SWTA Manual

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Star Wars Total Annihilation: Spring

Official Manual

Version 1.0


Contents

Introduction

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Welcome to the Instruction Manual for Star Wars Total Annihilation: Spring. Please note that this manual is rather long, and we certainly don't expect anyone to read it all in one sitting; it is here more as a reference for you, which you can return to whenever you are in need of some information. There are sections of this manual which may not apply to you, should you be familiar with SWTA, or Spring, and therefore can be skipped. If you are both new to SWS and Spring, it is highly advised that you at least skim over the majority of this manual.

Star Wars Total Annihilation, or SWTA for short, was a mod that began all the way back when Total Annihilation was first released, in 1997. It has gone through a series of successionary leaderships (or what the liberal media like to call 'bloody coups'), and by the release of the final "Advanced Fighter Pack", SWTA had become arguably the most popular Total Conversion for Total Annihilation, with download counts numbering well in the thousands.

The release of Spring meant that SWTA could very easily be ported over into that 3D engine. While the initial port was plagued with errors, a comprehensive bug-killing and re-balancing effort made our first public SWTA: Spring (SWS for short) release, v1.0, bug-free.

However, as the initial modification effort was intended for the top-down and limited Total Annihilation engine, many of the models are simplistic; and some have got parts that wouldn't be seen from TA's top-down view removed entirely. SWS is an ongoing project, and is by no means complete. We are working at the moment on remodelling all of the units in SWS, starting with the ugliest ones from SWTA. You will already be able to see that the Stormtroopers and Rebel infantry have been given facelifts, and a few models have been replaced. For example, the Compact Assault Pod (CAP) has been thrown out in favour of the far better looking All Terrain Reconnaissance Transport (ATRT).

Not only are we intending on replacing all of the models, but we also plan to add new units for each side, and rebalance according to our impressions of the online experience. The SWS team, as the SWTA team before it, prides itself on strong game design and on a fair, yet asymmetrical balance.

Our short-term goals include finalising current balance for play in the Spring Multiplayer community, remodeling as many of the units that most need face-lifts, and completing the Super Weapons for each side. While many of these Super Weapons are under wraps at the moment, you can be sure that they will feature your favourite beasts from the movies, including the formidable AT-AT from the opening battle of The Empire Strikes Back, as well as Jedi and Sith units.

Our long-term goals include considering breaking the current sides into four separate factions, so as to include the two sides from the prequels, the Separatists and the Republic. However, this will not be attempted until all of our short-term goals have been completed, so do not expect these to happen too soon.

As a final note, please understand that SWS plays very differently from TA, or the TA-esque modifications for Spring (XTA, Absolute Annihilation, etc). We are not intending to make TA with a Star Wars skin; we are intending to make a stand-alone game that plays of its own design. Strategies that might have worked in other modifications are by no means guaranteed to work in SWS. We hope, however, that you will spend the time learning how to play SWS, as we feel you will be aptly rewarded. That you are reading this manual shows that you have taken the first steps.

Read on, and I'll see you in the battle room!

Installation

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Multi-player Instructions

SWS is a modification for the Spring engine. Spring is made by the Swedish Yankspankers, and can be located here: http://spring.clan-sy.com. You require the latest version of Spring to play SWS. If you are new to Spring, please consult the following section, "Playing the Game", for further information.

To install this modification, simply place StarWars01.sd7 - which can be downloaded via FileUniverse, at this location - in the mods sub-directory of your Spring folder. The file is 11 megs in size. You require the latest version of Spring for SWTA to work, which can be located here.

Then, simply open up your Spring Directory, and run the Spring Battle Room exe.

Single-player Instructions

Single-Player Artificial Intelligence

Please note that the single-player AI, "AAI" works with SWTA.

AAI will actually learn what units to use as it plays, by determining its success at various tasks; so the more you play it, the better it will become!

The following is an excerpt from the AAI installation guide:

Installation: Simply copy aai.ddl into your /aidll/globalai/ folder and make sure, the following subfolders exist:
\globalai\aai -> readme, faq and different logs
\globalai\aai\learn -> learn files
\globalai\aai\cfg -> config files
\globalai\aai\cache -> map data (metal spots, water, etc)

If these folders do not exist, aai will crash!

Please note that there are hardly any buildtables included in this release. AAI should make better unit choices after a while. For further information, have a look at the AAI FAQ (included within the AAI download).

Now, in order to play this you need to do the following:

  1. Run TASClient.exe
  2. Connect to the server (plug button in the top left corner)
  3. Click the "battle screen" button
  4. Click "host battle"
  5. Ensure that you have selected "Star Wars 1.0" as your mod
  6. It is advised you put a password on your game if you wish to play alone
  7. Click "host"
  8. In the bottom right hand corner, click the button "add bot"
  9. Ensure that the AI dll selected is "aai.dll"
  10. Once you have named your Bot, picked its colour and given it a team (make sure it is a different one to you!), click "add bot"
  11. You may add as many bots as you wish, so long as the map can support them
  12. Once you are ready, tick "I'm ready", and then the "start" button

AAI is developed by Alexander Seizinger, and is not supported by the SWS team. We will strive, should you have any difficulties, to help you. See the Contact Us section at the end of this manual.

Single-Player Spawn

The following will still work, but is outdated due to the previous information:

It is possible to play SWTA in a single player mode through the use of Spring's "Randomly Spawned Enemies" function. This is where Spring reads a script, and will spawn enemies randomly around the map (hence 'random' refers to WHERE the units are spawned, not WHAT units are spawned).

There are two spawn files, which should give you a proper run for your money. I have yet to beat either side, and have taken a good pasting in the process. The AI comes in waves of units, each wave being more powerful than the one before. Sometimes one wave is intended to soften you up for a larger wave coming. If you are given a moment's respite, it means that there is an even bigger wave on its way. I'm not sure if it is possible to survive the final wave; come tell as about it at server: irc.gnug.org channel #swta if you have.

Now, the process of installing this is very simple, but you must understand it if you are to try both spawn files, as well as switch between multiplayer and single player gaming:

Move (or copy) starwars01.sd7 from /mods/ directory to the same directory as Spring.exe DON'T FORGET TO RETURN THE FILE TO THE /MODS/ DIRECTORY WHEN YOU WISH TO PLAY ONLINE AGAIN!

Contained within the zip are two notepad files other than this readme, called:

  • IMPSPAWN.txt
  • REBSPAWN.txt

Place these in the same directory as Spring.exe

Should you wish to fight a GALACTIC EMPIRE opponent, you must rename IMPSPAWN.txt to SPAWN.txt

Open Spring.exe and select "yes" when you are prompted as to whether you wish to be server or not.

Select the "RANDOM ENEMIES" script using the arrow keys, and press enter.

Select the map you wish to play on.

Note that the type of map you select largely determines the difficulty of the game. If you pick an easily defensible map, it will be far easier to survive than in an open map. ENEMY UNITS WILL NOT BE ABLE TO REACH YOU IF YOU SELECT A MAP WITHOUT CLEAR GROUND PATHS TO YOU FROM ALL PLAYER SPAWN POINTS. Hence you are advised to avoid maps containing large amounts of water.

Start the game, and see how long you can last. J

Should you wish to fight a REBEL ALLIANCE opponent, the process is the same, except you rename REBSPAWN.txt to SPAWN.TXT .

Spring simply reads whatever "spawn.txt" file is in your directory, and runs it when you select the "RANDOM ENEMIES" script.

Remember, should you wish to swap from the Imperial opponent to the Rebel opponent, you must rename your current (imperial) SPAWN.txt to IMPSPAWN.txt (or anything other than SPAWN.txt) before you rename REBSPAWN.txt to SPAWN.txt .

Enjoy!

Playing the Game

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This section is intended for players of SWS who have little or no experience playing Spring. SWS follows Spring's basic resource and gameplay structure, which will be explained in detail in the following section.

Getting To Your First Game

(Note that much of this section is based on the Getting Started page)

STEP 1: Is your computer ready?

Currently Spring is only compatible with Windows Operating systems. In theory, it's compatible with all 9x or later OSes, but since we're still beta, we'll call it "hit and miss".

There is a Linux Port in the works, and you can join the mailing list if you would like to know how it's progressing.

You will need some kind of 3D hardware acceleration, it needs to have the latest OpenGL drivers (which means, providing the card is recent enough, the latest drivers from your cards manufacturer). You will also need DirectX installed.

STEP 2: Download the Current Installer

Click Here to go to the downloads page. Download the Regular installer option. Run it and install it somewhere on your computer. In theory if, at this point, you read the stuff in the "docs" folder, then you will know what to do next.

STEP 3: Make Sure the Game Works on Your Computer

Move or Copy "StarWars01.sd7" to your /Taspring/ directory (it should be in your /Taspring/mods/ directory). Remember to move this back later (you don't have to do this if you have copied the file so that it exists in both directories) so that you can play online! Browse to the installation folder and double-click "spring.exe". Choose "yes" on the "do you want to be a server" dialog, choose the "Commanders" script with the arrow keys and enter, choose a map with the arrow keys and enter, press enter to force start the game.

STEP 4: Gameplay Basics

When the game loads, you'll be looking at your TMB, your "commander". The TMB is a construction unit, meaning it is responsible for building structures. If the game is not already paused, press the Pause key on your keyboard to do so. Now look at the top of the screen, towards the words Metal (Referred to in SWS as "minerals", and henceforth throughout this manual) and Energy. The bars represent your current stores of resources, with 0 stores being represented by an absent bar, and full resources represented by a full bar. These bars will rise and fall depending on your resource income and expenditure.

Next to each bar are two numbers, one in green and one in red. These are your resource intake/outtake meters. The green represents how much of that resource you produce every "tick," a tick being one second at Game Speed Normal. Similarly, the red number is how much of that resource you are spending per tick. At the start, you should be producing +1.0 minerals and +25 energy, and using -0.0 minerals and -1 energy.

The two resources differ in the following way: the cost of a unit in Minerals is proportional to that unit's armoring and firepower. More advanced units cost more minerals than less advanced ones. Minerals are not used for anything other than unit/building construction. You acquire minerals by placing Mineral Extractors on Mineral Rich deposits, which some times show up on maps as silvery veins of metal on the ground. When you select a Mineral Extractor, all mineral deposits on the map will be highlighted by a bright green swathe of colour. The more intense this is, the more Minerals you will be able to mine from this region. Press F4 to bring up this Heads Up Display without having to select a Mineral Extractor. Press F4 again to turn it off. On a large mineral patch, an Imperial Mineral Extractor should produce around 2.5 minerals per tick. Bare in mind that Mineral Extractors are often able to mine the region around them, not just the region directly below them. This means that a single metal extractor is able to cover a wide area of Minerals. You are able to see how far your extractor is able to mine (it varies from map to map) by a circle which surrounds the Mineral Extractor when you are deciding where to build it. It is important to note that if one Extractor is mining minerals, no other mine can then mine those minerals as well, meaning that you have to strategically place your extractors in order ensure maximum efficiency.

Energyis more abundant than minerals, and thus the cost in energy of constructing a unit is typically several times larger than the mineral cost of that unit. Energy is produced by the various power plants which are further explained under the chapter "Comprehensive Unit Guide". In addition to unit/structure construction, Energy also powers the functions of your units. Units take energy to move and fire laser-based weapons. Although it is a small amount, it can quickly add up, so be sure that you have ample energy supplies for your army.

Now for the "big picture" of the SWTA resource system:

  1. When you start construction on a unit or structure, the resources for that unit is slowly drawn from your stores on a tick-by-tick basis.
  2. The combined draining of your resources from several construction projects is represented by the red numbers next to your resource bars.
  3. Using more resources than you are producing is not a fatal procedure. As long as the drain does not continue forever, you are ok. That's why you have resource stores, so that you can go for periods of time with less production than consumption.
  1. To increase your stores, build Storage Facilities. This is useful for saving extra resources, rather than let them go to waste because you don't have the storage space for them. Resource wastage should be avoided; those resources could be going into something useful, rather than going to waste!
  2. If you get to the point where you have 0 resource stores and are using more than you are producing, you will enter a 'building stall," also called a "nano-stall." Everything will produce much slower than normal, and you are advised to stop construction projects until your resource intake/outtake is balanced again.

Now that you understand the resource system, let's get into gameplay. Select your TMB. When you select a unit or structure than can build other units/structures, their build menu will appear to the left of your screen. Simply click on the structure you wish to build, and click where on the map you wish to place it. For now, click on the Fusion Generator in the upper-right build spot. While holding Shift, click twice on the terrain near your commander where the outline of the box is green. This signifies that the terrain is suitable to place that structure on. Holding Shift while you click allows you to "queue" up many structures at a time, rather than clicking on the build-pictures for that building each time. Note that to achieve a similar effect, you can hold shift, then clickonce on the ground, and drag your mouse, to order your commander to build a "row" of structures.

After your TMB starts building the first of the Generators, click on the Mineral Extractor build-picture. On your main screen, there will now appear the Resource Heads Up Display, which will indicate the location of metal patches by green blotches. While again holding Shift, click on the two Mineral Patches closest to your TMB. Once the TMB is done constructing the second Generator, it will begin to construct your Extractors. As you queue up more buildings, the TMB will process those commands in the same order they were given. The same process is used for Move, Patrol, Repair, Reclaim, and Attack commands.

Now have your TMB build a Barracks. To build a Barracks, click on the small right-arrow near the build menu. This will let you access the next page of the TMB's build menu, on which the Barracks is located. Click on the Barracks, then place it on the battlefield (holding Shift if your TMB is still building the Extractors, so that it doesn't stop what it is doing in order to build the barracks, and waits till it finishes all of its previous orders first).

