STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
SharpEdge 23 Oct, 2021 @ 7:44pm
General mods question: I want modded EAW for more indepth grand strategy and economy. I don't want to think about what type of camo pants my infantry is wearing. How should I play this? Or should I play something else?
Forgive me if this comes off bitter. There's no hate on this mod or the people that like this mod. This is just a personal problem for my small-brain that I hope some patient and understanding people can help me with.

I have a love/hate relationship with EAW mods. I love adding more nuance to the grand strategy, more crunch to the economy and how to mess with your opponents economy. More subterfuge, espionage, more ways to hit-and-run, especially with space craft in a way that the base game lacks.

I also adore the game Rebellion and can break it over my knee difficulty wise. It's complexity is the mission and economy management with combat as very distant secondary feature. Dozens of ship and troop types going head to head isn't really the focus of the game as much as the grand strategy..

I *like* more space ships. Spaces ships add lots of visual identity to combat and their roles are easy to classify.

I can't deal with how many ground units mods like this add. Human-with-gun is going to look like human-with-gun in this game no matter how much tacticool gear and flavor of grenades they have. It always feels like it's caught up in the minutia and players will meta out most of the options and most units end up never fielded except in a pinch or niche situation.

My small-ape-brain can only handle soldier, anti-vehicle soldier, specialist soldier, tank, and bigger tank and only a few toys beyond that. Just coming from a traditional RTS background I can't understand how you work with the dozens of infantry types in meaningful ways.

Again, too-many space ships make sense to me because they have strong visual identity and role. Dudes-with-guns will never have the same level of visual identity outside of hero untis.

In this game I watched two packs of soldiers clash and I had no idea what enabled victory because there's most variables than a Hearts of Iron IV company.

TLDR: Can I play this mod without thinking too hard about what troops I bring beyond the basics?
Last edited by SharpEdge; 23 Oct, 2021 @ 10:01pm
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I find the ground combat is this mod to be quite rich and rewarding. There is lots of strategy and the units are mostly not redundant (I only play rebels). The only slightly redundant units I would argue are the tier two and tier 3 gunner infantry and basic infantry, which end up being very similar in my opinion (but should still be there for build structure flexibility and flavor logic). Other than that, every unit fills a fairly distinct role.

As far as vehicles, they also have a strong visual identity in the same way that ships do, so I'm not sure what your complaint is there. I can agree that infantry can be hard to distinguish, especially on darkly lit maps. I do not try to play the game without liberal use of pausing to hover over things and seeing what is what.

For rebels, if you don't use infiltrators and don't worry about unique build options from planets and ships, there are only 10 types of infantry. Once I have access to all of the tiers, I mostly just build:

--Army support platoons (medics)
--Army trooper platoons
--SpecForce Pathfinders (snipers)
--SpecForce Vanguards (missileers)

This is enough to deal with almost any threat and be pretty efficient. So if you are trying to avoid variety, I would say that is your infantry roster (I mostly just go heavy on the tier three options, tier 2 is only a small number). I will add a few support vehicles as needed (T1-B for AA, MLC Artillery, AA1-C for crowd control). That is really all you need to be able to deal with pretty much everything. Add heroes for best results.

Of course, there are lots of different ways to play and the other factions have different rosters. I would just say that most units have a purpose and the ground strategy is neither simple nor boring. You need to understand what your units are good at destroying and which units are a threat to them.
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