Developed by LucasArts and released in November 2001, Star Wars: Galactic Battlegrounds is a real-time strategy game set in the Star Wars universe. The game features multiple campaigns (6), most of which follow or touch upon the events from the Star Wars trilogies, for instance the Battle of Hoth or the Naboo crisis battles. Characters like Leia Organa and Darth Vader also make an appearance.
Individual-levels run in 9:53:14:
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| Level Name | Time | Date | Player |
| Attichitcuk Campaign [Basic Training] | |||
| Moving and attacking | 0:03:41 | 2008-02-15 | Giancarlo 'gia' André Rivas De Amat |
| Gathering resources | 0:08:48 | 2008-02-11 | Giancarlo 'gia' André Rivas De Amat |
| Building an army | 0:02:11 | 2008-10-26 | Giancarlo 'gia' André Rivas De Amat |
| Researching technology | 0:08:11 | 2009-02-15 | Giancarlo 'gia' André Rivas De Amat |
| Exploration and transport | 0:08:22 | 2009-01-11 | Giancarlo 'gia' André Rivas De Amat |
| Allies and Jedi | 0:06:13 | 2009-01-12 | Giancarlo 'gia' André Rivas De Amat |
| The battle for Alaris Prime | 0:09:55 | 2009-02-01 | Giancarlo 'gia' André Rivas De Amat |
| OOM-9 Campaign [The Subjugation of Naboo] | |||
| Beachhead | 0:04:47 | 2007-12-11 | Giancarlo 'gia' André Rivas De Amat | Behind the lines | 0:09:45 | 2007-12-11 | Giancarlo 'gia' André Rivas De Amat | Spinnaker's Spoils | 0:18:59 | 2007-12-13 | Giancarlo 'gia' André Rivas De Amat | Capturing the crown | 0:24:31 | 2007-12-16 | Giancarlo 'gia' André Rivas De Amat | The search for an underwater kingdom | 0:13:28 | 2007-12-14 | Giancarlo 'gia' André Rivas De Amat | The siege of Otoh Gunga | 0:10:17 | 2007-12-14 | Giancarlo 'gia' André Rivas De Amat | Grassy plains | 0:15:51 | 2007-12-07 | Giancarlo 'gia' André Rivas De Amat |
| Boss Nass Campaign [The Battle for Independence of Naboo] | |||
| Otoh Sancture | 0:11:40 | 2007-12-18 | Giancarlo 'gia' André Rivas De Amat |
| The Gungan who would be Boss | 0:12:04 | 2007-12-20 | Giancarlo 'gia' André Rivas De Amat |
| Raid on Spearhead | 0:30:28 | 2010-11-23 | Giancarlo 'gia' André Rivas De Amat |
| Desperate escape | 0:12:54 | 2007-12-22 | Giancarlo 'gia' André Rivas De Amat |
| The chains are broken | 0:28:26 | 2010-11-14 | Giancarlo 'gia' André Rivas De Amat |
| The liberation of Harte Secur | 0:08:42 | 2007-12-24 | Giancarlo 'gia' André Rivas De Amat |
| The battle for Theed | 0:11:31 | 2007-12-27 | Giancarlo 'gia' André Rivas De Amat |
| Darth Vader Campaign [Search for the Rebels] | |||
| Incursion on Yavin IV | 0:10:48 | 2008-01-01 | Giancarlo 'gia' André Rivas De Amat |
| Breaking bread | 0:23:28 | 2008-01-04 | Giancarlo 'gia' André Rivas De Amat |
| Fire, earth, water and air | 0:22:00 | 2008-01-08 | Giancarlo 'gia' André Rivas De Amat |
| An empire's fury | 0:19:04 | 2008-01-16 | Giancarlo 'gia' André Rivas De Amat |
| The battle of Hoth | 0:24:07 | 2008-02-25 | Giancarlo 'gia' André Rivas De Amat |
| Cloud City attack | 0:23:44 | 2009-09-05 | Giancarlo 'gia' André Rivas De Amat |
| The battle of Endor | 0:25:17 | 2009-02-04 | Giancarlo 'gia' André Rivas De Amat |
| Leia Organa Campaign [The New Republic] | |||
| A force from the past | 0:12:43 | 2008-03-08 | Giancarlo 'gia' André Rivas De Amat |
| Chasing ghosts | 0:15:13 | 2008-03-08 | Giancarlo 'gia' André Rivas De Amat |
| Vor'Na'Tu | 0:05:39 | 2008-03-09 | Giancarlo 'gia' André Rivas De Amat |
| Echoes of the force | 0:12:37 | 2008-09-27 | Giancarlo 'gia' André Rivas De Amat |
| Loose ends | 0:06:33 | 2009-02-10 | Giancarlo 'gia' André Rivas De Amat |
| Hoth | 0:04:27 | 2008-10-08 | Giancarlo 'gia' André Rivas De Amat |
| Endor | 0:07:37 | 2008-10-18 | Giancarlo 'gia' André Rivas De Amat |
| Silken asteroid field | 0:12:05 | 2008-10-19 | Giancarlo 'gia' André Rivas De Amat |
| Chewbacca Campaign [The Liberation of Kashyyyk] | |||
| Homecoming | 0:08:18 | 2008-10-19 | Giancarlo 'gia' André Rivas De Amat |
| Laying down roots | 0:25:55 | 2009-02-13 | Giancarlo 'gia' André Rivas De Amat |
| Reunion amongst the trees | 0:09:50 | 2008-10-30 | Giancarlo 'gia' André Rivas De Amat |
| Chewie's hope | 0:28:04 | 2008-12-29 | Giancarlo 'gia' André Rivas De Amat |
| The challenge of Mattichek | 0:14:36 | 2009-01-18 | Giancarlo 'gia' André Rivas De Amat |
| Avatar | 0:05:27 | 2009-01-22 | Giancarlo 'gia' André Rivas De Amat |
| The liberation of Kessel | 0:14:44 | 2009-01-30 | Giancarlo 'gia' André Rivas De Amat |
Individual-levels run on the Clone Campaigns expansion in 3:12:22:
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| Level Name | Time | Date | Player |
| Sev'Rance Tann Campaign [The Confederacy Campaign] | |||
| Strategic retreat | 0:09:47 | 2009-02-01 | Giancarlo 'gia' André Rivas De Amat |
| Building the army | 0:24:31 | 2009-02-13 | Giancarlo 'gia' André Rivas De Amat |
| Perilous dealings | 0:25:52 | 2009-02-27 | Giancarlo 'gia' André Rivas De Amat |
| Pressing the advantage | 0:20:04 | 2009-03-04 | Giancarlo 'gia' André Rivas De Amat |
| Opening the wound | 0:06:42 | 2009-03-07 | Giancarlo 'gia' André Rivas De Amat |
| Into the grid | 0:11:52 | 2009-03-08 | Giancarlo 'gia' André Rivas De Amat |
| Sarapin's fury | 0:18:27 | 2009-03-15 | Giancarlo 'gia' André Rivas De Amat |
| Echuu Shen-Jon Campaign [The Battle for the Republic] | |||
| The war erupts | 0:03:36 | 2009-03-14 | Giancarlo 'gia' André Rivas De Amat |
| Power play | 0:10:33 | 2009-04-12 | Giancarlo 'gia' André Rivas De Amat |
| Never trust a hutt | 0:15:41 | 2009-05-25 | Giancarlo 'gia' André Rivas De Amat |
| Laying the foundation | 0:11:20 | 2009-07-26 | Giancarlo 'gia' André Rivas De Amat |
| Temptation's folly | 0:15:18 | 2009-08-03 | Giancarlo 'gia' André Rivas De Amat |
| The resolution on Krant | 0:08:53 | 2009-08-05 | Giancarlo 'gia' André Rivas De Amat |
| The taking of Coruscant | 0:10:46 | 2009-08-09 | Giancarlo 'gia' André Rivas De Amat |
Giancarlo André Rivas De Amat's comments:
Hello, all I remember is that I started this thing a long time ago, so most of this will be c/p from older comments. As I did each level I published the levels online and had to write their comments, so I was a bit descriptive... I am still including them since they helped me a lot when I tried to improve levels months later and I am not gonna waste a day writing shorter comments anyway... I included a bit of javascript so that the possible page doesn't freeze though.
So, I started on December 2007 after playing this a lot with a friend, and as you can see a lot of things happened, the run has levels with high quality settings, levels with low quality, times when there's no background music, etc. Every time I had to reformat, or when I bought a computer (the jump in quality) I had to reinstall the game so the settings kept changing. I also forgot to turn on stuff on Windows's volume control. I'd like to think I got better at the game as time progressed, but I definitely grew tired of the massive campaign, so glad it's complete. Take it as a first stone since I bet all levels are far from perfect, specially since I am not good at RTSes, I originally asked at the game's forums for more skilled people interested on contributing a level or two but no answers :( If you can beat one of the times go ahead and put it on the table.
I played for ingame time but since I had to play 43 levels I did not go for slow game speed (which would have helped achieve lower times), anyways fraps slows the game down, so its like if I was playing in slow except with sluggish controls. Anyway, like I was saying, I used fast game speed because I had to play 43 levels and I was totally not taking an extra year and a half to finish the table. I played each level for a whole day, or more if I didn't like the results until I grew tired of the level.
One thing I can say is that the pathing is the worst thing on this game, and that watching any other star wars game enrages me since I listen to exactly the same "stock" star wars music track I have burned on my head from this game.
Oh, before you scream this looks like a rip off Age of Empires II, it IS meant to look like that since it uses the same engine. They just upgraded the game to include aerial units, more transports, enhanced the monk type of units, etc. They did an excellent job.
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Now I also added the Clone Campaigns expansion's exclusive campaigns (14 missions), the previous campaigns can be played with this expansion as well, I did not run them again, that would be dumb of me. It's not like the developers really set those up properly for this expansion anyway. The old levels have many technologies locked out and they unlock as the game progresses, with the new expansion new technologies popped up, and all older missions now have them available. The devs forgot to update the older missions :P So now many levels could have new strategies on the expansion (or maybe not, don't want to find out).
About ruling and stuff, the game allows the player to pause at any time for as long as they want and it also allows to give as many orders as the player wants to units and buildings and everything during the pause, after which they are inmediately executed. Since it is a part of the game design I feel pauses are valid for speedruns. However, since pauses do not have limits and in theory it is possible to pause every frame, people will probably want them restricted. I believe the usual 5 pauses limit on multiplayer games is a good limit, a speedrun can make use of up to five pauses, of any length, and the timing will use the ingame timer. I didn't pause much just in case.
The credits don't play after the last level, I doubt SDA wants them, I put them on youtube for those that feel like watching them: link
Had fun trying to go faster than the frigging Jedi who won't shut up could talk.
The level technically ends when you kill the gundarks and you are supposed to do that as fast as possible, then hope the level doesn't take long to end.
I move Chewbacca all the way up since it seems that triggers the Gundarks to start moving, otherwise I have to walk all the way to their starting points in order to kill them.
Hah left ya talking! Stupid workers, they always wanna go their way.
You are supposed to build an army but Chewbacca can do it solo.
First trick used, there's a trigger that prevents your units (non medics) from going towards the droids area until you have researched the Trooper enhancement, but by ordering to move non-stop then you can get past the trigger area.
To do this you have to switch between two units (or groups) while clicking like crazy, if you go with one unit alone then it won't pay attention to your commands. Once you get to the river you are free.
I save time because the medic can just go non stop, otherwise it would get killed.
If I hadn't left that droid alive Attichitcuk would have still died in the same spot.
To optimize this level I had to calculate quickly the optimum number of workers, since the goal was 500 food to be able to advance to the next tech level (which is required to research the trooper enhancement), the times are the following:
Workers have four methods of gathering food: Fishing, Hunting Mynocks, Herding Nerfs, Farming. All except Hunting gives 10 food per trip, Hunting gives 35.
So fishing takes preference, it will waste 25 seconds of one worker to build the processing center but in the end it will pay back. Hunting a Mynock is to be prefered if the Mynock is very close to the fishing processing center and the worker is also close to the Mynock, but most likely you'll be looking somewhere else to notice..
Since Nerfs won't be killed then building a Nursery becomes obvious.
So now is the question do we build workers or not? I had to simulate on paper a bit and decided 5 workers is optimal if done perfect (maybe 4 or 6 workers, the difference is small and would end up on your micro/luck, but 7+ will most likely be worse). When I mean they are close they are extremely close on the simulation, now take that to a perfect play on the real game and that would probably be diferent. If you go with 5 workers you have to wait before destroying the shelter (or the medic won't start building), the shelter is to be destroyed because it intereferes with the path of the fishers given the position of the food processing centre.
Later one worker goes for 10 nova so I can build a second Grenade Trooper, those do the highest damage to both the shield and mech parts of the Droidekas. The two extra troopers that stay behind are to hit that Droideka that almost slips by so that it stays around and gets destroyed.
The objective of this level is to destroy an enemy Troop Center. To do this you must cross a river using a transport from the shipyard. To be able to build this transport you must be on tech level 2.
I rush to tech level 2. I require two buildings, I use the Power Core (to power both Nursery and Shipyard), and Troop Center because I can build it closer and I'll use it anyway to get Mounted Troopers.
Since I'll have enough carbon for two transports, and the Nursery will provide enough food I gather nova to build Mounted Troopers and transport ships. Then I go and destroy that damned droid Troop Center.
A third shipment wouldn't arrive in time to contribute to faster times.
I leave Chewbacca standing on the open gate (backtrack a bit with Chewie after the droids come after him) so that I dont have to make a hole in the wall like the previous time.
On this level you must destroy the enemy transmitters, they are buildings so Mounted Troopers will be again the unit of choice.
The few enemy units can be dispatched by Chewbacca with the help of the couple starting troopers.
This level is supposed to be about friendship yet for some reason you have to change your stance to neutral and destroy an ally's building to get past the wall they got.
When neutral however, their gates won't open, so I leave a trooper guarding it doesn't close. I do this because a third Mounted Trooper can help destroy the wall, but he gets past the door AFTER the first arrives to the wall patch to destroy. However I also need the Trooper to help me kill the enemy units later, so I switch him with the fourth Mounted Trooper so he can start walking sooner xD
When playing I noticed I used to finish the level with 10 mounted troopers, which sums to about 50 damage (10 by 5).
By rather spending on the Heavy Mounted Trooper upgrade, I could attack with eight units and a total of 56 damage (8 by 7)
I try to get all the transmitters destroyed by around the same time to speed it up (less walking).
And on this one you have to destroy a fortress, options, again Mounted Troopers and if you reach level 3, Pummels.
Pummels require you to gather 800 food, wait the tech level research, building a power core and heavy weapons factory (most likely close to the Fortress since Pummels move slowly), then building Pummels.
So it is a lot of food at the beginning, and then a lot of carbon.
Mounted Troopers are just food and they were faster from my runs.
Roshan has enough defense to take the Fortress' hits, however only once the Fortress kept hitting him until the end. It usually changes its aim to the Mounted Troopers, these can't take the hits, and need 1 Medic to last longer, or 2 to stay alive. So the first thing I do is build two medics at the beginning of the level to play it safe (they are the slowest so they are the bottleneck).
Another bottleneck is space, the Mounted Troopers are very bulky so getting a lot ain't the solution, there's enough pathing problems already with the terrain. I use the carbon to build a Warcenter and upgrade attack +1.
An alternative would be to get to tech level 3 and research Adv. Mounted Trooper but I doubt there's time to do that.
I learned that if I build a Nursery myself (and not use the prebuilt one) I can get more food per minute. That means no need to build workers for food to build workers.
Your objective is to destroy three transmitters, each on a different city, Vis, New Centrif and Parrlay, and each city better defended than the previous one.
I use the Strike Mech, which are the fastest and are able to take hits as well, to trigger reinforcements on the first and third city, while my main troops go attack New Centrif from the back (the front has two turrets and a gate...).
With all the units activated early I do my best to destroy the transmitters.
Vis brings three elite droids, which will be useful on Parrlay, however they are also useful on the first city to kill enemies, so they do their job then leave.
New Centrif has about the same number of units and the basic Troopers can do the job except for a couple enemy Strike Mechs, OOM-9 takes care of them. The Destroyer Droids, on their way to Parrlay kill the Mounted Troopers so they don't bother OOM-9.
Then they join the other two elite droids at the final destination and defeat the Mounted Troopers, and later the enemy Mech Destroyers with the help of Mech Destroyers of your own. Once they are destroyed you may go for the transmitter and forget about the rest of enemies... I did kill extra enemies, because they were going to bother my pathing, but thinking about it I should have attempted to get past them anyway. Even so I haven't been able to get a better time so...