Select the Barracks. While holding Shift, click once on the top-most Stormtrooper picture. Holding shift will let you queue 5 units at a time. Holding ctrl+shift will que up 100 units at a time; but you won't need to do this for a little while. Then click on the Construction Droid picture. Units are naturally queued when built from a lab; you do not need to hold Shift like you do with structures. As soon as all of the Stormtroopers are finished, select one of them and press Control+Z. Doing so selects all of your units of the same type. Then press Control+1, which will group your units into Group 1. To select these troops at a later time, press 1. If you want to assign all units built by a specific lab to the same Group, simply assign that lab to a Group. All units afterwards built by that lab will be automatically added to the Group. Try this.

Select your Stormtroopers and tell them to move away from your base, towards your enemy's, using the Mini-Map in the upper-left corner as a guide. Note that in the current version of spring, you cannot give orders via the Mini-map, only on the main screen. As soon as your units get in-range of a unit they consider a "threat", they will open fire while still moving. Maneuver your units so that they continually fire, while still making them hard-to-hit targets. Eventually you will either kill the enemy commander, or have all your units killed. In either case, you've just seen how battles in SWTA take place.

Don't venture online until you figure out how to make your Commander build buildings and your buildings build units, and manage to find and kill the other Commander on the map and get the "You Win" message. For a more fulfilling single player experience, please consult the "Single Player Instructions" under the previous chapter ("Installation").

It is also highly advised that in this "sandbox" mode, you explore all the different buildings and units available to you, so that you know how to access them, how they look, and how the work.

If you wish to try the rebels in this mode, do the following:

Hit the ENTER button

Type: .cheat (including the period)

Hit the ENTER button once again

You should be presented with the command "Cheating activated!"

Hit the ENTER button

Type: .team 1

Hit the ENTER button

You will now switch sides, so that you are commanding the rebel commander.

Should you wish to switch back to the Imperial side, simply enter the command .team 0 to return.

It can be quite fun to play around in this sandbox mode, and build enormous defences and then switch sides and try and destroy them. It is a good way to learn, too.


Quick Command Guide Shift-Middle Click to change views, middle click activates free-look, arrows keys, moving your cursor to the edge and the scroll wheel controls your camera. If you've ever played Total Annihilation before in it's default control mode, you will know what to do next. For a very thorough command and control list, visit the Using Spring page

STEP 5: Playing Online - TASClient.exe

Playing is quite simple. Just make sure you are connected to the internet, then double-click on the tasclient icon (it may have been put on your desktop, but it will definitely be in your start menu). Once you are in the client app, you will need to use the options button at the top of the window to set up an account. From there, just click the little button in the upper left section of the screen to connect to the server. Assuming your firewalls aren't excessively paranoid, it will make a noise and you will be put into the main discussion channel. You can then choose a game from the bottom pane, or chat in the top one.

STEP 6: Hosting Online - TASClient.exe

In order to host a game, you must open the "Battle Window" by clicking on the "Battle Screen" button. Once there, you will need to click on the "Host battle" button. The bar at the top defines the ammount of players you can have (2-16), next is the game's name, followed by a dropdown box with a list of your currently installed mods, the port the server will host on, and if you wish to lock your server from outsiders- you can also add a password.

Be sure to select the "Star Wars 1.0" as the mod you wish to play with!

You've started your game, people joined, and you started it! Great! But, what if once you're ingame, everyone elses' name is stays red for several mins? That means they were unable to connect to your game. (oh noes!) This normally means you have a firewall blocking access to your computer from the outside. Try choosing a different hosting option in the Hosting window, such as Hole Punching or Locked Ports, or consult http://www.portforward.com/routers.htm if you need to know how to open ports on your router. Choose any game in the list, it doesn't matter, just be sure to use the port 8245 on UDT(not TCP), instead of what the game's listing says to use.

And those are the basics.


Comprehensive Unit Guide

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The Following is a guide to every unit currently released for SWS, as of version 1.0. Please bear in mind that many of these units are slated for the chopping block, while others are likely to appear in their place. Note that the descriptions are guides only, and that a unit might prove to be exceptionally good in a role that it was never intended for. Also understand that SWS is not about having one unit to accomplish a task. A powerful army is not comprised of a single unit, but of many different units, with strengths complimenting the weaknesses of other units. For example, an ATST:as might be excellent at destroying a base, but when confronted with massed infantry, or air units, it is in big trouble; it needs supporting units. Consider these combinations in mind when you are perusing this Unit Guide.

For detailed statistics on every unit available in SWS, please visit Unit Universe. Be sure to select "SWTA" from the mod list available.

Galactic Empire (IMP)

Units

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TMB (Tracked Mobile Base): the TMB is the Empire's main base-construction machine. TMB's are often dropped by a Star Destroyer into unfriendly territory to colonize and pacify the area. Armed with a light anti-infantry laser, the TMB is not a weapon of war, and is better suited to staying behind the front line and building support infrastructure, using its powerful building tools to assist in construction of more advanced structures. Do not be fooled by its apparent weakness, though. At the opening of the game, the commander is your only armoured unit capable of firing; strategic use of its defensive capabilities might be the difference between life and death in the early game.

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Barracks: a training center where new recruits into the Imperial ground forces are trained and armed. Infantry are small, quick, and lightly-armed, making them ineffective individually but able to inflict massive damage when grouped together. Infantry are best used as mixed forces; rather than build only one type of trooper, mix each type together to create a well-balanced fighting force. Infantry do not become obsolete as the game progresses; they are intended to be used throughout the game. Later on, mix infantry forces with your vehicles to provide a forward screen, and to draw fire from your more expensive weapons of war.

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Construction Droid: a light worker with the ability to build structures the TMB cannot. Vital to any army wishing to progress past ground troops. Construction Droids build slowly and maneuver slowly, so using groups of droids to work on each structure is recommended. You can also use Droids to assist your factories in constructing your units, speeding production without having to construct an additional factory. It is highly advisable to have numerous droids operating on numerous functions. The Construction Droid forms the backbone of your warmachine, and can accomplish many tasks; having just a few may not provide you with enough strategic flexibility.

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Stormtrooper: the infamous Stormtroopers, feared across the galaxy for their fearless, unquestioning loyalty to the Emperor. Wielding a light laser rifle, the Stormtrooper is the backbone of the Imperial infantry forces. While not being as powerful as his more specialised kin, he is inexpensive to build, reasonably accurate, and deadly in groups. The Stormtrooper provides his commander with a reliable infantryman capable of playing a strong supporting role to Imperial Ground Forces.

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Repeater-Rifle Soldier: armed with a repeating ("rapid-fire") rifle, the RR Soldier has a stronger, longer-ranged weapon than the standard Stormtrooper. His rifle has further range than any other ground troop, allowing him to attack from a distance. His range comes at a cost, though; his larger weapon slows down his movement, allowing enemy troops to overrun him as he attempts to keep his range advantage established. Furthermore, the nature of the repeating rifle means that his accuracy is far diminished; while a full round of repeating blasts is more powerful than the standard stormtrooper's weapon, it is unlikely that he will score many hits against smaller, more nimble targets.

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Flame-Thrower Soldier: the deadliest of ground troops. His flamethrower, while short-ranged, will make quick work of any trooper he gets close to. They are also a good threat to vehicles and hovercraft. Mixing FT Soldiers among Stormtroopers and RR Soldiers can help to disguise their damage potential, allowing them to sneak into range while the enemy fires on the weaker troops. Beware, the explosive chemicals this Soldier carries result in a powerful explosion upon death. The FT Soldier is a powerful tool for the wily Imperial commander. Mixed in with a balanced army, this unit can mingle with enemy forces during a melee and wreak havoc on far more expensive units than itself.

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Rocket Soldier: the Empire's main mobile anti-aircraft support exists in the form of the Rocket Soldier. Armed with an Concussion Missile Launcher, the Rocket Soldier is a threat to all aircraft. His rockets are useless against ground targets, however, so escorts are needed to protect Rocket Soldier groups. An essential part of any attack force.



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Mobile E-web Trooper: this trooper carries a deployable E-web blaster similar, although somewhat inferior, to the one buildable by the TMB. The bulkiness of the E-web Trooper's weapon slows him down tremendously compared to other troopers, but his lack of speed is made up for with his weapon. The trooper must stop and deploy his turret before firing, but once deployed the Mobile E-web Trooper provides rapid-fire support to any attack or defense force. Intelligent use of this trooper can prove decisive in the early stages of the game, as the imperial commander can relocate his defensive lines to suit his expanding territory, while the immobile e-web variant remains unused in the bowels of one's territory.

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Speeder Bike: a light, very fast scout vehicle. Best used scouting for enemy defenses and light raiding missions. The Speeder Bike can traverse over water, making it an effective surprise-attacker on terrain with large bodies of water. The bike is armed with a light laser and is also built by the Vehicle Plant. Speeder Bikes prove to be excellent pickets, positioned on patrol routes on the extremes of ones territory, where they can provide an early warning for incoming assaults.

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All Terrain Reconnaissance Transport: Designed primarily as a reconnaissance vehicle, the ATRT is a light bipedal walker, also transforms a single trooper into a formidable fighting machine. Its armor is heavy compared to troopers, but is far less than its larger vehicle and walker cousins. The ATRT is armed with a medium blaster that has been known to incinerate more than one victim in a single shot on occasions. It is a prime defensive weapon for the early game, where it can discourage infantry raiding parties. Its commanding view on the early-game battlefield allows it to bust through lighter defences (such as the E-web and Medium Repeater Blasters) and wreak havoc on defenseless innards.

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Droid Production Facility: constructs attack droids made famous during the wars between the Republic and the Trade Federation and its allies. All droids cost an amount of energy to run at all times, but can be constructed extremely quickly and for fewer resources than human soldiers. The Facility itself provides enough energy for a small droid force, but additional generators are needed for larger forces. All droids have much smaller sight ranges than human troopers, reflecting their dependence upon sentient guidance. Droids are powerful players in the Imperial early game. A droid force can be assembled and unleashed upon your unsuspecting enemy before they can organise a response; but beware – droids have many pitfalls which can be exploited; not the least of which being that the Droid Production Facility is effectively a dead end on the build tree. It has no construction unit, and so by building one, you cannot expand any further from there, and will have to build a Barracks to access further construction capability.

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Probe Droid: a small, stealthy droid designed by the Empire to track down hidden Rebel outposts. Probe Droids can patrol unexplored territory quickly and effectively, discovering enemy units and structures faster than other non-aircraft units. Their sensor ability allows them to be used as a cheap forward listening post. Because they are designed to remain unsalvageable upon detection, Probe Droids will self-destruct if any hostile units discover them. For this reason, they are best used alone.

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Battle Droid: a basic attack droid used extensively during the Trade Federation's invasion of the planet Naboo. Battle Droids are extremely cheap and very quick to build, allowing an Imperial player to produce massive armies in a short time. They are armed with a blaster similar to the standard Stormtrooper rifle. Other than its far superior advantages in production, a Battle Droid is inferior in every way to its living counterpart.


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Battle Droid Captain: designed to lead armies of Battle Droids in the field, Captains are given upgraded sensors and logic-processing units, giving them a larger sight radius than standard Battle Droids. The presence of Captains enables other droids to fire upon enemies they might not otherwise detect. Captains have slightly more armor than regular Battle Droids, but not enough to make them resistant to more than a handful of blaster shots. A Battle Droid can be differentiated on the field by its larger stature and communications antenna. While less efficient to produce en-masse as a battle force, mixing captains in with your regular droid forces will increase their efficiency several fold.

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Super Battle Droid: designed with the faults of the regular Battle Droid in mind, the Super Battle Droid is a heavily-armed-and-armored fighting machine. The Super Battle Droid is much more resistant to laser fire than either Battle Droid, and has a rapid-fire laser that draws on the unit's superior energy system, giving it a more-powerful weapon. They still rely on Captains for extended sight though, and thus are not truly autonomous. Super Battle Droids are excellent when mixed with regular droid forces as the game progresses to give them more bite among the heavier players.

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Destroyer Droid: the Destroyer Droid, or Droideka, was the pride of Trade Federation engineers. Fearsome in appearance, the Droideka was made famous by its rolling movement; though it could walk short distances, the droid always curled into a fast-moving ball when moving over large areas. It is armed with two heavy blaster cannons and a personal shield generator that gives it excellent armor. The Droideka is a versatile unit; a heavy infantry unit that can both hold its own in a firefight, as well as using its speed for quick response and raiding.

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Mark 1 Droid Walker: used extensively as a patrol guard in Imperial bases throughout the galaxy, the Mark 1 walker also sees action on the battlefield as a light walker with respectable armament. With medium speed, the Mark 1 serves best as an escort protecting droids and troopers against larger vehicles. It carries a rapid-fire laser cannon on each arm, which it uses at close range to chew into enemy armor.

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Vehicle Plant: produces lower-level tanks and atmospheric aircraft. Vehicles are the armoured motor-driven designs employed by the Imperial Ground Forces. They are largely of simpler design than their heavier Walker cousins, and as such are cheaper and easier to build. A Vehicle Plant offers much in the way of versatility for the Imperial General; while it may not have the hard-hitting units of the Walker Plant, it provides far greater options, each offering strategic and tactical breadth to the Imperial arsenal.

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Construction Droid: a light worker with the ability to build structures the TMB cannot. Vital to any army wishing to progress past ground troops.






impsbike.jpg

Speeder Bike: a light, very fast scout vehicle. Best used scouting for enemy activity and light raiding missions. Can traverse over water. The Speeder Bike is also built by the Barracks.





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Compact Assault Vehicle (CAV): the CAV is a highly mobile anti-infantry vehicle. Its light laser is very effective at stopping infantry in their tracks, but does less damage against heavy armour. It is a cheaper and lighter alternative to the TIE Crawler. The presence of a single CAV can quickly turn the tide in an otherwise infantry-only war. A fast moving vehicle is often a far more effective alternative to a slow moving heavy unit, as it can provide far more tactical flexibility.


