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 Post subject: Opening Moves
PostPosted: Sat Sep 21, 2013 9:38 pm 
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What are some good opening moves for each side? I know the start is random each time, but, given that, what is a good thing to do to kick off the game?


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 Post subject: Re: Opening Moves
PostPosted: Sun Sep 22, 2013 3:33 pm 
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Diplomacy, and lots of it.

I like to go after systems with a construction yard in each sector first, so I can start building infrastructure quicker. If I get lucky and already have a CY in that sector I'll probably go after the systems with most total energy, looking ahead to the long game.

As Rebels of course you can muster up your SF personnel (really just getting Han, Luke and Chewie off Yavin) and hit those Under Military Control Imperial systems, sabotaging the troops so you can take the planet and get a huge popular support boost in the Sector. Imps sadly don't have that, so I'll probably just detail one diplomat to the most "important" (manufacturing facilities present, high energy total, whatever) UMC system to secure it. Pretty much for my Empire game I just concentrated on bringing in new systems, building CYs and mine/refinery combos and then slowly building my fleet as shipyards came online. Essentially consolidating and expanding my holdings, rather than going after the Rebels directly.

Always run espionage missions to enemy Core systems, though. Always. If it works you get details on that system and another random Core system, which is pretty awesome. Always helpful to keep tabs on what the enemy is doing. As the Empire I didn't use SF much (outside espionage/recon) in the early game, unless I managed to locate a Rebel character; at that point I'd send my merc characters and some Noghri out to assassinate. Never bothered with abduction (unless you get lucky and find Mon Mothma, Luke, Han or Leia who can't be killed anyway, but never hurts to try and injure them first) because screw prisoners.


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 Post subject: Re: Opening Moves
PostPosted: Sun Sep 22, 2013 8:01 pm 
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RogueIce wrote:
Diplomacy, and lots of it.
Never bothered with abduction (unless you get lucky and find Mon Mothma, Luke, Han or Leia who can't be killed anyway, but never hurts to try and injure them first) because screw prisoners.

I feel the same way about prisoners. I also agree about diplomacy; getting just one extra system with a few factories can make a huge difference in the long haul.

The very first thing I do, every game, is set every facility I own to start producing something. I go in this order: first, get construction yards to produce more construction yards. Then shipyards need to produce fighters (TIEs for Empire, or X-Wings for Alliance). Lastly, I get the training facilities going. Usually cheap troops if I'm the Empire, but a mix of Bothans and Long-probe Y-Wings if I'm Alliance. Imperial troops to help fortify systems that like the Alliance and help protect against sabotage, and the Alliance personnel to find where Imperial fleets are.

I primarily use Bothans on my own systems at first. Aggressive Imperial players (or the AI) will send fleets out early on, counting on much heavier Imperial capital ships to bully through and bombard. Bothans help you find them before they hit you. Priority should be worlds without shield gens or lasers, as these are more tempting for a quick raid, and any planet with construction yards or shipyards (to catch enemy personnel conducting sabotage missions). If you do find a fleet inbound, you have the chance to move extra ships or fighters in, or pull units out.

The long range Y-Wings I send to systems in the Rim and to Imperial planets. If the Y-Wings fail at Imperial worlds, they usually will give you details about enemy fleets in orbit. Figuring out where the enemy is can help you decide which sectors to pull out of, or which Imperial worlds are ripe for early sabotage missions. Nothing hurts the Imps more than losing a lone ISD to sabotage, but you have to locate it before you can hit it. Imperial worlds lacking fleet support are much easier to get access to for hitting ground targets like construction yards, helping to make your sabotage personnel much more effective.

After I have the facilities building, I always get major characters recruiting. As the Empire I always want to recruit more diplomats as quickly as possible (and research personnel: TIE interceptors are very important), and as the Alliance, I need more espionage-type characters. Other folks use their major characters for diplomacy, but I usually prefer having the extra characters. If you are the Alliance, it is best to move Han, Luke, and Leia off of Yavin and into the Core; that way the characters they recruit don't have to make the journey one at a time, and you can take advantage of Han's movement boost. Whether you bring Mothma into the Core or not is a toss up; sometimes I do, sometimes I don't. Personally, I always abandon Yavin entirely.

Once I have the major players active, I get the minor guys moving, then I group my fleets. Usually, I prioritize what sectors I care about most, then move ships to the most important systems in those sectors. Usually systems with construction yards or shipyards, or Corescant if you are Imperial.

With all that done, I reorganize my ground forces. Troops move to important worlds, fighters that didn't move out with orbiting carriers get moved to key planets, and static defenses (like shield generators) are scrapped if they aren't on important planets.

That typically finishes my "pre-game" preparations. At that point, I start looking at strategic goals. The Alliance needs another system in the Rim to evacuate their HQ to if necessary. The Empire needs shipyards for building fighters and escort carriers. Both sides need construction yards. And the list goes on.

BTW, if you find my thoughts useful, I wrote a strategy guide. Happy to send it your way.

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 Post subject: Re: Opening Moves
PostPosted: Sun Sep 22, 2013 9:07 pm 
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Everything said here so far is very good, and there's really not much more I have to add.

