STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

119 ratings
[AOTR] How to play as the Rebel Alliance
By Anomalous_bm
Ever start a rebel campaign in awakening of the rebellion only to get annihilated by the empire in the first week? (very realistic) then this guide is for you! This guide will focus on every unit individually both in ground and in space,how to improve your economy and the heroes.It will also focus on strategies to win the 190 planet galactic conquest map 'big chungus'.
8
3
2
3
2
2
   
Award
Favorite
Favorited
Unfavorite
Introduction
My most played mod in empire at war is Awakening of the Rebellion BUT I am in no way the best rebel player out there,this guide only exists because most people ignore the underrated Rebel Alliance and go straight for the Empire (muhh star destroyers so cool muhhh) also the only guides for the rebels i could find specifically for AOTR were very old or barely existed at all.If you're a more skilled player, you're welcome to use the information provided to create your own guide.If there is anything missing,inform or correct me in the comments.

The Alliance to restore the Republic is the most versatile faction in the game.Unlike the Empire or the Black sun,your campaign is almost always focused on strategy and intellect instead of raw power and corruption.

First a brief overview of the faction as a whole in this mod.The Rebel Alliance trades quantity for quality, boasting a versatile selection of ground and space units out of every other faction,each ship or ground unit is good at it's assigned role.Know what ships to bring or what infantry and ground units to use and you effectively make the Empire run away and fight amongst themselves instead (who would've guessed that will happen).The Rebels main strength is in their star fighter capability if you know how to micro manage them, you will win effectively every battle the empire or the black sun throws at you ,specially early on.Learn to control your fighters early on ,then let your capital ships unleash carnage when you research the appropriate tech levels.


For more detailed information, refer to the AOTR wiki : https://awakening-of-the-rebellion.fandom.com/wiki/Rebel_Alliance/New_Republic

Or view some of the information in the ingame wiki.

General tips
Here are some general tips which I found while playing the mod, if you know some more feel free to tell me in the comments and I'll incorporate them into the list:

  • Pause the game: Now I know this is a toddler level tip but this alone has saved my ass countless times,AOTR isn't like other mods.The AI will take advantage of you being a human,so pause,take a breather and access the situation.

  • Read the ingame wiki and ship roles: Unsure of what "screener" , "disabler" or "ship of the line" means? Read the ingame wiki,it can be found in the mission log.

  • Lower the difficulty: Another toddler tip but if things get too hard,there is no shame in lowering the difficulty from the options menu.

  • Turn on all the indicators: Most veteran empire at war players know this but if you are a beginner you should turn on all the indicators so you get information from the planets you own.They can be found on the main tab in the middle along with ship filters.

  • Exiting hyperspace near the enemy: Unlike other mods and the base game,AOTR has a feature called hyperspace sickness which causes your shields to power down when coming out of hyperspace,if you come out in close proximity to the enemy they will chew through your shields.This includes capital ships like the MC80 and the ISD.

  • Always remove corruption: The black sun whenever they find a opportunity will corrupt your planets.Most players would probably ignore the corruption sound effect,whenever you hear it ,look for the planets which are corrupted (usually high income planets) and send a hero or a operative from the academy on Bothawui to remove it.

  • Complete your missions: In AOTR you occasionally get missions from Mon mothma. Completing these missions grants you support,credits and free units(including a captured star destroyer).The more support you get, the better units you get.If a mission is hard you can always ignore it but i suggest completing as many as you can.

  • Group your units: Pressing Ctrl + (any number) will group selected units into that number.After grouping if you press said number the grouped units will automatically be selected.This is very useful for micro managing star fighters.I group 1 with fighters, 2 with bombers,3 with corvettes ,4 with frigates,5 and 6 for different capital ships.

  • Micro Manage abilities: To micro manage your abilities,right click on the ability of a unit,which will allow you to use the ability whenever you want instead of the AI autocasting the ability when it takes damage.
Galactic map and Economy
When you start the galactic conquest campaign you will be met with an overwhelming amount of spread out territory.Your territory is divided into 6 main sectors, they are :

  • Obtrexta Sector: Includes planets such as Mygeeto, Yago Minor, Dantooine and Muunilinst.
  • Anoat Sector: Including Bespin and Hoth.
  • Gordian Sector: Focused around Yavin 4.
  • Calamari Sector: Dedicated to Mon Calamari.
  • Bothan Sector: Includes Bothawui, Kamino and Rishi
  • Mytaranor Sector: Encompassing Kashyyyk, Commenor, and Chardaan.



Once you load in,let a week pass so things can load properly.Your starting credits are always locked at 50,000,now I know it may be tempting to spend them on MC80s but that will leave you vunerable. What you should do is fortify important planets such as Muunilinst and Mygeeto which are good money makers, Bothawui, Sluis van and Yavin 4.

Your first objective should always be capturing nuetral planets with no ground or space force and fortifying them.There are two neutral planets that should always be on your radar when starting any Rebel campaign: Bespin and Antar, both distinguished as gas giants. Acquiring and securing these planets early on can significantly bolster your economy as each of them gives you a 1000 credits.

Antar is located near Mimban, Kuat and Kashyyyk. Bespin is located near Hoth

After capturing Bespin you will get a brief cut-scene introducing Lando as a hero.Build gas mines on Bespin ,Antar and Yavin 4 each mine generates 500 credits, but bear in mind that building each mine costs you 5000 credits. So keep some spare change in case you get attacked.Sell the Ion canon on Hoth and build supply depots on planets with 120+ credits income ,this will boost them up to 300 credits per week and 500 credits if the supply base is upgradable you can also build freighters above planets with supply bases although they cost a lot of population.

A good way of earning a lot of money at the start is sending out Alliance envoys from Bothawui to high income imperial planets such as Coruscant, Eriadu and Aargau.Some envoys may already be built and spread around the galaxy so you have to search for them if you can't build less than 4.These envoys when used correctly can gain you 4000 credits per week.

While you are on Bothawui build a infiltrator academy there.Rebel infiltrators can be used to attack imperial planets and take out important structures,for example there is a ground to space turbolaser on kuat,you can send infiltrators there to destroy the weapon before invading traditionally.Some undefended planets can even be captured.

Defense
While you are building up your defenses and economy,take a look around the galactic map.Pause the game and carefully assess which planets are susceptible to attacks,don't fear on loosing planets just keep the important ones under your control.

If you see any undefended planet and you don't have any money to fortify it,move the space forces from that planet to another and fortify that one instead. Sell the structures on the undefended planet when it is attacked.The Empire almost always attacks Onderaan and the Black sun attacks from Tatooine. One key thing about space defense is the Dockyards.They are basically reskins of the base game space stations but now they get a random free defense fleet whenever the planet is attacked.These defense fleets range from a fleet of Nebulon-Bs and some cheap fighters to the might of the Rebel Navy.The strength of these defense fleets correlates with the level of the dockyard. Tier 1 provides a small fleet, Tier 2 yields a medium fleet, and Tier 3 grants a Large fleet with at least one capital ship.

As you progress through tech levels, the quality of these fleets improves.One thing you should abuse is that the units you get in these defense fleets are free,whenever the enemy attacks a undefended planet with a dockyard,don't auto resolve instead try to take down as many of the enemy ships as you can.Remember you don't loose the money while they do.I once took down 2 star destroyers with x wings after my frigates took out the their screening ships. In these defensive battles, precise micromanagement proves to be the key to success.

Ground battles are also similar to space battles when it comes to defending.Always upgrade your ground base to at least tier 2 on important planets.Like the dockyards in space these ground bases come with their own free garrison but unlike the dockyards they are not randomized.When the enemy attacks you on the ground.Use your infantry to build turrets.They are often key in wining ground battles both on the offensive and the defensive.