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TIE Crawler (TIE/C): the mainstay assault tank of the Empire. The TIE Crawler is a slow, armored tank that underpins many offensive operations. While its laser leaves room for desire, it has thick armoring resistant to all but the most intensive barrage. TIE/C's are effective at destroying anti-infantry batteries that might otherwise stop waves of troops. Its sturdy, compact frame allows it to travel underwater. The heavy armour of a TIE/C is excellent for drawing fire from more fragile units until they get into a firing position.

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Combat Cloud Car: light atmospheric fighter. Armed with a light laser, the Combat Cloud Car is a small threat on its own, but in groups can be very effective at destroying resource centers and factories behind enemy lines. They have very weak armoring though, and are best kept well away from AA fire. The low-altitude nature of the cloud car, and the fact that it is intended for atmospheric combat makes it capable of spotting and targeting vital systems on the complicated Walker designs. Being able to access an aerial unit from a vehicle lab is a potentially very large advantage, if used correctly.

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Mobile Artillery: an essential addition to the Imperial war machine, the Mobile Artillery provides a hovercraft platform capable of firing high-damage energy bursts over large distances. The Mobile Artillery piece will attempt to fire while mobile, but because of the tremendous recoil caused by firing these bursts, the Artillery must stop and deploy before firing in order to assure any reliable accuracy; deployment is automatic upon stopping. The Mobile Artillery out-ranges all combat units, and most defences. Its high power shells are a necessity when attempting to break heavy entrenchments, and are excellent when supporting heavy units during protracted engagements.

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Republic Battle Tank: the Battle Tank saw extensive use during the Clone Wars between the Republic and its enemies. While slowly becoming obsolete, it is still often relied upon in modern times by Imperial armies for its medium armor, hovercraft ability, and heavy blaster cannons. The tank carries a turret atop its cockpit similar to the TIE Crawler's. Its pride, however, lies in its twin blaster cannons; though they can only fire in a forward direction, they pack a very powerful punch and make the Battle Tank a formidable foe on the ground or over water. Often passed over for heavier Imperial units, the clever field commander shouldn't underestimate the tactical versatility of this Tank.

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Troop Transport: this ground transportation vehicle can quickly ferry up to twenty troopers or droids around the battlefield. With heavy armor and excellent speed, the Troop Transport is an excellent choice for moving a squad of infantry past a heavy E-web defense. In order to protect its cargo, it sports a light blaster and medium anti-infantry blaster, the latter of which requires operation by a crew drawn from the troops it carries. It cannot fire until at least 5 infantrymen are stationed within the transport.

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Hailfire Droid Tank: the Imperial army quickly recognised the potential of the Hailfire, and adopted the designs for this fast-attack missile tank from the former Confederate army, who used them during the Clone Wars of old. The Hailfire features burst-attack rockets with a long range. It is extremely fast, making it a devastating hit-and-run vehicle. However, it has very poor maneuverability and fragile armor, so keep it away from enemy forces. The Hailfire can deliver a large payload very quickly, and so is excellent as a support unit; beware, though, the further its missiles travel, the less accurate they become.

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Walker Plant: constructs Imperial walkers. Walkers are large, powerful metallic frames that "walk" over the ground. They are very heavily armed and armored, able to withstand much more punishment than tanks, repulsors, and infantry. Because of their complicated propulsion design, they cost much more than their vehicular counterparts and are less versatile; where the Vehicle Plant offers a selection of versatile units, Walkers tend to have specialized roles. While this perhaps makes them a less strategically flexible option, their specialist nature makes them very good at whatever it is they are intended to do.

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Construction Walker: grants access to the highest level of Imperial technology. The efficient energy systems of this walker result in increased production speed over traditional Construction Droids, allowing a well-funded Imperial army to mass-produce weapons of destruction.




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All-Terrain Armoured Reconnaisance (ATAR): the ATAR is a swift, lightly-armed walker with minimal armor. Its most potent feature is its quick, long stride that allows it to cover long distances quickly. This makes the ATAR a very effective raider, as it can literally run past defenses to destroy resource generators at the heart of an enemy's base. It is also equipped with a radar device, making it useful for keeping tabs on enemy movements. Many ignorant Imperial commanders shun this unit for the larger, more powerful Walker types; but this particular unit can often prove far more dangerous in the right hands than the most powerful walkers can.

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All-Terrain Personal Transport (ATPT): armed with an anti-infantry laser with a large blast radius, the ATPT excels at destroying groups of troops. It has high armor and can maneuver quickly over the battlefield, making it ideal for quick-strikes into the heart of an enemy formation. They are not invulnerable, however; they fall easy prey to heavier craft, and can be overwhelmed by large infantry groups. Though costing more to produce, the Imperial ATPT design is superior to the stolen Rebel variant.

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All-Terrain Scout Transport (ATST): do not let its name fool you; the fearsome ATST is the Empire's premiere anti-armor walker. Towering over the battlefield, the sight of a pair of ATST's with infantry and vehicle support is enough to cause any Rebel commander to panic. Its twin medium lasers chew through all but the toughest vehicle armor. They are quite expensive, so while they are the premier option for a commander needing to flex his Imperial might, they are perhaps not the most efficient weapon of war.

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All-Terrain Scout Transport/Assault (ATST/AS): the ATST/AS is the heavy-assault cousin of the standard ATST. It has a single heavy laser beneath its chin, which has been modified so as to fire incendiary rounds designed to raze armoured structures. The ATST/AS is designed to break through entrenched enemy lines, and then wreak havoc on the defenceless innards of the Rebel base. Its use on the battlefield is limited however; its laser has a long reload and does less damage to most heavily-armored military targets than the ATST. It should therefore be used carefully so as to maximise its base-busting strength, but not be wasted on engagements with enemy forces.

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All-Terrain Anti-Aircraft (ATAA): the ATAA is a powerful anti-aircraft platform useful for defending against large packs of aircraft which would otherwise decimate Rocket Troopers. The ATAA carries a burst-missile launcher that decimates any aircraft unlucky enough to be targeted. The ATAA's turret moves a little slow, though, so quick-moving aircraft can often avoid its ire. Being an armoured Anti Air unit allows an imperial player to defend its ground forces in the field, without being easily felled during ground combat. Its missiles are not intended for use on ground targets; but in emergencies its weapons can be recalibrated for this purpose, with mixed results.

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Air Base: constructs low-level aircraft quickly and efficiently. Aircraft are an essential element to any campaign. Aircraft give you an breadth of strategic options that simply cannot be attained anywhere else. Imperial aircraft design takes a very different tact to Rebel aircraft design. Where the rebels value the survival of their pilots, an Imperial general is able to understand that in order for victory to be attained, sacrifices must be made. Hence while Rebel Craft are shielded and expensive, Imperial aircraft take the opposite tact, preferring cheaper, more fragile craft.

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TUG: a construction aircraft whose speed and mobility make up for its light armor and poor construction ability. Like its Rebel counterpart, the Imperial TUG can build any structure the Construction Droid can. TUGs are very effective at assisting your factories produce units, as a near-infinite number of TUGs can fit above each factory. Furthermore, the TUG allows far more flexibility than a Construction Droid, as not only is it much quicker, and not impeded by terrain obstructions, it can reach places that the Droid may not be able.

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TIE Vanguard: an unarmed, weakly-armored scouting craft with radar capabilities and excellent sight that can be quickly produced and repaired. Use Vanguard to search enemy territory for vital structures like Repulsorlift Plants or Tibanna Refineries, then use your TIE Bombers to take those targets out. TIE Vanguards can also be used to keep track of enemy movements with their medium-range radars. Often overlooked for their armed counterparts, the TIE Vanguard can often be of far more use to a general then the most heavily armed aerial assault unit. You can use a Vanguard to spot for you defences by patrolling it just outside your defensive lines; this can increase your response capability several-fold.

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TIE Fighter: a cheap, mass-produced, multi-role fighter armed with twin light lasers. As a symbol of the Empire's military might, the TIE Fighter is known and feared throughout the galaxy. TIE Fighters themselves are somewhat unimpressive militarily; it is the Empire's ability to mass produce and then overwhelm its enemies with countless fighters that causes the TIE Fighter to be so feared. The TIE Fighter is also a faster alternative for a player trying to establish aerial supremacy very early in the game.

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TIE Interceptor (TIE/I): the Empire's main dogfighter, and big brother to the TIE Fighter. Fast and well-armed, the TIE/I can deal good damage while staying a hard target to hit. The Interceptor is best used to take out opposing aircraft, but can also be very effective at tying up AA-batteries while TIE Bombers and Gunboats attack. If you need aerial supremacy, and are facing mounting enemy airborne opposition, this is the craft for you.



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TIE Bomber (TIE/B): armed with twin light lasers and proton bombs, the TIE/B is one of the most valuable tools in the Imperial arsenal. Tough and effective, this bomber is best used to hit defensive lines, and expensive stationary targets deep in enemy territory. The TIE Bomber has stronger armor than the Interceptor or Fighter, helping it survive surgical strikes deep in enemy territory. Its proton bombs are of little use against mobile targets able to outrun its bombs though, a role best left to Imperial Gunships. Understanding the strategic power of a bomber is absolutely essential for an Imperial victory.

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TIE Drone/Droid (TIE/Dr): a relatively new fighter is the TIE/Dr, a variation on the TIE/I that relies on a complex artificial intelligence for piloting. Though computers can process information faster than living pilots, they lack the intuition and randomness that living pilots use to their advantage. The TIE Drone is small, cheap, and fast, making it a great swarm fighter, but its computer brain limits it during battle, as the Drone reveals little terrain while in flight, and does not always engage enemies as often as a commander would like. These are flaws in the computer of the Drone and sadly affect its otherwise stellar performance on the battlefield.

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Low-Altitude Assault Transport (LAAT): a light gunship used extensively by the Republic during the Clone Wars. Small and agile, the LAAT sports a blaster cannon and two side-mounted laser turrets. This allows the LAAT to engage up to three targets at once, making it effective at skirmishing with large groups of infantry and light-vehicles. The LAAT's gunship capability allows it to hover while attacking,rather than having to make attack runs. This makes it supremely powerful in engaging ground troops. Adding to this already strategically ingenious unit, this ship is able to ferry up to six infantry units (Stormtroopers or Droids) through the air. This troop moving capability can be excellently used for launching surprise attacks, or commando raids behind enemy lines.

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Advanced Air Base: this base constructs the mightiest starfighters known to the galaxy. Ranging from interceptors to heavy assault gunships, the Imperial Advanced Starfighters are each a sight to behold. Lessons learnt at Yavin IV and again at Endor have not gone unheeded; all ships from this lab, unlike their standard counterparts, are shielded and armed to the teeth.

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CUV: the Combat Utility Vehicle is a heavier version of the TUG, whose larger memory banks allow it to build the advanced structures of the Imperial Army. Use the CUVs to build advanced structures and economic buildings. Like TUGs, the CUV can be an effective building assistant, as it builds much faster than the TUG or Construction Droid, as well as being able to access regions that the grounded units cannot.



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Assault Missileboat: first deployed to counter the traitor Admiral Zaarin's fleet of TIE Defenders, the Missileboat now sees extended action as a heavy assault gunship. Hovering above the battlefield like LAAT, the Missileboat fires volley after volley of devastating advanced concussion missiles at every target in sight. It also has heavy shielding, which allows it to attack defended bases that would give the LAAT some trouble. An excellent Air-to-ground attack option; but mincemeat for any fighters that it runs into.


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TIE Advanced (TIE/A): based on the fighter flown personally by Lord Darth Vader, the TIE Advanced (A.K.A. TIE Avenger) represents a drastic change in TIE design philosophy. While it retains the familiar circular cockpit design, the TIE Advanced shows no other resemblance to older models: it is equipped with a shield generator, armed with heavy laser cannons, and also sports a concussion missile launcher. Its speed is similar to that of the Rebel A-wing, making it a devastating interceptor and air superiority fighter. The TIE/A offers the Imperial general an air-superiority fighter which can dominate the skies; but is less effective when intended to engage ground, targets.

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TIE Defender (TIE/D): the latest, most advanced fighter available to the Imperial general. The TIE Defender is an extremely powerful fighter, whose heavy lasers, ion cannons, and advanced concussion missiles can make short work of any other fighter or ground attack craft. Its triangular-arrayed solar panels are drastically different from traditional TIE designs, but benefit the craft with phenomenal speed and maneuverability. The TIE Defender is extremely expensive, however, and rarely makes an appearance in a battle in large numbers. The TIE defender is an excellent choice for a commander requiring a versatile fighter-class unit that is effective against both ground and air targets. However, if only air superiority is required, the TIE/A is likely the more efficient choice.

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Scimitar Bomber: with the appearance of heavy Rebel air defenses, the Imperial Navy needed a strategic bomber that could penetrate enemy airspace and devastate a target. The Scimitar Bomber is the result of this need: While a somewhat cumbersome ship, the Scimitar benefits from heavy armor and features high-yield bombs that plaster an area with explosions. It is the most expensive ship known to the Empire, however, and should be protected by fighter escorts wherever it may travel. But do not underestimate its bombing ability: one run by a Scimitar can destroy an entire Rebel defensive line!

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TIE Phantom: this experimental fighter has only recently been deployed from secret Imperial laboratories. It carries a highly effective cloaking device, which renders the ship completely invisible to the naked eye. This makes the TIE Phantom a very effective scout, as it can patrol enemy lines without being detected. The massive power plants required to run the cloaking device mean that this fighter cannot be very heavily armed, and so is best used as a scouting or spy unit. Its cloaking abilities do make it quite a deadly dogfighter, however, as it can sneak up on enemy targets, let off a burst of shots, and then escape before it can be targeted itself.

