General
Tipps Force
Commander
Imperial
units
Pro-offered
This
small Droide is ideal for spying unknown area. However it is practically not
armored, which makes it a popular attack target of the
enemy.
AT-PT
The smallest mechanical one of the imperial
arsenal is used mainly to kill infantrymen. Due to its small armoring and
striking power he is almost ineffective against hostile vehicles and
cannons.
AT-ST
It is armored and its lasers is on the average
able also larger targets with ease to destroy. Together with the small price
these advantages make it one of the most important imperial
units.
AT-AA
This spider-similar metal monster only and alone
serves the air defense. Against ground troops it cannot defend itself. The
mechanical one is used mainly in connection with AT
ATs.
AT-AT
Very good armoring and the powerful cannons are on
the credit side of this Ungetuems. There one can neglect the high price and the
slow rate of the AT-AT already almost.
Storm troops
They are
the standard units of the Imperiums. The special: They can attack and place also
airborne targets thus a useful Allround
weapon.
Speederbike
Fast, agilely and not particularly
effectively: Those are the attributes, which define this unit at the
trefflichsten.
Mobile artillery
It is much too slow and causes
to the enemy relatively few damage. The production of the mobile artillery is
worthwhile itself thus in the rarest cases.
Heavy
artillery
This cannon has an enormous striking power and range. It can
take opponents almost over the half card away on the grain! You should put an in
any case sufficient air defense to this artillery at the
disposal.
TR-SD
To the question, whether one should request the
TR-SD, it can be answered confident with a clear no. COMMANDS POINTS are too
important, in order to waste it on such useless units.
Tie
Fighter
It is armored fast however only badly. Therefore it is used
mainly for the investigation of unexplored area.
Tie bomber
It
is slow, but its striking power makes up for this disadvantage unique again.
Only the high price clouds the otherwise good impression of this heavy
bomber.
Rebel
units
Normal
troops
Their effect in the fight with the opponent is practically
directly zero. They are a senseless verschwendung of COMMAND
POINTS.
Heavy troops
They are the standard troops when filling
buildings. The price is moderate and their striking power can to be seen be
able.
Infiltrator
Which concerns a taking of buildings or
Mechs, makes for this specialist no something forwards. With six Infiltratoren
can you everything conquer!
Hover transporter
On the
average armored, on the average with cannons equips - this transporter serves
mainly the name lets what assume: Transport of troops.
Tanktank
tank
It is the only mobile unit of the rebels, who can be used to the air
defense. That makes it indispensable with almost any attack.
Attack
tank
With the fight against hostile units it represents the Nonplusultra.
Its cannons crack simply each armoring.
Torpedo thrower
It is
the equivalent for the heavy artillery of the Imperiums. Large range and
striking power distinguish it. However it is susceptible to attacks from
air.
Radar disturber
Who sacrifices COMMAND POINTS for it, is
even debt. Its abilities do not justify the price in the
slightest.
Reparaturdroide
Do not let you from its mobility be
deceptive too much, it is very slow. It is extremely useful nevertheless to have
after heavy engagements such Droiden in the
proximity.
Snowspeeder
It serves mainly the investigation of
unknown area. In addition, its ability to bring AT ATs with wires rope to the
fall should not be underestimated.
Y-Wings
See Tie bomber of
the Imperiums: Slowly however effectively!
Mission 1,
2, 3 - training
Note:
With
the first three missions it concerns training missions, in which step for step
is explained to the player hair-exactly, what is to be done and how it must
proceed. Our solution method starts therefore only with the fourth
mission.
Mission 4 -
Attack on Ruul
(Assault
on Ruul)
Targets:
-
computer complex conquer
- Dellis into the computer complex bring
- Dellis
must survive
>In the
first " correct " mission must prove their ability in a deep Canyon to of you.
The opponent will again and again start some smaller attacks on your base. This
repels, in order to come at COMMANDS POINTS.
Then an army arranges,
consisting of AT STs and AT PTs. **time-out** let you additionally two transport
vehicle send, which it with troop and Dellis load. Afterwards the way, as he
follows on the card drawn in is and storms the computer
complex.
Mission 5 -
Attack on Ruul, part of 2
(Assault on Ruul Pt.
2)
Targets:
- a continuous line from signal towers
of the computer complex to the communication tower establish
- Dellis must
survive
>This job
does not represent larger difficulty, if you select the correct way. Destroyed
first some enemies, in order to receive COMMAND POINTS. Then some AT STs send
toward communication tower and smooth the way for Dellis, which platziert
afterwards the signal towers.