If you have the credits,you should also build shield generators and turbo lasers,they will make your life very easy.Remember,always try to take down as many enemy units as you can when playing on the defensive.
On the Offensive



Congratulations! You just built up your economy and your worlds are properly fortified.Now to go on the offensive.To go on the offensive you have to consolidate your forces and choose where to strike.Each of your sector fleets has a capital ship with the exception of the Gordian sector (Yavin 4). Unfortunately unlike the Legends expanded universe where the Alliance Navy could amass 1750 capital ships, you only get 5.Fortunately the Empire also doesn't get 25,000 star destroyers instead they get 4 ISD-Is and Vader.Your capital ships are as follows:
  • MC80-liberty class star cruiser: Located above Mon calamari
  • MC75-Profundity class Star cruiser: Located above Sluis van (near Hoth and Mustafar)
  • MC80-Justice class star cruiser: Located above Kashyyyk.
  • Modified Venator-class star destroyer "liberation" : Located above Kamino
  • Modified Providence-class carrier/destroyer "Rebel One" : Located above Muunilinst
These capital ships can easily 1v1 a star destroyer and win (specially the liberty and the liberation)

Where to strike?


There are 3 main ways you can go on the offensive.Focus on one sector while playing defensively in the others:

  • Invade Eriadu/Sullust from Sluis van (Hard) : You can capture some of the independent planets ,join up with your forces on Hoth and use your MC75 to invade sullust and Eriadu(Heavily defended)There is a Star destroyer above Eriadu commanded by Admiral Ozzel although you can take Han,Lando or Wedge to easily take advantage of his -10% bonus on all units.You could also hire a Alliance infiltrator from the officer academy on Bothawui and assassinate Ozzel for a short period of time.Capturing Sullust will allow you to build Quasar carriers which you can use in hit and run attacks.You also get a Hero Dauntless class heavy cruiser and a Hero quasar when you capture Sullust and Eriadu. Additionally Naboo and Malastare revolt and get put into your control for free.This strategy will get you the best gains it's also the hardest strategy as You only have a MC75 with a few fighters.I recommend doing this mid to late game when your other fleets link up to Hoth.

  • Link up to Hoth from Bothawui (Normal) : This strategy will allow you to build up your first fleet.Get the Modified Venator "Liberation" commanded by captain shack and move the fleets from the surrounding planets to Bothawui. From Bothawui you can either push northeast into imperial territory or southeast into black sun territory. The Imperial planets are barely defended here and most of the planets you encounter are owned by independent factions.The Black sun however have a stronghold on Tatooine.The best route would be north through Aridus and all the independent worlds.Link up to Hoth to get your heroes and also link up with the MC75 above Sluis van.Now you can either push Northeast from Hoth or try invading Sullust before the imperials have time to fortify it.Build a advanced fighter dockyard on Sluis van,make some X and Y-wings and invade sullust.Sullust is protected by a medium shipyard and you get 4 Sullustian squadrons in thier Cutlass fighters.Sullust is protected by Turbolasers on the ground so it is advisable to focus your forces on infantry ,use them to take out the power generator then call in your Hovertanks and deal with the imperial garrison.Capturing Eriadu will be hard.They have a tier 3 garrison base which gets Shocktroopers and Deathtroopers.I would not suggest going after Eriadu early on.Instead fortify Sullust and build shipyards there.You can also link of with Kashyyyk and get Senator Iblis plus a MC80-justice.From there you can either link up with Mon cala or hunker down and focus on another sector.

  • Link up to Muunilinst from Mon cala (Easy) : I personally use this strategy every time I start a Rebel Campaign. Gather all your forces from the surrounding calamari sectors to Mon cala.Move your fleet with the MC80-liberty and start invading Saleucami , but only if the Black Sun leaves a single capital ship in orbit.The black sun has a Kandosai and Tyber Zahn in this area.It is useful to take them out separately but early on.Capture Saleucami and the wheel if possible.After that move your fleet and invade the two imperial planets in this sector.Push through the independent worlds until you reach Yavin 4.From Yavin 4 you can push north east and link up with the Modified providence "Rebel one".The Empire and the Rebel Alliance have very limited military presence in this part of the galaxy.The Black sun and the Corporate sector own most of the territory here so be prepared in fighting modified clone wars era ships.Now that Yavin and Muunilinst are linked up with Mon cala,you can build up a fleet and link up with the rest of your forces around the galaxy.Establish a route from Hoth all the way up to Mon cala ,linking every planet you own.This will allow you to easily move your forces.Also focus on the mission "Buffer zone around Mon calamari" This will give you several capital ships ,the ability to build MC80-Home one class cruisers and give you Admiral Ackbar.

Your main goal in all of these strategies should be linking up every planet you own to Mon calamari.Do not engage the minor factions until they attack you.This includes the Hapans,Hutts, Mandalorians and the Corporate sector authority.Gain a foothold in the galaxy and start pushing into imperial and black sun territory.Build up 4 main fleets with at least 2 capital ships and one hero.Position them above Kashyyyk, Bothawui, Muunilinst and Mon cala.Now that you have your forces ready,you can attack any planet you wish.Always attack lone capital ships or undefended technology stations in orbit in hit and run tactics.Have a advanced capital,frigate and fighter shipyard in every sector around the galaxy so it is easier to build up your forces.


Starfighter Tactics


Before diving into the list I have to remind you ,these tactics are hit or misses.Sometimes they work,sometimes they don't.They have to be executed perfectly since the AI is unpredictable.

  • The bait and switch: Apologies for the bad animation.The bait and switch is useful for gaining fighter superiority whilst sustaining minimal losses.First send a sacrificial squadron, preferably a durable and fast one like X-wings or Arc-170s, into the enemy fighter screen.Then separate the rest of your fighters into two groups on either side of your fleet.The enemy fighters will chase your squadron and will ignore the others provided they are positioned correctly.Once the enemy reaches your fleet you can send in the rest of your fighters and corvettes to engage the enemy fighters.The enemy at this point is flying in a straight line and will be easy targets for your fighters.Enjoy the satisfaction of hearing TIE pilots cursing Sinar Fleet Systems for producing unshielded starfighters for the supposed biggest navy in galactic history.Now that the fighters are gone,target the remaining enemy fleet,who by now will already be in range trying to support their fighters.This also works well when trying to lure the enemy away from their space stations.



  • Senator Bel Iblis's A-wing slash:The tactic used by Garm Bel Iblis against Grand Admiral Thrawn,the A-wing slash involves a group of X-wings engaging the enemy fighter screens while the nimble and less durable A-wings follow closely behind.The X-wings will break off causing the enemy fighters to purse while the A-wings will be behind the enemy fighters giving them a clear shot.The enemy fighters won't be a match for the A-wings speed and concussion missiles.Don't try this tactic near the enemy fleet if they have anti starfighter ships,your A-wings will be shredded and they are very expensive.



  • Senator Bel Iblis's Y-wing slash: This tactic is basically the A-wing slash but with Y-wings. The Y-wing slash involves a group of X-wings engaging the enemy fighter screens while Y-wings follow them at equal speed.The X-wings will draw attention away from the Y-wings giving them a clear path to enemy capital ships.Make sure you send in your X-wings first followed closely by your Y-wings.This tactic works well in diverting the attention of anti-starfighter ships, like the Lancer, which may prioritize the X-Wings, leaving the Y-Wings relatively unscathed. In this case make your Y-wings target the lancers so the X-wings can win the fighter battle.The X-wings can also be replaced by any other fighters just make sure the fighters are durable enough or they will die and the enemy will focus on your Y-wings.



Units: Starfighters and Gunships

Star fighters are often key in wining battles.When ever you think of the Rebellion you think of X-wings blowing up AT-ATs while Rebel troopers and hover tanks on the ground cheer as fanfare music plays in the background. In AOTR starfighters are provided the same level of importance as they are in star wars lore.They can make or break a battle in your favor.Below are all of the star fighters you can build as the Alliance. For additional information visit the amazing AOTR Wiki[awakening-of-the-rebellion.fandom.com] which is made personally and updated frequently by the game devs.

Z-95 Headhunter

Price: 375 credits
Role: Space superiority.
Armor : 20 points (average)
Shield: 10 points (average)

The Z-95 Head hunter is a cheap and deadly early game alternative to the X-wing.While not as effective as the iconic T65b X-wing it can still hold it's own against TIEs. Think of the Z-95 as the Rebellion's version of the TIE fighter. The Z-95 costs 2.5 times less than the X-wing. It is a good early game space superiority fighter until you can afford the X-wing. These Headhunters can be very deadly in groups just like the TIEs. You should ditch these fighters when you have the credits to buy X-wings and A-wings.