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Assault Gunboat: the Assault Gunboat is quite a formidable weapons platform, armed with medium lasers, a concussion missile launcher, and an ion cannon, as well as being armored with a shield generator. This makes the Gunboat the ultimate choice for engaging ground targets, excelling even at killing mobile targets, where other Imperial gunships fail. Its long-ranged lasers can chew through most attackers before they get in range to see what is attacking, and its ion cannon is excellent for pinning down enemy vehicles to be destroyed. They are slow, however, and so fall prey to enemy interceptor aircraft, and do not fare well in anti-air heavy environments.

Structures

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Fusion Generator: This power plant produces the Empire's main source of energy, which is in turn used to power weapons and construct other units and structures. The generator will explode rather violently when destroyed, so be careful when placing many of them in one area. Fusion Generators are more efficient than their Rebel counterparts, and thus are more expensive.


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Solar Collector: An alternate source of energy. This plant collects solar energy and concentrates it, powering the Imperial war machine. Available solar energy depends on a planet's orientation and distance from nearby stars, so each location's solar richness will vary. Additionally, solar energy fluctuates over time, so that the amount of energy you receive will vary. A cheaper option then a fusion generator, relying on these is a risk which could save you a fortune in resources – or bleed you dry when you need it most.


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Mineral Extractor: removes valuable minerals from varying sources. Minerals are used in constructing units and structures. Heavily-armored units cost more minerals to construct than those with lower armor. Mineral sources occasionally crop up to the surface of the ground, but can nevertheless be located underground by special sensors activated when a Mineral Extractor is selected.


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Mineral Maker: Using complex fusion principles, Imperial scientists are able to create a small amount of mineral atoms by merging lesser atoms together. This process requires a large expenditure of energy. Mineral Makers are useful in situations where an abundance of energy, but lack of minerals, exists. While you might have ceded territorial gains to your opponent, you may be able to use Mineral Makers to regain your forward momentum. Use them wisely and in small portions; they drain energy at an enormous rate. Note that metal makers can be instructed to turn off when your energy storage is low, and on when your energy storage is high through the "select AI" button. Select "Metal Maker AI".


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Energy Storage: a structure designed to hold excess energy that would otherwise go to waste. Since energy is vital to your military units, it is wise to keep large amounts in storage. The MCV and other construction units each provide a small amount of storage, but the Energy Storage structure will greatly increase that amount. The high pressure nature of storing Energy causes this structure to be somewhat volatile if it is destroyed by enemy fire.


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Mineral Storage: similarly designed to store excess minerals in case more are needed at a later time. It is very common for a once-healthy economy to quickly fall into recession because of over-expansion and enemy raids. Mineral Storage structures will increase the excess minerals you can store, helping reduce the severity of such recessions.



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Tibanna Refinery: natural sources of Tibanna gas exist on many worlds. By placing a Refinery over such gas vents, vast amounts of energy can be created. As Tibanna gas is highly flammable, the destruction of a Refinery is highly dangerous. The risk is well worth-it though; Refineries produce as much energy as a dozen Solar Collectors do. This makes them prime targets, however, so keep an eye on them.


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Sensor Tower: the Sensor Tower will expand your radar coverage, allowing you to observe enemy movements on your mini-map. An absolutely essential part of every base. Beware, some units have the ability to jam radars, allowing units to sneak by unnoticed. It is thus wise to keep up constant patrols outside your base. The standard sensor tower is also able to create a small sensor-obstructing umbrella around it. Clever placement of these towers can be used to hide units and structures from the gaze of enemy sensor equipment.


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E-web Blaster Emplacement: the E-web is a powerful anti-infantry battery. It fires very rapidly, allowing it to destroy masses of infantry before they even get in range to fire. However, the E-web's cooling technology is very basic, forcing it to slow its rate of fire after an extended period of fire. At this point, the E-web becomes susceptible to the lightest of attacks and can easily be overwhelmed. You can force the E-web to fire at its slower rate, saving the fast-firing mode for when it is needed most, by turning it Off. Clever placement of E-web defenses are essential for the survival of the early game.


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Sandbags: while seemingly useless, Sandbags are perhaps your greatest defensive structure. Sandbags will utterly stop any enemy ground movement, allowing you to cut off passages and force enemy troops to traverse certain well-defended areas, or "kill-zones". Defensive structures are greatly improved with the presence of sandbags, which deflect and prevent enemy fire from hitting the defensive structures.


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Missile Turret: stationary anti-aircraft battery. Fires Concussion Missiles at incoming aircraft that are able track targets to a degree. Though they fire slowly and have difficulties tracking faster aircraft, Missile Turrets are essential to any base defense, a basic response to aerial assaults. Bare in mind that the best form of anti-air defense in SWS is to have your own air units patrolling your airspace!


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Ion Turret: fires pulses of ionized energy that are intended to overload mechanical systems. Ion Turrets do no damage to any unit, instead relying on supplementary defenses and units to destroy targets it disables. Ion cannons, therefore, do not harm biological units. Heavier vehicles are shielded against such attack, and require a number of shots in order for the ion cannon to be succesful in stopping the unit. While often scoffed at because of its lack of any destructive power, the Ion Turret is actually the most important part of the Imperial defensive line. Cheap and easy to produce, it can stop a concerted mechanical attack dead in its tracks.


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Turbolaser Battery: heavy base defense battery featuring a pair of high-energy blaster cannons, so powerful that they are more commonly found aboard capital starships like the Star Destroyer. Turbolasers have been converted to ground use by Imperial designers in order to defend ground installations, where their high-powered, long-ranged lasers make short work of any enemy units in the area. They are expensive and take an extensive amount of time to build, preventing them from being used too heavily. Beware of the amount of Energy they use in order to fire; without logistical support, they become useless. Often cowardly Rebel commanders will seek to deprive Turbolasers of their Energy supply rather than face them in the field.


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Energy Generator: recent engineering advances have resulted in the Energy Generator, a high-yield power system that provides more power to your army than three-dozen Fusion Generators. Use these generators to power your late-game armies, gradually replacing your Fusion Generator fields. Keep them well-guarded, though, being fragile and important makes them a prime target for enemy bombers; and they tend to produce some spectacular fireworks when destroyed!


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Advanced Mineral Extractor: a more efficient version of the Mineral Extractor that bores deeper into the planet to remove greater quantities of valuable minerals. One Advanced Extractor produces minerals three times faster than a standard extractor. You should begin a transition to these extractors as your army grows in size, using their extra output to produce larger, more expensive armies.


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Heavy Missile Battery: based on the successful AT-AA walker, this advanced structure is the Imperial Army's heaviest anti-aircraft structure. It features a burst rocket system that fires extremely powerful missiles in groups powerful enough to incinerate all but the heaviest aircraft. You will need to make use of these batteries to defend against Rebel advanced aircraft, whose shields are too strong to take down with only Missile Turrets. Again, this system is still inferior to a good screen of patrolling interceptors.


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Stationary Artillery: the recent deployment of the Rebel Heavy Tracker and Mobile Proton Torpedo Launcher left the Imperial Army in a desperate situation: while our Turbolasers could make short work of any Rebel craft foolish enough to close within range, the aforementioned vehicles feature weapons that outranged our Turbolaser defences! The Stationary Artillery was designed specifically with these threats in mind: it lobs high-energy shells across the battlefield, far outranging any mobile unit the Rebellion (or Empire) can muster. An Artillery piece situated on strategic high ground can dominate the approach to an Imperial base.

Build Tree

TMB: builds Fusion Generator, Mineral Extractor, Mineral Maker, Energy Storage, Mineral Storage, Sensor Tower, Barracks, Air Base, Droid Production Facility , and E-web Turret.

Construction Droid: builds all TMB structures, plus Tibanna Refinery, Vehicle Plant, Sandbags, Missile Turret, Ion Turret, and Turbolaser Battery.

TUG: builds all Construction Droid structures, plus Advanced Air Base.

CUV and Construction Walker: builds Energy Generator, Advanced Mineral Extractor, Heavy Missile Battery, and Stationary Artillery.



Rebel Alliance (REB)

Units

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MCV (Mobile Command Vehicle): the MCV is used by the Rebel Alliance to establish forward bases in the war against the Empire. The on-the-run nature of the Rebel's strategic design means that the MCV can be quickly dropped by a rebel transport, and then left to its own devices. The MCV is armed with a light anti-infantry laser and reasonable armour, which make it essential for resisting early Imperial assaults. Its powerful building tools make it the Rebellion's quickest builder, and thus the Rebel general must decide whether it would be best to use the MCV to help build up support infrastructure back at base, or to use its military prowess in the early-game to push the Rebel frontiers forward safely, and provide a solid resource base for the Rebel war machine.

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Barracks: Rebel infantry are trained at the Barracks. Infantry can take very little damage and have low-powered weapons, but they are cheap, quick to build, quickly moving, and can traverse nearly every type of terrain. When used in numbers, they can surround their targets and pummel them with relentless barrages of fire. Infantry are a vital part of every attack force, and learning to control them effectively is necessary to become a true Rebel commander.

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Construction Droid: the Construction Droid is necessary to expand your base beyond the Barracks. The droid can construct advanced defenses and construction plants, like the Golan turret and Hovercraft Platform. Droids are cumbersome and fragile, so keep them away from enemy forces. They also build much slower than the MCV, so using multiple droids per structure is recommended. Construction Droids use repulsorlift technology, and so hover slightly above the ground, which allows them to traverse over water.

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Fleet Trooper: the backbone of the Rebel infantry forces, the Fleet Trooper is armed with a light laser that deals little damage, but can be used very accurately by the trained infantryman. The Trooper's rifle is weaker and shorter-ranged than any Imperial gun, placing him at a distinct disadvantage when pitted against Imperial forces of equal size.



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Wookie Soldier: armed with a traditional bowcaster, Wookie Soldiers are loyal to the death for the Rebel cause, after the Imperial massacres on their home planet, Kashyyk. They are better armed than their other infanrty comrades, and can have thick hides which can take more punishment. However, their high-power bowcasters have shorter range than Trooper rifles and take longer to reload; they are most effective when supplementing Rebel forces and concentrating their fire on heavier vehicles that Fleet Troopers barely scratch. Their high-impact nature makes them excellent for raiding missions, where they can get in, hit a target quickly, and get out.

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Rocket Soldier: this soldier carries a Concussion Missile Launcher designed to target enemy aircraft. His burst missile is specifically designed to damage enemy aircraft, but is useless against ground targets. Do not underestimate the importance of Rocket Troopers in an effective ground attack force, as an attack without air cover easily falls prey to marauding aircraft.


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Mobile MRB Trooper: the MRB Trooper carries a deployable blaster turret similar to the Medium-Repeater Blaster built by the MCV. The bulkiness of the MRB Trooper's weapon slows him down tremendously compared to other troopers, but his lack of speed is made up for with his weapon. The trooper must stop and deploy his turret before firing, but once deployed the Mobile MRB Trooper provides rapid-fire support to any attack or defense force. The ability to pick up and move a defensive line is a strategic masterstroke for the Rebel commander, allowing him to fluctuate his defensive response capability in accordance with his expansion on the field.

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Swoop: a fast, hard-to-control personal transport outlawed in most systems for its danger to its user. A single Rebel Trooper rides the swoop and is armed with a standard blaster rifle. Unfortunately, the rider cannot fire while moving his vehicle; the swoop would careen out-of-control if he were to let go of the controls at any time. Thus the rider must bring his vehicle to a halt before firing, limiting his use militarily. The speed of this unit makes it excellent for hit and run raiding, as well as for deploying a forward picket in front of defensive lines to keep an eye on enemy movements

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ESPO Security Walker: SecuriTech's ESPO Walker is a light walker armed with a blaster cannon designed to provide the Rebel commander with a perimeter defense unit capable of not just spotting enemy attacks, but dealing with them. Its quick speed allows it to respond quickly to attacks, making it a prime defensive unit, as well as a good support for offensive assaults, where its flexi-steel armour allows it to make short work of E-web defences. While heavy compared to infantry, the ESPO's armour is very light armor compared with larger tanks and walkers, and so cannot be expected to hold its own in an extended firefight.

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Heavy Infantry Barracks: The nature of Rebel combat is such that its tactics demand quality over quantity. Where an Imperial general might spend masses of resources on overkill units, the Rebel alliance is able to spend its resources more carefully on specific hard-hitting units. The Heavy Infantry Barracks is an excellent example of this, where intensive commando training is able to produce a force that can be used both as a Heavy Infantry to support rebel forces, as well as for command raids to disable vital Imperial equipment. Heavy Infantry are not meant to replace regular infantry, but rather fulfil a different role entirely. Clever use of this arm of the Rebel forces can provide a deadly force for a cheaper price then complicated machinery.

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Construction Droid: builds more-advanced structures and labs than the MCV. Gives access to aircraft and hovercraft.





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Spy: Bothan Spies produce nearly all of the Rebel Alliance's reconnaisance information. Experts at stealth and observation, Spies can infiltrate most bases and uncover enemy movements and production. Their training in stealth allows them to use all their available cover to hide from the sight of enemy units, allowing them to slip into and out of enemy establishments undetected.



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Commando: Rebel Commandos are stealthy troopers who are trained not to give off any detectable signature on sensor equipment. The Commando is armed with proximity detecting charges that are designed to destroy enemy structures, so that a Commando can cause havoc if it slips past outer imperial defences. The proximity charges can also be used like mines in order to destroy units as they unwittingly travel near them. If a proximity charges sensor malfunctions (an occasional error owing to sensor confusion), it can be manually activated (select the mine and press ctrl+d).

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Heavy Trooper: this elite soldier is a battle-hardened veteran loyal to the cause of freedom to the very end. The Heavy Trooper uses his advanced laser rifle with deadly accuracy, and is able to use hand-thrown concussion grenades to deal a moderate amount of damage in a large area. Well to hold his own when outnumbered in an infantry engagement, this unit is excellent addition the Rebel ranks, able to be used in many different situations.