The opponent is to a large extent in the
west, it can it therefore ignore. Give only eight that Dellis does not die. The
mission is won, as soon as the last signal tower has visual contact to the
communication tower.
Mission 6 -
Crisis on Sarapin
(Crisis on
Sarapin)
Targets:
- all energy collectors
conquer
- Dellis must survive
>**time-out**
this be the first mission, in which you AT AAs to order - and it will they need.
In any case provides for a good air defense, because the enemy attacks here
gladly from above. Arranges a troop from several AT STs, two AT AAs and a
transporter with four storm troops. Filled afterwards the first energy
collector. Thereby everything however absolutely pays attention your units to
the north to a sufficient base defense and does not send!
Now can repeat
you mirror-image moose and so also the other energy collectors conquer. Power
you calm on strong Gegenwehr with the collectors three and
four.
Mission 7 -
Crisis on Sarapin, part of 2
(Crisis on Sarapin Pt.
2)
Targets:
- offshore construction work
conquer
- Dellis into the offshore construction work bring
- Dellis must
survive
Secondary target:
- the enemy destroy
>For the
fulfilment of this application have you a time limit. Does not wait therefore to
for a long time and promptly if a large army from AT STs, AT AAs and a
transporter places, load with storm troops and Dellis, together. Also the now
available Tie Fighter can be you in the fight against heavy cannons an
assistance. However should not you too many COMMANDS POINTS into the combat
hunters invest. Ground troops will show themselves as by far more
helpful.
If that ran COUNT down to three quarters, should make you for it
on the way toward offshore construction work. Does not stop on the metal lattice
after possibility, in order by hostile cannons to be gotten. About the attacking
Snowspeeder your AT AAs worries, while the ground troops destroy all hostile
units approximately around the offshore construction work. Then can fill you in
it and Dellis send.
If you think, which would be mission hereby
terminated, you you erred. Your application targets change at short notice: You
are for the enemy from to make complete now. But no panic, which rebels are
considered as defeated, as soon as the control center destroyed it. Ignored thus
as well as possible and everything sends attacking opponents your units into the
mountain boiler in the north, where main building of the enemy
is.
Mission 8 -
Case on Yavin IV
(The Trap RK Yavin
IV)
Target:
- rebels destroy
Secondary
targets:
- help fallen general
- general to the shuttle bring
>The Canyon
landscape in this mission proves as extremely insidious. Everywhere lauern
rebels, who can cause enormous damage with their cannons. Therefore only an
army, consisting of at least ten AT STs, arranges, before you make you on the
way.
After some time an assistance call to it will receive: Her are to
bring a general, who put a crash landing down on Yavin IV, in security. It is in
the northeast corner of the card. Sends some units to it and brings it
afterwards to the shuttle in the south. But note: **time-out** with shuttle
lauern several rebel, which it before destroy must.
As soon as this
Nebenauftrag fulfilled it, can make you for it to your main application target:
The destruction of the rebels. Also in this mission it is sufficient to destroy
the control center which is additionally secured however this time by a sign
generator. Therefore best the new TR SDs begins in combination with the proven
AT STs, in order to lead the Imperium fast to the victory.
Mission 9 -
The battle around Hoth
(The Battle OF
Hoth)
Targets:
- sign generator destroy
- hangar
conquer
- Darth Vader into the hangar bring
- Darth Vader must
survive
>One
equivalent in front: You must get along in this mission with the units, which
are made available you from the beginning. That is not however far badly,
because under it the copy-strongest and robustesten Walker of the Imperiums is,
the feared AT ATs!
But makes happy you nevertheless not too early,
because the Snowspeeder of the enemy can bring and out of action put your AT ATs
in such a way by wires rope relatively fast to case. Your only defense against
these air raids are the storm troops, therefore particularly give eight on the
important infantry.
With the storm troops as a escort it does not
continue to fall heavily to achieve the opposing base. Also the sign generator
is destroyed thanks of the AT ATs within shortest time.
If this occurred,
it applies to only take the hangar and Darth Vader, which arrives by shuttles,
to take in. Leads in at the outside northern edge of the card along, if still
turrets or rebels should offer resistance, if it lands.
