Welcome to the AotR Full Campaign Guide! These pages are to help new players answer some basic questions when starting the Full Campaign for the first time, such as "what should I buy first?" "What should I attack first?" "What are some general tips and tricks?" and so on. While not a full "play-by-play" guide since every campaign will be different, this should help new players figure out strategies to get started.
The Rebel Alliance starts out very spread out. As the Rebellion you have control of planets in the far east and north of the galaxy with planets like Mon Cala and Munnilist, southwest which has Allyuen and Hoth, mid-rim with Kashyyyk and Umbara, and then you also have the Kamino-Bothuawi block of 3 planets. The Rebellion has the middle ground between Empire and Black Sun with your starting economy. As the Rebels, your fleets are spread in a way that gives 2 options. You can either play defensively or offensively. Either way, your most important planets are very open to being attacked. For example, Allyuen and Kashyyyk instantly have a front line with the Empire, Bothuwai and Kashyyyk are surrounded and can be attacked from all sides.
However, despite being very spread out, the Rebel's starting forces, especially the capital ships, aren't laughable and pack a punch, giving you the option to either sit back and build up or expand and play aggressively leaving yourself open to attack. As the Rebellion you start with 3 powerful Capital Ships. 2 unique Ships in Rebel One and the LIberation and also an MC-80 Liberty Variant. All 3 of these capital ships can 1 v 1 Imperial Star Destroyers and win. Use this to your advantage to either bluster your defenses or go the attack. As the Rebellion no matter which strategy you use missions and there rewards should be a top priority. For example, story missions can give heroes and ships like Admiral Ackbar, General Snunb, and other Ships that can be helpful to your war effort.
Your first goal should be to gather your forces to certain locations. You can't defend every planet well so it's important to choose major chokepoints. For example, moving your forces that can move to Kashyyyk freely is a smart idea this allows you to build up small fleets. Waiting too long as the Rebellion is a mistake. You need to find a balance between defending yourself and expanding. Keeping the following tips in mind will help you in the early game.
You'll need to accept the idea that you may lose 4 to 5 planets in the first few weeks. Your goal should be to protect your Core worlds. Your goal should be to balance your expansion to help your economy but also to build up your army and navy. Here are some starting moves that will set you up for success.
The Rebellion has a very strong starting Navy, You have access to 3 very powerful ships so use them wisely. The Liberation and Rebel One both of which can't be replaced, and replacing the MC-80 Liberty will require space tech 2. Getting your navy up and your space tech up will go hand in hand. Having a balanced Navy and not being wasteful with your ships is the best way to succeed. Let's go over some of the best ships you look to try to build early and in the late game. As your progress on you'll need to advance your tech level to keep up with technology galaxy-wide. Here are some tips on how to use and build your Navy. Small bonuses add up and eventually save you a lot of time and money. Take advantage of any bonuses you can get your hands on its better to build more stuff faster than just making them normally.
While you are building up your economy and military, you will receive missions starting shortly after the game begins. These link to the Hope factor, where completing these missions will raise the Hope by one and give better rewards the higher the Hope is. Most of these missions are simple and will grant money or units. Completing these missions are incredibly important if the player is able to. Not only does it give credits to help build up, but more space and ground units to bolster your army. Two missions in particular provide big bonuses to Rebel players and should be completed as much as possible.
At this point of the early game, you should have your economy well set up and a decent force ready to strike out against the Empire and Criminal Syndicates. Now the question is what to attack? At this point, you have many different paths to attack from, and you can't exactly really go wrong with any of them. These are:
When you first start the game, keep day one on very slow and check out the universe.Identify the strengths and weaknesses of your opponent. Look for their productionfacilities (Shipyards, Construction Yards and Training Facilities) and see which ones youcan sabotage early. Scope out sectors that you mostly control that you think you can keepcontrol of and send additional resources there. (Fleets/Troops) Check out your startingcharacters and where they are at, and notice what would be their best use from where theyare. Set all your characters in motion, and set all your production facilities to a task.Especially start building more Construction yards.