Y-wing Longprobe


Price: 500 credits
Role: Scout.
Armor : 35 points (Decent)
Shield: 30 points (slow recharging)

Piloted by a droid, the long probe is a Scout fighter designed to spot targets for artillery ships. It does not have good weapons and can not hold it's own in a dogfight. On the galactic map,it can spy on planets similar to the Empire's probe droids.It has good sensor range which can reveal targets ,it also has a ping ability which reveals an area on the battlefield.They are available in the hangers of Nebulon-Bs so don't build them unless you want to spy on planets.

Cutlass-9 Class fighter

Price: 780 credits
Role: Interceptor.
Armor : 20 points (average)
Shield: 20 points (Anti-Laser average recharging)

The cutlass-9 is one of many starships produced by the Sullustian Sorosubb Coperation. The Cutlass-9 has good weapons and maneuverability but bad durability.It is best used in engaging bombers and supporting other fighters with it's heavy concussion missiles. Despite its strengths, it is outclassed in every way by the A-wing.You will often find loosing alot of these after a battle due their poor durability but they are cheaper than the X-wing and thus replaceable. They can be built after liberating sullust.

R-41 Starchaser

Price: 600 credits
Role: Strike Fighter.
Armor : 25 points (average)
Shield: 15 points (Anti-Laser slow recharging)

A competitor the the Z-95.The starchaser is made to engage heavier targets such as gunships, corvettes and smaller frigates.It has dual ion canons and assault missiles which make it a ideal strike craft,with its poor durability it can not hold it's own against other dedicated fighters.It is best used alongside the Z-95 where the Z-95 takes out fighters while the R-41 takes out corvettes and gunships.After releasing it's payload the R-41 can provide support to the Z-95s in engaging remaining enemy fighters.

T-wing

"Get what you pay for, sir?"
-voice line from the T-wing in AOTR perfectly describing how the T-wing is.

Price: 570 credits
Role: Interceptor.
Armor : 15 points (weak)
Shield: 5 points (Anti-Laser fast recharging)
Funnily enough the T-wing was designed to replace the Rebel Alliance's A-wings instead the only thing being replaced was the dead pilot's body from the cockpit each time it was found.The T-wing is a good early game interceptor, if combined with the Z-95 and R-41 can compete with the X-wing.The T-wing like all early starfighters suffers from poor durability.It's speed makes it ideal for intercepting bombers however it's durability makes it a very unfortunate target for missiles.You should replace these as soon as you research the A-wing.Overall a good early game interceptor plagued by shoddy construction.

T-65/b X-wing

Price: 900 credits
Role: Strike Fighter/space superiority.
Armor : 25 points (Average)
Shield: 25 points (Anti-Laser average recharging)

We have arrived at the iconic T-65 X-wing star fighter.A staple of the Alliance fighter corps the T-65 is a versatile all rounder,it is good at gaining fighter superiority and striking hard points on enemy capitals with it's proton torpedoes.The X-wing should always be part of your fleets as it can fulfill any role you want it to.It does struggle however when met with overwhelming firepower.It works well if supplemented with debuffing and buffing ships like the Brah'tok and the U-wing.It also negates the weakness of the A-wing when dog fighting enemies.

BTL-A4 Y-Wing Bomber


Price: 850 credits
Role: Bomber.
Armor : 35 points (Average)
Shield: 30 points (Anti-Laser slow recharging)

An old but reliable starfighter,the Y-wing served as the main front line bomber of the Rebel Alliance throughout the Galactic Civil War.It is said that the Y-wing came to haunt imperial admirals in their dreams everytime they go to sleep.It excels at fighting enemy capital ships such as the Star Destroyer.It is durable and slow but heavily armed,it's ion cannons can stun enemy fire rates when the shield is down.It's astromechs can help it survive away from battles.

Units: Starfighters and Gunships (continued)


RZ-1 A-Wing Interceptor

Price: 850 credits (450 credits discount if built on planet with Jan Dodanna)
Role: Interceptor.
Armor : 10 points (weak)
Shield: 6 points (Anti-Laser fast recharging)

Developed together by General Jan Dodanna and the engineer of the Victory class star destroyer, Walex Blissex,the A-wing is a interceptor that excels at fighting bombers and starfighters alike.It is extremely weak however it's speed makes up for it.It's concussion missiles are deadly to any fighter or bomber it faces.It is best used on the move switching from target to target and never staying still.Use it's speed to your advantage.

BTS-A2 H-Wing Bomber


Price: 1400 credits
Role: Heavy bomber.
Armor : 50 points (Heavily armored)
Shield: 40 points (Anti-Laser slow recharging)

Looking at the stats above you can probably already tell how you should use the H-wing. Designed as a stable weapons platform capable of delivering a hard-hitting punch,the H-wing although less armed than the B-wing,is capable of devastating large enemy capital ships.Always target the Hull with the H-wing.It is extremely durable but do not expect it survive battles as capital turbolasers can target this slow moving craft.

A/SF-01 B-Wing Starfighter


Price: 1690 credits (discount with Admiral Ackbar and if built at the Roche asteroid field)
Role:Heavy Fighter/Bomber.
Armor : 50 points (Heavily armored)
Shield: 60 points (Anti-Laser slow recharging)

Designed by Slayn & Korpil and commander of the Alliance navy Admiral Gial Ackbar,the B-wing was a heavy fighter/bomber designed specifically to fight large capital ships.Remember when I said the Y-wing haunted imperials? Well the B-wing made them piss their pants.It is the most heavily armed and expensive starfighter in the Rebel Navy.Use it as a bomber,not a fighter and supplement it with X-wings and A-wings.

UT-60D U-wing Starfighter


Price: 600 credits
Role: Support.
Armor : 55 points (Heavily armored)
Shield: 50 points (Anti-Laser Average recharging)

Designed as a troop carrier,the U-wing is used as a Support craft in AOTR. It can repair and resupply all nearby fighters.It is best used to support (duh) your starfighters or resupply your bombers after they have released their payloads with it's "Supplement Drop" ability.It gives a health buff to all nearby fighters and bombers.You should use these throughout your campaign.


Braha'tok-class Gunship


Price: 700 credits
Role: Gunship/Support.
Armor : 200 points (Heavily armored)
Shield: 200 points (Anti-Laser Average recharging)

The Braha'tok Gunship is a anti starfighter gunship filled with heavy weaponry.It gives your squadrons a buff while debuffing enemy fighters making it ideal in winning a fighter battle with less forces.Armed with potent flak cannons, the Braha'tok excels at dispatching unshielded TIEs and weakly armored Black Sun fighters however it is very slow making it a ideal target for corvettes.You should bring at least one squadron to support your fighters.Overall it's great at engaging anything smaller than itself.

Incom X-4 gunship


Price: 1000 credits
Role: Gunship.
Armor : 70 points (Heavily armored)
Shield: 70 points (Anti-Laser Average recharging)

After the battle of yavin the Alliance navy increasingly encountered advanced imperial fighters such as the TIE defender,Aggressors and Oppressors.The result to this problem came in the form of the X4 gunship,developed by Incom the X4 is armed with 3-4 Repeating laser canon turrets with a 360° firing arc.It gives a debuff to enemy firing rates and if paired with the U-wing and Braha'tok,can delete enemy fighters alone.It's a very easy target for corvettes due to it's size.
Units: Corvettes


Like every other ship class in the rebel navy,the corvettes that the Rebel alliance fields are very versatile,some are fast and deadly,some provide support while others deal damage at a longer range.Your corvettes are very useful but are also very nimble.Keep them out of harms way by letting your larger cruisers tank all the damage.

CR-90 Corvette


Price: 2000 credits
Role: Screener/Hunter.
Armor : 500 points (Light corvette)
Shield: 500 points (Anti-Laser fast recharging)

A vessel used by both combatants of the Galactic Civil War,the CR90 corvette is a modular design made for civilian escort duties but suspiciously having weapons slots for heavier armaments to bypass imperial inspectors,Corellia 1 Empire 0.It can deal damage to heavier targets and fighters,like the A-wing you should always keep it on the move since it's very fragile.It is best used to escort MC80 cruisers or work in a wolf pack with other faster corvettes.