The last transmitter is protected by better walls, so that's why I don't bring melee units to Parrlay and leave them on Vis and New Centrif to dispatch the transmitters there.
On this level you have two objectives, first, retrieve the droid control program that has your base deactivated. To do that you have to bring a technician, the good news is that he can be kept inside OOM-9's AAT. You are given a cannon (aoe2's Trebuchet) and five Destroyer Droids.
You are supposed to take the left path which has a lot of enemies, but is very possible to do without unit losses. I take right which has a shortcut since there's no enemies besides towers.
After you recover the program your new objective is to destroy Harte Secur's Command Center. You are supposed to use your newly acquired base, build workers, research stuff, etc, because the enemy is heavily defended.
I also take a shortcut... and finish the level with my starting units. After retrieving the program send OOM-9 (and the technician) to your command center to complete the first mission. I send the activated droids to fight, but as you can see later they are not necessary I was just filling time.
Put the elite droids on the other transport and leave them on the entrace to the enemy base. Now we enter a special ops mission, so set the cannon and droids to no-attack stance.
Using the cannon as a decoy, make the transport cross the enemy guarded area (the turrets deal a lot of damage to ships), and then load it in. Send the transport to the back of the enemy base.
When the ship is arriving to its destination, send the droids on a suicide mission to the enemy base, their job is to buy enough time to the cannon.
Now, the ai is stupid, but not THAT stupid, you can't just attack once, retreat and expect all enemy forces to follow you, you have to keep attacking and be "close" to the enemy units, that's why I get deep past the entrance, attack enemy units (calls close units), enemy structures (calls everyone) and try to stay on the location.
Back to the cannon, start the attack when there aren't airships left, if you start before they'll change their courses.
This time I lost a droid early, so with only four droids I got just enough time to destroy the command center.
On this level you have to destroy the three Spinnaker's spaceports (yellow), and gather 10,000 nova, yeah 10k
Each spaceport you destroy you get some nova (1.5k+), besides Spinnaker's spaceports there are two more spaceports at the top of the level.
Since they are a quick nova resource I go for them and complete the rest of nova (around 2.5k) with my own extraction plus whatever I can get from selling my other resources.
I tried different combinations of attacks and this is what looks the fastest, you have to have great micro and/or great luck (on the drops, since they can come up in bad positions) to receive little damage and be able to attack the next spaceport with your full force. Even with good micro the units are big and stupid and do whatever they want though so you have to fight against them :/
I said I wasn't going to run this level and shouldn't have, damn I regret it xD This level needs luck a lot more than skill, but it also needs skill.
On this level you have to build a Monument at Amidala's palace entrance (there are four flags delimiting the trigger area). Monuments take a whooole lot of time, and you are given 10 workers total. So to finish this as quick as possible, first, the work on the Monument has to start as soon as possible, second, all 10 workers must survive and finally you have to get them to the work site as soon as possible.
To start working on the monument you have to destroy the Gate protecting the palace (you can destroy a wall section next to it but that one only allows one Pummel) and then bring five troops inside.
You will get four workers to start building right away. Just make sure to destroy the two towers protecting the area or they will target the workers and/or the monument and it both cases it's a very bad thing.
To destroy the gate, which is guarded by the two towers and also two Fortresses, you obviously need Pummels, Pummels are slow, so the first two Pummels I am given have to go to that Gate exclusively.
To trigger the worker drop however you must first destroy a Jammer Tower, which is protected by two Turrets, and usually would require the Pummels as well. Since the Pummels are not available the troops have to do, the turrets don't forgive of course. I try to halve the damage getting OOM-9 to absorb one of the turrets shots. However OOM-9 is not able to endure all the shots, and if he is destroyed you lose, so I keep him on the move so the shots miss.
With the Jammer destroyed you get reinforcements on the other side of the city, this contains six workers that must get to the building site on foot, or aboard a Mech, however you are only given four mechs so two have to go on foot.
I found a couple time savers, a cool ending trigger glitch and developed some risky strategies which took the "normal" time of ~26 minutes to 24:38.
The time savers is destroying prefab shelters to create shortcuts. Group 1 (starting group) could destroy two shelters to get to the last gate sooner and with less damage (skips a Fortress and travel time). Group 2 could destroy a Prefab Shelter and later use the hole made by Group 1 to prevent having to destroy any Gate which has 5x times the hp.
The risky strategies are first having to destroy the Jammer with troops only, you can get lucky and receive minimal losses or really unlucky and get out with two units or even fail the mission.
The other strategy is sending three mechs (one to be destroyed on the road) to pick up the two workers from the reiforcements, and then make the "cargo" mechs to meet group 1. This took about the same time, but looked like it could give faster times if I sent the mechs earlier.
The trigger glitch is that once you finish the monument you can destroy it, kill OOM-9 and kill all the workers (all against objectives) and units and you still win, I started using it to show it on the video.
To fill the build time I used my Fighters to reveal the map and get 100% at the end of the mission. I don't know about you but it kept me entertained, uncovering all the map before the monument is built, trying not to lose fighters to fortresses' missiles.
So I was using all of these with little success until I got a very good time, 24:38, proceeded to kill OOM-9... and failed, what?! FUCK!
I spent like twelve hours trying to get that record again to no avail. That was a very very lucky run it seems, because I no longer could destroy the Jammer with few losses (or keeping OOM-9 alive), or get two mechs to survive the way to pickup zone, or get them to survive the way to the Monument, or prevent worker deaths, or the Pummels/workers got stuck mid road or a worker/mech appeared on the other side of the map despite the path to the Monument is quite straightforward... I mean anything you imagine can go wrong... that happened.
So I was mad the whole time, and changed some things, I no longer sent the mechs to pickup workers for example, and finally got a 24:31 and could put my rage to rest.
This time I didn't kill OOM-9, just in case, and didn't get 100% map, must have missed a square or two.
I'm not doing mission 4 for now, the beginning is cool to run although it's a lot of walking, but then you have to build a monument, and that takes ages, and it's boring to practice your times with that objective.
On this level you have to capture Boss Ganne and use him to get to the Rellias Channel.
To accomplish this you must destroy Ganne's Command Center, bring Darth Maul to him so you take control of him and also open a path to the south (which is blocked by trees), and then bring Darth Maul to the channel. That last part is the hardest since there's a lot of heavy units guarding the way, and there are three gates blocking the road, Ganne is able to open them, but he's slow walking an dies sort of easily.
Since my starting Pummels are slow they don't get to the Command Center in time and later don't get to the Gates in time so I just send them to "open" the first gate to gain some seconds.
For the other two gates I use Ganne. In the end both Darth Maul and Ganne were almost dead. But I lost some seconds since in theory the best time is when Ganne opens the gate and Darth Maul is already next to him since he's the one required to end the level.
On this level you have to find and destroy the underwater city of Otoh Gunga. Your base only has carbon, there are several Nerfs on the island in front of your base, there is nova and ore on two islands with some upgraded Orange troops and workers. And little nova and ore on another island.
The underwater city is at the middle of the map, surrounded by a lot of laser and AA turrets, and needs a frigate to be able to be seen.
First I build to the north because I don't want Yellow to see me, or if they do I want my Command Center to delay them.
I rush blue, in an attempt to prevent them to build an Airbase. If they get the Airbase up, restart the game. Killing all the workers and utility trawlers is entirely possible but the actual objective is to prevent the Airbase and also to kill the three Frigates Blue starts with.
Also, your droids must not be destroyed, blue will keep its focus on them as long as they are alive and attacking. That's why I bring a worker to repair them.
Then when you have your Lt. Frigate and Two Destroyers (I went with one, phew it managed to destroy the cruisers) go to the same area I went, without triggering Otoh Gunga's discovery (don't get close to Otoh Gunga). That way you'll trigger blue's reinforcements and destroy the Advanced Cruisers with your Destroyers while your Destroyer Droids take on the six Adv. Frigates.
If you don't take out the cruisers they'll defeat your droids and if they do your navy will be in trouble because blue will shift focus to it.
With the Cruisers out, and the frigates out or fighting your droids go to Otoh Gunga from the right, because there aren't laser turrets on that side.
Stack your Destroyers on top of it while out of the range of the laser turrets and complete the mission. Now that's ending with a blast.
On this level you must... survive :D Your goal is to destroy the only building on the map, a Gungan Monument that is on the other side of the map. For this you have a big droid army.
To get there however, you must get past the Gungan army, which nearly triples your count. Not happy with that, they have more upgrades. The AI being the usual AI will send all of its units the moment it sees you.
So well, I'm not the best microer ever and this level is basically about that, I just command the army and try not to lose all of it to a single Assault Mech shot from the enemy, or even mine.
The final battle, against more Assault Mechs than you started with, taking into account you most likely lost some on the way there..., they also come shielded btw :D There's like only one way to win the battle and that is to make them try to cross the river. The path is so narrow your army faces one or two at a time. I spent a bit of time placing the troops so that they surround the entrance and don't get hit by the splash of mech shots. If you attempt to face them across the river or even worse, cross it, then say goodbye to your army no matter how great you did so far.
With this level now OOM-9's campaign is finally completed, I had left this for later since like I said I'm not great at micro so I wasn't going to get a great time.
This level is sort of challenging, you are supposed to defeat a couple dozen Bursas with only your hero, tropers and mounted troopers. Your hero is only capable of fighting with two Bursas and come out barely alive.
But if you build five units except workers and your hero, all of them will attack you, and if they do, they'll cut through your base like butter.
Playing normally but just attacking as fast as possible you can beat this level in about 19 minutes after you make about twenty troopers (and survive the initial Bursa attack).
There are three Bursa packs, the one that destroys Otoh Sancture has seven Bursa and is the deadliest. However, Bursa buildings prevent them from attacking you.
A second pack spawns very close of your possible base when you build your fifth military unit, and attacks your base. Five Bursas, capable of destroying your Command Center.
The last group, with five Bursas too, spawns farther from your base when you cross a trigger area on the way to the Bursas buildings. These you can fight in two waves, three and two, which are manageable, or if you are unlucky, four and one, four Bursas at the same time can deal some damage, or heavy damage if you have a bad fight.
Anyway, I found you can build walls to block the second pack, they'll stand there without attacking you, and you can kill them with a trooper firing across the wall.
The third pack can be killed by luring them in two waves to you command center, and using the hero + command center fire.
The first pack will be far away as long as you haven't built five troops. Using this as advantage, you can destroy one of the buildings blocking the way and build two wall section in a way to completely close the path but leaving a corner open (a corner will only have two blocks and not three, so the corner will be missing, but that still blocks the path). Then bring ONE trooper to that corner and build your fifth unit. That will bring the Bursas closer. Then attack the building to call the Bursas attention. Since the trooper will be close to the corner, the Bursas will be able to attack him and kill him. Let him die so the Bursas go back to their idle state. Then bring your troopers and kill the Bursas across the wall.
Doing this you can finish the level in about 14 minutes.
And finally devised this plan... there's a hidden path which won't trigger the third pack, and if I don't build any military units except medics, pack two won't spawn either. With pack 1 not close to the entrance I can build my command center there and prepare some workers which have ok attack against buildings, and kill all seven Bursas with my hero using cover fire from the Command Center, by forcing them to fight you one on one, or two on one depending on how you got positioned.
So I prepare the terrain with walls, buildings and Nerfs and pray Bursas won't destroy the walls or kill the Nerfs.
After you defeated all the Bursas you can attack with your workers, otherwise the Bursas will shift their focus to them.
On this mission you have to unite the Gungan tribes against Rogoe. To do this each tribe gives you a miniquest and a troop "prize" when you complete the quest.
Otoh Jahai needs you to bring Gallo to the sacred staff and then bring him back. You get some troopers in return.
Otoh Langua requires you to destroy Rogoe's spaceport and gives you four strike mechs, very useful.
Otoh Urs requires you to defeat the Bursa south of them, I leave this for last.
Otoh Raban requires you to rescue their Boss, once you bring a unit to the entrance of the enemy base you trigger the units being held inside to your team, you are quite underpowered but can manage, just let as many mounted troopers survive, because you have to destroy two walls afterwards.
So I send Gallo to complete the first quest and then send him to last one. In the meantime the rest goes for the Spaceport and wait until I have time to do the Bursa quest.
Gallo arrives at the prison with low health and has about nine enemy troopers on his back.
Depending on luck you can make Gallo cross the Gate, otherwise he will have to wait outside. As soon as he triggers the troops you have to switch the grenadier and troopers their places, use the missiles to destroy the enemy mechs and the troopers to kill enemy troopers. This battle requires a lot of luck sometimes I let most of them survive others I lose everyone like now.
I was thinking I had lost (because there are nine troopers on my tail like I said), but since no one was coming I resumed the mission, saved the boss and there, the troopers arrived, I killed some with Gallo and barely scaped with 9 hp.
Then I could switch focus to the Bursas and complete the mission. I had forgotten where the medic was and also forgotten to leave a unit at Urs to claim the final mission immediately. I sent a strike mech there although late, but luckily the medic was at Urs and activated the final quest completion without making me lose time.
Last time I said it was possible to attack using ground forces but that it was unlikely to provide a faster result due to still having to deal with the huge navy that awaits. Plus ground troops and extra defensive buildings, and using weaker units than cruisers to damage the building, and being forced to take damage from the turrets that protect Rogoe's keep. Turns out it is possible, and faster, probably.
I wanted to improve this level because it is the longest. And as such tried several strategies because the navy attack didn't provide much faster results, I wasn't hitting perfect optimization but still. The main chokepoint is being forced to use two shipyards, if I could build my own it would definitely be easier.
First I did some testing to see how long would it take to take down the fortress with ground units, seeing how much damage each unit does and how many would it take to beat the shield and stuff. For those interested:
Final damage of a single unit:
* Funny thing, Gungans have a technology which claims to further improve the artillery damage versus buildings. It did nothing (in fact it lowered damage by 1). So I only consider the Research Center's Heavy Weapons Engineers upgrade which adds 20% damage vs buildings, the final damage after building armor and stuff gives just a 16% increase.
Of note the heavy artillery improvement is definitely the better upgrade, as it improves not just the damage, and the damage upgrade is higher. Both become available at tech level 4 and from different buildings so nothing stops you from getting both.
Rogoe's keep shields regen based on current shields levels:
As you can see, once you break certain point the damage per second you do starts to increase as the shields give in.
So one idea is to hit the keep hard to overpower the shields then destroy the keep. But another idea is to take down the shields so that instead of having negative damage output have extra damage. Once the shields are down the building's shield points lower by 40 points every second.
To understand this better I made a save with several artilleries and tested how long it took to perform each idea. Of course taking into consideration the time it takes to mobilize them. Destroying the shield generator (power core is too far) and then the keep was slower than just taking down the keep, provided you had enough artilleries to do substantial damage. The breaking point was 7 fully upgraded artilleries, they took the same time to do it either way.
Now FU artilleries take time and resources, you have to go to tech level 4 just for that. Knowing a tech level 3 artillery does half the damage, you'd be looking at 14 of those plus any other you could get in time to take down the keep. Most levels are completed faster if you just stay in tech level 3 (Pummels are best versus buildings and they are available then).
So in theory artilleries could do the job, had to get a game completed. The time for tech level 3 artilleries was 36 minutes, damn close to the Cruiser strategy of old...
Tried with tech level 4 artilleries, again 36 minutes.
Then tried something different, no artilleries, just upgrade range and turrets and build a lot and use them to attack the keep. In this case you must be tech level 4 because only advanced turrets do any damage to buildings. Same 36 minutes :D Another fun thing was that garrisoning troopers to increase the number of lasers added no damage, only "one" laser hit the keep.
In the end I went for using artilleries and then fully upgrading them during the attack, because in a real game there is little space to be using a mass of tech level 3 ones. Lasers could be made faster, maybe not.
Finally, killing the Boss while he says the city of all Gungans! triggers the end early.
After that long ass level this one is pretty short and simple.
Bring Nass to safety, then destroy OOM-9's Troop Center. Afterwards bring Queen Amidala's group to Nass.
Not much to say other than I use the Frigates to destroy the enemies before they attack the transports, that way they keep their way non-stop (they stop if hit).
After that I keep all five mounted troopers alive, as they do more damage to buildings.
With Amidala's group, Qui Gonn is the tank and can convert enemies, I convert Destroyer Droids to help on the way.
With the final group I just send him to trigger the Transport Ships, and get out asap, if I had fought I would have converted one of the droids and win that battle, but then it would have been slower.
On this level you have to destroy the enemy Monument, gather the required resources and build one of your own there.