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Heavy Rocket Trooper: unlike the standard Rocket Trooper, this heavytrooper carries an armour-piercing rocket launcher that is designed to deal maximum damage against mechanised ground units. Not only offering high damage against armored units, this Trooper's rockets have been designed for maximum range that lets him fire from afar, so that this somewhat fragile unit is able to deliver its deadly payload while cheaper infantry screen for it. With such a small, cheap unit delivering such a powerful payload, this unit can't be overlooked by the Rebel General seeking to add some bite to his forces.

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Repulsorlift Plant: constructs the Alliance's hovercraft and repulsor-powered attack vehicles. Repulsorlift technology is designed to repulse the force of gravity to a small degree. Because of this, Repulsor craft are very versatile craft that can glide over terrain that can obstruct locomotive vehicles. Gliding over the ground (or water!) means that the Repulsor craft are impervious to friction, allowing them to reach high speeds. This lack of friction, however, also impedes their ability to turn and maneuver; they often get stuck behind trees, rocks, and other obstructions that more-nimble walkers and troopers pass with ease. The variety of units available at the Repulsorlift Plant makes it an excellent choice for a commander wanting to provide himself with a wide range of options.

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Construction Droid: builds more-advanced structures and labs than the MCV. Gives access to heavy infantry, hovercraft, and advanced ground weapons.






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Landspeeder: a fast, unarmed scout craft that is cheap and quick to produce. This military variant of the usually commercially available Landspeeder has been equipped with a series of complex sensor devices, allowing it to detect enemy units. The ultra-simple design of the Landspeeder means that it is regularly overlooked by military scanners, allowing a rebel general to use this excellent listening post with impunity. Rebel recruits often overlook this unit, believing that an unarmed speeder that their own family drives could not be of any use to them; but this little unit is actually one of the most strategically ingenious tools available to the wily Rebel General. A few of these extremely cheap units positioned about the map will become your eyes and ears on enemy troop movements.

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Combat Airspeeder: light, fast-attack atmospheric fighter made famous during the Battle of Hoth. This unit has been designed as a cheap air to ground fighter. While the Imperial generals learned from Hoth, and instituted systems that made the 'two-cable' tactics of the Airspeeder useless, the Rebels too were able to gain from that engagement. Enhancements in low-altitude targeting systems, combined with highly trained pilots makes this speeder the perfect tool for crippling the sensitive motion systems on Walker-class units. Being able to access an air unit from a typically ground-oriented factory is a big advantage for the Rebels, whether it be for a light support, raiding or patrol duties.

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Ultra-Light Attack Vehicle (ULAV): the Ultra-Light Attack Vehicle is an older hovercraft used during the waning days of the Republic. It is fast and lightly-armored, but armed with a twin-blaster cannon designed to destroy infantry, as well as a light stun cannon on the rear of the craft. The stun cannon overloads the neural messages traveling in organic systems, halting messages from getting to the brain for a short period of time.



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Trackata 1-A: the T1-A is a fast-attack hovercraft armed with two independently turreted lasers. This makes the T1-A very effective at engaging multiple targets at once, but also means that it takes the T1-A longer to destroy a single target amongst a group, as it won't always focus its fire. The T1-A's speed (along with all hovercraft) makes it a devastating raider/interceptor, able to slip past enemy forces and destroy infrastructure, only to return to base to assist in defense before Imperial troops can organize a counterattack.


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Trackata 1-B: where the T1-A is best used as a hard-hitting assault craft, the T1-B uses the same chassis design as the 1-A, but is designed to be a more versatile craft, capable of offering a number of varied strategies to its commander. Armed with a medium laser and Concussion Missile launcher. The missile is equipped with complex targeting computers that allow it to target airborne units, making the Trackata 1-B an important part of a large attack force. The T1-B is not as powerful overall as the T1-A, but makes up for its lack offensively with a defensive bonus; equipped with a shield generator more commonly found on aircraft, it is able to take far less damage from otherwise deadly shots. This feature means that the 1-B is excellent for drawing fire away from more fragile Rebel craft.

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Freerunner CAV: the heaviest of the Alliance's hovercraft forces, the Freerunner comes armed with an advanced laser turret designed to rip through heavy armour. It is almost as speedy as the Trackata repulsors, with higher armor and a higher cost to go with it. Having such a powerful weapon on such a versatile chassis means that while this Rebel battle-line vehicle may not match up blow-for-blow with the Imperial AT-ST walkers, the Freerunner's tactical versatility is unmatched.


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V-Wing Atmospheric Fighter: the V-Wing is a fast, medium-armored ground-attack repulsorlift/gunship. The repulsorlift designs on this craft have been tweaked so that this unit doesn't just hover slightly above the ground; it soars. The height that this unit attains is more comparable with that of most aircraft. Armed with rapid-fire light lasers, this unit is one of the most valuable units in the Rebel arsenal. Able to access a gunship class unit from a factory that is designed for ground combat means that the Rebel player can maintain a strong presence in the field, and then hit the Imperial player where he least expects it; from the sky. Able to swoop down and deal brutal amounts of damage to an undefended base, or units straying from their protective anti-air umbrella, an unexpected V-wing can win a whole battle for you. Of course, the V-wing is still designed on what is essentially a vehicular chassis, and cannot be expected to stand up to any real aerial threat, such as fighters or anti-air weaponry.

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Loratus Hover Transport: able to load twenty troopers and move them swiftly across the battlefield, even over water, the Loratus is a valuable asset to the Alliance. The Loratus is heavily-armored, ensuring that its troops are delivered to their target safely. Its medium blaster can cut a swathe through enemy defences, but it requires a crew of 5 to operate, drawn from the transported infantrymen. Infantry are an essential part of combat in SWTA, but their slow movement means that they cannot respond quickly to threats; this transport gives them that strategic ability. Furthermore, the weakly armoured ground troops are often chewed up before they come within range by heavier units amidst engagements, particularly when cracking entrenched locations. This transport is not designed for behind-the-scenes transport; it is a combat transport designed to deliver cargo right into the thick of action.

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Heavy Weapons Lab: this heavy industrial factory is equipped with advanced construction mechanisms that allow them to construct the Alliance's heavy ground weaponry. An expensive investment, this plant gives access to the hard-hitters of Alliance ground forces. Without this, the Alliance is unable to stop the sheer might of the Imperial walker legions.




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Construction Hovercraft: grants access to the highest levels of Alliance equipment, including advanced resource production and defense weapons vital to prolonged victory against the Empire.




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Scanner Jammer: equipped with radar-jamming software that masks unit signals from enemy radar. The Scanner Jammer will completely hide any force inside its jamming radar while giving that same force extended radar coverage. Its jammer drains a fair amount of energy, so be sure your economy is equipped to handle such a drain before constructing one. Being able to confuse Imperial systems allows the Alliance to effectively 'blind' the enemy, allowing them to conduct operations under a veil of secrecy.


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Mobile Proton Torpedo Launcher: slow and cumbersome, the Mobile Proton Torpedo Launcher (MPTL) is basically a large chassis structured around a firing mechanism, the Rebellion's fiercest weapon – the Proton Torpedo. The proton torpedo has a very long range, able to launch strikes well outside its vision; therefore, for maximum efficiency, it requires spotter units to mark out enemy targets for attack. Reloading this brute is a lengthy process, meaning that unless protected by other forces, it can be quickly overwhelmed. The advanced targeting systems on the MPTL allow it to recalibrate its firing mechanism to aim vertically, and fire high-trajectory shots over obstructions like a mortar. This does impede its accuracy to a certain extent. To activate this mode, simply select "high trajectory/low trajectory" from command console. The MPTL is one of the most powerful units able to be fielded in the entire game; but while its strength is brutal, its drawbacks are many. It must therefore be used carefully to ensure other units cover its weaknesses, so that its extreme power can be used with impunity. A warning that the volatile nature of the Proton Torpedo means that the MPTL is especially at the mercy of flame troopers, whose searing attack often ignites a torpedo sitting in an ammunition shaft.

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All-Terrain Personal Transport (ATPT): armed with an anti-infantry laser with a large blast radius, the ATPT excels at destroying large groupings of troops. It has high armor and can maneuver quickly over the battlefield, making it ideal for quick-strikes into the heart of an enemy formation. Designed primarily for dealing with infantry formations, the ATPT's strong armour means that it can hold its own for a short while against heavier craft, but is ultimately no match for the more powerful Imperial walkers.

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Heavy Tracker: the Heavy Tracker is a heavy chassis equipped with a powerful repulsor designed to keep this heavy vehicle hovering above the ground, as well as a long-range artillery laser. The Tracker can fire further than any other Alliance ground unit, but because its weapon is laser-based, it is ineffective in hilly terrain, or any other battleground with large amounts of corpses or other blocking structures. It also has extremely heavy armor, but moves slowly and is one of the most expensive vehicles available to the Rebel Alliance.

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Attack Tank: the ultimate battle-line vehicle for the Rebel Alliance, designed to bust through heavy enemy formations and defences. The Attack Tank has it all: the heaviest armor of any conventional Imperial or Rebel unit, a heavy laser, and a heavy rocket launcher. Though the rocket launcher can only fire forwards, it packs a devastating punch that can rip through defenses and can even be used to destroy corpses, trees, and sandbags. The Attack Tank's high armor makes it an ideal base assault unit, as it can easily close on a Turbolaser firing at maximum range without being destroyed.

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Mobile Stormcannon: as the Imperial airforce begins to realise the importance of aircraft in the field, and the development of ground-attack specialists such as the TIE Defender and Scimitar Bomber, Alliance High Command commissioned the Stormcannon. A mobile high-energy laser battery, it is designed to track fighters moving at high speeds, and bring them down before they can cause serious damage to ground forces. The Stormcannon is a quad-laser array mounted on top of a Mobile Proton Torpedo Launcher chassis, which lends the Stormcannon the same speed and maneuverability of the MPTL. Air superiority allows a player to rip through ground based offensives as they make their way across "no-mans-land", the stormcannon allows ground forces to respond to this threat, but is nonetheless no replacement for a support wing of fighters.

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Aircraft Base: builds the lower-tech variety of the Alliance's devastating air force. All Rebel aircraft (except for the TUG) are armed with shield generators that give them far more protection against harm than their Imperial counterparts. Aircraft are cost-for-power less effective than ground units, but their unsurpassed speed and versatility make them the most dangerous units on the field. Aircraft offer the response in terms of reconnaissance missions, support missions, precision attacks, and all other manner of complex roles. However, aircraft on their own can't win the game for you. They can tip the scales in your favour, but ground forces will usually be needed for a killing blow.

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TUG: fast but unmaneuverable, the TUG utility craft can build all structures that the Construction Droid can. The TUG is vital in helping mass-produce aircraft, as it is able to assist the Aircraft Base in its construction. It is fairly quick and can be used to establish bases in areas the MCV and Construction Droid cannot reach, though it builds even slower than the Construction Droid.


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T-Wing: an older, light fighter best used as a scout craft. Although armed with lasers, the T-Wing is ineffective as an attack craft, as its lasers are underpowered and its heavy armour was largely sacrificed in favour of greater speed and agility. It is, however, equipped with sensor equipment, allowing Rebel players to keep tabs on their Imperial enemies through the air. Keeping an airborne wing of radar aircraft allows you to have mobile eyes and ears on your enemy; and on hilly terrain, where sensor equipment struggles to gain good bearings on enemy positions, an eye in the sky can give you decisive information that will lead to victory.

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Z-95 Headhunter: The Z95 is an outdated craft that still serves as an effective dogfighter and ground-attack craft. It is armed with dual lasers and Magnetic Pulse Warheads, which disable any mechanical unit/structure for a limited time. While the Z95 is slowly being fazed out from the military, it's excellent multi-purpose abilities that made it a paramount fighter in its day still hold sway today. The Mag Pulse warhead that it carries is an insidious weapon that is often ignored; its ability to bring vehicles to a standstill means that a few of these units supporting a vehicle assault can completely turn the tide of battle, as your vehicles sweep through the disabled enemy.

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A-Wing Interceptor: the Alliance's premiere interceptor is the A-Wing. With blazing speed and a devastating twin laser/Concussion Missile combo, the A-Wing is designed to clear the skies of enemy aircraft. Expensive to produce, and relying on speed rather than armour means that this fragile and expensive investment can fall victim to massed enemy aircraft. Used in hunting packs, a battle group of A-wings can dominate the skies, freeing up pressure on your ground units, and clearing the path for bombers.

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Y-Wing Bomber: a rugged fighter/bomber, the Y-Wing is armed with a light laser and a proton-bomb bay. The Y-Wing makes passes on a target, releasing a single, unguided bomb per pass. While somewhat inaccurate, the proton bombs pack a hefty punch, allowing this unit to clear a path through heavy defense emplacements, and conduct air strikes on expensive enemy facilities. Slow moving, and not heavily armoured, the Y-Wing will fall prey to enemy interceptors and surface-to-air defense systems. Like its Imperial counterpart, this bomber is designed to hit immobile targets, and hence is not perfect for hitting ground units, particularly when they are on the move, unless a large number of Y-Wings are used in unison to 'carpet bomb' the area.

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Corellian Cargo Hauler: this aircraft can lift any Rebellion ground unit and transport it through the air to another location. Using the Cargo Hauler will allow a commander to expand his territory quickly and efficiently, as well as move slower units (like the Attack Tank or MPTL) to the front-lines without delay.


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Advanced Starfighter Base: produces the most advanced fighters in the Rebel fleet. Many of these designs are intended for space-combat, and so have weapon systems that reflect the need to punch through extremely heavy armour, as well as shielding systems designed to deflect space-geared weaponry. When called upon to use their weaponry on ground targets, these aircraft do so with devastating effects. The advanced aircraft are the Alliance's forte; heavy weaponry, high mobility and high-trained pilots combine to create a versatile and powerful force. The importance of these units in the Rebel arsenal should never be overlooked by a Rebel General.