DP-20 Corvette/Gunship


Price: 3300 credits
Role: Hunter.
Armor : 450 points (Light corvette)
Shield: 450 points (Anti-Laser canon fast recharging)

Meant as a replacement for the Consular class,the DP 20 was designed as a dedicated warship unlike the CR90. It is heavily armed,small and fast.Armed with 2 quad assault missile launchers the DP20 is well suited in hunting other corvettes and supporting the CR90's screening role.It is very vulnerable to fighters like the R-41 as it is bad at screening duties.It is best used in protecting it's fellow corvettes or engaging in hit and run tactics.


Sphyrna Hammerhead Corvette


Price: 2500 credits
Role: Hunter.
Armor : 600 points (Medium corvette)
Shield: 400 points (Average balanced recharging)

Designed jointly by Corellian Engineering and Rendili Stardrive, the Hammer head serves as a corvette hunter for the Alliance navy.It is decent at protecting itself from starfighters with its 2 heavy and 1 dual laser canons but it is mainly suited in hunting other corvettes with it's light turbo lasers.Unlike the Cr90 and Dp20 the Hammerhead maneuvers poorly and struggles to dish out damage to anything larger than a corvette.It is best used in supplement with the DP20 and Cr90 in hunting other corvettes.

GR-75 Medium Transport/Fleet Tender


Price: 1000 credits
Role: Repair ship.
Armor : 250 points (weak transport)
Shield: 250 points (Average balanced recharging)

The hero ship of the Rebellion,the Gr-75 serves as a fleet tender ,troop transport and a thousand other functions.It is extremely fragile and can die with a single turbolaser bolt from an ISD.It is useful in repairing Corvettes,frigates and capital ships.It's ability spawns movable repair droids which can repair anything in a circular radius from themselves.They do not restore hardpoints. It is best to right click the ability and use it yourself as the Ai automatically deploys it when it detects damage.

Marauder-class Corvette


Price: 2200 credits
Role: Artillery.
Armor : 600 points (Light corvette)
Shield: 550 points (Average balanced recharging)

Built by Sinar Fleet Systems ,the same people who manufactured the TIE series,the Marauder saw extensive use in the Corporate sector authority and the Rebel Alliance.It is a heavily armed corvette with long range weapons that can provide support for larger capital ships in dealing damage from afar.It is best positioned behind large cruisers as the back line of your fleet.It's ion barrage ability is useful in debuffing and taking out shields.

Units: Frigates


Much like the corvettes and star fighters before,the frigates that the Alliance fields are versatile and unlike their imperial counterparts,prioritize quality over quantity. In contrast to the Empire, the Rebel frigate roster lacks both cheap and heavy-hitting options,most of your heavy hitting warships are really expensive and unlocked late game.The early game frigates focus solely on tanking damage or picket/screening duties.Not everything is bad here as every ship you pick up is good at it's role and you will often find in-cooperating early game frigates into late war fleets.

EF76 Nebulon-B escort frigate


Price: 3000 credits
Role: Picket.
Armor : 1200 points (Light Frigate)
Shield: 1500 points (Balanced fast recharging)
Complement:1/0 BTL-A4 LP "Longprobe" Flight

Originally manufactured for the Empire,the Nebulon-B is a light frigate used as a escort vessel and a medical frigate by the Rebellion.The Nebulon-B has decent weaponry which allows it to fight corvettes and provide extra firepower to other frigates.It's main function is jamming missiles with it's ability.It can not survive alone due to it's light armor. Overall a great early game frigate used for screening fighters and a good counter to the Victory-I class star destroyer.

Neutron Star-class bulk cruiser


Price: 3100 credits
Role: Picket/Screener.
Armor : 3000 points (Medium Frigate)
Shield: 5000 points (Balanced slow recharging)

A very aesthetically pleasing ship,the Neutron star is a outdated patrol vessel/freighter used by both the Alliance and the Empire.The Bulk cruiser is another screening vessel which is a better Nebulon-b costing you only a 100 more credits.Despite its age, the Neutron Star packs impressive weaponry,it can kill corvettes,gunships and fighters.It has a tractor beam and it's main ability allows it to shoot down missiles making it another good counter for the Victory-I.It also serves as a bigger target to Imperial star destroyers than the Nebulon-b so positioning is key.

Neutron Star-class Carrier


Price: 4000 credits
Role: Stike Carrier/Screener.
Armor : 3000 points (Medium Frigate)
Shield: 5000 points (Balanced slow recharging)
Complement:1/0 T-Wing Squadron, 1/0 Y-Wing Squadron, 1/0 R-41 Squadron

A modification by Rebel Engineers,the Bulk cruiser is converted into a carrier by stripping it's 2x dual light turbo lasers and replacing them with hangar bays.The Carrier still retains it's fighter screening weaponry only loosing out in killing any frigate or corvette smaller than itself.


This modification allows it to carry the following early game squadrons : 1 Y-wing, 1 T-wing and 1 R-41 squadrons with no replacements. You are better off creating those squadrons independently as loosing out on the firepower means this Carrier will need more ships protecting it.Not worth it in my opinion,go for the Bulk cruiser instead.

Dreadnaught-class Heavy Cruiser


Price: 4500 credits
Role: Brawler/Tank.
Armor : 5000 points (Heavy Frigate)
Shield: 3000 points (Balanced slow recharging)
Complement:1/0 Z-95 Squadron

Another outdated classic still in service in the rebel and imperial navies,the Dreadnought class cruiser is a brawler with close range weaponry that required a crew of 16,000 ,thats 10,000 more than the crew requirement for the MC80. The dreadnought serves as a Tank with it's "Brace for impact" ability.Position them in the front of your fleet to divert fire away from your vulnerable cruisers and frigates.Although it can't even hope to inflict serious damage to something like an ISD

it still poses a threat to other similar sized cruisers with its 4x dual light turbolasers and 2x single light turbolasers. These can be upgraded to advanced variants such as the Assault frigates for fraction of the cost once you research the tech levels.

Alliance Assault Frigate Mark I


Price: 5500 credits
Role: Destroyer.
Armor : 6500 points (Heavy Frigate)
Shield: 6000 points (Anti turbo-laser average recharging)

The brainchild of the Rebel Engineering corps,the Assault frigate is a hunkered down dreadnought reducing the crew requirement to 5,000 and improving weaponry. The Rebel alliance successfully converted the aging dreadnought into a capital ship killer.This vessel is armed with fast reloading 8x close range dual medium turbo lasers and 2x single medium turbo lasers making it a nightmare for the mighty Star destroyer.

Four of these have enough fire power to outgun an ISD-II. They are also really good at taking out Super star destroyers but in that case they are pay to loose ships. It's only weaknesses are it's range ,having to maneuver very close to enemy ships making them extremely vulnerable.Small frigates and fighters can easily get past it's defenses and inflict serious damage with it not having the weaponry to retaliate.It also can't fire in a forward arc,only broadside halving it's damage output.

Alliance Assault Frigate Mark I (Twin blade variant)


Price: 5000 credits
Role: Artillery.
Armor : 4500 points (Light Frigate)
Shield: 4000 points (Balanced average recharging)

I think the rebels have a fetish on modifying ships and making them better,the Twin blade frigate is a modified Assault frigate mark I with two additions in the hull allowing heavier weaponry to be fitted.The Frigate is armed with 2 heavy and 4 medium long range turbolasers with 4 heavy flak canons as well allowing it to screen fighters.The ship is best positioned behind the main fleet as this ship has the longest range behind the mc60. It is faster than the dreadnought and the assault frigate

but has light armor making it fragile to even moderate fire from a victory class.It's weapons can do good damage against frigates and capital ships making it a viable asset in your fleet.

MC30c Frigate


Price: 3150 credits
Role: Torpedo Boat.
Armor : 1500 points (Light Frigate)
Shield: 3000 points (Anti-Turbolaser fast recharging)

Regarded as the most powerful frigate used in the entirety of the Civil war,the MC30c is another capital ship killer,this time being developed by the oppressed Mon calamari species. The MC30c is a fast and deadly frigate armed to the teeth with 4x heavy dual large proton torpedoes (3 times the firepower of a squadron of B-wings).The torpedoes are more than capable of crippling star destroyers (pro tip: aim for the hull).

This frigate has no hard points meaning it can be repaired fully by a GR-75 fleet tender. The frigate has trouble defending itself from almost everything trying to kill it,don't leave it without support and they will single handily take out multiple capital ships even when outnumbered.