I found out you can alternatively defeat all the players (enemies AND allies). However if we compare both ways, well it's faster to gather the resources and build the monument than having to wipe out all the enemy units and structures.
Still, your ally gets four Nerfs, so it is a good idea to destroy their Nursery, also their Command Center, so they don't build workers and steal your resources / space.
Your only Airbase is a gift from your ally, along with two upgraded Fighters and a Bomber. I used to use these unit, but this time I decided they don't provide enough bonus and actually force me to keep an eye on them when I could be taking care of my economy.
The primary objective is to build a monument, that means the priority is raising the required resources. Also to build an army big enough to destroy the enemy and secure the building's site. There are only three turrets there, plus whatever units the trade federation build. There's also a heavy assault force, just a short distance, however with enough luck a fight against those units can be prevented.
Pummels are always the way to go against turrets, and against random units turrets do a great job for the price.So those become the main attacking force, several Pummels to draw the enemy fire and workers to build the turrets in the chaos and later build the monument. Along with them come antiair units to cover in case of bombers primarily. The six starting troopers, because these units multiply the laser shots fired by your turrets (with only three per turret you reach max shots). And a couple artilleries and the starting mounted troopers, because these are good versus the pummel killers and random units that pop up while the site isn't secured yet. A cruiser, which is relatively cheap (about the cost of a Pummel) to destroy the Turret that protects the beach entrance.
On defense, you always get attacked by their navy, although sometimes you get attacked by some air units, or the heavy assault force gets transported, but that is rare. To protect the usual spot I place a turret, that is usually enough. Now in order to beat the level as soon as possible, all efforts must go to economy, that way the interest raises earlier and faster and towards the final minutes of the run an army is built and an attack is made. With the help of Utility Trawlers and Nerfs enough food can be obtained to keep a sustained build rate of three workers, that means I build three Command Centers. By having more command centers I will have more workers earlier as well, which will provide with the resources I need sooner than having less Command Centers would.
The attack consists of sending the Pummels first to draw fire from the turrets, these turrets do not have the minimum distance upgrade so if the Pummels actually go to attack them the turrets will choose a different target. If I do so I have to wait longer before sending any other units or they will be targeted and killed. But then that means the Pummels get killed by the federation's units, they have at least one mounted trooper. So I send them as decoys, and only once I have my defense in place I make them attack properly. I upgrade the Pummels because when I didn't I used to lose them and I need them to survive to destoy the Turrets, but all that depends on what kind of welcome you receive when you attack. Like I said the Trade Federation can have any units built and also their asault force might decide to join. Not upgrading the pummels would be cool to save resources and start the attack sooner.
About saving resources, the Starport costs resources, having a perfect game you wouldn't need it and would save more carbon, but given the randomness of the level I don't feel like going for such run.
For a change this level is extremely quick. You have to rescue the Fambaa, in exchange you will get some Fambaa Shield and Assault Mechs and unlock them for unit producing.
After that you have to destroy a HEAVILY defended Command Center.
The cool thing is that the Fambaa are invulnerable, so I just send an air transport (no AA) to open the Light Wall (lol no med or heavy or shield wall), and let only one Fambaa return to base (lol no need for all Fambaa), and get all the units as a reward.
Then with enough air transports make the suicide mission to destroy the Command Center (lol command center not shielded).
It is not visible in youtube's small screen, but those turrets are broken due to a advanced technology. They do 7+11 damage, yeah +11, not +3 like it would be the usual, they simply eat enemy units for breakfast.
On this level, you as Gungan, have to destroy the monument you built as droid before :)
I've found shortcuts and stuff but haven't been able to beat this time. And I completely hate these kind of levels because the path is not wide enough and the units are extremely stupid, countless times they have stopped in the middle of the way and just stood there until I noticed, backtracked and backtracked, stop to shoot other stuff, etc, etc, etc, hate this map.
Most of your units are ranged so I start attacking the monument before destroying the gate.
On this level you must use your troops to get to the end of the road and destroy three AA Turrets. You get reinforcements along the way if you complete certain tasks.
1st - Destroy the three Sentry Posts at the beginning.
2nd - Destroy the first Barracks you see, to the right.
3rd - Destroy the Mech Factory at orange's base.
4th - Destroy the Mech Factory deep at yellow's, it's to the left.
5th - Cross the river with Darth Vader along some troops, didn't count, but I believe five will do. The trigger seems to be in the river and not past it, and it had to have Darth Vader in the group to trigger on my tests, so make sure Vader doesn't cross alone.
While it is possible to activate most reinforcements without losing much time (and making up for it later with the extra troops), I only used the 5th.
To save time I tried to keep the Troopers on the move as much as possible, since they are slower than Vader.
- Is he alive?
*BANG*
- Barely...
On this level Vader has to stop the rebellion at Reytha. The first goal is to destroy Page's Commandos (orange), after that you have to bring Vader south to claim Yeere's base, later, defend the base from Reytha while eliminating the Rebel Bandits' troops (yellow).
After that you only have to destroy Reytha Minor's Command Center.
Defeating orange you will get food tributes periodically, same when you defeat yellow. So food is not an issue. To defeat them just destroy almost all of their troop units, no need to destroy the structures.
Reytha's Command Center is protected by four fully upgraded (except range) tech level 3 turrets, they do a lot of damage, so troop incursions are not possible. They also have fully upgraded heavy troopers, and occasionally build FU heavy mounted troopers. So they give Pummels a problem. Even with their high ranged defense, the turrets + troopers deal quite a lot of damage.
Pummels are the only way to go anyway, so carbon is a must, initially I send one worker to nova, but that's only to claim some Nerfs and get their extra food to advance tech level and later to sell for actual nova, the food surplus later will be huge.
The trick to open red's defenses is three medics and a laser turret. Vader + 3 medics can easily absorb damage from one turret, and recover quickly if he has to fight more than that.
The turret, positioned where I put it won't get damaged by the other turrets, but will be able to hit the enemy walls. Doing this will attract the enemy troops outside their base, and divert attention from the Pummels. This is important at least to eliminate the Mounter Troopers. But eliminating heavy troopers is also cool.
With a hole in the wall I just send everything I got to destroy that command center.
I don't build new troopers because they have no upgrades and doing all that would be more expensive than upgrading the strike mechs and building just a couple.
I'm glad with this run because everything went smoothly, Vader tends to die, or the enemy overwhelm your troops.
On this mission you fight against three rebel bases. Red, to the north, uses ground troops; orange, to the south, uses its navy; and yellow, north-west, attacks using air units. That leaves you as fire I guess.
Anyway, to complete the mission you have to destroy certain structures of your enemies.
To defeat red you have to destroy their Barracks, Mech Fatories and Heavy Weapons Factories. They start with 3, 1 and 1 respectively, and rarely build more Barracks, and it's late in the game anyway.
Yellow has two Airbases you have to destroy, if you wait too long they will build a Shield Generator to protect them.
To defeat orange you have to destroy all their Shipyards, orange starts with... several Shipyards, six, and they will build one on their own soon, always on the same location. If you destroy it they will build another, and its location is random, although the AI tends to build it in three places.
Once you destroy all the structures required you complete the objective regarding that base and it doesn't matter if they rebuild one of the structures (orange likes to rebuild the shipyards).
Now, red starts with a big army, but it is not upgraded, their entrances are heavily guarded with turrets, AA turrets and a fortress. They will keep attacking you during the game, and you will be able to take their troops down by intercepting their attacks. I use my starting army to complete the objective regarding them, first I lure their army out of the defenses by attacking the Sentry Post at the entrance, then I take the heat from the defense while crossing to the other side. Then it is just a matter of positioning your army in places they can attack the structures while not getting damage.
By the time red is completed (about 13 minutes mark) you should be getting your other attacks ready. I send yellow the first shipment since it is small and attacking before the shield generator is cool. Just two pummels are required, one for each Airbase, and about three mounted trooper killers (in this case Dark Troopers, although if your strike mechs survive you could send them), with them goes your starting AA troopers, in case they are needed up there.
Orange is the problem, their navy is huge, and their Shipyards all around their base, not only they have a navy they got a lot of laser turrets AA turrets+AA ships (which will take down the Air Transports), and ground troops... yawn.
I build a Shipyard and a Laser Turret early, that will lure at least part of their navy and ease things. I have decided the bare minimum is one transport with three Pummels and Darth Vader to take four to five Shipyards, and another with at least two pummels and as many Dark Troopers to take the others. But for that to work you rather not lose the Transports.
On the matter of economy, you start with resources for two Command Centers, and food is free, just keep four troops in the deep water area at the center of the map. I use the starting Fighters for this and put them in a zone that keeps them safe from the AA ship that keeps guard on the left side of the area. Pummels and Destroyers and Buildings and Transports all cost carbon, so I maximize its extraction. Ore I just buy (and get a third Command Center for nova), and extra nova may come from selling extra food.
This mission has many possible "unexpected" events, and they tend to break your game and force a restart.
Your ground army may break its pathing and end up somewhere else and get killed while attacking red (despite you tell them to go a specific point and hold their position).
Vader may get killed while attacking red (you know, you go attend your base just ten seconds and last thing you know is "We have lost Lord Vader...").
Yellow starts with two fighters and one A-Wing. One of the fighters goes scouting and the rest stays at the base. If somehow the scout dies (your four AA troops, the fighters, the fortress), their pals will go and attack you, if you destroy the other fighter the A Wing will start scouting. The problems comes when they find your four fighters at the center of the map, you will lose your free food, it happened here, but since it was late in the game it wasn't that much of a hit.
... or the AA ship moves and finds your fighters.
Enemy navy decides to attack sooner, or much later.
Air transport full of units gets taken down... you can easily lose Vader at orange like this... yawn. That's why I first wait the enemy to attack me first.
Or you lose the shipment to yellow, you have to get the units out asap.
Finally, orange builds an extra Shipyard, somewhere...
While, as always, some of these happened, they didn't happen at points where the impact was huge. Like at the end, oops, but I had already won!
On this mission, it's Zaloris turn to be crushed by Darth Vader's power.
Lotsa time is spent playing the "story" part, basically kill the minister, free the troops, save Veers, get Veers to the prototype AT-AT, bring the AT-AT to the base, and then finally destroy the enemy base.
To defeat the enemy, you just have to destroy the two Fortresses and their Command Center. Of course after doing all the previous ahem quests.
Bantha luck sucked. Damn is this level random. Right at the beginning, when you don't have control over the cutscene, a couple enemy Mounted Troopers may appear out of the north and start killing all your (soon to be) troopers while you watch horrified unable to do anything.
There are a lot of Bantha on this map, all of them are far from your Nursery, so its a long way home, green gets a Scout, red has a Fighter, and they move randomly. I have been able to gather 10 Bantha with no time loss at all (they didn't get intercepted). But most of time... nah, just be happy to get enough.
Possible improvement, bring the Bantha with you, that is along your troops. And build the nursery up there. That way you will always have 10 Bantha, bad thing is that you will have no food production at the beginning.
Continuing about luck, most runs I have excellent outcomes in battles, this run I had about half the units (troopers) compared to a good run. In the end I suppose it helped because when too many troopers survive you end up needing more Prefab Shelters to be able to build Workers.
Back to attacking the enemy base, they got a thousand towers plus the fortresses and they never stop producing troopers / mounted troopers / aircraft included their elite speeder.
So... the only solution to enter is Pummels. Now, there is aircraft, and they would pummel your troopers / mechs, which are needed to pummel the enemy mounted troopers that pummel your Pummels that pummel buildings. So I build a Fortress in a strategic position. Not only will it provide cover for the troopers, it will destroy the initial enemy army, and will lure the enemy troopers / aircraft to their certain destruction.
The building is not necessary to destroy the enemy initial army, you can do with your initial army alone. But then, the enemy builds more and will keep attacking your attack force. The ore spent could have bought only some wood for Pummels, basically it is a great investment. Besides, putting all your troopers inside the fortress can become offensive. There are two strategic positions, from one you can research a range upgrade (building a War Center first), and be able to attack the enemy Fortress with yours. I chose the other position where I don't spend on a War Center and upgrade and instead destroy both gates leading to the Fortresses. That way the Pummels don't get slowed down, and the saved resources become more Pummels.
About the play itself, you saw me send the troopers to the lower spot on the execution road, that means they use the southern path, at least they should. Yet they went north and activated enemy troops and a trooper got killed and my anger meter increased. Hate pathing.
As I said I had Bantha problems, but ended ok. After building the Fortress and the enemy army coming from everywhere to destroy it ignoring everything else on the way, that's what they usually do, a Mounted Trooper decided to say hello to the workers it found on the road, grr!! I lost time and it still killed one, after getting the kill it went to suicide vs. the fortress instead of attacking more workers, odd.
Later I almost lost Vader, luckily I noticed, and was afraid to send him back to his sure death. I have lost him before, oh I have.
The completed walker is strong, but it can't get to the fight in time. Unless I built and airport, and well I'm not spending Pummel resources.
The final fortress didn't fall at the same time as the other buildings, meh, this is still the fastest play I got.
On this mission you have to relive the battle of Hoth and destroy the Shield Generator, the Ion Cannon and the Rebel base using the new AT-AT walkers.
This level initially looks extremely hard, since you have counted troops and the enemy has a thousand units plus the ones they build non stop.
Through testing, to complete the first objective you have to destroy the three Airbases to prevent the Rebel air transports to rescue the rebels.
To complete the second objective you just have to destroy the Shield Generator, when you do this all shield generators on Hoth will be destroyed.
To complete the third objective you have to destroy the Ion Cannon.
Finally, to complete the mission you have to bring any unit close to the Rebel base entrance (at 9 o'clock) and destroy both command centers in possession of Red. And also bring red's unit count to five or below.
All is fine except red has quite a lot of units. To beat them easily just attack any main building of them this will draw all of red units across the map towards the offending unit that dared to attack their building.
Then move the unit behind your lines so all the enemy units die quickly without giving a lot of resistance. To make sure this works you can't attack with any other unit. That means you have to stay far away from the enemy base and its not helpful for speed so I call all of red but keep pushing forward.
The AT AT go for the first command center while the pummels plus mounted troopers go for the second. I send one heavy trooper to activate the "Rebel base found" trigger.
On the way I destroy some unit producing buildings because they are troublesome. Those Assault Mechs can wipe a good chunk of your units in one shot. By keeping two groups close to the unit producing units I am sure enemy units will go attack them and get killed keeping their total below or close to five.
On this level you have to destroy the two advanced turrets and two advanced AA turrets that guard each of the six generators. After this you must keep three of them safe from destruction.
Besides getting three of the generators you must destroy the enemy Monument and then build one of your own on top!
You start in post Tech Level IV, which means everything is already upgraded on your tech tree and you just have to focus on building units and using them. But you can't get resources on this map in the normal way. The only way to obtain resources is by destroying depots or destroying the Rebel Monument (you get 1000 of each resource then).
I can say I'm happy with a run when I feel I was in control of the plan I had made for the entirety of the run, and I never was in control on this level, kept missing this and that, totally lost what I had to do next or even where everything was, etc, due to that I always felt I could do better, if only I could keep my concentration up for longer... so in the end this is the level I've run most, always trying. Last time I improved this I was still unhappy with the results but this time I feel otherwise, I still lost control for a bit (noticed late the enemy ships were alive, noticed late I wasn't building a monument), but overall I kept control of the game's state for most of the run.
At the beginning, move to the safest drop spot, there's a closer one that can be pulled off but it's in the middle of the enemy defenses, so you end up losing a lot of units and it's not like you gain a lot of time for building in another spot.
While moving I drop a Dark Trooper in an area with two depots, I know he won't die I just have to remember to move him later to a better spot so he focuses first on the depots and not the other buildings. I don't know and don't care when the income comes, just enjoy the free two depots.
Back to the main group I take the first two depots that will give enough resources to build a Fortress and have 6 troppers inside in my previous iterations, I changed my strategy to building two Advanced TUrrets and garrisoning one Trooper on each and also building an Advanced AA Turret. Why? This solution builds faster, costs cheaper, deals a lot more damage and has more range, so, that's why, if you want do the math. The only problem is that I don't get 20 population from them, but shelters build quickly.
While building the defenses I get attacked by the whole of the ground army present in that level. It's mostly luck since I can't be everywhere but I must try to avoid damage on my aerial units from the enemy AA Troopers, sometimes they walk to their death, sometimes they wake up and try to do their job. At the same time, sometimes the enemy focuses on my workers and comes at them from different angles and in different numbers, and they are in a very very bad spot to be defended, I keep playing if I lose a couple. And at the same time I should keep my Mounted Troopers alive since they have a support role to fulfill and later a free depot one, however they too must go to an unprotected area to start damaging depots and hope they don't get attacked by the enemy. Since I can keep playing even if I am left with only three Fighters I don't focus on them much, just make sure they don't chase the enemies into their AA Turrets.