Master_Xan wrote:
The Alliance needs another system in the Rim to evacuate their HQ to if necessary.

I like to set this one up on the far side of the galaxy. I find that if the AI does stumble onto my HQ they either have already or will soon visit the other systems in that sector. By leaving the sector you don't have to move again as soon. Additionally, by sending the HQ all the way across the galaxy you protect it for 100+ days. The last game I played as the Rebels my HQ spent 157 days in hyperspace. The system it was moving to had 3 new Gencore 2s and 2 new LNR 2s built and delivered in the time it took the HQ to arrive.

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 Post subject: Re: Opening Moves
PostPosted: Sun Sep 22, 2013 9:14 pm 
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I've always wondered. What happens if the Empire blockades/takes control of a system the HQ was en-route to?

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 Post subject: Re: Opening Moves
PostPosted: Sun Sep 22, 2013 9:40 pm 
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To my recollection it hasn't happened during one of my games. I would guess the same as what happens with fighter squadrons: they turn around.

Thought: constantly move HQ from one Outer Rim previously un-colonized system to the next. You constantly have your HQ in transit making it safe, and you colonize system after system. All you have to do is send a few diplomats with a ~60+ diplomacy rating in the HQ's wake, and you have the full support of the Rim without having to wait for your CYs to get things built.

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 Post subject: Re: Opening Moves
PostPosted: Sun Sep 22, 2013 9:52 pm 
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Wait, does sending the HQ to a system cause it to be inhabited, as if you had landed troops on the planet?

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 Post subject: Re: Opening Moves
PostPosted: Sun Sep 22, 2013 10:18 pm 
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Mitth_raw_nuruodo wrote:
Thought: constantly move HQ from one Outer Rim previously un-colonized system to the next. You constantly have your HQ in transit making it safe, and you colonize system after system. All you have to do is send a few diplomats with a ~60+ diplomacy rating in the HQ's wake, and you have the full support of the Rim without having to wait for your CYs to get things built.

Master_Xan wrote:
Wait, does sending the HQ to a system cause it to be inhabited, as if you had landed troops on the planet?

Yes, and there's a name for it: HQ Colonization. It's generally considered an exploit and frowned upon in MP.


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 Post subject: Re: Opening Moves
PostPosted: Sun Sep 22, 2013 10:30 pm 
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Huh. Never knew. Guess I never tried to move my HQ to an uncolonized system.

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 Post subject: Re: Opening Moves
PostPosted: Tue Sep 24, 2013 10:32 am 
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I hadn't ever considered it until the other day. My only thought was HQ costs 1 energy point, so it should work.

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 Post subject: Re: Opening Moves
PostPosted: Fri Sep 27, 2013 2:16 pm 
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Frowned upon? I wouldn't call-it an exploit, rather a feature. Besides, it's not like it's helping that much. An empty planet is useless no matter what. If the empire gets pissed at this, it can bombard the planet till there's no energy slot available anymore, so it's not like it is problematic much :P


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 Post subject: Re: Opening Moves
PostPosted: Fri Sep 27, 2013 3:12 pm 
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I would say it denies the system to the Empire unless they want to expend additional effort.

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 Post subject: Re: Opening Moves
PostPosted: Fri Sep 27, 2013 3:26 pm 
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I'd say it's an exploit because it means the Rebel Alliance can go around colonizing OR planets much faster than they "should" be able to. The nominal way of doing so is to have troops there, and if you want to move the troops on, you build a facility and wait for it to deploy, all of which can take some considerable time (especially if the CY is in another sector). In the early game it's a fairly slow process because you only have so many troops and transports, building more takes time (and you may not even have a TY in that sector), as does building a facility to make your occupation permanent because you only have 1 or 2 CYs on a planet, and so on.

For example you could not claim an entire sector using only a couple trooper regiments and a single transport in a matter of, let's say, 30 game days. It would take quite a bit longer to either A) train more regiments or B) build facilities to hold the systems you colonize. But with HQ Colonization you could because the Rebellion gets a mobile facility. The Empire does not. And because when you do this the system automatically gives you full popular support, to take it the Empire now has to dedicate at least 6 regiments to an invasion, rather than just bombarding off the Rebel troops and plopping a single regiment down on the newly uninhabited system.

The way the game says to colonize is to station troops and then build facilities to introduce a population. It never said anything about "or just move Rebel HQ there" and it really only exists as a limitation of the game engine, because Rebel HQ takes up an energy slot. So IMO it's an exploit.

Of course like anything in the single-player game, what you do is entirely between you and the computer, and the computer won't care either way. In MP I would personally default towards refraining from it unless both players agreed it was allowed. Just like using the cancelled espionage missions to look out for incoming fleets or anything of that nature.


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 Post subject: Re: Opening Moves
PostPosted: Fri Sep 27, 2013 3:45 pm 
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Cancelled espionage missions? What's that?

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 Post subject: Re: Opening Moves
PostPosted: Thu Oct 10, 2013 1:09 am 
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Master_Xan wrote:
Cancelled espionage missions? What's that?

I second that question :P


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