Units: Frigates (continued)



MC40a Light Cruiser


Price: 6000 credits
Role: Moniter.
Armor : 3500 points (Light Frigate)
Shield: 5000 points (Balanced fast recharging)
Complement:1/0 Y-Wing Flight

Designed by the Mon Calamari, the MC40a is a light cruiser in service of the Rebel Alliance as an escort for larger MC80 cruisers. This light cruiser is exceptionally effective at taking out shields, armed with 3x medium dual turbolasers and 2x burst plasma missiles (plasma missiles deal heavy damage to shields but almost no damage to armor), allowing it to easily penetrate any shielded capital. The best way to utilize them is to switch targets once the shield is down and allow your capital ships or assault frigates
to deal damage.

Being a Mon Calamari vessel, it's no surprise that this ship focuses its defense on shields. If they are taken out, this ship will quickly succumb, as it is lightly armored, which is surprising for Mon Cala ships.

MC60 Medium Cruiser


Price: 11,000 credits
Role: Artillery/Disabler.
Armor : 8000 points (Medium Frigate)
Shield: 10,000 points (Balanced fast recharging)
Complement:1/2 X-Wing Flight

Designed in part by Admiral Ackbar, Mon Cala Shipyards, and Alliance Engineering, the MC60 serves to provide fire support for her larger brothers. A long-range disabler, the MC60 is armed with 2x Dual Medium Long-Range turbolasers and ion cannons each. Their most impressive armament is 2x 2-Burst Mag-Pulse missile launchers (missiles that deal damage to shields and slow down fire rates).


Its advantages are that it's good at killing frigates with its medium turbolasers. The disadvantages of the MC60 lie in its expensive cost and high population cap; for this reason, you should only bring one or two in your fleet, as more will not allow you to deploy capital ships.


CC-7700 Interdictor


Price: 13,000 credits
Role: Interdictor.
Armor : 2500 points (Light Frigate)
Shield: 3000 points (Balanced Average recharging)

The CC-7700 is the only interdictor used by the Alliance for the duration of the civil war until it reorganized itself into the New Republic. The ship is extremely rare and expensive, usually used to capture important Imperial personnel. The ship is lightly armed and extremely fragile; therefore, it should be kept at the back of your fleet. It can prevent enemies from escaping for a short duration, useful if you see undefended capital ships and don't want them escaping.

Quasar Fire-class Escort Carrier


Price: 6400 credits
Role: Endurance Carrier.
Armor : 1500 points (Light Frigate)
Shield: 2000 points (Balanced Average recharging)
Complement: 2/2 X-Wing Squadron, 1/1 A-Wing Squadron

Designed by the Sullustan megacorporation SoroSuub as a Bulk Freighter, the Quasar could carry an impressive 48 starfighters. Originally a Bulk Freighter, sympathetic Sullustans gave these freighters away to the Alliance who converted them into carriers at secret shipyards.


As a carrier, you should keep them as far away from the battle as you can but also close to your main fleet. These carriers have the ability to replenish and repair damaged squadrons. They can also replace dead squadrons, as they are endurance carriers.

Liberator-class cruiser


Price: 9500 credits
Role: Strike Carrier/Picket.
Armor : 7000 points (Medium Frigate)
Shield: 5000 points (Balanced Average recharging)
Complement:2/0 Cutlass-9 Squadron, 1/0 U-Wing Squadron

Another product of SoroSuub, the Liberator was an anti-pirate patrol ship with decent weaponry; she is basically the Rebel version of the Gladiator-class Star Destroyer. The Liberator can screen fighters, corvettes, and smaller frigates. Larger frigates and capitals quickly become a problem for the Liberator.

Her complement makes her easily deal with enemy fighters, as the U-wing gives a bonus to her Cutlass-9s.
She also has a missile jamming ability,very useful against the
Victory-class Star Destroyer.
Units: Capital Ships



MC75 Profundity class Star Cruiser


Price: 13,000 credits
Role: Torpedo Boat/Disabler.
Armor : 18,000 points (Heavy capital ship)
Shield: 13,000 points (Balanced Average recharging)
Complement:1/1 Z-95 Squadron, 1/1 Y-Wing Squadron

Originally a city ship retrofitted for war, the MC75 is a torpedo boat carrying 6 proton and 2 ion torpedo launchers. The torpedoes require you to close the range and get in breathing room with enemy ships; however, the shields and the armor of this ship allow her to survive at these distances.


The MC75 doesn't have any more impressive weaponry other than the torpedoes, which is why she should be protected by tanks such as the Dreadnought to allow the MC75 to safely launch her torpedoes. While her torpedoes are her main strength, they quickly turn into her main weakness as she doesn't have any medium or heavy turbolasers to deal with enemy frigates and capitals.Overall she will serve you well early game as she and her sister the "MC80 justice" are your tech 0 capitals.


MC80 Justice class Star Cruiser-Carrier


Price: 15,000 credits
Role: Battle carrier.
Armor : 12,000 points (Medium battle carrier)
Shield: 14,000 points (Balanced fast recharging)
Complement:1/2 Z-95 Squadron, 1/2 Y-Wing Squadron, 1/2 R41 Squadron

A highly modular battle carrier, the MC80 Justice, described by Luke Skywalker as a 'pregnant MC80 Liberty,' was a medium cruiser used in the early stages of the civil war. She, along with the Profundity, serves as your Tech 0 warships. Her role is that of a supportive battle carrier, lacking armaments but carrying an impressive fighter complement

, although they later become outclassed by X-wings and A-wings. She has a shield bubble ability that allows her to protect every ship in the fleet she is accompanying. Micro-manage this ability by right-clicking it so the AI can't use it automatically. The Justice can't deal with anything other than a few corvettes and fighters on her own, hence why she should be accompanied by likes of her older brother, the MC80 Liberty.

MC80 Freedom class Star Cruiser


Price: 16,000 credits
Role: Brawler/Disabler.
Armor : 16,000 points (Medium capital ship)
Shield: 18,000 points (Balanced Fast recharging)
Complement:1/0 Y-Wing Squadron

Designed by the Mon Calamari after facing the problem in the form of the Liberty not being able to take out the shields of ISDs in time, the MC80 Freedom is a cheap MC80 line of cruisers packed to the brim with 6x medium close-range dual turbolasers and, most impressively, 4x medium stun dual ion cannons. The Freedom serves her purpose well as a Tank and a disabler.

She can easily chew through any ISD's shields, allowing heavier ships such as her brother, the Liberty, to annihilate the stricken Imperial ship. She has a shield leech ability which, along with the stun ion cannons, lowers the shield/firerate of an enemy ship while boosting his shields and firerates. Her only weakness is dedicated ion ships such as the Carrack and needing assistance to take out ships once their shields are down. A good pair with the Dauntless or the Liberty.

MC80 Liberty class Star Cruiser


Price: 18,000 credits
Role: Battleship.
Armor : 15,000 points (Medium capital ship)
Shield: 15,000 points (Anti-Turbo laser Fast recharging)
Complement:1/0 A-Wing Squadron

The main battleship of the Alliance, the MC80 Liberty, is the most numerous capital ship in the Alliance Navy. He is tailored towards capital ship combat and can go one-on-one with the Imperial I and Imperial II Star Destroyers. The one thing the Liberty struggles with is taking out shields, especially those on Imperial capital ships. He has state-of-the-art anti-turbolaser Mon Calamari shields but is weak against shield-penetrating weapons,

such as those found on TIE bombers. The Liberty is also weak at tanking damage from other capital ships but can easily take a beating from frigates and cruisers. Despite being a Mon Calamari ship, he has no chance against two or more Star Destroyers if he is alone. Keep him with MC40/MC60 escorts or pair it with his sisters, the MC80 Freedom or MC80 justice, to annihilate Imperial fleets.

MC80a Alliance class Star Cruiser


Price: 19,000 credits
Role: Artillery.
Armor : 13,000 points (Medium capital ship)
Shield: 14,000 points (Balanced laser Fast recharging)
Complement: 1/2 X-Wing Squadron, 1/2 Y-Wing Sqaudron

The MC80a is an artillery/semi-carrier of the Rebel fleet. She carries a complement of 1 X-wing and 1 Y-wing in waves of 2. She is armed with 8x long-range dual medium turbolasers and mainly 2x 8-burst Diamond Boron rockets (high damage at the cost of a slow fire rate). She is basically an up-armored and up-gunned Victory-I class.