After having prepared the defense I put some order and group my ground units, the workers build a Command Center, not required that early but that's my build order and it doesn't matter much,I can't build anything because I lack population support. After that I build the Prefab Shelters while the defenses take on the rest of the enemy army, my hope is that many if not all the AA Troopers die during this time and also the bulk of the ground army which by being many draw much fire from surrounding units, that's why I don't send my Fighters and Bombers out yet, because they must autofocus on their natural enemies.
Anyway, after the Assault Mech dies I usually send them out to the second depot nest. This is usually the time I run out of carbon too. As soon as the Bombers start attacking the enemy air force comes for them, and the Fighters job is to protect them, those positions usually give good results, then I must keep an eye there to catch any AA Trooper that is still alive. While destroying this nest the 5 workers (group 5) should have finished the Prefab Shelters and new workers should be in training, so I use the Mtd. Troopers alive to make a hole in the second wall, that way group 5 can go and build a Fortress in the next spot without drawing much enemy fire or at least in a route I can keep monitored and help with my Fighters catch any ambush. The Mtd. Troopers go and destroy a couple more depots that are protected by AA defenses, if they are dead however, the Workers must go instead. This Fortress will serve as a new chokepoint but I am more interested on the Fortress itself, it can be done differently but I want one Cannon and also build three Dark Troopers to add later to my ground units. They also help if a Pummel attacks the Fortress and the Fighters left already, or when enemies attack my Pummels and there aren't units to defend them by there yet.
The new workers in the meantime keep the buildings contruction. The first depot nest gives resources for defense and population, second for building the Heavy Weapon Factories and Fortress required for later, the third, at the Fortress location gives the resources for the first Pummel wave, these will tackle the first generator, and also open a easy path for the Fighters to go to the second platform and soften the enemy. The Bomber group after destroying the third nest goes for the fourth which will give resources to build the second and definitive Pummel wave to tackle the lest of the mission.
While the first three Pummels go for the generator, and nine more and queued I add five workers to the training to complete 20 and build four transports to carry them, their job will be building the Monument so they must be ready before attacking that area. If the Mounted Troopers are alive they can be sent to a far away spot with two more depots anytime.
Once a generator is taken, many enemies spawn and try to destroy it, so after the three Pummels goes group 7, the ground units. The main objective is not to take the generator but to keep the air units working, after the fourth nest there's nothing to do for them, so the Pummels take the Advanced AA Turrets first, the Fighter and Bombers go to the second platform where their fire will draw the enemy ground units protected by no AA unit at all, so easy kills, the Bombers are sent to a spot with two depots, these units are forgotten about since I don't have time for them, but there are three more easy depots and the Fighters can help later if the AA buildings are taken down.
Back to the generator, there are four depots there so after destroying the Turrets, the Pummels go for those while group 7 engages the spawned units. By this time, the new nine Pummels should have destroyed the enemy Fortress' gate and gate to the second generator. They are a lot and got a lot of buildings to take down so they take positions to draw all fire, after them go the rest of units.
The second generator acts as a concentration for my army, it's in the middle of the way between my base and the Monument, and the only way to get there is by air, which means I have to load my transports, that's why taking down AA Turrets is wanted. In the normal way five Pummels is more than enough for the next platform, and the rest of Pummels stay to take down the two remaining generators in that platform. Group 7 should be there and taking position to defend the workers that will go again to build defense Turrets in an area they can get killed easily. They build a Turret that will draw the enemy attention, and an AA Turret, if there are units close the presence of the workers themselves will draw the ground units to kill them, but otherewise once the Turret starts attacking the ground and air units will come, my main objective is to destroy the enemy air, as my two AA Troopers should be dead by now. After these are built group 7 must take another position to help defend the second generator from the enemy units that spawn, that way the Pummels that are left alone don't get destroyed too.
With the transports loaded I make them cross, and also send the transports with the 20 workers. The Pummels must go first to draw the Turret fire, then the rest of the units, to protect the Pummels/Workers, and the workers which I use to destroy the MOnument, build a Turret to defend themselves and a Command Center, since 20 is still not the max of workers that can build a Monument. However I noticed one of my Pummels dying very quickly, I was like wtf is going on, and then saw a Mtd. Trooper killed them happily while my whoel army was frozen. Hate that, you must give your army an order before they wake up and start attacking stuff. I would have done so but inmediately noticed a whole lot of enemy Bombers approaching my Pummels, specially the one that draws fire fromt he Turret closer to the workers, not good, not good at all. The defenses I had put earlier as precaution hadn't worked. Since there was little time, I inmediately sent all the workers to build an AA Turret which solved the problem, but I had already lost many Pummels, and I was not going to be able to finish the generators in that area with what I had left. But again, I had workers and the Monument takes a while so I just built a Hvy Weapon Factory and built new Pummels. which did the job. The only problem I had was that I could not destroy the enemy Fortress so I couldn't send my air units to help defend the area.
So once the Monument area is looking positive, I have to go back to the idle Pummels and send them to the two generators, and also build a lot more just in case, both generators have Troop Centers next to them, so if the enemy wants they can build Mtd. Troopers and end my attack before I can help them. But they usually go straight for the Fortress so this doesn't happen usually.
So, now it's only a matter of getting the missing generators, reacting fast to enemy units that slip and kill workers despite having put defenses (if you notice I caught one quickly with a Dark Trooper during the Bomber attack), and manually working around the mechanics of the Monument that simply makes gathering workers around it a chore, because they can't path correctly, and the Monument absorbs clicks ina bigger area than it should (they absorbs clicks like if they were built already and their sprite showing, really annoying). As long as you get the generators before the Monument is built you can be sure you did the best you could given the run. If you screw something or the AI does it for you, then the Monument gets completed before you complete the generator objective.
As final annoyance, the game likes to crash on this level, it always happens right as you click the terrain to tell your Transports to unload their cargo there, have lost countless attempts to that. If you notice I took my time to do the drop click at 15:30ish, it always crashes at that moment, I took my time because I have the feeling I crash it by forcing the game to calculate complex paths on this level with many units, and waiting a bit makes the Transports get into formation, not proven though.
If you kill all the workers you lose, and if not the timing is too complicated to get so I do not bother to lose a run to it.
On this mission you have to survive 25 minutes against enemies all around you. Technically you can win earlier if you destroy all of their military buildings, command centers, units, etc. But I find it very hard to do, I barely managed to attack two spots of the four remaining rebel areas on my best attempt.
The other way is by building a monument, but that will take longer than 25 minutes.
Anyway I kept this one because after you survive you have to wait for the victory trigger, it always triggers at 25:19, but rarely it triggered at 25:18 (less units on the map acting and lagging it I bet), I kept trying because I wanted to look cool destroying two rebel bases and got good videos, and to my surprise this video it triggered at 25:17 so I'm keeping it.
Ok about enemies, you are at the center of the map, there are two Ewok clans, in four "camps", two north, two south. Each spawns melee Ewoks, catapults and Gliders (aerial), they are extremely good at destroying buildings. White has a camp north (whiteA), and one southeast (whiteB), green has a camp northeast (greenA) and south (greenB). Ewoks have no way to hit aerial units, but whiteA is defended by the rebels.
To both sides you got four rebel bases belonging to two Rebel units. Yellow has its main base north (yellowA) and a secondary west (yellowB). Red has its main base northwest (redA), while its expansion is east (redB). Of these yellowA are the most annoying since they build fighters non stop and will defend whiteA or yelowB whenever necessary. The expansions dont have good defense against aerial units but have the means to defend sooner or later, specially yellowB, the main bases are well defended.
So there's a lot of aerial units and you start with low resources and practically no AA defense (one fortress at west and east do not count!).
Right at the beginning, you'll be swarmed with units, if there wasn't any aerial unit it would be easy to defend from. But the rebels start with a lot of them, each base will attack a random unit, which means you can't plan in advance to protect certain area, you just have to defend everything. The most annoying unit is the Millenium Falcon, it has higher range than other units, doesn't do bad damage, and will always attempt to evade AA fire, attacking where there's no defense. The only way to stop it is by destroying every other aerial unit, that way it will be the only one left and will go in scout mode, lost forever.
Anyway, to prepare for the invasion I put three strategic AA Turrets, and spend the rest of my resources to buy a Fortress. If I don't put those there will be a "leak" and from there the base and the shield will be destroyed. If one of them doesn't finish building because the enemy army targeted the workers or whatever then you'll have to reset. There are six major entrances and seven points of battle.
The Turret north covers the initial heavy aerial attack from yellowA that ends killing all of your workers if you don't build the turret. Later it covers direct attacks from newly built fighters that come straight to the base.
The second turret tries to cover the initial aerial attack from redB if their units decide to travel in that direction. But it is built to cover the Gliders coming from whiteB, south of it.
The third has the same purpose but cover the other Ewok camp, greenB.
The extra fortress is required because the fortress that is already placed is at a bad position. Enemies like to attack the "worker area", the same area the first AA Turret covers north of the base, and for that they walk sticking to the forest, and never face the fortress. So this new fortress exists to handle them and becomes the main chokepoint as it covers both units coming from yellowA and redA, and together with the other fortress cover the units coming from the yellowB. However fortresses aren't that good at taking down the enemy aerial units quickly, so those will get a couple shots before going down.
After this I'm low on resources but still have to patch other holes that aren't important right at the beginning but now start to become a problem. First the bunker! The AA Turret north doesn't cover yellowA's fighters completely. They will take a detour and come from the bunker area. And whiteA's Gliders are another problem as well. I built a second AA turret to cover them. To cover ground attacks by whiteA I build a Laser Turret as well.
The pre-built fortress east of the base covers ground attacks coming from redB or greenA, but unless the Gliders come directly to it it won't handle the Gliders from greenA. Those like to come straight from 2 o'clock of the shield and hit the buildings next to my carbon gathering site. I tend to build a AA Turret next to the trees to cover them. On this game I sent the fighters straight to their base so that they took down at least a couple Gliders as they spawned.
This completes the basic defense. But to get extra nova the ewok camps south should be destroyed. To defeat an Ewok camp just take down their main building, greenA has two. Since they can't hit air and I start with three bomber I send them, although bombers are slow...
With the defense up and the economy safe it's time to attack, I was already finishing three ewok camps, I spend the remaining of the game attacking redB, whiteA and yellowA.
There are two more missions for Vader but they are time consuming and I was bored and had less time than required so I jumped to the easier Leia's missions.
On this mission you have to destroy either blue or fuchsia's barracks and mech factory. Their bases are defended by two turrets and the command center, and they are more than enough to destroy your units, except the Jedi.
So I just attack the closest base, fuchsia, place the troops so workers get killed and attack the buildings.
Btw, did I say already I completely loathe the pathing of these units..., specially the mounted troopers?, I mean they are completely stupid... won't go like you tell them and then will move to attack something else you didn't want them to.
Anyway I use the nursery to get some extra food for a last mounted trooper.
On this mission you have to destroy all enemy buildings at Ghost Base. The four turrets at the entrance, shelters, command center, any workers or enemy units within the area, everything colored blue. The only thing that can stay around is the enemy gate.
You can obtain workers by destroying that single turret guarding them. I start with resources so I rescue them so I can build extra units and speed the base cleaning. One stays up there to gather 55 food so I can build an extra mounted trooper, it also builds some shelters.
To clear the base quickly, Echuu has to destroy the entrance turrets, the starting heavy troopers can destroy the other two (except when they act stupid, which is usually).
Workers have to be killed, as many as possible, because afterwards they enter the command center and the run is over as you'll lose too many units taking the center down.
To kill workers I slip Leia in and position her in place where she can kill some workers while not getting attacked. I also send a Trooper to the enemy's carbon extraction point.
After disposing of the turrets its time for the Command Center, Echuu has to attack it. If you killed enough workers he won't die trying. The jedi has to do this because mounted troopers will get killed otherwise, having Echuu there also lets the mounted troopers attack other buildings without getting attacked.
After meeting with the spy you can kill him and won't fail the mission. I was mad because I wanted to kill him and fucked up.
On this mission you have to destroy the Sith Temple, grab the Holocron (Vor'Na'Tu) and bring it back to the ship.
I thought this level was harder but it's dead easy. I use the lot of troops to open a hole in the wall so Pikachu, er Echuu can get out faster than going around the base like at the beginning.
On this mission you must retrieve the shards of the Vor'Na'Tu, each an Holocron.
The level is rather easy, the only annoying part deciding which path to take is the fastest.
To complete the mission all 4 holocrons must be in your temple(s), I build one per city to use shorter trips.
The first city needs the three enemy turrets to be destroyed. The second requires the two enemy Barracks to be destroyed, the third needs the Fortress destroyed and the last one just wants 500 carbon and 500 nova.
You can get 500 carbon and 500 nova if you destroy the enemy base, but that will obviously take longer than just gathering them while doing the other cities.
Showing off my new computer's recording capabilities, the video looks awesome in HQ, and more awesome in the raw version which of course is too big for youtube.
On this mission you must first take the Terraformer from the Empire's hands, kill the commander and then save the Jedi Temple from a surprise attack. All this with your starting units (well you can build a base when you take the Terraformer).
Anyway, found I just have to kill the commander and as he dies have Luke right next to the Temple, this way the Temple won't have to be saved and the Terraformer can stay with the Empire.
Those Assault Mechs proved annoying as always, they kept getting stuck in the middle of the way, so they needed babysitting to make sure they didn't stop. I guess they stop because of AI processing peaks or something like that.
First make your units not attack, or they will probably attack that sentry post at the beginning and then the enemy will be after you. Then be careful not to get in range of the enemy turrets, also don't get your workers dead or you will lose immediately.
I attack the Sentry Post with a Trooper right before attacking the fortress to buy time.
The job of the assault team is to weaken the fortress so the commander leaves and then kill him before he escapes to the next fortress. One Assault Mech shot does the job, but the other one got stuck and didnt arrive in time, had to do with the troopers (with the problem that they get killed quickly so I cant have them already there waiting).
Leia has to run away immediately as she dies faster than the troopers and if so it's game over...
I swear the final song got screwed by a lag spike, then I screwed the rest :D
A defense mission!, just survive the three waves and you are done. For this you get a set of speeders, the only problem being the enemy AA Mobiles, luckily the AI for the enemy sucks (even on Hard) and with some luck it is possible to go around destroying AT-ATs without the AAs noticing. Once there are two enemy units left it is considered you survived the attack.
The enemy units will attack first whatever they were ordered to attack initially, second whatever they have seen already, with preference to the left base buildings, and third whatever is attacking them.
Since people can't hear what the "story" says then I'm going to try to add subtitles from now on.
On this mission you must get to the Bunker s you can disable the shield generator.
There are a couple sidequests but you can activate one from outside (obtaining Scouts), and the other is way too far.
The enemy army is drawn to attack your soldiers (meat-distraction) while the heroes go for the bunker.
Perfect Route for this level: As soon as the level starts send everyone to the bunker. Separate the medics from the team since they are slow and unnecessary, kill them as well as your entry ship since they will only help lag the game. Set everyone to No Attack Stance, that way they won't stop to shoot when there is lag.
Send the Wicket for more, killable, Ewoks, set them to no attack stance.
Group the soldiers in one group, the heroes in another (the heroes walk faster, you just need to use the soldiers as shield for now.
If your army wakes up the scouts send these to the bunker with no attack stance, they should cross the battlefield just in time if you do so.
Once you see the outpost with three soldiers leave two soldiers shooting the post so that the whole enemy army comes for them.
Send the ewoks towards chewie, if they die the scouts should pass, or viceversa. Send the heroes towards chewie, that will separate them from the soldiers and they will run faster.
Set the soldiers to attack stance and use them to kill enemies shooting the heroes and draw attention in general by keeping at least 2 shooting the sentry outposts.
If soldiers follow you use C3PO to draw some attention, but don't lose him.
As soon as chewie is obtained send him to the bunker, he has to get there before the heroes. If someone is following kill with th enew ewoks otherwise kill your ewok army.
If you care make sure both chewie and the heroes follow the most optimal path possible (since they will still screw up their pathing from time to time).
Kill the ewoks that spawn at the bunker.
On this mission you must destroy all the enemy workers and all their military buildings, command center and all but five military units.
This mission is very random, sometimes you get attacked as soon as ten seconds from the start of the game, others they never attack you. Whatever.
As soon as the enemy _should_ be attacking my base I do the cheap "Im in ur base buildin a fortress" strat. The fortress closes the south exit so the enemy workers can't attack back.