Mission 10
- Surprise on Endor
(Surprise RK Endor)
Target:
-
marked places look up and investigate
Secondary target:
- all
Ewoks and their dwellings in place B destroy
"square">The only
difficulty of this mission exists in the numerous traps, which are distributed
everywhere in the forest. Umstuerzende trees and falling down trunks make the
life enormously heavy for your troops. **time-out** if you however slow proceed
and a trap after the other one destroy (simple on it shoot), will it only few
loss report have.
As soon as all marked places looked up it, must you
still all Ewoks and their buildings in the west extinguish, in order to
terminate the application.
Mission 11
- The massacre on Abridon
(The measure acre of on
Abridon)
Targets:
- the imperial base
back-conquer
- the government head office conquer
- all rebels before the
government head office destroy
"square">First can
you no troops and buildings request. Only if the imperial base back-conquered
it, can set up an army to it. Collects thus your available units and advances to
the south. With the help of the artillery it should not be a problem to
extinguish all enemies and finally take the control center.
Concentrates
you for the time being on the defense of the own base, since the rebels will
start numerous attacks. As soon as you well enough secured it, can set up an
army to it. Sometimes to recommend a combination of AT ATs, AT STs, is AT AAs
and unites Artillerien.
Finally clears your way for you toward government
head office, there all rebels make equal to the ground and take the government
building.
Mission 12
- The massacre on Abridon, part of 2
(The measure acre of on Abridon Pt.
2)
Targets:
- the five rebel heads imprisoned
take
- the rebel heads keep imprisoned, until that flies off shuttles
>Proceeds
first according to the well-known pattern: Defend base (the heavy artillery is
of great advantage there), in order to attain COMMANDS POINTS, army set up,
disengage.
Mainly AT ATs requests in this mission, because they can
transport apart from their striking power and strong armoring up to six persons.
So can bring her your storm troops relatively safely to the rebel heads, and
transport these surely back into your base.
It makes sure that you set
the lasers of the storm troops on " Betaeuben ", before you attack one of the
heads!
**time-out** additionally will it not around around come, the
hostile base in northeast attack, because itself there at least two the look up
rebel (under also hatch Skywalker) entrench. Disengages therefore only with an
accordingly large army!
Mission 13
- The massacre on Abridon, part of 3
(The measure acre of on Abridon Pt.
3)
Targets:
- rebels destroy
- TR-MB may not be
destroyed
Secondary targets:
- Tulons AT-AT destroy, before it
achieves the rebel base
>**time-out**
you have in this application no control center, for it however the TR-MB, of
which from it at any time unit order can. Noted that it cannot move itself,
while troop transporters on the way are.
Follows the mountain route to
quite downward; your air defense should make short process with the attacking
y-Wings. As turns out now, it is of advantage much, if from the previous mission
or two AT ATs took over it. Tulon proves as a traitor, and you are to destroy
its AT-AT. Thus not for the enemies in the north, but moves you rapidly far
direction the west continues to care you, so that the Walker in time can
intercept it. It is advisable to request some additional AT AAs because you the
rebels zerbombt otherwise, before the AT-AT is at all in range of
vision.
Tulons Walker is already strongly fastened and easy to destroy.
As soon as this succeeded to you, should breathe deeply you only once deeply and
the COMMANDS POINTS, which you for the order, in AT ATs to invest now. Does not
wait however with the attack on the rebel base to for a long time, because the
enemy draws back otherwise to the counterstroke. With the help of your AT ATs
(meanwhile should their at least six or sieve piece of it to have) can make
opposing headquarters without larger difficulties the ground to it
equal.
Mission 14
- Escape of Kalaan
(escape from
Kalaan)
Targets:
- burn into the TR-MB bring
-
TR-MB to the point of evacuation bring
- hatch Skywalker from the control
center release
- hatch to the point of evacuation bring
>First all
neutral storm troops on your page and releases afterwards hatch brings to
Skywalker. Take over thereafter the TR-MB and send burn and hatch inside. As
soon as you move you now some meters, your camouflage will fly up and an alarm
to be released.
In order to come living to the point of evacuation, must
you with your infantrymen the hostile cannons take. Only then the TR-MB can
continue its way a piece in each case.
To reinforcement receive you in
the form of resistance fighters, who are distributed on the card. They are in
each case with houses, from which smoke climbs (like that they are easy also
from large distance to find).
If the way to the point of evacuation is
free, can you with the TR-MB to the north drive, in order to conclude the
mission.