Her missiles fall short of targeting anything smaller than a cruiser, but her medium turbolasers allow her to make short work of anything that comes closer. She is not made to withstand barrages from other ships; pair her with close-range ships like her sister, the MC75 Profundity, or the Dauntless-class heavy cruiser.

MC80 Independence/Home one class Star Cruiser


Price: 34,000 credits
Role: Command ship/Endurance Carrier.
Armor : 30,000 points (Medium Battlecruiser)
Shield: 40,000 points (Balanced laser Fast recharging)
Complement: 1/2 A-Wing Squadron, 1/2 X-Wing Squadron, 1/2 B-Wing Squadron, 1/2 Y-Wing Squadron, 1/1 U-Wing Squadron

The MC80 Home One type is a 3.4 km long battle cruiser originally designed as an exploration vessel. When the Mon Calamarians joined the Alliance, the Mon Calamari Defense Fleet converted their hundreds of passenger/cruise or exploration ships into battle cruisers for the Alliance.

The Home one types were few in number but extremely valuable to any Rebel fleet.He is heavily armed and can take on 2 or more Star Destroyers on his own. He is a long-range flagship that can dish out damage and support his fleet with fighters. He should be paired with a lot of escorts to negate his disadvantages. The Liberty, Dauntless, and the Freedom are capital ships you should bring with an MC80 Home One.You unlock this battle cruiser after completing the "buffer zone to mon calamari" mission along with unlocking Admiral Ackbar in his MC80 Home one type "Home One".

Dauntless Class Heavy Cruiser


Price: 23,000 credits
Role: Brawler.
Armor : 22,000 points (Heavy Capital ship)
Shield: 18,000 points (Anti-Turbo laser Slow recharging)
Complement: 1/2 X-Wing Squadron, 1/1 Cutlass Squadron

The Dauntless is the final product of the Sullustan SoroSuub Corporation before the Rebellion transformed into the New Republic. The Dauntless originally a cruise ship, was the heaviest cruiser in the Rebel fleet.He is extreamly well armed and armored ,

armed with 6x Heavy Closerange 4-Burst Dual Turbolasers 4x Heavy Closerange 4-Burst Dual Turbo ion canons, the Dauntless is exceptionally good at taking out capitals on his own.He needs support to deal with frigates however.Pair it with Dreadnoughts or Assault frigates so he can survive longer and watch star destroyers burn in hell.
Units: Space Heroes



The Rebel Alliance has a wide selection of ground and space heroes which will carry you early game,these heroes are seen commanding the best of the best ships and vehicles the Rebellion can offer.You have two class of heroes.Major and minor heroes.Major heroes can be rescued if they die while minor ones can't,if they die they are gone forever.

Senator Mon Mothma - Non combatant


Bonus : Faction Leader (+25% bonus health for all units), Governor (+100 % income, -20% building construction time).
Hero class: Major hero.
Armor : Variable
Shield: Variable

One of the main leaders of the Rebel Alliance ,Mon mothma was among the bravest people in the galaxy to openly defy Palpatine's evil deeds.She is your faction leader and is the most important hero you have throughout the campaign,she reduces build time and increases economy making her vital in the Alliance's survival early game.

She is a non combatant,she spawns in a RM-09 Alliance shuttle in offensive battles or commands a random capital ship or frigate(the ones you have in your fleet) in defensive battles.She gives a health boost to all units but should never be brought into combat, in the event she is brought into combat,you should evacuate immediately and not engage the enemy.Loosing her halts all missions until she is rescued.She should always be used to remove corruption or improve base incom on allied planets,don't bring her into combat.

Princess Leia Organa - Modified CR90 Corvette "Sundered Heart"



Bonus : Admiral (10% bonus for all ships),Governor (+100 % income, -20% building construction time), Spy (Space forces only)
Hero class: major hero.
Armor : 600 points (Light Corvette)
Shield: 800 points (Balanced fast recharging)

Leia was a prominent figure in the Alliance, the daughter of Senator Bail Organa. She served as a diplomatic envoy for Alderaan and secretly supplied the Alliance with funds, following in her father's footsteps. After the destruction of her home planet, she openly joined the Alliance and abandoned her diplomatic ways, realizing the Empire could only be brought down through military means. Leia commands her late father's CR90, the "Sundered Heart."

She provides a bonus to your ships in space combat, but she truly shines on the galactic stage where she can spy on enemy planets with her diplomatic immunity, remove corruption at a discount, and provide an income boost that can be used on any planet since she is a stealth hero. In space combat, she gets an "all power to engines" ability, and she has "diplomatic immunity," allowing her to avoid damage for a few seconds, perfect for letting her escape if things get heated.Her CR90 trades weapons for speed as she only gets 2 light laser canons but is twice as fast as a normal CR90.

Commander Luke Skywalker - T65b X-wing starfighter "Red 5"



Bonus : Fighter Tactician (+5% bonus for all fighters/bombers) Spy (Ground and space forces after endor)
Hero class: major hero.
Armor : 100 points (Heavy Fighter)
Shield: 200 points (Balanced Average recharging)

Commander Skywalker, a Jedi serving the Alliance, etched his name into history by piloting the iconic fighter responsible for the Death Star's destruction. Luke Skywalker, trained by Obi-Wan and Master Yoda, inherited his father's skills for piloting starfighters. Luke is an excellent ace who can easily survive and take out larger targets than an ordinary X-wing can. He has more armor and shields than a regular X-wing, and his "lucky shot" ability allows him to mirror his Death Star trench run shot, releasing proton torpedoes that do extreme damage.

Luke Skywalker is not suited for the galactic stage, as he can only remove corruption and nothing else until he becomes a fully trained Jedi Knight after the Endor mission.

General Han Solo - Heavily modified YT-1300 "Millennium Falcon"



Bonus : General (+5% Combat Bonuses for all units), Spy (space forces only)
Hero class: major hero.
Armor : 400 points (Light Gunship)
Shield: 200 points (Anti-laser Average recharging)

The Corellian-born former Imperial cadet turned smuggler turned Rebel General, Han Solo is a well-rounded hero in both ground and space. He commands the most iconic ship in sci-fi, the "Millennium Falcon," which acts as a gunship in AOTR. Han Solo gives your ships a +5% bonus and has an ability that makes him immune to damage for a few seconds. Han is useful in the galactic stage as well; he can remove corruption and spy on enemy planets, although he only reveals fleets and not ground forces. He is good at taking out fighters and nothing else. If you want him to be effective, you should assign him support duties to complement your fighters and interceptors. If he is damaged, activate his ability and retreat.

Alliance Intelligence agent Kyle Katarn - HWK-290 light freighter "Moldy Crow"



Bonus : None (only for space combat), Spy (Ground and space forces)
Hero class: major hero.
Armor : 350 points (Heavy Fighter)
Shield: 400 points (Anti-laser Average recharging)

Kyle Katarn, a human male from the planet Sulon, was formerly an Imperial commando before defecting to the Alliance after his father was murdered by the Empire. Kyle is a stealth-based hero who should mainly be used to spy on planets. In the event you bring him into space combat, he commands his freighter, the "Moldy Crow," which is exceptional at taking out fighters and light gunships. He has a turbo ability that boosts his speed at the cost of fire rate and shield recharge. Kyle is also important in the main storyline of AOTR.

Wedge Antilles - T65B X-wing squadron "Rogue Squadron"



Bonus : Fighter Tactician (+10% bonus for all fighters/bombers)
Hero class: major hero.
Armor : 100 points (Heavy Fighter)
Shield: 50 points (Anti-laser Average recharging)

Rogue Squadron was the most famous starfighter squadron in galactic history. Formed from the remnants of Red Squadron, Rogue Squadron was commanded by Alliance Ace Wedge Antilles. The Rogues give all of your fighters a +10% bonus, and each Rogue has more armor and shields than a standard X-wing, making them deadly opponents to enemy starfighters. Rogue Squadron gets a "strike" ability which, when activated, improves their fire rates.