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Combat Utility Vehicle: like the TUG, the CUV is an airborne builder. Unlike the TUG, the CUV is a very efficient build assistant that provides access to the Alliance's advanced structures. The CUV has the highest speed of any Alliance construction craft, making it ideal for spreading across all corners of a territory.



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K-Wing Heavy Bomber: to replace the aging Y-wing bomber, the Rebel Alliance designed the K-wing bomber. Based heavily on the X-wing fuselage design, this bomber uses its quad cannons to attack air and ground targets. Its biggest punch, however, comes from its heavy proton bombs that dwarf the arsenal of any weaponry to be found. The K-wing's bombs blanket an area with enough destructive firepower to level most buildings in one pass. To carpet bomb an area, these craft don't need to be used in groups; a single bomber is enough to flatten a whole defensive line. They are extremely expensive and vulnerable to enemy fighters, so an escort is needed if these bombers are ever to make it within range of their targets.

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X-Wing Fighter: the infamous and dreaded Alliance starfighter, famed for destroying both Death Stars. Drawing its name from the shape of its wings when in attack-formation, the X-wing is the Alliance's ship-of-the-line, armed with four heavy laser cannons and a proton torpedo launcher. The X-wing is effective against both air targets and in a ground-attack role, where its heavy weaponry and heavy armour give it the ability to stand up to the most brutal Imperial threats. The X-wing fighter, on the whole, is not as good as the E-Wing at air superiority roles, and is not as good as the B-wing at air-to-ground assault. The strength of the X-wing is not that it has a particular role specialty, like the previously mentioned two craft, but that it is simply an all-round excellent fighter. Select this craft if you need a fighter that will clear the skies, and can be used to hit ground targets at a pinch. If you need specific roles, perhaps you should consider other options.

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B-Wing Assault Fighter: designed by Admiral Ackbar to destroy entire Imperial warships, the B-wing sees extensive use in ground campaigns as a ground-assault fighter. Armed with laser/ion cannons and proton torpedos, the B-wing carries a formidable arsenal that it can use to paralyze and destroy enemy armies. Use this unit to support your ground forces; it can dish out immense amounts of damage to ground units, softening up enemy forces for your units to march through and clean up. Rebel ground forces are like for like largely inferior to the battle-hardened Imperial legions, but the Rebel's domination in the skies can be used to even things up on the ground.

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E-wing Interceptor: the Alliance's newest and most advanced fighter. The E-wing is designed with the latest propulsion systems, and so is even faster than even the A-wing, and is far more heavily armed, with triple blaster cannons and advanced proton torpedoes. The E-Wing is the ultimate dogfighter for the Rebel Alliance. This aircraft has been designed from the ground-up with air-interception in mind. If you urgently need to gain air-superiority, this is the craft for you. It can rip through Imperial starfighters, including the more advanced designs. However, if you need an air unit designed to engage ground units from the air, this is perhaps not the best selection. While quite capable of engaging ground units, there are other designs that are specifically intended for such a role.

Structures

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Fusion Generator: This power plant produces the Rebellion's main source of energy, the vital resource required to power factories, construction and weapons. Ensuring a steady stream of energy at all times is vital for the on-going production of your war machine. The generator will explode rather violently when destroyed, so be careful when placing many of them in one area.




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Solar Collector: An alternate source of energy. This plant collects solar energy and concentrates it, powering all of the Alliance's units and buildings. Available solar energy depends on a planet's orientation and distance from nearby stars, so each planet's solar richness will vary. Additionally, solar will fluctate over time, due to a number of factors, including atmospheric obstructions (clouds, gas, etc), erroneous orbit, satellite obstruction, etc. Therefore, while Solar energy is far cheaper to set up then Fusion energy, it does not guarantee the same constant supply. It is therefore a far riskier option.

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Mineral Extractor: removes valuable minerals from varying sources in the planetary crust. Minerals are used in constructing units and structures; the mineral cost of a given unit is roughly proportional to the amount of armoring it carries. Mineral sources can be anything from mines in the ground to chunks of crystals laying in a forest. The Mineral Locator Heads Up Display is activated whenever a Mineral Extractor is selected, along with extraction radius, but this can also be activated by pressing F4.

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Mineral Maker: based on stolen Imperial designs, the Rebel Mineral Maker is used to convert energy into minerals. By concentrating and compressing massive amounts of energy, the Maker can produce a small amount of minerals. The result allows a player rich in energy to exchange some of his excess for minerals. The mineral maker helps the Rebel Alliance regain some lost momentum should the Empire take its outlying territories. Protecting Mineral Extractors at the far reaches of your territory might be difficult, but protecting a Mineral maker in the bowels of your base is far easier, if less cost efficient.


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Energy Storage: a structure designed to hold excess energy that would otherwise go to waste. Many advanced weaponry systems rely on a supply of energy, not just your construction and production systems. Hence it is a common tactic of the Imperials to knock out energy generators before conducting the main strike, as at Hoth. Energy storage allows the rebels a lifesaving stored energy amount, where their stored up energy can supply both weaponry and rebuilding. The MCV and other construction units each provide a small amount of storage, but the Energy Storage structure will greatly increase that amount.

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Mineral Storage: similarly designed to store excess minerals in case more are needed at a later time. It is very common for a once-healthy economy to quickly fall into recession because of over-expansion and enemy raids. Mineral Storage structures will increase the excess minerals you can store, helping reduce the severity of such recessions. These are prime targets for the enemy, so keep an eye on them.



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Tibanna Refinery: natural sources of Tibanna gas exist on many worlds. By placing a Refinery over such gas vents, vast amounts of energy can be created from these exhausts (visible as a rising column of steam). As Tibanna gas is highly flammable, when a Refinery is destroyed, the safety mechanisms in place will fail, resulting in a dangerous meltdown. The risk is well worth-it though; Refineries produce as much energy as a dozen Solar Collectors – although this makes them prime targets, especially as all Tibanna gas vents are known to players at the outset of the game.

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Sensor Tower: the Sensor Tower will expand your radar coverage, allowing you to observe enemy movements on your mini-map. An absolutely essential part of every base – and one of the first buildings you should construct. Sensor towers also come with the ability to create a sensor dead-zone a short distance around their location, hiding both themselves and any nearby units or structures. This little feature is perfect for setting up hidden strike bases behind enemy lines. Ensure you have numerous Sensor Towers across your territory – and try to sneak some into no-mans land and behind enemy lines; knowledge of the enemy is the most important thing in war. Beware, some units have the ability to jam sensor equipment, allowing units to sneak by unnoticed. It is thus wise to keep up constant patrols outside your base.

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Sandbags: while completely inert, Sandbags are perhaps your greatest defensive structure. Sandbags will utterly stop any enemy ground movement, allowing you to cut off passages and force enemy troops to traverse certain well-defended areas. Defensive structures are greatly improved with the presence of sandbags, which deflect and prevent enemy fire from hitting the defensive structures. Clever use of sandbags can turn a poor defense into a powerful defensive position.

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Medium-Repeater Blaster: a small, fast-firing blaster effective against small groups of infantry. As anti-infantry defence, the MRB is excellent, although it can be overwhelmed in force. Against armour, however, the MRB is quickly outclassed. The MRB is your only early-game defense buildable by the MCV, and so MRB's are essential for protection from early raiders, as well as keeping a defensive network behind you as you push forward with your MCV, should you be using your MCV aggressively. Later on in the game, the MRB is still useful when mixed with the heavier defences, where it can block gaps created if the heavier defences are overwhelmed.

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Anti-Aircraft Battery: stationary anti-aircraft battery. Fires explosive shells at incoming aircraft that are devastating against tightly-packed groups. These shells are designed to burst at the altitude of the aircraft, and then explode, launching shrapnel in all directions. The idea is that while its non-guiding ballistic weaponry will rarely score a direct hit on an aircraft, their large Area of Effect ensures that they will often score critical hits on aircraft nonetheless. This battery has trouble tracking faster-moving craft like TIE Interceptors, and does not deal sufficient damage to pose a significant threat to heavier aircraft. While the AA battery ensures a response ability to aircraft, in the long run you really need your own defensive wing of aircraft to ensure your protection from the skies.

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Golan Anti-Infantry Battery: the powerful Golan Battery is the most powerful defensive turret available to the Rebel Alliance. It's medium range cannon fires high-energy bolts capable of engulfing multiple infantry and vehicles in their blast radii. The Golan is less powerful than the Imperial Turbolaser but also cheaper, allowing a Rebel commander to deploy multiple Golans for every Turbolaser his opponent constructs. Golan turrets can ensure a powerful defence against both massed infantry, as well as heavy vehicle assaults, and so is an excellent choice for a Rebel commander seeking to consolidate his defensive position. It's slow turret turning rate and reload are weaknesses that need to be filled by other defensive units or structures, lest it be overwhelmed.

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Atgar Anti-Vehicle Array: this laser array does less damage than the Golan Battery, and so is often ignored by novice Rebel commanders. The Atgar is a supremely effective defense unit – when used correctly. It has nearly twice the range and half the reload of the Golan Battery, which allows the Atgar to harass enemy troopers from an extreme distance. A small group of Atgars act almost like artillery fire, shelling incoming troops with a barrage of laser bolts. Placing an Atgar on a strategically defensive position, such as on a hill or escarpment allows the Atgar to gain a commanding presence over the battlefield. Mixed in with Golan turrets, the Atgar is the perfect complement, able to weaken enemy troops from a distance, allowing the Golan turret to liquidate them as soon as they come into range.

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Spotter Tower: a lone Rebel soldier sits atop this observation post, keeping watch for Imperial movements. His pair of high-power macrobinoculars enable him to see a great distance, providing line-of-sight over a large area. Though Rebel radar technology can detect Imperial units at a further range than the Spotter Tower can see, Sensor equipment does not give a precise reading, with radar signatures often varying a great distance from that unit's actual position. Having direct line-of-sight on your enemy allows units to visually mark out their targets, and fire at maximum accuracy. One Spotter Tower will enable your Atgar and Golan batteries to fire at their maximum range all the time, increasing their efficiency several fold.

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Energy Generator: recent engineering advances have resulted in the Energy Generator, a high-yield power system that provides more power to your army than three-dozen Fusion Generators. Such mass-produced energy is required to power the sprawling warmachines that can develop in the late-game. Such a concentrated source of resources make them a priority target for the enemy, so they must be well-guarded. Their complex fusion cells are extremely fragile; any critical failures in the containment fields, and these generators are liable to go thermonuclear! The Rebellion's Energy Generator is cheaper to build than the Empire's, but produces less energy overall.

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Advanced Mineral Extractor: a more efficient version of the Mineral Extractor that bores deeper into the planet's crust to remove greater quantities of essential minerals. One Advanced Extractor produces minerals three times faster than a standard extractor. You should transition to these extractors as your army grows in size, using their extra output to produce larger and advanced armies. Advanced Mineral Extractors allow you to gain more resources from areas of your territory which are considered 'safe' from the enemy.

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Stormcannon: firing destructive missiles at a rapid pace, the Stormcannon is the Rebellion's answer to the increased potency of recent Imperial fighter craft. It features a burst rocket system that fires extremely powerful missiles in groups powerful enough to incinerate all but the heaviest aircraft. With a large range and excellent tracking system, one Stormcannon should be able to protect a large area of your base from enemy attack. The Stormcannon can still be overwhelmed, however; and is no substitute for a defensive wing of advanced aircraft.

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Proton Torpedo Artillery: filling the need for medium-range defense is the Proton Torpedo Artillery, which fires heavy torpedos similar to those used by the MPTL. This artillery platform uses an advanced targeting suite to "lob" its torpedos over terrain and blocking wreckage, significantly increasing the potency of its weapon. This stationary artillery position allows rebel commanders to create a "dead zone" leading up to their defensive positions, which Imperial forces must traverse before they can fire upon enemy positions. Often when sprawling bases collide, creating a "front line" of defensive positions a short distance from each other, construction of this defensive emplacement is sufficient enough to break the stalemate, as it fires upon the enemy positions safely behind its own defensive line.

Build Tree

MCV: builds Solar Collector, Mineral Extractor, Mineral Maker, Energy Storage, Mineral Storage, Sensor Tower, Barracks, Aircraft Base, Spotter Tower, and MRB Blaster.

Construction Droid: builds all MCV structures, plus Tibanna Refinery, Repulsorlift Plant, Heavy Weapons Lab, Heavy Infantry Barracks, Sandbags, AA Battery, Golan Battery, and Atgar Array .

TUG: builds all Construction Droid structures, plus Advanced Starfighter Base.

CUV and Construction Hover: build Advanced Mineral Extractor, Energy Generator, Stormcannon, and Proton Torpedo Artillery.



Strategy/Tactics

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While often used interchangeably, strategy and tactics refer to two separate and distinct elements of warfare. Strategy generally refers to the ability to produce and sustain a war machine capable of destroying the enemy over a length of time. Topics of strategic discussion include resource management, build orders, expansion, and reconnaissance. One could think of strategy as "getting your combat units to the battle so that they arrive in a manner to your favour". All topics of strategy are relevant to both the Galactic Empire and the Rebel Alliance, as they are values intrinsic to the idea of war.

Tactics, on the other hand, come into play once actual fighting begins. A good tactician can maneuvre and manipulate his troops in ways that ensure their maximum efficiency and effectiveness. Tactics describe effective ways to engage and defeat the enemy, using the tools at your disposal – tools which are provided for by good Strategy. Tactics are generally side-specific, though some generic tactics do exist. One could think of tactics as "getting your combat units through the battle in a manner that results in your favour".