Espionage is the key to good planning. Make LOTS of espionage droids right off. Put atleast one on each planet you control. Also, remember not to neglect neutral planets andenemy planets for espionage as well. Espionage Neutral planets to discover enemy diplomatsand set up abduction/assassination missions. Also to check for incoming fleets to yoursystem, so you can intercept. Espionage enemy planets to see whatfighters/troops/characters are on that planet, plus what their facilities are building,what fleets they have in orbit or are on the way, and what missions they have going on theplanet. This will set up your sabotage, abduction/assassination, and incite uprisingmissions. It will also give you an idea where they are fortifying their positions. Ifyoure lucky, you may even find out information about other enemy planets as well.
Probes are cheap! Use them for both exploring the rim sectors and checking out enemyplanets. They are great for setting up your sabotage missions. For example: Your a rebelplayer and youre pretty sure your opponent has a Star Destroyer camped out on one ofhis planets. Send a probe, and even if the mission gets foiled, you will still see theirstar destroyer over the planet. Set up a sabotage mission, and take it out.
Incite uprising missions should not be sent to planets with high concentrations ofcharacters and troops. You are just asking for them to capture or kill you, and it takesyour people out of useful action for a long time.
Sabotage missions are a key point for both sides. Sabotage facilities early. Sabotagefleets that camp over planets, or that blockade your own planets. Sabotage GenCores toprepare for an invasion or bombardment. These are the missions that most use decoys.
Rule #3: Try to get short "jumps" in doing sabotage missions. If you canhover over a planet and sabotage everything, great. Next best is to start from a planetnext to the one youre targeting. Next best after that, hover over a planet next tothe one youre targeting. Next best after that, over a planet in the same system.Only as a last resort do I send sabotage missions from sector to sector. It takes way toomuch time, and your opponent will have ample opportunity to discover your mission, andsend fleets/troops/command personnel to that planet to foil you, or just move your targetaway from there. And, youve wasted many turns doing nothing.
Rule #4: Ive noticed that there are more or less 2 "levels" offoilers for the enemy. This is not really a rule, but an observation. If you aresabotaging a planetary objective, you have to get through their fleet, and then theirtroops on the planet. If you are sabotaging a ship, you have to get through their ships,fighters and troops that are on the ships. This isnt really a rule, but just anobservation based on my success.
Send diplomats out early to either A) Planets with popular support leaning to yourside, or B) Planets with facilities. If you find a planet with 2 or 3 shipyards orconstruction facilities already in place, do that one first.
In sectors where both players have planets, dont just convert a planet, and thensend your diplomat somewhere else. Keep him on that planet until hes increasedpopular support there at least 1 or 2 more times. This prevents you from losing theplanet, or having it go neutral, at the slightest provocation. For example, and inciteuprising mission will easily succeed against a planet just a hair from neutral. Or, aspace battle that didnt quite go your way may domino a whole system.
Each side has 2 personnel that can research either Ship Design, Troop Training, orFacility Design, plus 1 character that can do all three. For the Empire: Thrawn and Klevfor Ship Design, Veers and Covell for Troop training, and Villar and Orlock for FacilityDesign. Bevel Lemelisk can do all 3. For the Rebellion: Ackbar and Wedge for Ship Design,Carlist Reekan and Crix Madine for Troop Training, and Lando Calrissian and Talon Kardefor Facility Design. Adar Talon can do all 3.
I think that the more you have of 1 kind of facility on a planet, the better theresearch goes. I always use the multi-talented character to do Facility Design First, atleast until I get Advanced Construction Yards, and then I send him on Ship Design.
Dominoing is making a system convert to your side all at once. This is done by blowingup troops on a planet that has popular support for your side. When a planet that is inuprising converts to the opposite side, it shifts popular support throughout the wholesystem a large amount to the side that it converts to. This makes other planets join thatside, which in turn moves the popular support again farther to that side, which convertsmore planets, etc... etc...
Always, Always ALWAYS, if you can, put Admirals, Generals and Commanders on your fleetsBEFORE YOU SEND THEM SOMEWHERE! The can and do make a difference in a space battle. Also,if you have fighters in the garrison on the ground of an important planet, it doesnthurt to have a Commander on the Planet as well.
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