Then I fill it with 10 soldiers so they take down the AA turret in the center of the base. This will allow easier flight for the transports.
Since you must kill all the workers you must be lucky enough so that the workers stay around to get killed. Closing one exit with the fortress helps, but there's a bigger exit to the north. Whatever ships survive I send them to guard strategic spots.
I hate it when the game was going good but then the game didn't end because an enemy worker hadn't been killed.
By taking the nova mines to the north you make sure of no more aerial units for the enemy, but you must take it before the enemy builds an AA turret there.
It is possible to rush so quick the enemy won't have time to build the Shield Generator and/or the Mech Factory, however, all enemy workers are north at that point in time and the enemy Fighters haven't attacked yet so they kill all of your workers.
Doing it with just a Fighter would take much luck and micro slowing the rest of the strategy. Personally I found it too hard and unreliable.
The mech factory is easier, rush a Fighter to the spot where it should be built and pray it doesn't get destroyed, even after having placed it there the enemy just builds it somewhere else (they do build it north next to the nursery).
A fortress is not necessary and I have been able to do it with just an AA turret and a Light Turret, but the fortress seemed more reliable.
On this mission you start with just two units, Han Solo and Chewbacca, and must survive four battles.
I fight the first, and trigger two reinforcements, on each I get a Grenade Trooper among other units.
I use one of the Troopers to skip the second battle entirely. Just make sure you approach the enemies like I do and attack the one I do. Basically, they have a very short line of sight, and to make them ignore everyone else you have to be seen. The Grenade Troopers run very fast and as such are perfect for this.
I use the second Grenade Trooper to "skip" the third battle. It is possible to get in a position where all the enemies will see you, but if you attack they'll kill your trooper almost instantly, so I just dropped the idea and get as many as the AI wants to give me and kill the rest.
In any case you end with more troops than having to battle all of them, with my new units I prepare and win the last battle.
I leave units on the river because many enemies will come from there and as such the time will be faster if they walk less to their death :D
Hate the game on this level, the Trandoshan just seem to randomly hit your units since they got so low LOS. If your units are not set with No Attack Stance stop to return fire despite your orders. There are two free reinforcement at the third battle that randomly pop (almost never though so I don't go for it). The second building I destroy, if a unit is standing on the south corner no reinforcements will appear. The imperial units will stay at their camp sometimes and make you lose a lot of time. The pathing sucks. My units will forget their pathig and attack nearby enemies and buildings despite whatever order was given previously. Etc etc etc.
I shoot the Trandoshan that come out of the buildings because if I don't they will keep moving and be a nuisance on the pathing (they don't attack though).
The less buildings you destroy the faster your time will be, of course, the harder for you to survive the last battle versus the Empire.
There's a cut during the ending stats because I stopped and resumed recording just in case fraps turned off automatically (which it has been doing lately during the stats screen for who knows what reason).
On this mission you start with just a small army, some workers, a half destroyed base, and monument to build.
You aren't gonna get attacked until you finish the monument so there are no problems actually.
To win you must finish the monument and wait 200 years (victory by monument), or wipe all enemy military buildings, workers and leave 5 military units as usual. Problem is the enemy is tech level 3 and has loads of turrets and fortresses, and you can only get to tech level 2. So... I go the monument route.
The level minimum time is based exclusively on how quickly I can get that monument built (since afterwards as long as you survive the 200 years it won't affect the final time). So I focus all my workers on that, except three which gather food so the Command Center can produce workers non stop.
In the meantime I get the Nerfs, free workers and units present on the map. The biggest help are an army of mechs which you can't build, to get them just destroy the Trandoshan camp making sure you dont have any unit on the south corner of the buildings (like the previous level) or reinforcements won't spawn.
As soon as the monument is completed I rush my workers to get resources because I will need some antiaircraft units. Since I got a lot of workers I get a lot of everything, get to tech level 2, research upgrades and build several Turrets.
With Tech level 2 I can upgrade my Mounted Troopers since I will need them to last till the end (to destroy siege equipment). Also build a few Turrets on a strategic place, they will cover the first attack (which brings highly mobile units so having the immobile yet sturdy turrets will handle them easily), at the same time will provide protection to the AA units until their time comes (vs the Fighters and Bombers), they have a symbiotic relationship since at the same time they increase the number of shots of the Turrets, finally, a last, small attack, always comes by land from the south and the turrets are waiting there again.
The rest of the troops stand in between the enemy base and the strategic spot "initial Turret", the turret you start the mission with and I destroy later, the enemy attacks will be commanded to attack that turret and won't attack units until they reach that point. So by keeping units on the way I get free kills.
I destroy the Turret because for some reason if it remains there the other turrets, once all are selected, won't have the button that allows you to get the AA units out at the same time, which is important since you want to wipe out the enemy Fighters, not have them pick your units off group by group.
While the enemy will send the kamikaze attacks as soon as you finish the monument, the real attacks start once there are 50 years left or so on the counter, I send the main units (Han Solo, Chewbacca and Weebacca) back to the Command Center so they don't die and screw the mission.
It's a long wait and I don't really have to play much except getting the plan setup and wait for execution.
On this mission you just have to cut through trees, yawn.
I try to maximize the deforestation by picking the shortest path to the shore (the area with lower density of trees).
Of course it isn't that easy since you can barely see and order the workers accurately.
I stop creating workers at some point because I got more than enough and any more will just make all of them block their ways back to the drop point.
I built several AA troopers to block the several aerial attacks the gates get during the game.
At the end Chewie and Han barely escape the Imperial forces, although they forgot they had friends back there and destroyed all means to escape, the bastards.
This level was extremely annoying, again several things that can go wrong, and it has a part towards the very end where your units won't cooperate because the area is too narrow (see previous complaints about AI pathfinding).
You must destroy the three jammers, so that you can send a distress signal to the rebel forces. Two of them are very acessible, one is inside the enemy base, but there are three paths that are not that long, the problem is the enemy units since they are one tech above yours.
You are given Roshan, which is an overpowered tank with 30ish attack and mech-like defense. He is able to take one of the radars by himself, but I use him instead to get four cruisers, which will allow to hit two radars and then do some DESPERATELY NEEDED crowd control when tackling the last jammer.
The last jammer is on ground and I have an strategy for it, I go for Pummels, 10 pummels do the job quickly and I build them while setting up the final attack and destroying the first two jammers.
For this strategy I need, 10 Pummels, a Fortress, its 1range upgrade, 10ish workers to build the fortress quickly and 10ish troopers to fill the fortress and give it some power. Oh, also the cruisers.
I also get a couple extra mech destroyers and AA units, and the mech pack I got for free at the south for backup.
First, get a lot of wood, get some nova and later get ore for the fortress.
Send Roshan to pick up the Cruisers, leave him far from the turrets since they do extra damage to ships. Once you got the area free of turrets send one cruisers to the first jammer, the other three keep pushing forward.
The one that goes for the first jammer must be placed in that exact spot and set not to move to prevent the possible AT-ATs from sinking it. You must keep an eye on it in case there are AT-ATs, otherwise its about luck.
The other three must clear the second jammer area, first destroy the shipyards and its power so they don't bother, I place everything close to Roshan so he can help a bit versus the initial defense.
Once the turrets are gone ships can travel, so I leave the second jammer there, I don't destroy it because I need the cruisers further doing their part for the third attack. They must make a clearance on the enemy's walls and hopefully call and kill the enemy AT-ATs, I killed more AT-STs, whatever, but the clearance was done.
In the meantime the pummels were done and the transports shipped, the main package are the workers, they must build the fortress first. I send one pummel to destroy the second jammer, almost forgot...
I usually have all the transports at the beach waiting for the workers to finish their fortress but this time I forgot and left transports behind, this actually helped a lot. I used to have problems with the units pathfinding... they waste a lot of time trying to get through the secret road since it's full of obstacles and they tend to slow down the pummels (which are the ones that must push forward) and also start acting stupid and get killed easily, but since I forgot to bring all the ships there were fewer units, and best of all they arrived at a good moment.
With the fortress done I build a shield to help versus the initial enemy waves. The fortress can't be built closer and the range upgrade allows it to attack the enemy wall, by doing that it becomes the enemy fleet's target.
Since the enemy wall prevents ground units from attacking the fortress they would usually stay by the wall, killing the pummels when I tried to forcefully open it. But the cruisers made an opening on the enemy base that creates a new path for the enemy units to attack the fortress. But to get there they get a bit of damage from my ships and from the small fleet I sent that is waiting behind the fortress (and in this case part of it that just arrived late), they also end up from the side of the battle that my pummels won't be in, since they'll be taking down the wall next to the fortress.
Once that wall goes down the AI will take that route since is shorter, but the initial, stronger wave, will already be taken care of. Now that the wall is down I send the pummels for the prize, Roshan tagged along to destroy any troop center based unit, and whatever else that stayed at the wall.
So basically for this strat you must make the opening with the cruisers before you activate the AI, get the fortress there with 1 range to activate the AI, destroy the first wave (air units), have the shield up and good luck on how the AI decides to behave, open the wall with the pummels and then destroy the jammer.
By the way that build only leaves one tile to walk so have that in mind when you think about sending many units, much less in an organized way.
On this mission you must destroy Moff Darc's Imperial Palace which is in the middle of the enemy base, surrounded by a lot of turrets which are already upgraded and as such deal a lot of damage. Not only that you start with a shit base and as soon as the level begins the enemy sends all of their troop units to rape your town.
Luckily, since this isn't on hard difficulty things are more lax. Anyway, you get the oportunity to obtain several units (mostly workers and shelters) by destroying Trandoshan buildings, a Cannon if you destroy the two turrets that defend it, and even eleven Advanced Berserkers just by chopping some wood or using the stolen Cannon to clear a couple of trees. But I just go straight for the objective with my starting units, yeah Han and Chewie are that hardcore.
At the beginning, move the Strike Mech a bit down to trigger a small reinforcement without having to destroy the Trandoshan building. Immediately send the Pummels to the beach since they are the slowest units, they decide how long this level goes (needed in front of the attack) and as such they should not stop at all. This also makes them take a path that will make the Trandoshan (and later the Troopers) to attack the Pummels instead of the reinforcements, saving their lives.
Also needed is a lot of carbon, to build a Shipyard, Power Core and at least one Transport Ship. as such triggering your base early is cool, I send my first worker to trigger the base early while I kill the enemies on the "reinforcement path".
For the battle plan to suceed, at least one worker is needed on the attack, to repair the Pummels from the heavy damage they will receive from the Turrets, yeah Pummels which usually shrug off turret damage need repair here. The earlier the Shipyard gets build the earlier the Transport Ship and the earlier the attack as well, so I send two workers.
The workers will die when trying to cross the two turrets that guard the Cannon however, so Chewbacca must get to that point before since he can take that damage easily (the turrets aren't upgraded), as such, once the initial enemies are taken care off, Chewbacca goes to his special mission and leaves the remaining enemies to team 2 (my shortcut number for them :P).
Also one worker goes and builds two shelters since they will be needed to be able to build transports, after that they go get some carbon.
While all of this happens team 2 is supposed to add the three AA Troopers to their ranks and take down the two enemy mounted troopers that attack the barracks, afterwards they must join Chewbacca and cross the turrets with the objective of intercepting the mass murder attack by the enemy (which consists of a lot of Repeater Troopers, when you only have a couple Heavy ones and regular ones), if it wasn't for the AI that doesn't concentrate on your troops that would be unwinnable.
Once the base is safe and will be able to gather the carbon all troops must meet at the beach where the transports will be waiting. If you can get all the troops on the other side before the Pummels arrive that would be awesome, but since many random things can happen up to that point it is pretty hard.
Anyway, as soon as the Pummels arrive they must be taken since the attack can start without your troops (as long as they later get to defend the Pummels in time), Pummels go with workers to get them repaired, once the Pummels are in and taking fire form all the turrets then the rest of the attacking forces can join. To defend the Pummels make sure to attack any enemy building with your troops before the Pummels get to attack, that way the initial wave of enemies won't target your Pummels.
With the enemies down just destroy the palace, just dont forget the repairs.
Now onto random stuff, the fucking piece of shit workers have the worst AI ever and will prefer to gather carbon from the farthest possible tree instead of the ones YOU ORDERED THEM to extract from, this will mean you won't have the carbon by the time you need it.
A scout or a trooper that managed to slip by will attack stuff randomly, sometimes the first building they see, sometimes will cross your base just to attack the farthest building (some shelters near the beginning of the level), and sometimes they will go straight for the workers, even they will shoot the workers once then keep going, that's the worst since the workers will stop working and stand there until you notice and it's too late.
The timing of the trooper attack is not the same, so sometimes you will have to wait a lot before moving on (and obviously lose time), or get a very quick attack and get extra time to wait for the pummels to arrive to the beach.
On that elevation that has a AA Turret, sometimes there's zero, one or two repeater troopers that will kill your units if they walk close, and they will unless you are looking closely, chewbacca or your strike mech can take care of them but then again you have to be looking.
The workers you send to build the Shipyard are dumb and will usually get lost, what do I mean, you tell them to walk all the way to the beach, they sometimes will spread (get away from each other due to pathing and hitting walls the other didn't) and once spread they won't arrive to destination but stop before. Pathing sucks when units are close and sucks even more if they are away.
The enemy starts with three TIE Fighters and three Bombers, it's up to enemy discretion where and when they will be used, as well as the path they will take to their target, it is known that one of the fighters will be used to scout and will fly over your base by the time team 2 is picking up the three AA troopers however, and it can be taken down then. They like to attack when you don't have the AA guys close, whether its your base or your troops. Sometimes they don't attack and then help defend the base and are part of the initial wave of defense. But they will come from any angle (usually east or north).
The enemy starts with two Artillery units, it's up to them whether they will be or not in base by the time you attack, in any case if you move your troops right (don't let them move south) they will target the Pummels and most likely will only hit them and not the worker repairing them. If there's Artillery don't waste your time trying to destroy it, you'll lose.
The path from the backdoor beach to the base is very narrow, and your troops LOVE to get stuck there, and by stuck I mean they won't move, forwards nor backwards.
That's it for the random stuff. I kill chewbacca after the fight since that makes the game end sooner.
On this mission you must rescue the Wookie slaves and kill the enslavers before they scape. The mission is short and full of action.
I send the berserkers to rescue the slaves, they must fight 4 Turrets, but they are light turrets and my units have auto healing, you will have to reset if any enemy decides to go and attack them though, and this is just luck or lack of it.
In the meantime, Chewbacca and co don't have anything to do on the first section so they leave immediately to take over the center of the map. I need the enemy army to go this way and not attack the berserkers so Chewbacca must be the first to attack something, it is a tank unit so it's designed to take the pain as long as my other units kill the attackers quickly.
While it is not necessary to destroy the turrets I haven't been able to complete the level without doing so (I have come very close, like seconds away but lost regardless). The perfect position for Chewbacca is in the middle of the four turrets, so he draws all fire, of course that kills him easier.
You may not lose Chewbacca, Han, Luke, Lando or Attichitcuk, you have to destroy the Airbases quickly, kill the two head enslavers, and you shall not destroy the power core until you have completed all the other objectives. If you destroy the core as soon as you kill the enslaver you still lose, have to wait a bit. All in all its hard to complete the mission under heavy fire because one of them dies or lose your cannons or berserkers.
Anyway, with the extra berserkers their job is now to destroy the airbases and fortress, so they go for it. The rogue squadron must defend them, specially from TIE Fighters, the idea is to lose as few berserkers as possible since the fortress is last and is the better defended.
Chewbacca's perfect spot is at the middle of the four towers, but usually he won't have the hp. Attichitcuk comes to the rescue, he can draw fire from the two (or single) towers to the right, while chewbacca takes the left.
In any case, you must time your units to destroy the power core after the enslavers have been killed, not before and not so much afterwards.
As for the fortress, I send the rogue squadron to stay close and attack when possible, their main objective is to kill Dark Troopers and the like that will kill berserkers and render you unable to destroy the Fortress.
Now, the perfect run would place Chewbaca at the middle like I said, while have (and somehow not lose) a cannon attack the fortress and another attack the power core in such a way that the berserkers face a weakened fortress and overall the level ends at the earliest moment.
In practice your units get slaughtered since the enemy is producing and using units on their own and you aren't watching the battles. Han can't defend the cannon, an Assault mech can but gets destroyed down the road, basically I find it extremely hard to execute and win and even then the ones where I was close it was with a slower time (since your focus deviates to other things), that's at least for me at this game speed (Fastest).