The following points are very general, and are meant as suggestions, rather than foolproof plans. Following these may not lead to victory, and ignoring them certainly won't mean defeat. It is important that you, as a commander, decide what works best for you. Being unpredictable is just as valuable a strategy as any other – the player that cannot be predicted cannot be second guessed. With this in mind, read on:

  1. Strategy
    1. The first task that presents a commander recently arrived on the field is to set up that player's starting outpost. While a player may later select a more defensible position for their primary base of operations (or decide not to have any primary base of operations at all, but rather have many small "cells"), an initial foothold is required to begin operations. When first starting the game, many players opt for the "2-3-1" approach, or some variation therein which results in a similar resource foundation. Immediately upon entering the game, tell your TMB/MCV to build two Fusion or Solar plants right next to your starting position. Limiting the distance your command vehicle moves before starting construction will greatly decrease the time you spend getting up and running. Next build three Mineral Extractors on the closest sources of minerals. You may have to build more or less depending on how many resources you can cover within your extractor radius. The important thing is to ensure that you have enough Mineral supply to ensure your initial expansion. Finally build a Barracks, again close to your command vehicle, but with enough room so that units may exit uninhibited.

      Remember that this is only one way to start – there are varying opinions as to the best method; it is up to you to find the best method that works for you.
    2. Once you have a Barracks, strategies start to fork. Some players opt to build five or so quick infantry in order harass the enemy, and to provide a defensive network for their early expansion. Some players will build a Speeder Bike or Swoop Rider to catch the enemy off guard, and destroy their early economy before they have any defences to respond with. A successful early strike can provide a blow that the enemy may never recover from. Others immediately build a Construction Droid, in hopes of getting early access to higher technologies. All of these strategies are perfectly legitimate, but may not work well in certain situations. For example, what use will a 5-infantry attack be if it takes ten minutes for the troops to cross the map to your enemy's base? However, if you are playing on a small map with few resources (at the outset), building a Construction Droid first off may bankrupt your economy, and leave you open for enemy attacks.
    3. Be flexible. If your entire play-style revolves around early rushing and raiding, you'll be handily beat on a large map, which allows plenty of time for defenses to be constructed before an attack can be made. Adapt to the map you're playing on. Also, put effort in to discovering what your enemy is up too and adapt to his style of play. There is no single play style that will always win. A raider or rusher can be easily beaten by a player with good radar/reconnaissance; a player using air heavily can be beaten back with AA units, and then be left with a weak ground defence. Alternatively, a player with power on the ground can be taken apart piecemeal from the skies. You have not lost until the words "DEFEAT" appear on your screen.
    4. Constant production of forces is a key to winning. The best players will never waste ('excess') on Minerals. At the same rate, good players will avoid 'stalling' wherever possible. This shows an ability to keep one's factories producing at an optimal rate without over-taxing your resource system. An efficient warmachine is just as important as a clever strategic masterplan.
    5. Know the map you're playing on. This cannot be repeated enough. Know which passages are passable by what units, where the closest metal spots are, etc. If playing a map you've never played on before, pause the game at the start, and spend a few minutes looking around, noting areas of strategic interest.
    6. Expansion is a key to winning. This is the most fundamental element of all strategy in SWS. While resources in Spring are theoretically unlimited – in that they will never run out – they are effectively limited by your income vs. your expenditure (unless you are playing on a metal map, where resources are for all intents and purposes unlimited). SWS is less about how many resources you have but more about how many resources you are earning. The more you expand, the more incoming Minerals you have. The more minerals you are earning, the more units you can produce. The more units you produce, the more strategic options you have. Thus, it is important from the outset to ensure that you are constantly expanding and taking more mineral deposits. Not only must you capture more mineral deposits, but you must also maintain such mineral deposits. Hence expansion is tempered by the need to protect your newly captured territory. The good strategist will find the best balance here.
    7. Just as you are expanding, you must hinder your enemy's expansion at every opportunity. This will inflict the inverse of expansion on your enemy. For every Mineral Extractor you destroy of your enemy, your enemy takes an immediate reduction in their Mineral income. Therefore, by hindering your enemies expansion, you hinder their warmachine. If you hinder their warmachine, while expanding yours, you will be far closer to victory. This is the key to successful strategy in SWS.
  1. General Tactics
    1. Unit control is often the deciding factor in multiplayer games; the player able to effectively control his units in flanking and other maneuvers has a firm advantage over his opponent. While an effective strategy will help you create a situation whereby you are fighting on your terms, and hence out-gunning your enemy, tactics will ensure that those units operate to their maximum efficiency. Also, if your strategy is not going so well, a strong tactical hand on your troops can ensure that a well-controlled smaller force can beat a larger force that is not as effectively controlled.

      Attack early, attack often, and attack hard. Attacking early, with only a handful of troops, can help intimidate your opponent into a defensive footing, and weaken his economy in the vital early-game stage. Attacking often helps to contain your opponent, ensuring he isn't able to beat you by simply out-producing you. Attacking hard, with forces concentrated at specific weak points, increases the damage your attacks do while minimizing casualties. Five tanks engaging as a group will do far more damage than five solo tanks attacking five separate targets at once.

      Although not your most powerful weapon, the MCV/TMB can make very effective weapons platforms in the early stages of the game. Sending in a small infantry attack force backed up by the MCV/TMB is a devastating attack, especially if you use the times between engagements to build scattered E-webs deep in enemy territory. Some players consider this tactic unfair, and thus outlaw it in their games – but the general opinion of tactics in SWTA is that "anything goes", and if you are beaten by a certain strategy or tactic, you should either work out how to counter it, or use it yourself. See the later "Game Etiquette" heading in this section.
    2. Planning an attack is based on the amount of information you have on the enemy. Knowledge of your opponent is of paramount importance when formulating any strategy or tactic. Where is your opponent's base most heavily defended? You'll be sure to stay away from there when attacking. Did he build a large amount of power plants in one area? If you can get to that spot, you'll wreck havoc with his economy. What is the makeup of his forces? You'll have to structure your army in order to best combat such a force. Be sure to scout ahead of time so you know what and where to attack. Sensor equipment is essential for having a quick overview as to the enemy's positions; use Sensor Towers and the mobile sensor equipped Probe Droids and Landspeeders to gain instant knowledge of your enemy's movements. However, sensor equipment only gives you a vague idea of what the enemy is up to, and can be fooled by scanner-jammers, as well as stealthy units, hence getting actual visual contact on the enemy is equally important. T-Wings, TIE Vanguards, Land Speeders, Swoops, and Speeder Bikes are your best choices for scout units, as their speed, sight and maneuverability all make them excellent at reconnaissance missions.
    3. Deceiving and confusing your opponent is the surest way to defeat them in battle. Try sending a mass of infantry towards one corner of your opponent's base. Once he panics at the sight of a blob of enemy radar dots incoming and sends his entire defense force to counter it, sneak a smaller group of vehicles to the other side. They will most likely be relatively unopposed.
    4. Do not send homogenous strike forces; they are far too easy to destroy. There is no SWTA Slasher or Samson. Mixed forces are essential in SWTA, as no unit is perfect, and every unit has some sort of weakness that can be exploited. The more varied your forces are, the more each unit is capable of 'covering' the weaknesses of other units with its own strength.

      Once you have finally engaged the enemy in combat, unless you have far superior numbers, you must control your units so as to maximize their attacking ability. The defending side, though they have emplacements designed to eliminate attacking units, lack the ability to be mobile. Exploit this. Lure the enemy away from his defenses and ambush him. Run your units around his static defenses. An E-web blaster is completely useless if nary an infantry comes into range of it. The mighty Golan Turret can deal horrible damage to vehicles or groups of infantry; but when presented with many fast moving targets it can be overwhelmed at enveloped.
    5. Concentrate your fire on individual units. Rather than let your units' AI's decide which enemy to shoot at, tell them specifically. When 5 infantry meet another 5 in battle, it is not a simple 5 on 5. It is 5 on 1, 5 on 1, 5 on 1, 5 on 1, and finally 5 on 1. Surrounding small groups and then picking your targets is a very effective way of concentrating your fire.

      Divide and Conquer. March Divided, fight Concentrated. By splitting your forces and surrounding your enemy, you divide his fire between many targets, while concentrating your own fire on a single target. Here infantry perform well, as their numbers are able to fight fluidly in battle, while lumbering heavier units struggle.
    6. Few players realize the real strengths of infantry. Infantry can be crammed into small spaces and can deliver massive amounts of damage in short time. Vehicles on the other hand are heavily armored, but in terms of cost-for-power ratios, often deal less damage than infantry. The most effective attack groups are those that use heavy vehicles to draw fire while infantry deliver the real damage. Without vehicle support, however, infantry are all but useless once the game progresses.

      One major advantage of attacking is that your enemy is caught in a tight position where their very existence is threatened. They will do whatever they can to defend their base. You, on the other hand, are on the offensive, and while winning the battle is important, it will not necessarily mean life or death. While you are attacking, continue to build your base. Expand, reclaim ruined units in the battle, and build your economy further.
    7. If you have failed in your attack, remember, retreat is always on option. It is much better to withdraw your units than let them fight to the last man inside the enemy base. There is a thin line between bravery and stupidity; it takes a good commander to realize the point at which a battle can no longer be won. Remember that in SWS, Minerals come not only from deposits in the ground, but also from enemy vehicles. Every destroyed vehicle you reclaim with your construction unit is "free minerals"; you get its mineral value instantly. Allowing your units to die in the enemy's grasp means that they can easily access those minerals – which can fund not only rebuilding of any damage you have done, but also counter attacks.
    8. For this reason, it is essential to try and get at every wreck you can, and at the same time make sure to kill off any enemy construction units doing the same. Often after a large battle, it is worth building a small defensive outpost near the battlezone, as the resources from the wreckages there can number well in the thousands; enough to fund an all new army!

      In SWS, our motto with air design has been "The best defence against enemy air units are your own air units". Anti Air turrets and rocket troopers will keep the enemy at bay for a short while, but a determined air attacker will be able to overcome such defences. The best form of defence, especially against advanced bombers and air-to-ground assault craft are your own interceptor fighters.
  1. Imperial Specific Tactics
    1. The "Droid Rush" is an immensely powerful tactic at the disposal of the Imperial player. The Commander can build the Droid Production Facility as well as the Barracks from the outset. Some players, instead of building a Barracks, will build a Droid Production Facility instead. This is a risky maneuvre, fraught with danger. The Droid Production Facility does not have any construction unit. This means that the Droid Rushing player cannot access any advanced units such as vehicles, until he builds a barracks. Also, all Droids cost a small amount of energy to operate. When a number of these droids are operating, this small amount can grow to become a bankrupting drain on your economy. However, Droids build far quicker than stormtroopers, and although are like-for-like inferior to their organic counterparts, an Imperial commander can field these units at a far quicker rate than organic units can be trained. With this in mind, the Imperial Commander can then overwhelm enemy positions with sheer numbers, through a constant stream of attacking Droid forces. If it pays off, it can be a death knell the enemy will never recover from. If it fails, it can be a crushing blow.
    2. TIE Crawlers are one of the most heavily armed vehicles in the game, and for that, are reasonable cheap to build. Less expensive and with better armoring than most Rebel repulsor craft, the TIE/C is an excellent battle-line tank. The idea here is that you use your heavily armed and cheap TIE/C's to soak up the enemy fire, while your more vulnerable infantry sneak up and deal the damage.
    3. Flame Soldiers are a deadly Imperial infantryman. Unlike most infantry, whose weaponry fails to dent heavy armour, this infantryman remains a vital element of Imperial ground forces throughout the game. Using the above TIE/C tactic, flame troopers hidden amongst a group of TIE/C's can sneak within range of enemy vehicles, and deal horrendous damage to enemy armour.
    4. Imperial Aircraft, while not as powerful as their Rebel counterparts, are still an essential part of your campaign. The trick with Imperial aircraft is superiority in numbers. Use TIE Interceptors to patrol through an enemy base and draw fire from AA troops. Then order your TIE Bombers to attack vital structures like Air Bases, Repulsorlift Plants, etc. Assault Gunboats are also very effective at tearing up ground troops. A fast LAAT is one of the most dangerous tactics available to the Imperial commander, as it can often be produced before the enemy has thought to make any anti-air defence. Thus LAATs can often fly through the enemy base causing havoc on an undefended interior. Combined with the LAAT's troop moving ability, this unit can sometimes single handedly turn the tide of battle in your favour.