Rogue Squadron can fulfill any space duty you assign them with their multi-role X-wings. They are good at offense and defense; however, you should retreat and let them repair themselves with the astromechs if they get substantial damage, as it is a challenge to rescue them if they are destroyed. They can take out hardpoints on enemy capitals and provide screening or fighter superiority to your fleet, making them an overall great fighter hero.
Units: Space Heroes (continued)


General Lando Calrissian - SoroSuub Luxury Yacht 3000 "Lady Luck"



Bonus :
Hero class: major hero.
Armor :
Shield:

General Calrissian was the original owner of Han Solo's Falcon; he won the Bespin Cloud City in a game of cards (Sabacc). Lando is a great economic hero who is acquired after liberating Bespin. He is best stationed on Bespin after you have transformed the planet into an economic generator with ground-based economy structures and space Tibanna gas mining facilities.

The General commands his Luxury yacht in combat, which makes him a relatively easy hero to lose. The "Lady Luck" is not suited for space combat with her speed and weapons; she should be kept in the back line in the event she is in combat. Do not bring Lando into space; he is useless there. He is best kept on the ground of your economy-generating planets.

Admiral Gial Ackbar - MC80 Home one class "Home One"



Bonus : Admiral (+15% combat bonus to all ships), Production (-10% build cost on all capital ships and -50% build cost reduction on B-Wings on current stationed planet)
Hero class: Minor hero.
Armor : 30,000 points (Medium Battlecruiser)
Shield: 40,000 points (Balanced Fast recharging)
Complement: 2/2 X-Wing Squadrons, 2/2 Y-Wing Squadrons, 1/1 A-Wing Squadron, 1/1 B-Wing Squadron.

Admiral Ackbar commands the original MC80 Home One, the most powerful ship in the Rebel Alliance arsenal. He is an extremely important and overpowered hero. However, unlike the heroes listed above, he is a minor hero. If you lose him, you will lose him forever, and he won't be rescuable, unlike Leia, Lando, Mon Mothma, or Han. The MC80 Home One/Independence class is a powerful battlecruiser; Admiral Ackbar's ship can singlehandedly take on any ship from any faction except Super Star Destroyers or Bellators.

Admiral Ackbar's bonus makes him a very useful hero in space and on the galactic map. He makes B-wings cheaper, and his bonus can stack on the Roche asteroid fields (located near Kashyyyk and the Wheel) production bonus on B-wings, making them extremely cheap and fast to produce. His ship is best paired with powerful frigates or capitals like the Liberty and the Dauntless. You can acquire him by completing the "Bufferzone to Mon Calamari" mission.

Senator Garm Bel Iblis - Modified Katana class Dreadnought Heavy Cruiser "Peregrine"



Bonus : Admiral (+10% combat bonus to all ships),
Hero class: Minor hero.
Armor : 4600 points (Heavy Frigate)
Shield: 2200 points (Balanced Fast recharging)
Complement: 2/0 Ion Katana class Dreadnaughts

One of the original founders of the Rebellion, Senator Iblis was a renowned commander in the Corellian rebel movement and later the New Republic, being one of the few beings in the galaxy to outsmart Grand Admiral Thrawn. The Senator commands a modified Dreadnought cruiser from the lost Katana fleet. He also gets 2 extra dreadnoughts for free. The "Peregrine" sacrifices her laser cannons in favor of ion cannons, making Iblis and his escort ships more suited to engaging frigates than light corvettes or fighters.

Use the free dreadnoughts as tanks and sacrificial ships. Iblis does not fare well if he is put in front, as the enemy AI targets heroes first. His bonus makes him a very good commander, and his free dreadnoughts are the icing on the cake.

General Jan Dodonna - Modified Alliance Assault Frigate Mk I "Vanguard II"



Bonus : Admiral (+10% combat bonus to all ships), production (-50% Production Cost of A-wing squadron)
Hero class: Minor hero.
Armor : 5500 points (Medium Frigate)
Shield: 4000 points (Anti-Turbo laser Average Recharging)
Complement: 2/2 A-wing flights (1 squadron at a time basically)

General Dodonna was a respected Republic navy officer. When the Empire was formed, he joined briefly, only to be disgusted by its existence and immediately defected to the growing Rebel Movement. Being among the first and most skilled rebel officers, he was given a position in Alliance High Command and was the one who gave the plan to attack the Death Star. After Yavin, he was captured and would only be released in the New Republic era.

Dodonna commands the "Vanguard II," a modified AAF mk I that trades some of its firepower for ion cannons and a hangar with A-wings. He makes A-wings cost 425 credits (only 100 more credits than the Z-95), making him a very valuable hero that you should not lose. His frigate is a jack of all trades, master of none. It can do everything you want, but it is also an easy target. Use him in space combat only if you can make him escape if things get heated.

General Crix Madine - MC40a Light Cruiser "Assault"



Bonus: Frigate Captain (+10% bonus to all Frigates)
Hero class: Minor hero.
Armor : 3500 points (Light Frigate)
Shield: 5000 points (Balanced Fast Recharging)
Complement: 1/0 Y-Wing Flight

General Crix Madine was the leader of the Rebel SpecForce, formally inventing the Storm Commandos. He defected to the Alliance with the help of Agent Katarn and was the one to come up with the raid plan on the second Death Star. Crix Madine is acquired at the start of your campaign around week 15-25 when Mon Mothma takes Kyle from you for a short period.

He commands a stock MC40a light cruiser. The ship is really good at taking out shields and dishing out damage against other frigates with its medium turbolasers; however, the MC40a is lightly armored. It can be taken out by small corvettes, which is why you should reposition or make his cruiser run away when his shields are down. He is a good pair with AAF Mk Is and MC30c frigates.

Admiral Adar Tallon - MC80 Justice class Cruiser-carrier "Justice"



Bonus: Admiral (+10% Combat Bonus for all Capital ships)
Hero class: Minor hero.
Armor : 12,000 points (Medium Frigate)
Shield: 14,000 points (Balanced Fast Recharging)
Complement: 1/2 X wing Squadron, 1/2 Y wing Squadron, 1/2 U wing Squadron

Admiral Tallon served the Jedi during the Clone Wars and was a master in starfighter tactics. After the rise of the New Order, Tallon hid in the Tatooine system until he was contacted by the Alliance. Wanting to make a change in the galaxy, Tallon joined the Rebels and was one of the three main designers of the RZ-1 A-wing.

Tallon commands the original MC80 Justice class called the "Justice." She is an upgraded version of the normal Justice as she carries newer starfighters like the X-wing and the U-wing. Tallon is an excellent hero, one of the best you have. You can acquire him by liberating Tatooine from the Black Sun once Mon Mothma contacts you.



Units: Space Heroes (continued)


Captain Juno Eclipse - Alliance Assault Frigate Mk I (Twin blade) "Salvation II"



Bonus:Admiral (+5% Combat Bonus for all ships), Fighter Tactician (+10% Combat Bonus for all Fighters/Bombers)
Hero class: Minor hero.
Armor : 4500 points (Light Frigate)
Shield: 4000 points (Balanced Average Recharging)

Captain Eclipse was formerly an ace pilot in the Imperial Navy, hailing from the core world of Corulag. After earning her rank, she was personally chosen by Lord Vader to serve as a shuttle pilot for his secret apprentice, Starkiller. When Starkiller gathered the Rebel leaders to sign the Corellian Treaty, she and Rahm Kota were among the first to join his cause. She became a prominent Rebel captain, commanding the Nebulon-B "Salvation," which was destroyed in the Battle of Kamino.

Her second flagship, the "Salvation II," was an AAF Mk I (twin-blade variant). She needs to be positioned in the backlines as an artillery ship. Her ship is fast and a glass cannon, so retreat when she starts taking damage. Her bonuses make her a very valuable hero. The fighter bonus ensures starfighter superiority in combat.

Captain Shack - Modified Venator Class Star Destroyer "Liberation"

"Will there be coffee when we arrive?"
-voice line from the Liberation.


Bonus : None (Give him a +100% combat bonus AOTR devs >:( )
Hero class: Minor hero.
Armor : 15,000 points (Medium Destroyer)
Shield: 12,000 points (Balanced slow recharging)
Complement: 2/6 Z-95 Squadron, 1/3 ARC-170 Squadron

The Liberation was among the first capital ships to join the Rebel Navy, a Venator commanded by Captain Shack and General Kota during the Clone Wars. Kota's paranoia and distrust of clone troopers led him to crew his ship with human militia loyal only to him, with Captain Shack as one of the militia officers.