On this mission you must power up the air generators. Not only that you first must survive a big tsunami of enemy troops. While it is not required, you dont start right away with the resources to go and power up the generators so you must defend while getting the carbon.
You start with four heroes which must not die, two of them dying very easily, and anoother not far from that, I just keep them away from harm.
The first generator is in the base and as such is not hard to activate. The other three however are on each one of the three enemy bases.
Green is least advanced but its generator is guarded not only by AA Turrets and a frew Fortresses, it has units guarding the area, land and air.
Yellow has better Turrets and is more advanced technologically but their generator is very unprotected with no units guarding the area.
Red is hell, they are the most advanced and their AA Turrets are not only Advanced Turrets (highest level), and have dozens of them and also five Fortresses surrounding the generator, they also have homing capabilities researched, as such it is impossible to cross their heavy AA by just dancing around the rockets.
Once you land, you are met with fire from the many Turrets in the area, you also have to keep in mind the land units waiting for you on both your terrain level and the one below.
First, surviving, get a Nursery and as many Bantha as possible, the "NPC" Wookies stole one from me..., the food is just for a couple more workers and to buy some air transports.
Then build 15 workers and get them to carbon, a lot of carbon is needed. Build the Heavy Weapons Facility to get some Pummels later, it will also attract some fire from the empire's obliteration wave.
Talking about it the berserkers are a key unit, keep those safe and waiting behind the Fortress, the Troopers are safe next to the Foretress and behind the front lines. The main unit for defense are the Fighters, since the enemy has very few (smart) AA units coming your way, they will focus on whatever the redarmy sees first, as such I let the first enemy units get into position and target my buildings instead of attacking before that and get them to target my air units, by doing this the enemy AA will walk all the way up to the building instead of attacking my Fighters (unless attacked by them in which case they "wake up"). Their main objective is to kill anything that kills Troop Center units quickly and to prevent damage to buildings from ranged units. As such they won't focus on Pummels and Mech Destroyers.
The Berserkers left waiting will start moving automatically once Pummels get close. All other units do very low damage to them while Pummels take down the buildings extremely quickly. As such Berserkers must survive.
Anyway, once carbon is back up build the first Power Core, get it to power the generator and the airbase. Start building air transports. Then build the Pummels.
Transports are two required for Green and Yellow, infiltrating Red requires more than five ships, I send eleven. Why so many more? because one thing is to infiltrate and another to build the Power Core. Dropping just a couple workers wont do since heavy fire is not only on air but on land too.
Green gets one Pummel and two workers. The Pummel is to attack the closest building (AA Turret) to call all units of Green to attack it and overlook the workers. Two workers just in case they are caught by the patrolling enemy Fighter before the Pummel get their attention.
Yellow gets a single pummel and a worker. The Pummel just to draw attention from a Turret and prevent me from having to stay there for longer but not really necessary.
Red gets seven decoy transports holding one worker each ("bonus workers"), and the real drop, four transports with a Pummel and a worker each.
The Pummels are to distract the land defense and all the workers that survive the drop and later the defense line to build the Power Core, this is usually one or two (with 3 HP left :D). The problem is that there are usually an AT-AT or Repeater Troopers on the lower ground and they along the buildings start attacking whatever drops first (usually workers), once an enemy kills their target they focus on the next unit that is within range randomly, since I got many more workers than Pummels it is more likely that their next target will be another worker, and so on until all enemy units are focusing on my Pummels and not my workers.
Anyway this time somehow there weren't units on the lower ground and I got a surplus of workers alive, yay.
The Classic campaigns can be played with expansion rules (new units for example), I only played the new campaigns since the older ones were not updated by the developers to be consistent with these new rules.
On this mission you have to wait for Count Dooku to arrive and then protect him until he crosses the canyon.
I tried a lot of things to find out the trigger for Count Dooku's arrival, but it was in vain. I managed once to get Count Dooku to NEVER arrive though :D
From my many tries the best usual time was around the one I get on this video. Only one better time I got, one minute earlier, but it was after using several cheats to trigger all fights at the same time and kill all the enemy units in less than a minute, which won't happen when playing normally.
All I know is that the trigger has something to do with finishing the first battles and getting through part (how far no idea) of the canyon.
I use Sev'Rance to kill all mechs on the way, while the Troopers take care of others like them. After I get notification of Dooku's arrival in three minutes I don't have to play aggressively anymore since the level will end in a set time. Three minutes and all it takes for Dooku to get through the canyon at his own speed which won't be slowed unless you don't kill an enemy on the way.
On this mission you must build twenty Strike Mechs and twenty Mech Destroyers (booring). You can't build extra Mech Factories and have to do with the two that are included in the map.
Not happy with that you must bring the units back to the beginning of the map for the level to finish, they put the factories kilometers away from the destination point.
Resources there are much more than enough. The enemy is walled in and will barely attack once or twice towards the very end with small pitiful armies.
All in all this is a boring tutorial like level. But I still have to build 40 mechs quickly, I do not have an advaced guide for this game, and the google does nothing, so I got some data on my own, probably wrong.
A Mech Destroyer costs 175 carbon and 100 food, so to produce twenty you need 3500 carbon and 2000 food, it takes 35 ingame seconds to build one which means it costs 5 carbon and 2.85 food per game unit, since you build two at a time then when building destroyers you have to be able to support 10 carbon and 5.71 food per game unit.
An Strike Mech costs 100 carbon and 50 food, to produce twenty you will need 2000 carbon and 1000 food, it takes 30 seconds to build one, its cost to build two at the same time is 6.67 carbon and 3.33 food per game unit.
Now a Mech Destroyer takes 237 seconds to go from the farthest mech factory to the transport, an Strike Mech takes only 125. This means that you can save 112 seconds just by making sure the last units you make are strike mechs and that they go non stop from factory to transport and arrive last. This means your last mech Destroyer must be leaving for the transport at least 148 seconds before the last Strike Mech finishes building. In other words they should be leaving when you queue the last 7.5 strike mechs (3.73 per factory), I don't since resources won't pile that much so I always build 14 strike mechs before building the destroyers (I get 3 left per factory).
Assuming you had unlimited resources it would take 650 seconds to build the mechs.
A worker is created in 25 seconds and you start with three. A worker without upgrades will gather 10 food in 33 seconds or 0.30(...) per game unit. However it usually must walk a short distance to the gathering point and back, each trip costs 4 seconds. So a food trip takes 41 seconds.
This can be upgraded with the "Motivator" (175 food, 50 carbon) which takes 55 seconds and is researched on your Command Center, which means you can't train workers in the meantime. It increases the carry capacity by 25% (from 10 to 13 in this case) and worker walk speed by 10%. So, an expensive upgrade that is not very slow but slows you down by 2.2 workers production.
With the motivator a worker gathers 13 food in 43 seconds (gather speed remains 0.30(...) as expected) but the trips only last about 3.5 seconds (if my timing of 4 seconds when not upgraded is correct then the trips now take 3.6 or 10% faster as advertised by the game). So it takes 50 seconds for a full gather trip. In the end the worker gathers more food per unit but the change isn't that huge.
But the food is not right next to the Command Center, a worker takes about 7 seconds to walk to the carbon depots or Mynocks next to it (6 with motivator), 37 to go to the carbon depots right at the beginning of the level (33 with motivator, there's only three Mynock here), 84 seconds (or 75.5) to go to the carbon site on the asteroid terrain, 50 (or 45) to go to the small site in the south corner of the halls, 70 (63) to get to the big carbon site following the last one, 94.5 (or 85) to the food depots which has Mynocks, and the last site which is at the mech factory area is 101 seconds away so I dont consider it for carbon, however it does have Mynocks. Of all the sites there's two big enough carbon ones, the asteroid one and the one at 70 seconds, I start and send more workers to the one at 70 obviously since its closer, but workers are dumb so I can't send all of them there (and also there's not enough carbon on that site alone, you need two). Also I only use two since that means I build less gathering points and as such spend less carbon building them.
Now hunting, you hunt by killing Mynocks. A worker hunts for 35 food in 85 seconds, 0.411(...) per game unit, this is a lot more than what you get for gathering! Problems with hunting however is that the animals are usually not close to the gathering point, I call this a long travel distance and time it at 7 seconds per trip. So a full hunt trip takes 99 seconds. With the Motivator the trip takes about 6 seconds (or 6.3 if my timing of 7 is correct which obviously isn't) and the worker now carries 44 food. This is a slight problem. A Mynock offers 140 food, and its corpse decays while dead. Without the motivator three workers can gather the 35 food they can carry and leave the body with 10 or so food that can be left to rot away. However if your workers now carry 44 they will not be able to use this capacity at its full if three of them go for a single Mynock, that means you don't care and in that case you aren't using the motivator upgrade at its full (lowering its appeal) or you only send two workers per Mynock and in that case you are leaving more tasty food to rot than without the Motivator, and this specific food is the one that is extracted quickly so it's best to extract as much as possible. Anyway the full trip takes 119 seconds and brings 44 food if possible.
Since hunting provides more food per game unit then it means you need less workers hunting than you would need workers gathering food to be able to sustain the production of mechs. If you need less workers that means you can start this production sooner, which means hunting is to be prefered. There's a catch with hunting however, it brings more food but you have to wait until the workers finish gathering and return, which means your food stock has long times without increases then it makes a big jump. In this case we want to build non stop so hunting should be mixed with food gathering during production (unless you can time it so that there's always a hunting group returning before each production round, that would be awesome). There are three major sites with Mynocks, 11 Mynocks on each approximately (they wander so they may go somewhere else).
Onto carbon, a carbon site takes 30 seconds to build, a carbon gatherer gets 10 carbon in 26 seconds or 0.384615 per unit. Since these are always close to the gathering point it takes short trips, 4 seconds. So with Motivator its 13 food in 34 seconds with 3.5 second trips.
But there's a second upgrade, cheaper and done on a separate building which means it is "free" timewise, Handheld Carbon Extractor, it enhances gathering by 20% which is a big number. It costs 100 food and 50 carbon, less than the Motivator. With this a worker gets 10 carbon in 21 seconds (0.476 per unit) with 4 seconds trips, or 13 in 27 seconds with 3.5 trips if the Motivator is added.
I tested this manually, opened notepad and using the numbers simulated a "game" of 24 minutes where you only build workers, another where you research the Motivator first and then build workers, another where you research after training 16 workers, and a last one where you get it after 33 workers (my non scientific approach of 16 food gatherers and 17 on carbon I previously used for this level), I included the idea of hunting all the Mynocks first and walking times with and without the motivator.
I got to the conclusion that the difference between getting it right at the beginning or until the very end was minimal (80 food). There was a big gain for researching it after 16 workers but it wasn't extreme (240 food), since this gain is obtained by researching the motivator earlier than 32 it means the gain only appears in the late minutes of the 24 minutes I simulated and as such it isn't worth for this case... On the final minutes you'll have the most workers and as such having extra resources on top is useless, by not researching the Motivator I can save the resources and spend them NOW on mechs when I got few workers and low income.
Anyway, I decided not to get the Motivator but get the Handheld Extractor. For sustained production of Mech Destroyers you need 19 gatherers or 14 hunters (5 workers, 5*25= 125 seconds big difference!), and 21 workers on carbon. you start with 3 workers as such you'd need to train 32 more = 800 seconds.
For sustained production of Strike Mechs you need 11 gatherers or 8 hunters, 14 on carbon. This is much less, it takes 475 seconds to train this many workers and production could start with this while we build the extra workers needed for the Mech Destroyers. But if we rewind we need to have at least 6 strike mechs left for last so that the level can end earlier, which means we can start production with these but we should not build more than 14 Strike Mechs.
To support training new workers non stop you need 7 food gatherers or 5 hunters. These are dedicated to get the food required to pay for a new worker.
You also don't start without resources, you get 1100 of both carbon and food, which allows to start building sooner using these as savings and lower the number of workers required to start production (they dont last very long, but give you 130 seconds to build workers, 5 or so)
Since Mynocks are hunted better in groups of three, I start by getting 9 hunters, then get 13-14 carbon gatherers, then up the hunters/gatherers then go back to carbon to complete 20-21.
All in all I can't tell for sure if this is optimal since a simulation isn't the real deal, but I barely mantained the resources for production (although it wasn't fluid but the pauses weren't long) and beat my best time (using this strat) by 10 seconds and my old non heavily researched records by almost 4 minutes so I bet it wasn't that bad.
I kill/destroy everything that will block the way of my units. And since I am at it I destroy everything else that can be destroyed as well :3
| w/o Mot | w/ Mot | Per Time Unit | |
|---|---|---|---|
| worker | 25 | 25 | |
| carbon site | 30 | 30 | |
| HHCE | 25 | 25 | |
| Motivator | 55 | - | |
| gather food | 33 (10 food) | 43 (13) | 0.30303030 |
| hunting | 85 (35 food) | 107 (44) | 0.411 |
| gather carbon w/o HHCE | 26 (10) | 34 (13) | 0.384615 |
| gather carbon w/ HHCE | 21 (10) | 27 (13) | 0.476 |
| short walk | 4 | 3.5 | |
| to-mynock walk | 7 | 6 | |
| walk to carbon site1 | 7 | 6 | |
| to site2 | 37 | 33 | |
| to site3 | 84 | 75.5 | |
| to site4 | 50 | 45 | |
| to site5 | 70 | 63 | |
| to site6 | 101 | ||
| to food storage area | 94.5 | 85 | |
| build strike mech | 30 | 30 | |
| mech destroyer | 35 | 35 |
| time to build all | 650 |
| time it takes the farthest strike mech to come to the base | 125 |
| time it takes the mech destroyer | 237 |
| so mech destroyer must leave when there are 3.73 strike mechs left to build | |
| to sustain building villagers you need 7 on food or 5 hunters | |
| to sustain building strike mechs you need 11 villagers on food or 8 hunters, 14 on carbon | |
| to sustain building mech destroyers you need 19 on food or 14 hunters, 21 on carbon | |
On this mission you have to first reach Boorka the Hutt, then destroy the Jawa Sandcrawler (obtaining workers), then destroy the spaceport guarded by the Republic.
There are two approaches you can use to reach the Hutt, power or stealth, on the way there are lots of enemies, your army can win the battle but with heavy losses. If you gather your units and push them to the right of the map, touching the edge then you can get to the Hutt without being seen. Instead I just pick my fastest units, the Strike Mechs, and run Forrest run to the next meeting trigger after which the Hutts minions become allies. If lucky all can survive but losing one and having another almost dead is the usual outcome. I wait to send the rest of the troop or the minions will see them and attack them. I kill the extra units since while useful they'll slow down me later when I need to build shelters to get back my population.
Now let's get workers, the hurt Mech goes to secure four Banthas north where the bas will be located. An enemy scout will grab them otherwise. The other two continue with the mission, they must kill the Jawas protecting the Sandcrawler, and also kill the raider since it will lag and or kill a worker. The dragon is too strong and is better left for other units. Once I get visibility of the crawler I can send the Bounty Hunter (which runs fast) and the Droidekas (slow, but strong).
Now back to the general I will need power to power the nursery that will accommodate the Banthas, so I steal a Power Droid from my ally. lol at the Mechs attacking my future droid. After that don't forget to ally back or they will steal your Banthas.
Sev'Rance goes to catch a very yummy Bantha group, thirteen, I place my units along the way to catch the scouts the enemy always send around those points. That way I don't lose my hard earned food.
Back to the workers, they were sent to build the Command Center, but having more than one worker ona building gives diminishing returns, and besides the CC I need to build five shelters and a Nursery (left with 0 carbon) to be able to start training workers right away. So I build the shelters and Nursery along with the CC. The Droidekas are sent to kill worker threats that usually attack while the CC is being built, after that they now kill the flora and fauna because they stay in the way of non stop production. Two big animals are left because they will provide a boost in food when needed.
About build orders, first a shelter then Nursery, then depending on carbon you could get a Carbon processign Center or Upgrade the Nursery, the gain ain't high but the level is longish so it will pay back. As soon as you get the Carbon processign center upgrade the harvesting since you will need lots of carbon here.
Then I concentrate on more shelters, there will be apoint when enough carbon is available so I start building a Spaceport and then a War center, these will unlock the Tech Level 3, and the Spaceport I always use to get the resources I need, but this time there's more, send a cargo to the ally's market and you'll get 500 nova in return, which pays back the Spaceport and cargo and leaves you some more. The cargo itself is sort of useless since it only returns with 5 nova, but its built already so whatever.
Once there's enough workers for your liking get a boost in food, buying if necessary (I dont buy the whole thing because I need the nova for later, also you need 200 to get the Tech upgrade).