Mission 15
- Return after Ruul
(Return to of
Ruul)
Targets:
- Beri Tulon release, before it
achieves the prison
- Beri Tulon to the point of evacuation bring
- TR-MB
may not be destroyed
>On the
card see its Tulons way (blue) and that, which should go to it (red), drawn in.
Load your troops into the transporters, creeps you at the right edge of card at
the opposing base in the east past and go to the point of
evacuation.
Waits here, to Tulon arrives and fights the imperial units.
During the fight can you with your TR-MB into the Schlachtgetuemmel in-drive to
bring the Tulon on your page. Load it now fast into the TR-MB and drive thereby,
without on aggressors to noted, directly to the point of evacuation. Owing to
good armoring of the mobile head office this is easily possible, even if a
majority of the imperial troops gets over the fight.
Mission 16
- Return after Ruul, part of 2
(Return to of Ruul Pt.
2)
Targets:
- computer complex take
- Tulon into
the computer complex bring
- TR-MB may not be destroyed
>Also in
this mission may establish no base to it, because only the mobile control center
is to you at the disposal. Therefore briskly new pay attention to the well-being
being issued of your units and request, if it the necessary COMMANDS POINTS
have.
Follows the way, how it is drawn in on the card. **time-out**
without auf large resistance encounter, achieve you after some time the complex,
which it with six heavy troop take. Then Beri Tulon sends into the
building.
Now must hold out you only some time, without losing the
complex again, and the mission is won.
Mission 17
- Play with the whale core
(The Walker
Gambit)
Targets:
- at least a AT-AT take over
-
at least a AT-AT back to the base bring
>First a
large army from at least 15 Hover feed sets up. Load then some of it with
Infiltratoren. It should be clear that to the loaded transporters quite
particularly must pay attention it.
Go you now toward training area. Must
you by a Canyon, in which cannons the life make you heavy. Ignores it and
continues your way.
North the training area discover you at least a
AT-AT. Take over it with the Infiltratoren and instruct to it immediately the
retreat by the Canyon. It has only one chance of survival, if many Hover feed
are around it, because the cannons do not only shoot then on the mechanical
ones.
The application is terminated, as soon as the AT-AT is in range of
vision of your control center.
Mission 18
- Play with the whale core, part of 2
(The Walker Gambit Pt.
2)
Targets:
- ion cannon conquer
- Tulon into the
ion cannon bring
- at least a conquered AT-AT must
survive
>Basically
there are main tactics in this application two: That is on the one hand the
application of y-Wings, on the other hand the use of AT ATs (take over attacking
Walker with your Infiltratoren) for the destruction of the hostile
cannons.
As you proceed finally, is left you. It notes however that
regularly should repair their AT ATs, because they are from inestimable
value!
As soon as a majority of the cannons is destroyed in the south and
southwest, can make you for it with 15-20 Hover feed on the way.
Best you
ignore the remaining enemies again and watch that you bring several heavy troops
and Beri Tulon living to the ion cannon. These must take you in only and Tulon
send, in order successfully to conclude also this job.
Mission 19
- Repayment on Abridon
(Redemption RK
Abridon)
Targets:
- government head office
back-conquer
- northwest enemy base take or destroy
Secondary
targets:
- contact with refugees take up
- refugees reliably to the
own base bring
>In this
mission one puts the probably most powerful unit of the rebels to you at the
disposal, the attack tank. Its striking power and robustness make it a very
dangerous vehicle. Due to these advantages should you immediately mainly these
tanks request.
With ten of these toys, tanktank tanks to the air defense
as well as two to three transporters, loaded with heavy troops or Infiltratoren,
should you unite you to the north go.
With opposing artillery your attack
tanks make for short process, and so should you without serious losses the
imperial base in the northwest achieve. The base smooths and conquers the
government head office.
Thereupon receive to it additional application
targets: Are to find and to your base bring prisoners of war to her. They are in
the northeast area of the card. Go you with some transporters, escorted from
tanks, there, and bring it to your base. There you send it into your control
center, in order to terminate the mission.
Mission 20
- Repayment on Abridon, part of 2
(Redemption RK Abridon Pt.
2)
Targets:
- threw take
- TR-MB, four pilots and
four a-Wings must survive
Secondary target:
- imperial units
destroy
>Without
attack tanks you this application becomes most violent headache prepares. It
watches thus that their at least two attack tanks available have, before you
pull against the main power of the enemy. Take over it either from the previous
mission, or request which, as soon as you meet COMMAND POINTS have. Then can
make you for it on the way.