The ship was hidden for several years after Order 66 was announced and joined the nascent Rebel fleet in 2 BBY.Captain Shack is a glass cannon; his ship is a Venator on steroids. It boasts heavy turbolasers that allow it to outmatch any Imperial ship in a one-on-one fight. However, it is EXTREMELY slow and cannot survive long if its shields are taken out. Position Shack in the middle, supported by several frigates and corvettes if you want him to survive, or pair him with the Justice or Freedom to mitigate his disadvantages. Captain Shack is based on and voiced by the YouTuber XPgamers.


Modified Providence Class Destroyer/carrier "Rebel One"


Bonus : None
Hero class: Minor hero.
Armor : 14,000 points (Heavy Destroyer)
Shield: 10,000 points (Balanced average recharging)

The Rebel One was one of several former Providences in service of the CIS, gifted to the Alliance navy by former CIS sympathizers who joined the Alliance. The Rebel One underwent extensive modifications, with prongs on her sides filled to the brim with extra turbolasers and ion cannons, much like the MC80 Liberty. Additionally, she had a pair of engines from a Recusant-class light destroyer on her main engine array, allowing her to be faster than a standard Providence.

Her wings were modified to remove the hangars, meaning she doesn't carry any fighters into battle, a complete departure from a standard Providence. The Rebel One is a fast and deadly capital ship that lacks durability. She can take on anything the Empire or the Black Sun throws at her, but she cannot withstand a beating. Similar to the Liberation, you should make her the centerpiece of your fleet, supported by the Justice or the Liberty and several smaller escorts.

Captain Afyon - Modified Nebulon-B Escort Frigate "Larkhness"



Bonus : Admiral (+5% Combat Bonuses for all ships) Frigate Captain (+10% Combat Bonuses for all Frigates
Hero class: Minor hero.
Armor : 1600 points (Light Frigate)
Shield: 2000 points (Balanced Fast recharging)
Complement: 1/0 Y-wing longprobe Flight.

Afyon was an Imperial officer who refused several orders from Imperial Command that would cause genocide or massacres. Sensing that the Empire was about to purge him for his moral code, he defected to the Alliance before they could take any action.

He commands a modified Nebulon-B, equipped with improved weaponry than a standard Nebulon-B. His bonuses make him a good support hero for early Rebel fleets, which are usually filled with Dreadnoughts, Nebulon-Bs, and Neutron Star Cruisers. Recruit him on a planet with an intelligence building, and position him at the back of your fleet to ensure his survival, considering he is only a frigate, which doesn't provide much durability.

Captain Roget Jiriss - Modified CR90 Corvette



Bonus : Corvette Captain (+10% Combat Bonuses for all Corvettes)
Hero class: Minor hero.
Armor : 750 points (Medium Corvette)
Shield: 500 points (Anti-laser Fast recharging)

Jiriss was a smuggler initially working for the Rebellion on a payroll. After witnessing the ideals and commitment of Rebel troopers she came across, she joined the Alliance and commanded her personal CR90.

Her corvette is fitted with 4x heavy dual and 4x medium laser canons She is a good early hero but becomes outclassed by every other hero in the late game. She can provide starfighter screening, and that's about it. Her bonuses are also not very impressive as corvettes are not often used. Overall, a good and cheap early-game hero.

Captain Huoba Neva - Quasar Class Carrier "Ash Angel"



Bonus: Frigate Captain (+10% Combat Bonuses for all Frigates
Hero class: Minor hero.
Armor : 1500 points (Light Frigate)
Shield: 2000 points (Balanced Average recharging)
Complement: 2/4 cutlass-9 interceptors, 1/0 A-wing squadron

Neva was a Sullustan slave working on the mines of kessel until he was liberated by the Alliance.He was so grateful for his freedom that he became a officer in the rebel navy and commanded his personal Quasar class carrier.

He gets a unique loadout of 2/4 cutlass-9s which are essentially cheaper and worse A-wings.


General Syub Snunb - Dauntless Class Heavy Cruiser "Byllurun"



Bonus: General (+5% Combat Bonuses for all ships)
Hero class: Minor hero.
Armor : 22,000 points (Heavy cruiser)
Shield: 18,000 points (Balanced slow recharging)
Complement: 1/2 X-Wing Squadron, 1/1 B-wing Squadron

General Syub Snunb, a member of the Sullustan rebel cell and resistance movement, fought openly against the Empire to see his planet liberated. However, he was captured and imprisoned on the nearby Imperial stronghold on Eriadu. The Alliance managed to free him and entrusted him with the command of a Dauntless-class heavy cruiser.

His cruiser is the stock variant with no changes, but it is still a formidable opponent, carrying enough firepower to outgun an ISD-II. His cruiser can annoy Victory-class captains by jamming their missiles and ISD captains by tanking damage. Overall, he is a great hero, especially if you unlock him early on. He ranks among the best heroes for the Rebellion, following Admiral Ackbar and Admiral Tallon. You unlock him by liberating Sullust and Eriadu.





Units: Ground Heroes
(work in progress)
Units: Infantry
(work in progress)
Units: Ground vehicles
(work in progress)
Conclusion
Congratulations! you are own your way to enstill the values of Democracy ,liberty and freedom across many Imperial worlds and establish the New republic.The next update to Awakening of the rebellion will change the New republic Era and make it more fleshed out so in my personal opinion,don't do the endor mission since all the new republic units (except a few) have old models which do not match the current game aesthetic.You can do whatever you want though.This is the guide,i hope you like it and if i did something wrong ,feel free to correct me in the comments.Now go and "fight these bastards" from the start.


15 Comments
Anomalous_bm  [author] 4 Jul @ 8:15pm 
you do have my permission @fatal_asylym , honestly, I lost all motivation to make new guides on the Empire and the Black Sun so I think me and everyone else in the community will appreciate the work you're going to do :))
Fatal_Asylym 4 Jul @ 4:18pm 
Excellent job for this guide. I am a tester and wiki dev for AotR and I am wondering if it is possible to use this guide as a basis for our wiki. It is out of date and I would like to bring it up to speed with the current systems in place using this guide. Feel free to reply here or at our Discord, I am under the same name there. Thank you!
Big Sniffur 15 Jun @ 5:54am 
Would you argue that B wings are a direct replacement to Y wings? Or is there an optimal mix? Additionally is it better to bring your own purchased fighters or just use spawned ones?
Springtrapstarwars 28 May @ 7:25pm 
Captain Afyon looks allot like old version Chekhov from star trek
patfitz878 24 May @ 10:00am 
I have a bunch of hours in Aotr, mostly as the rebellion cause as you say rebels clear imperials. You did a phenomenal job with this guide, super detailed. I feel like I could run my rebel campaign my eyes closed by now but I'm not sure I could make a guide as articulate and helpful for others! well done
King Xizor 25 Apr @ 1:38pm 
@anomalous_bm You could always hop into the XML for the Liberation and give it a healthy little 'General' buff! I just pair it with Juno for my fleet's core in that sector.
ZappoDude 23 Jun, 2024 @ 2:50pm 
ground tactic as the rebels: army composition is important since you start only being able to deploy 8 units. the best units to go with are the T3-H hovertank, the T3-H hovertank, the T3-H hovertank, the T3-H hovertank, the T3-H hovertank, the T3-H hovertank, the T3-H hovertank, and the T3-H hovertank.
Lord Of Pain 29 May, 2024 @ 2:15am 
ISDs with supporting ships work great too like ion boats anti fighter and anti small stuff
Retr0 26 May, 2024 @ 9:40pm 
thats very very useful to know
Anomalous_bm  [author] 26 May, 2024 @ 2:35pm 
ISDs work well when supplemented with other ISDs, but in a 1v1 scenario, the MC80s (except for the Justice) win 9 out of 10 times. This is because the MC80s' shields can out heal the damage that an ISD does to the Rebel cruiser. However, in a 2v2 or 3v3 scenario, the ISDs win since they can focus their fire on one MC80 at a time. In this way, three ISDs focus on one MC80, its shields are taken out, and it dies. Then, the ISDs switch targets and keep damaging the other MC80s. Basically, ISDs suck in AOTR as lone capital ships, but if they are paired with other ISDs, they work really well. On the contrary MC80s work well alone, eg two liberties classes will be less efficient than one liberty class and one freedom class. I hope this clears your confusion.