While upgrading, three workers on ore to gather 75 ore to build two airbases and a heavy weapons factory. Some to nova to be close to the future building site and also get some nova to build some Pummels. This leaves the carbon close to the CC without many workers which means once we reach the level we can train workers and have their destination close and not cluttered.
By the time the attack will start you get attacked by the enemy whch sends its starting units. Some of yours will die obviously.
Anyway, this level is extremely hard, to finish as I did, it's sort of luck, specifically how fast the Republic rapes your assault force. and whether your transports get destroyed without unloading the cargo. It could theoretically be done with just two Pummels and maybe three? transports. I used to use 10 Pummels and 12 tranports and it was 50-50 whether I made it or not. Now I tried just four Pummels, and 10 main transports (with whetever else could squeeze the better).
Many maps have hidden "scenes" from star wars movies on unaccessible areas, they are assigned to Gaia so if you get close they join your team. With aircraft available, this time they are accessible. On the western corner there are several units for grabs, three are special ones, Explosive Droids which will almost take down the Spaceport if all of three hit it (the Pummels to complete the job). These and the Pummels are the main cargo and won't drop until the situation on land allows.
The other transports filled with whatever could be salvaged are the first to enter, well unless there are empty transports available, those enter first. Waiting them a special defense force especially placed to defend the Spaceport.
As soon as the initial team drops they must take down the 50hp Depot that blocks the path to the Spaceport, this leaves an opening big enough for the Pummels to attack without pathing problems, so they must wait until the Depot explodes.
Once the Depot explodes, and the Pummels are dropping then it's a good time to drop the Explosive Droids as close to the spaceport as possible on that other opening southwest, drop them touching the Spaceport because the enemy troopers kill them extremely quick. Then just select everything, right click the target and hope they manage to pull it off :D
You must destroy the three command centers and then walk to the reseach center to steal the data droid.
I'm not happy with the level, because my first speed run attempt got 20:20 and during it I kept doing mistakes or so I felt, but no matter what I tried to improve it I always ended slower, this time I played good yet only beat the time by 16 seconds...
First I get all the Banthas that are scattered across the map, 23. I have to do this first because I want the Banthas to reach the base before the enemy scouts finish scouting their surroundings and explore the map.
The green base is like 3 seconds slower to get to, but since I dont get Mounted Troopers yet I leave the shortest route for them.
Each base starts with a Bounty Hunter (excels vs Jedi/Sith) so the battle must be started by me so I can pinpoint it before it kills me.
Green also gets troopers before the rest. Yellow doesn't get troops until very late, but has three turrets guarding the base (green only 2) which leaves no blind spot. Also yellow attacks with its Bounty Hunter and does so quite soonish. I leave my troopers on the narrow entrance so I can catch him on the way as well as any scout that goes around. Green and yellow start with 2 scouts, teal with one, if I kill all the scouts of one of them I force their Bounty Hunter to scout the map, leaving them useless.
Back to base, Nurseries are cost effective although they dont pump food as fast as Herders. But Im saving carbon anyway, so as long as workers can be trained nonstop it's all fine.
Once I got the economy I start training Mounted Troopers non stop. Basically they need a lot of food, 5.5 workers per Troop Center, and 2 on nova per Troop Center. A full Nursery is worth 3 villagers. After the Troop Centers are built workers on carbon are only needed to build shelters. So as I build the shelters I start sending them to increase the food supply by getting farms. After that its just a matter of destroying the two remaining bases.
If I kill Sev'Rance after that specific dialog line the level ends a bit faster.
Some random notes I had:
On this mission you must infiltrate the decimator facilities to crack the Decimator operational codes. Then bring back the codes to safety, and destroy the facilities and tower.
The buildings to destroy are in two opposite sides of th emap and you are giventhe option to stablish a base. But there are free transports and enough units to make an assault, although splitting the forces.
How you must split to be able to beat the level the fastest depends on your timing as well. By my timing this is the best split although I had to wait a bit on the last building.
You must also be a bit lucky with how the units decide to move or stop moving altogether (you know the pathing problems). Or the enemy retaliate to your attack. Since very few troops are sent to the tower if the enemy decides to defend that site you are screwed.
I build a spaceport since there's extra ore and food that can be utilized to its full potential.
I send the heavy pummel to the tower since the smaller usually has not enough hp (unless with perfect timing but then you have worse timing on the other battle scene), anyway it usually doesn't destroy the tower in time. I send two Heavy Mounted Troopers to speed it up, the strike mechs must kill the defense then help with the destruction of the building, although they do little damage.
Sev'Rance is the "only" one that can take down the defenses of the Decimator Facilities so she goes first, followed by the pummels. The rest of units I send in between the Facilities so they dont get shot and some attack the facilities while I must go to the other side of the map to position and protect the single pummel from taking heavy damage.
In the meantime workers are finishing building a Troop Center too and should be going to help destroy the buildings. Oh I forgot this is about time Sev'Rance should be heading back with the droid to a trasnport so that they arrive at the ship (final trigger) in time to end the level as soon as possible.
The Troop Center is to build anti air troops, since the wookies will almost always build several Fighters to hit you. If they don't build that many or timing/luck allow the first three AA to control the situation then I can build a couple Mounted Troopers to speed the facility destruction a bit.
Once all the objectives are cleared and the first speech line is on screen, I kill Sev'Rance since that cuts the final dialogue a few seconds earlier.
On this level you must make an opening on the shields guarding the Power Grid, so that you can take it down and leave the Republic without precious energy.
However the AA is heavy, and you only get airships :D If you destroy the Power Relay powering the shield you win. You may not lose your transports (may lose just one). You may build a base and research and stuff but I just make lemonade with what I got. Ah, btw, it goes without saying, but you may not lose Sev'Rance as well.
On your way to the Power Relay, there are countless AA Turrets from yellow, the defense grid. Once past it you got three paths, I take the one that doesn't have Fortresses since they would take too long to destroy. This is the leftmost path, and has two enemy Air Cruisers, three Heavy AA Mechs, some AA Turrets and the many AA Troopers teal trains, there's also countless airships ready to obliterate your fleet.
Since the final objective, like always, is to destroy a building, I must save the units that destroy buildings, the Air Cruisers. HARD. The enemy fleet, if allowed to choose, will hit them and if they destroy just one then they force me to reset :(
Now Sev'Rance alone is not strong enough to take down tens of Fighters without getting destroyed, so saving your starting Fighters until the end is critical. So we start by using the Cruisers to allow safe passage through the defense ring, while Sev'Rance goes to destroy the whole yellow airfleet :D If she dies I can always start again..., anyway she can take each Fighter in one shot since these aren't upgraded and she has more range so I make use of that, the idea is not to get caught without moving because if you do they will end up winning.
Also of note I destroy as few Turrets as possible while still make things doable. There's one point where I slip through a narrow space between two Turrets (the turret that Sev'Rance barely touches, to the other side there's another Turret I don't get to trigger. Air Cruisers move one behind the other so they at least help when doing that (but it doesn't help when you move them away from a Turret since they'll go in range when trying to build the formation... retards...
Ah, the transports have groups troops, but the enemy has like thirty times the power so they are useless and actually make me lose concentration time, a valuable resource. I do have a use for workers though they can repair stuff and do so right after the first battle since is unlikely that I get Tann out of it unscathed (possible though). The rest waits there and sometimes get killed by a yellow patrol of three Fighters.
Once we are past the defense grid, it's time to tackle the Air Cruisers, but first let's make sure the slow moving ships take the safe path, they should not deviate since there are Turrets around. Oh do they love to get off-course.
Tann goes first since she can outspeed the mega lazor of the Cruiser, of note that Air Cruisers do not have splash damage versus airships, and while I've seen Tann damaged, yur cruisers don't damage enemy ships. Anyway, attacking the first cruisers calls for the Starfighter close to it, which we must take down since it takes a good chunk of hp of your airships. Then Tann rushes to destroy the Starfighter that is on the other side. With the area clear time to drop the workers since they walk faster than the Transport moves... and bring the cruisers.
The Air Cruisers attack the Turret, since the splash will hit the AA Turret, which is deadly. It needs four splash shots and as soon as th efirst connect some Starships and a Fighter will come. All of these require two shots from Tann from now on, and Fighters rape Air Cruisers, and your Fighters even on Aggressive stance are retards, so make sure you click on everyone manually. This skirmish triggers the Ai to produce and send AA Troopers forever, it also triggers the three AA Mechs whcih you must destroy with Air Cruisers shots, if you are lucky more than one or all three in one volley.
Now, after this I attack the Troop Center since it calls half the airships that await, but this time I must hit the OTHER Troop Center for the whole team to come, whatever. After this battle which usually leaves me with nothing but 4 Fighers and Tann (and usually one Cruiser destroyed) -I was left with more than that, cool, the nect AA Turret must be destroyed. Find the Command Center, count one, two, three wall sections, hit there. BUT, this called the whole enemy fleet, this never happens and caught me by surprise, I didn't have the Fighters close, but managed to survive with all Cruisers there and Tann complete. So resuming, I go for the Power Relay and a few remnants of the fleet come, this never happens too, there are only three battles on a normal game :/ but they aren't many anyway... Since I am sure there won't be any more battles I just suicide the Fighters in exchange of some damage, and wait until the building is gone.
Some AA Troopers say hello but they don't pile up enough to warrant their elimination. With the shield down I kill Sev'Rance after the first dialogue shows to end the level a bit earlier.
On this level you must destroy the Citadel to get a hold of all the energy on Sarapin. There are two optional objectives, obliterating all enemies which gives nothing back... and destroying several buildings scattered through the map, Drillers, and guess what you get... nothing in return as well.
The Citadel is as far as it gets, and you must go through five enemies and a sixth guarding the Citadel itself. You are given two Decimators, nice units, but a bit slow, and weak to Mech Destroyers. Playing came up with two ways to beat the level, an aerial assault or a land based sweep. The aerial needs transports which means Tech Level 3, and you start in Tech Level 1 so it doesn't look nice...
So I tried the attack by land and everything was so smooth after the first fight the level seemed a joke, but that ends on the fifth base, the Fortresses guarding the Gates fire like on crack and do a lot of damage to Sev'Rance so she can't tank even with 5 medics healing non stop. Add to that the she can't stand still because she's supposed to take down the Mech Destroyers behind the gate and then stay in front to block the shots from the two advanced turrets that guard the Citadel along with the sixth player's units...
The turrets alone do 1.5x the damage the Fortresses do so are we talking 10 medics or so? too much. And remember she has to stand still for the medics to heal. And the enemy killing the medics too...
So a land based attack needs a damage sponge... Pummels, Tech Level 3 as well. However... we can start with as many as one single Pummel, so I tried and tried, and crossed the gates using a Pummel at about 21:30 mins and was OBLITERATED by the sixth's Jedi group. You see, the advanced turrets have a huge range, and you are forced to go through all of it before attacking the Citadel. The Pummel/s get destroyed or converted in a breeze, so...
Now an aerial attack, it starts later, since we need around seven transports to have a good chance of THE transport not getting destroyed by any of the three Advanced AA Turrets with homing missiles. After figuring the Pummel way would be too hard I tried this method and found that they end up about as quick as the Pummels, I'm gonna say this is quicker by a few seconds, and it's way easier to do.
After about two weeks running this level I took down the time from 25 minutes to this. By cutting down on units to produce, for example now I go with six transports instead of seven. I also cut down on workers to advance the Tech Level earlier.
Tech Level 3 must be rushed, of all the places to build the Airbases you would use the closest spot to the Citadel which means between the third and fourth base. Plain rushing is not useful, the rush must get enough workers to complete the production of five Air Transports quickly and a sixth not long after.
The three Mynocks close to the base serve for early food, since hunting is more productive than other methods, you must migrate to a new hunting spot along the way. Build a nursery to get some extra food and since it's cheap and counts for the three Tech Level 1 buildings needed in order to unlock the level 2. But be extra careful of being close to the cracked ground, it spits lava and kills your units in a couple hits, only Sev'Rance can get out quickly enough, workers, nah.
To get to Tech Level 3 get an Spaceport and sell the ore and buy 100 food (or carbon if that's what you need), you can prepare for a second trade if you use a worker to get 50 ore. However it leaves the worker very far from the carbon/food gathering spots since the ore is right next to the Command Center. You must get 50 ore since you will be building two airbases. No more food except 222 is required, so if you dont get extra ore you will be able to sell some food. Carbon you'll need a lot so put everyone there.
Back to Sev'Rance the first battle is extremely hard, green has two Bounty Hunters a lot of Assault Mechs, Strike Mechs and Mech Destroyers, and Tann is a retard and will not obey your commands at all, you tell her to attack X, and she will attack whoever is closest to her. What I do to win that unwinnable battle is to trigger their AI but then retreat behind my units, which are very far away. That way their fast units will get separated from the slow ones and can be taken out easier.
You will get 12 workers, you start with five, train seven. Then convert two of green's and later convert two of orange to build the Airbases. After Tann converts the green workers shes off to orange, timing says she'll barely make it to convert a worker of orange and get that worker to finish building the power core before you reach Tech Level 3.
The Decimators while slow get an extra time to get to the Airbases, so they can stay to destroy the red army, specially if they are attacked. They are annoying, sometimes they decide to go to your base and attack your workers, screwing the run.
The easiest path through the AAs is the one I took, Tann has to be in the row touching the map's edge so that the turrets don't attack it. You must have quick reflexes to move her if she moves to the front or unprotected column during flight, if her transport becomes target she's dead and so are you. If successful just attack the Citadel, you'll destroy it before dying. I kill Sev'Rance at a point where it makes the dialogue finish faster, she should not die before that.
Now the final campaign awaits, finally, so close to finishing this #"·&($&(/"$&(/$"(/$% game :D
And the last campaign, this level I did not run for too long, it's extremely short yet you rfinal time is completely dependent on luck.
You can have an extremely good run or a badly played one, yet the final time depends on enemy units randomly choosing to attack one of your units, Stam Reath and leaving him close to death, if they do so, the game will end faster, if not, well it will take ages.
It doesn't help the ending is a "cinematic" during which you have no control over th eunits.
You start with a jedi troop and must take down two battleship cores, I send the fastest jedi (she's tied with another two) to activate a Pummel squad which will take down one of them. The jedi take down the other.
At certain point (around 2 minutes in the clock) you must send Stam Reath and Echuu to the north corner. Stam is the slow unit so he goes first. They must stop at the entrance, and should not proceed further. When the battleship cores are destroyed you'll lose control over the units, Stam and Echuu will walk to that spot and Sev'Rance will appear and kill Stam. If you aren't at the spot you will ahev to wait until the units backtrack. If Stam is injured the battle will last less. I feel this is too random to bother.
This mission lags like crazy while recording, I'm surprised the video is so smooth. On this mission you must get to the Citadel and survive a while until the level ends. Except there's 20 units attacking you.
On the way you have to activate the drill platforms, obtaining some fodder, ahem workers, on each.
I quickly get a holocron and build a Jedi Temple. The Jedi Temple allows me to enhance the Jedi walk speed for 100 nova. I start with 100 nova. However the Temple itself costs some of it. So I get a nearby holocron to get the missing resources to start this research.
To not wait a thousand minutes I steal a conveniently placed Power Droid.
After that I evade a confrontation with 2 Bounty Hunters which would do quite a bit of damage (They kill your Jedi), while evading the lava pit the alternate road has.
The next city's obstacle is a wall. I go to an undefended spot and take it down. Enemy workers sometimes open the door, but not so early.
A possible crazy improvement would be...: At the moment to cross to city 2 shoot the Antiair turret with your Troopers. That will activate the enemy scouts, they will start attacking, but scouts do crap damage so just shrug it off. Keep moving until you get to the wall and after some smart dribbling get them to open the door for you.
Anyway after crossing the wall Master and Padawan part ways to restore all the platforms. Echuu takes the short road because he has to destroy two Strike Mechs at the entrance of the enemy main concentration. He first gets into a position that won't make the Mechs cross the bridge. I still screw a bit and call a few enemies from across.
After that send all the fodder and your Jedis in between and hope they cross unnoticed.
Echuu and Naath have to get to the citadel, get Zian Finnis and survive until the level ends.
On this mission you must destroy the Command Center at the north of the map.
To do that I need a base and resources so I clear the raiders camp and complete the optional mission, kill the Hutt.
I hate this level, if you miss a single thing the run is over, and if you don't the game will sure find a way to screw you. About 4 hours of constant attempts yield one successful run due to this. This is the latest strategy, it can be improved a bit but overall it's as straightforward as it gets.
You start at level 2 and to build Transports and Pummels you need Tech Level 3. Which means we need a Command Center, but we got no resources.
