capturing Kuat, I'm gonna do the ground battle at Ryloth, though both will probably be in the same update.
Last edited: