STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

EaWX: Thrawn's Revenge 3.4 (Updated April 2nd)
jarod 20 Jun, 2024 @ 9:54am
Hutts
Does anyone know a good in depth guide to each faction (in particular the Hutts).

Love this Mod <3
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:) 21 Jun, 2024 @ 10:08pm 
there isnt but ive been playing on admiral with it

you dont have taxes so buy the smuggling building, each one gives like ten pop for smugglers

you build those on the research and political stuff tab


then drop them in the enemy world and theyll siphon credits, the max is 5 per planet, each giving a fifth of the planet worth, this is how you can make like 8 k wihtout ever expanding your border


Drop them for high value planets


On tactical in both space and ground YOU CAN DO EVERYTHING but units arent felxible, you have tools for each job but most can't do more than their role, for example the barabulla frigate is just turbolasers and assault concussion missiles one tie bomber squad oe even half of one kills it but its really good in groups killing capital ships


Same for ground skiffs are great but some players are allergic to hearing unit destroyed or give bad commands and then blame the gamemode :P


The Rocket skiff is gonna get wrecked by any INF, it has 170 hp but come in squads of four, it can stand to most medium tanks but you need to use speed and agility to take on at ats 4 v1 for rxample but it hs great alpha strike damage, in fact it and a few anti inf skiff can just, not engage a strong army and go to the base kill buildings and get around picking defenders one by one


as alñways pausing and reading the stats of things helps a lot to figure out what does what :P

oh also they have amazing hulls and ok shields, put fleet tenders to help with surprising durability even with shields down
ROGUE_710 15 Jul, 2024 @ 10:00pm 
I just finished a Hutts GC, Admiral/Cruel with 1/10th pop cap.
IMHO: In space, optimal 300pt fleet is 3x battleships, 3x fleet tenders, 1x interdictor, and spam your 1pt corvettes for fighter screen. On ground, land 5pts leading with 1x infantry to grab LZs, land 2x tank companies to secure a foothold, 1x arty, 1x air speeder to suppress initial infantry and grab LZs. Hug to your repair nodes and rotate tanks to absorb damage until the map is under control, land up to 4-5 arty total once able, use your infantry and air speeder's deploy-able speeder bikes as scouts/skirmishers to buy time for the arty to knock out approaching heavy units and use fleet support, only branching out when able to new repair node strong points. If you know you're dealing with enemy air, have an anti-air to deploy. Milk the maps for credits with Hutt lords when able, but do not loose them. Hutts in space is great with the battleships, Hutts on the ground is maddening and tedious.
Good luck!
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