To complete the first objective, which gives the required resources you must defeat the Raider's camp. That is destroy their three buildings and kill all their units. This means that if you were to kill all the units then destroy the four buildings at the same time, you'd complete the objective. However in this particular mission you have a split second to do this, when you destroy a building three raider's appear, and then you must kill them. So destroying all four at the same time (so no raiders appear before you defeeat the enemy) is extremely hard. I don't pursue it.
I just leave a single building alive last, and don't destroy it so that I don't have to fight the last three raiders. This is a possible huge improvement.
Now I dont send all my units here because I will need them alive, all of them, to complete the optional objective which nets 5000 nova. Enough to complete the mission.
The raiders kill the troop center units quickly so I protect them. The Hutt's units kill anything but specially Jedis, so I don't send Echuu there, the troopers are sacrificed for th required nova.
Later on, when sending the Transport loaded with Pummels, I usually send a thousand decoys, but on this map there's again a hidden "movie" unit that is reachable by a unit with enough visibility range, a Skyhopper, it has extreme antiair defense and is very speedy, so it can do th ejob as decoy. However it is past the Hutt's base and there's enemieson the way so you need something with enough speed/defense and enough line of sight to activate the Skyhopper.
I steal Jabba's transport since it meets all of it and also has a Strike Mech type of damage (without it it's very hard to do the Raider's mission, Echuu dies quickly alone).
So there's many units that are a godsend, and the nova is just enough too, like if the level designer designed the level for speedrunning :D
The nova is enough to buy all the required resources to build whatever is necessary to compelte the mission.
While I am getting to level 3 I get some shelters, and clear the future fortress site with Echuu, you have to be vigilant that Echuu doesn't die to the Bounty Hunters that are on the hill, that he doesn't attack buildings (or the whole enemy army will come), that he doesn't go too far to the left (i was close to too far) or you will trigger Boorka's Bounty Hunters, an you have to keep an eye on the usual attacks the Confederacy will send to attack you, you want to intercept them so they don't kill the workers.
The workers get the buildings to build the Pummels and single Transport and then build the Fortress.
Echuu has to stay in front, again, to intercept the enemy. As soon as the Fortress is ready you can attack the enemy Fortress and the whole enemy army will focus on it, in the meantime send the Skyhopper in no attack mode to park in the middle of the antiair defense, while the transport with five pummels travels by.
The enemy Command Center is in a very narrow space, so Pummels always give trouble positioning here, but they take it down fast.
At the raider area, Echuu may be killed, or Naath, or Jabba's transport, or you may forget and not send/delay the Heavy Troopers to attack the buildings.
When killing the Hutt, the units don't pull it off all the time. Jabba's transport may be destroyed.
Later you may lose time when trying to get to level 3, depending on the timing of the first and optional objectives, and also forgetting to buy from spaceport.
Finally, Echuu may die or somehow screw the final part, of the workers dying due to an extra enemy attack squad, or forgetting to buy resources, or the transport destroyed, or whatever :D
On this mission you must kill Plure Barron and then destroy all the Mining Facilities (big brown buildings) on the enemy base.
This level was easier than usual, since I used the same strategy I used to beat it normally, just did it better and faster. What is it?, it is to rush the hell out of them, the enemy starts way more prepared than you so you must rush and make sure to lay the siege on the enemy workers before they get to the next Tech Level and start building Fighters (air) and just basically give a relentless offense since they got the upper hand with their prebuilt base.
Did it better because now not only I rush to a siege, I rush to a win by using all the carbon to build Pummels right away.
The single Turret is to help fend off the constant stream of enemy Troopers, since I do not kill any Workers they can buil them non stop. The resources used for the Turret can't be used for anything else so it's a good trade (my 4 workers for their troopers), otherwise another one of my groups would be forced to kill them and they do better against the buildings I think.
Echuu's job is to destroy all the enemy Strike Mechs then tank and destroy the enemy Trooper army so that they don't destroy the Pummels. The Pummels are there to take down buildings and the rest are there just as backup fire :P
If you notice I did a very good army spread because I lost very little time from the 2nd to last building destroyed to the last one. Still it can be improved by doing it perfectly, and possibly using a transport with full health to move the Pummels (although the AA turrets would take away from focus on other things).
On this mission you must destroy the Decimator Facilities and then find Sev'Rance.
This is a base-less mission so you have to do with your starting units plus whatever reinforcements you can get. To get reinforcements you have to destroy the AA-Turrets sites when you find them. I trigger the first reinforcement and also get a couple units using Echuu's convert jedi trick.
There are many tress and you are given two Artilleries so some shortcuts are available besides getting to the end of the map, however the first objective is to destroy the Decimator Facilities which are all over the map so they can't be put to use properly. (Although I just came up with an idea for a possible improvement).
You are given units of many types and have to fight units of different types as well including a big bad Decimator. The most important units (must not die!) are the two Pummels and two medics you start with (and of course the heroes, Naath and Echuu). However due to their close range use they get killed a lot...
Echuu is used as a tank, he just stands there and takes the hits, the two medics are required to provide the overheal, one medic won't be able to keep him alive. The Pummels are required for (building destruction) speed, given this is a speedrun afterall.
Along the way there are three walls, its relatively simple to open them and allow units passage without having to destroy them, but whenever I try I end up to 30 seconds slower PER GATE I attempt to do this. The units are enough that they can destroy a gate without much problems, to keep a gate open one of your units must stand still within the opening, and given the extremely sucky pathfinding and the many many units that have to go through the gap then I understand why it may cause slowdowns, destroying the gate creates extra space. Also sometimes not every unit has to cross at the same time, so they end up locked away. All in all its easier to take down the gates.
About what I do, first tel them to move, then separate the slowass units from the faster group, then separate the troopers (slow too), then I should separate Echuu and then Naath but I do mechs then Naath since it's easier and the speed differences are not that big now.
Troopers/Grenade Troopers, Mechs get stuck together since I already use too many control groups and moving fingers around would end slower.
The Mechs lag behind so they don't get shot by the Grenade Troopers. I start converting a Grenade Trooper to help versus the Decimator (mech defense) and since those Troopers are without upgrades so they will only be a bag of rocks. Once the aggro is away from them, the Mechs join hopefully to take down the enemy ships (on the river) while I'm doing something else. Medics and Pummels should be on the move because they are required.
I kill all the Troopers while waiting for the Medics. Must not killl past the bridge because that calls many Troopers. When the medics are close or if Echuu got enough health then move the jedi forward. Behind Naath and the troops on foot sicne they can be placed without taking room from the Pummels that must come behind. Make room for them while they come.
Set Echuu to hold ground so the Turrets shoot at him and move Naath and th eartilleries to the northern Facilities, while the rest takes the facility south, the troopers must start firing so all the Mounted Troopers attack them and not the Pummels for instance. The Medics leave Echuu so he can move to the next spot, between Turret and Fortress.
With the facility south destroyed everyone goes north while Echuu takes the next spot, careful that he gets the new Turret focus and not the Medics.
The Artilleries must take down two facilities while the big army calls for reinforcements. These mainly to kill the Decimator while keeping units alive for destroying building.
With the first area cleared lets move onto the second, Echuu hits the Gate to again get the aggro and when it opens wait for the melee enemies to die so he can cross (otherwise he won't and the gate will close), and change to aggressive stance so he can take everyone down before he dies, the focus here is destroying the Artilleries. In the meantime the Gate is taken down by everyone else. The Assault Mech is always set to something else so that the army doesn't commit suicide.
Now the Medics rush as hell so that the tank doesn't die (since it should be left with almost nothing, 20hp or so) while the army proceeds to take their next positions. Echuu is calling the next enemy wave by attacking the Gate, and the Troopers are to kill them, the Mechs take down the remaining Navy and whatever was left. The Turret must go down because the Assault Mech will stay around that area later. A Facility becomes visible from across the wall that's its new target.
With the gate down and now with some health Echuu proceeds to the new spot, it has to get the focus of the Fortress and Turret, attacking the turret it can usually steal a Mounted Trooper and kill some Trooper-killer beasts (forgot their name), if he goes in a bit more it will call the Decimator and get decimated so no use.
The building destroyers go for the leftmost Facility while the rest of the troops turn right waiting for the next area, the Decimator goes down to the Mechs and troopers and Artillery if they arrived by then. Then they concentrate on the last facility of the area to make use of their firepower.
Now that the Decimator is being taken care of Echuu goes to attack a facility since from there it still gets the focus from both turret and fortress.
When the area is cleared they move for the remaining two facilities, everyone is to attack the last one while the Pummels should arrive soon for the other one (closer, less pathing) and destroy it quickly...
In the meantime and based only on your guts get Echuu and Naath and tell them to keep going forward, alone, where a huge army awaits. They are to touch the next gate by the time the last facility is destroyed. To help them you can attack that spot in the wall I hit with another unit, that will make the enemy army lose focus on them for a bit. There are problems with pathing, you'll think "ok now is it" only to see the Jedis get stuck somewhere or take the longest route or whatever... I was hoping for a 15:45 with a 15:30 being optimal but got this after much frustation :D I was clicking so much at the end that I cancelled the ending cutscene (not sure if sda will splice it in since I got a video of it, in any case you can live without it).
Possible shortcut, make a hole in second rocks with artillery so they and Assault mech dont have to walk that much to last facility area. Too much trouble for me.
On this mission you must rescue Naath Reath by having a duel with Sev'Rance Tann. Before this you must get a base and fight two enemy bases before tackling Sev'Rance's base an then confront her after making an opening. The enemy forces are huge and usually this takes quite a bit of time to finish.
Instead I just do a suicide mission... like always... anyway, air transports are needed since Sev'Rance's base (pink) is walled with Shield Walls, surrounded by water and the ground entrance is through two gates and its a long trek full of enemies so that doesn't sound fun.
So Air rush it is, but the base is also protected by Advanced AA Turrets with homing missiles... and its not like even if you managed to drop within the base you'd be happy, you'd drop in the middle of Assault Mechs, Bounty Hunters, Repeater Troopers, Enhanced Turrets and Confedeacy Beasts...
Naath dies automatically if any military unit of yours enters the area in the top corner where she is held. However non military units (Medic, Worker) can enter. As soon as Echuu enters the area all military units belonging to you and within the pink's base walls are killed automatically.
First claim the base by getting Power Droids with Echuu and bringing one of them to the Command Center, build three workersand get a Spaceport and an Airbase. Put the AA Troopers areound the same place as me so that they can kill the enemy flying units that come to attack, if they don't then they'll be attacking your transports later. The rest of the troops are just there to fight a bit with blue's and green's early attack. About five troopers cover the east however since gren sometimes sends units that way and they kill the units that will go on the transports.
I buy the resources to build just two transports (no more resources anyway) and use the rest to build a Mounted Trooper. These have the most HP and will serve as meat shield for a couple seconds later on.
Since only two transports are gonna rush the enemy base then one of them is going down that one gets a single Grenade Trooper. The other one gets Echuu, the Mounted Trooper and the three workers. Put the Transports in the same way I did (Grenade in front, in diagonal with the other transport), and tell them to drop the units in about the place I did (slightly above the point that the top corner and the green horizontal line from the minimap hud meet)
When a transport is moving with a drop destination set they keep moving towards it if attacked, otherwise they react to shots making you lose time, and the transport. However they love to not follow orders like now and I had to quickly lag Echuu's transport a bit so that it didn't go first into the AA Turrets.
The Grenadier drops outside the base, quickly gets into a position where it can't be shot at from within the walls and attacks one AA Turret conveniently placed. That calls the whole enemy army outside their base and towards the poor grenadier. Echuu and co take advantage of the chaos and drop within the base and move towards Sev'Rance while taking heavy fire from the turrets and fortresses. The Mounted Trooper hopefully takes enough shots so that one worker manages to get to Sev'Rance with Echuu.
The grenadier must attack the AA Turret before you drop Echuu and the place where you drop him isn't the correct spot (but its far enough that makes his transport last longer) so you must move him and once in place tell him to attack, but this while Echuu's transport is under fire so you lose many runs to this. I barely made it this time.
Many many more runs are lost to the damned enemy AI that likes not to be as predictable as always. It loves to attack your workers, grenadier despite you left stuff on the way to fight them, blue and green's attack doesn't always start at the same time or in the same way so those flying units may end up getting to your transports. The transports pathing sucks they prefer to go straight up or to the sides intead of moving straight to where you tell them to. and despite you put them in order they switch orders, at the end there's a long ass speech you must endure before the level ends. Well the AI likes to notice I had two units there and many times sends units to attackonce Sev'Rance dies. Well Bounty Hunters are the worst if this happens. You must not die and dying doesn't speed up the dialogue this time, it's better to let it run.
There's a mistake, I ordered to build the first Air Transport too early (had just selected it) and the command didn't register, so I had to wait more to reissue that order.
Oh well all in all the level is easy, just annoying, this is the last Echuu/Sev'Rance mission, the next, and last, level of the game is about the new republic.
Finally last mission. Here you must go to the north corner of the map, where the palace is and kill all the units guarding it plus the elite units that spawn once Ashen's AT-AT is destroyed plus the Fortress. Funny thing, the general himself (once out of the AT-AT) doesn't have to die for you to win, just everything else.
Units that can't die and keep dying: Luke (half a tank), Millenium Falcon (awesome), General Rand Talor (worthless unit), the two medics must stay alive for long enough, and the assault mechs and cannons must live to see the end since this is a speedrun that destroys buildings.
There are countless paths to the palace, three main ones. I take the one with less units and turrets on the way and abuse the alliance menu to destroy an allied building and skip two laser Turrets.
Buildings are the ones that take the most to be destroyed so the heavy units are key, the Assault Mechs and the Cannons. as long as you are done before they arrive your time should be fine.
Start by moving the slow units first while assigning the groups. Han Solo can pick a few troopers from outside the range of the AA Turret, just set him to hold his position. Attacking from a single side is usually better to keep casualties low. Since the first battle is against troopers mostrly the Strike Mechs and troopers of your own are preferably in front of your mech destroying units. The cannons in a position where they can deploy once and hit all the required buildings.
Luke is the Jedi of this mission but he's a very very bad tank compared to other tanks on this game. He already has stealth researched so he must be attacking to get the aggro on him, and the enemies are upgraded too so they kill him in a breeze. So his medics must be close, but since he gets stealth on when standing the medics are killed if you fail your timing and get them too close too early (or Luke dies if they are too far when required).
In any case Luke is required to attack a wall that won't be attacked by anyone else (so that it isn't destroyed and Luke gets cloaked). Attackign it calls fire from the turrets so that the other units can advance and kill enemies easier and help with the buildings.
The turrets are preferably destroyed since they pack a punch, you got a bad tank and you got many slow units that are required to survive.
Anyway with the first battle done and usually a Dark Trooper converted everyone moves onto the third's path entrance, guarded by a gate.
The aerial units were holding the position and now take it down while the Millenium Falcon clears the enemy Fighters without getting destroyed himself.
With the enemy fighters gone some buildings are leveled to make room for the army to skip a couple laser turrets. For this we set alliance to neutral with Coruscant's civilians and demolish a building while the ships take down the enemy Airbase.
The medics should have arrived by now, for th enext battle they must again be right behind Luke so he doesn't die while tanking. but if you keep your units where they were the medics will not use the clearance and take the turret guarded path, dying... So they switch places with the anti-troopers and anti-mechs before moving on to the next battle.
Luke goes first because he must convert an AT-AT that alone kills half your army in a couple shots. Luke comes back for the turret so that it doesn't kill your approaching units (like the medic... damn). While the new AT-AT takes down the enemy artillery that is also able to wipe out your army otherwise.
With only one medic Luke can't tank the laser turret for long, so he has to leave early, luckily the turret kills the remaining medic who is no longer necessary.
When attacking that turret the splash units must target the AA Turret behind or they will usually kill the already damaged Luke on the first barrage.
Now to finish preparations a final AA Turret must be destroyed. The aerial units are required for the final battle because the enemy has aerial units of their own and you aren't given land-to-air units.
For the final battle the Cannons are to destroy the Fortress while the rest of the army is to take down whatever comes too close, Luke enters the battle once the bulk of enemies dissapears and converts the enemy AT-AT before they take down a good chunk of units on their first shot. Afterwards he goes for the general's AT-AT. Once most units are out the Assault Mechs help versus the fortress while whatever is left alive finishes the remains of the Imperial Guard.
After that it is just a long wait for the victory screen. I wanted to kill everything early but I stopped doing that when I lost after doing it (and was supposedly safe already), it didn't save time though. There is a reinforcement of B-Wings (very strong) at the 20 minute mark, they didn't spawn for obvious reasons.