Marched only to the west, then directly to
the north. At the latest during the first road crossing (see card) should stop
you and use your radar disturbers. Their secondary function uses, in order to
make a small mark on the area visible. Then can you the proton rockets of the
attack tanks use, in order to attack the enemy in the visible area, without this
knows, of from where the attack comes. This method is somewhat lengthy, leads
however to safe successes.
As soon as a majority of the hostile cannons
and units (also the heavy artillery) is destroyed in the north, can you with
your whole army advance. If the bridge crosses, take throw in and sends your
pilots into the standing a-Wings.
Now receive to it an additional
application target: You are to destroy all imperial units and buildings in the
environment. Owing to the now available TR MBs and many COMMANDS POINTS can
their ten and more attack tanks request, in order to make thereby for the
Imperium from.
Mission 21
- The alliance strikes back
(The Alliance Strikes
bake)
Targets:
- sign shelters take
- Han solo
one into the sign shelter bring
- princess Leia, Han, Luke, R2D2, C3PO and
Chewbacca must survive and Tyderium shuttles may not be
destroyed
Secondary targets:
- Ewok village before imperial
counter attack protect
- hostile control center destroy
>Since it
in this mission much " Prominenz " on your page have, which must get over the
application, it is advisable to summarize all VIPs in a group. So have you a
better overview of their state of health.
R2D2 has the ability to
approach arbitrarily close at Ewoks and to bring these on the page of the rebels
- that should use its in any case, in order to increase your army. Also flying
units can you convert!
Go you to the north to the sign shelter, take it
and send Han in solo one. To short time he comes again run out and the shelters
flies to air. Now you get a secondary application target assigned: You are to
protect a Ewok village before the Imperium. The village is in the east. Sends
all available units there (R2D2 must naturally ahead-run to pull around the
Ewoks on your page). Then must you the village so for a long time defend, until
the inserted timer ran. It remembers that all aggressors do not have to
extinguish it. You can take over the Walker also by Infiltratoren or
Chewbacca.
At flow of the timer again receive to it an additional mission
target: You are with the troops, which one sends to you for reinforcement, which
destroy hostile control center. Follows the same way as with the new units
before and go in the place, in which the shelter was, to the west. **time-out**
already after short time will it auf the operations center the Imperiums
discover, which their thank the reinforcement problem-free graden
can.
Mission 22
- The siege of Coruscant
(The of victories OF
Coruscant)
Targets:
- control center take
- all
antennas neutralize
Secondary target:
- counter attack of the
Imperiums repel
>At the
beginning of the mission can you no reinforcement request. In addition, that is
not necessary, because only very few Gegenwehr will discover it.
, as he
follows the way on the card drawn in is conquered and or destroys the antennas.
Take afterwards the control center. As much to the first part of the
application.
The somewhat more difficult function consists of
successfully repelling the imperial counter attack. Thereby mainly attack tank
pays attention to sufficient air and soil defense and requests.
If it
after a certain time still alive are, you the job successfully
completed
Mission 23
- The siege of Coruscant, part of 2
(The of victories OF Coruscant Pt.
2)
Targets:
- town-gate destroy
- imperial
buildings take
- at least half of the conquered buildings may not be
destroyed
>The secret
of this mission is the use of AT ATs. Somewhat southwest as well as somewhat
southeast your base are in each case two AT ATs and some other ground troops. If
you succeed in taking this Walker you already so well won.
**time-out**
request tank on, with which it the cannon, above all natural the Artillerien, on
which stadtmauern destroy. Then and destroys one of the city gates continues to
advance. Of the received COMMANDS POINTS can do you further attack tanks and
tanktank tanks to the air defense orders, with which you penetrate then into the
city.
**time-out** in the city will it only auf slight resistance
encounter. Only the bomber army in the southwest becomes unpleasantly apparent.
With sufficient air defense become you the opposing Tie bomber however fast
loosely.
Now must you the buildings, which are represented on the card in
the play flashing, take, in order to terminate also this
application.
Mission 24
- The siege of Coruscant, part of 3
(The of victories OF Coruscant Pt.
3)
Target:
- palace take
>And on it
goes to the last mission. The application target is clear: You must take the
imperial palace. Proceeds as had: Leave to you time and secure first your base
well. Only then should make you for it to the composition of an army.
The
proven combination of attack and tanktank tanks proves also in the last
application as gold correct.
With something patience can penetrate you so
always further, until you finally achieve the palace, which it applies to then
take only. Power likes..... it already knows.