      The ATST, as you'd expect, blows all other units out of the water. It has outstanding armor, a powerful anti-armor laser, and good speed. While ATST's aren't the most cost efficient units available to you, they are really "no-brainer" units. This doesn't mean they are stupid to use, but rather that you can build them, and rely on them to deal large amounts of damage to the enemy without giving them much thought. Having this is an immense advantage in the late game, when you don't have much time to baby-sit units during battles, and just want to build, move, kill.</ol>
  1. Alliance Specific Tactics
    1. Hovercraft are the fastest ground units in the game. Use their speed to your advantage by sneaking past enemy defenses to destroy infrastructure. Beware direct engagements with Imperial ground forces, unless you outnumber them, for they can easily tear through groups of T1-A's which are left on their own. To defeat slower moving Imperial units, circle them with your T1-A/B's, harassing them from afar while their slow turrets try to keep up with your hovercraft.
    2. Z-95 Headhunters are an essential part of any air raid. To penetrate enemy air space that is guarded by AA turrets, first scout the area with a T-Wing. Upon finding enemy AA emplacements, quickly order one Z-95 (per tower) to attack that tower. The Z-95 will hit the tower with its Mag Pulse Warhead, disabling the tower. Meanwhile, your Y-Wing bombers should be on their way to destroying the enemy's Air Base or Vehicle Plant, taking advantage of the disabled tower. Alternatively, the tower itself can be destroyed, removing the need for the Z-95 to remain in the area. Another sneaky maneuvre afforded by the Z-95 is to freeze the enemy commander when it isn't ready, and then hit it with everything you have, depriving the enemy of one of the most important units in the game.
    3. A-Wings are similar to Hawks from Total Annihilation. They very fast and hard to hit with AA fire, making them powerful deep-territory raiders. To maximize their effectiveness against a single target, tell them to Hold Fire while on their attack run. Note that this will disable their Concussion Missile launchers.
    4. Land Speeders are highly underrated, especially in multi-player. Their radar and invisibility on radar make them the ideal unit for spying on enemy movements.
    5. Mobile Proton Torpedo Launchers are incredibly powerful tools that need much skill to use correctly. First, at ALL times must you protect them from harm, as they explode in a giant fireball if they take too much damage, often destroying other launchers in the vicinity. They key to using them effectively is to keep some Trackata 1-A hovercraft or ATPT walkers back as protection while using infantry and Hovers to extend your line of site. Be sure to watch your radar for flank attacks!
    6. Beware constructing too many Scanner Jammers, as they can quickly drain your power supply. If you're running out of power, turn Off your jammers (press Control+R to see where they are) and tell them to Stop; if they are moving or activated, your energy will be drained!
    7. Try getting an early V-Wing produced as soon as your Repulsorlift Plant is created. Often you will catch your enemy without any AA guns, and be able to deal brutal damage to your opponent when they are unprepared. The advantage of the V-wing over the Imperial LAAT, which can attempt a similar tactic is that if your enemy has built anti air, you are in no particular trouble, because you still have the powerful hovercraft units at your disposal, whereas the Imperial player is stuck with units that their enemy is well defended against.
  1. Recommended Maps
    1. Water maps and maps with limited build space are not recommended for a decent gaming experience. Both sides do have units that can traverse water in one way or another, so maps with some water will work fine; but SWTA was not designed for all-water maps. While the rebels have their hovercraft, don't forget that the TIE Crawler is amphibious, and the Imperial Mobile Artillery is a hovercraft!
    2. Ashpen: a great map for FFA play, with battles shifting around a massive volcano. Fast and furious combat is enforced by a smaller map with limited resources; see if you can get a commanding position on the central volcano – it'll give you a huge defensive advantage!
    3. Small Divide: An excellent smaller map where combat is focused on a central divide. Taking control of that divide is essential both from a strategic and resource point of view. Be careful though – infantry are able to get over the mountains for sneak attacks!
    4. The Cold Place: a classic TA map ported to Spring, perfect for 3-way free-for-alls. Don't let this icy planet fool you; cosmic radiation from a nearby gas giant makes Solar energy an excellent option here. This map generally sees some enormous battles over a series of choke points between main bases; but don't forget the lake in the middle can be crossed easily by a Rebel player using hovercraft for a surprise attack. Or, you're just as likely to find a legion of TIE Crawlers emerging from the murky depths of the lake.
    5. Metal Maps are generally frowned upon by the SWS community. A metal map is a map where the surface of the planet is completely coated in metal, allowing Mineral Extractors to gain large amounts of resources when placed anywhere on the map. Metal maps can be fun for a little while, but stalemate easily, as no player is ever at any resource disadvantage if he loses territory. Metal maps don't offer very much in terms of strategy, and it doesn't take much thought to play on one.

      There are dozens of great maps out there. These are just some of our favorites. Don't be shy to try out new maps on your own! Make sure you visit FileUniverse to find all of the maps available for Spring!
  1. In-Game Etiquette

Online, everyone wants to have fun. Most people define fun as having a hard-fought game against an able-opponent, where both sides had the opportunity to win, but the player with the most skill, strategy, and daring eventually won out in the end. There are some players, however, who define fun as ruining everyone else's fun. Of course, some players don't even realise that what they are doing is ruining someone else's gaming experience. It is important that you think before you do something, whether what you are doing is really in the spirit of fun for all. Don't let that stop you marching through the rubble of what was once your opponent's base as he screams for mercy, though. That isn't what is intended here.

In-game etiquette is a difficult subject to cover, because many players have different standards. You will have to come to your own conclusions about what is right, and what is wrong.

Over at SWS, we believe that "anything goes" when it comes to strategies and tactics. If you are beaten by a strategy, you should either work out how to counter it – or work out how to do it yourself. If you are rushed repeatedly, you shouldn't run screaming how "rushing" is a dirty tactic. We believe that there is no such thing as a dirty tactic. It is your fault for not thinking of how to use it first – or not being in a position to beat it. If you can get away with grabbing the enemy's commander with a Correllian Cargo Hauler, do it! It is your enemy's fault for leaving their commander without adequate air defence.

However, there are nonetheless certain things that are definite "no-no's" that people will occasionally do, that have nothing to do with a clever tactic or strategy. These things only serve to ruin the game for other players. They include, but are not limited to:

    1. Quitting as soon as things start looking bad for you. This is an immensely frustrating; especially when the outcome isn't at all obvious. You may think "well, I've lost now, I may as well quit", but you don't have full LOS, and you don't know what your enemy is up too. He might be fighting at the absolute maximum of his ability, and a quick counter attack might topple him.

      Even if it is absolutely 100% sure that you are now finished, you should let your opponent have the victory which he has deserved, and let him crush you. Quitting before the game is over is poor form.
    2. If you are a spectator in a game, you have the ability to chat, and have all the other players see your chat. You also have the ability to see the whole map, so that you can see what some players cannot. Some people, therefore, feel the need to give away certain things about what is happening, such as "He's got a big droid army coming straight at you!" or "I'd watch your right flank, if I were you", and even the more innocent "Wow! That's a huge army!". You have been entrusted with a certain responsibility as a spectator, because you can see everything, and say what you want. Giving away things ruins the game, because one of the most important things in warfare is the "fog of war"; it is the player's responsibility to ensure adequate reconnaissance, not the spectator's. If you think something you will say will give something away, don't say anything at all.
    3. If you have lost; don't run around with one unit forcing your enemy to find you and kill you; especially if that unit is stealthy or cloaked. This is just frustrating for the victorious player, who instead of getting victory, now has to run about the place to finish of that last unit, whom you are running about the map in an attempt to keep it concealed. Self Destruct the unit (ctrl+d), or run it into your enemy.
    4. Any sort of insulting or offensive language occurring during or after the game. If you have lost, be a good loser. Don't scream about how the other player used dirty tricks. If he beat you, he did so fair and square; if you lost to dirty tricks, that is your fault for letting yourself be open to dirty tricks. By the same token, be a good winner. There is no reason for you to gloat, be arrogant, or call the player you have just played a "newbie" or a "noob". This reflects badly on only you. If you think the player you have just played hasn't worked out the game just yet – why not teach him a thing or two? You might come back in a few weeks and find a player who'll give you a run for your money, as opposed to chasing away some new player who hasn't worked things out yet.

      Most online etiquette just comes down to manners. Don't act in a way that you wouldn't want to be treated yourself, and everyone will have a better time online.

Frequently Asked Questions

Image:SWS_Manual_Image2.gif

The following are questions regularly asked about SWTA. Please read them carefully, as any question that is answered in this FAQ is likely to be ignored.

About the Team Q. Who are you guys, anyways?
A. We are a group of Total Annihilation and Star Wars fans from around the world working on a conversion for TA that will replace all the elements of the existing game with Star Wars related ones. Sounds cool, huh?

Q. So who's on the team?
A. These are the current members of the SWS team:

  • ChillAAA: Balancing, game design
  • El Castro: Balancing, game design
  • Gnome: SWS leadership, game design, modeling, skinning/texturing, scripting, all-round garden ornament.
  • Hawkman: Returning MIA SWTA member, modeling, skinning/texturing
  • Influenza: SWTA veteran, game design, yoda-type figure
  • KeZx: Balancing, game design, Imperial Loyalist
  • SecurE: Balancing, game design, buildpics, gruntwork
  • The Rebel Pilot: Texturing
  • Warlord Zsinj: SWS leadership, game design, modelling, balancing, slave-work, brilliant manual writer
  • zwzsg: Advanced scripting

Q. Who made up the old crew?
A. These people made up the old SWTA team, and should they return, would be given an immediate position in the current SWS team:

  • HANSOLO
  • Element 115
  • Influenza (recently returned)
  • Kamikaze
  • SOI_Sentinel (that scripting guy Zsinj forgot)

Q. Can I become a member/beta tester?
A. If you have a skill you think will be of use to us, please come into our IRC channel and speak to us. While we do not often accept extra members, we are in particular need of people capable of UVwrapping and skinning models. We might also consider recruiting you if you are particularly good at unit making; but otherwise we have most bases covered. Also, we do not release public betas of our packs; they all undergo extensive, internal testing prior to release. That testing very often includes many of our fans who frequent our IRC channel; if you'd like to test an upcoming pack, IRC is the place to be!

Q. Who is the coolest SWS member?
A. Definitely Warlord Zsinj. Who else would spend 30 hours of his life compiling this document in Word? Influenza comes in a cool second, for allowing me to steal large portions of his earlier manual. Unit Questions

Q. Why do some units look so simple, and, well, crappy?
A. SWS is a port of the popular mod for Total Annihilation, SWTA. Total Annihilation was not a very powerful engine, and used no 3D acceleration other than that provided by the hardware. Also, that engine had a locked camera point, that was situated quite a large distance above the battlefield, and had no zoom capability, like in Spring. Therefore, every model has been designed with that in mind, rather than the advanced Spring engine in mind, and so is very simple. We realise this, and are in the process of remodelling every single unit. You can see the progress we are making by looking at the Stormtroopers, or the AT-RT, which are both recently remodelled.

Q. Will capital ships be in the game?
A. This is probably the most 'Frequently Asked Question' as people seem desperate to command Star Destroyers. However, we have decided not to include capital ships for the following reasons:

  • With the current scale, a Star Destroyer would be the size of most maps. That would slightly exceed practical length, not to mention the game's maximum unit length. We also decided scaling down the model would make it unrealistic.
  • Why would Star Destroyers be flying around in the atmosphere of a planet? Technically, Victory Class SD's are the only ones that can enter a planet's atmosphere; but then why would they bother when they could bombard the planet's surface from space?
  • The above points focus on Star Destroyers, but generally the points are the same for most Capital ships.
  • Do not fear though, while Star Destroyers may not appear in-game, they will still prove a presence on the battlefield, through the "Orbital Bombardment" super weapon, which allows players to call down deadly bombardment strikes from a Star Destroyer in orbit. There you go, for reading this far, you got a sneak peak at a previously unannounced unit J

There are, however, ongoing projects to have a 'Star Wars in Space' modification for Spring, where the scale will be such that you will be able to use Star Destroyers and other capital ships. Nothing has yet been released, but screenshots look promising. Keep an eye out!

Q. Where are the AT-AT's (or any other unit)?
A. SWTA is an ongoing project. Not all units are completed yet, most noticeably the AT-AT and the Jedi. Rest assured that these units will be in the final version of SWTA. It's just a matter of time before they're added.

Q. Why are there pictures of units that aren't released yet?
A. Some promotional images for SWTA were shot using unreleased units, in order to generate more hype. That you can see these units should be indication enough of how close we are to be releasing them!

Q. What's next on the release list?
A. We are concurrently working on finishing SWTA for Total Annihilation. This final pack involves all the superweapons you have been hungering after, including the mighty ATAT, Jedi, and numerous other extremely powerful units. These units are all very complicated, and so will take a little time to complete, and then further time to port over to Spring, so please be patient. Our design goals are as such:

  • Finish the Superweapons Pack for SWTA
  • Port the Superweapons to SWS, and release SWS 2.0
  • Remodel everything for both sides
  • A complete rehaul of SWS, which is at the moment a secret, but will completely change the way SWS works.

Q. Did you guys know this and that and this about Star Wars?
A. Yes. All members of SWTA are very big fans of Star Wars, which is why we're taking part in the project. We guarantee that, between the us, we know every possible tidbit of Star Wars trivia we need to make the game :).

Q. So you even know the exact number of laser shots fired in all 6 Star Wars films, and who fired them?
A. Yes.

Support

Image:SWS_Manual_Image2.gif

Contacting Us

If you're having problems with SWS, or you would like to express your opinions regarding something, there are many people and places that you can turn too.

SWS has a number of forums which we read regularly, and which SWS questions can be freely asked.

One place to seek help is on the SWTA forum, which was originally intended for SWTA discussions, but is checked by SWS team members regularly, and so has become an outlet for SWS difficulties. On the SWTA site (http://www.planetannihilation.com/swta) click on the "Forum" link on the right hand side, then post your question. We'll answer it as soon as we can.

Another forum which is not only checked regularly by SWS members and regulars, but also by many other Spring modders is the "Mod" forum on the Spring Messageboard. That can be located here: http://spring.clan-sy.com/phpbb/viewforum.php?f=14

We also highly encourage joining our IRC channel, as you're practically guaranteed an instantaneous response. You might even convince some of us to give you a game! Any person with a @, %, or + next to their name is a veteran SWTA player (or even one of the designers!) who is well-qualified to answer your questions. So ask away!

Follow these instructions to get onto IRC:

IRC ("Internet Relay Chat") is a popular online chat system commonly used by gamers to meet, talk, and set up matches. There are several clients that allow you to communicate with IRC channels. The most popular is mIRC, found at www.mirc.com. If you do not have an IRC client, download mIRC and install it. Then configure mIRC in the following way.

  1. To connect to the server SWTA uses to organize games, start mIRC. Go to File->Options, and click on Add (next to "IRC Servers"). Type "SWTA IRC" in for the Description, then "irc.gnug.org" for IRC Server, both without quotes. Press Add. Press Ok back at the previous screen.
  2. Go to File->Connect to connect to the TAUniverse IRC server.
  3. Upon successful connection, type "/join #swta" to join the SWTA channel. </ol>

Alternatively, you can click here to have mIRC automatically join the SWTA IRC channel. (Might not work in the wiki)

If you have a client other than mIRC, simply set it up to connect to "irc.gnug.org," port 6667. The #swta channel is a social channel. Be sure to drop by often even if you aren't looking for a game, as there's almost always a group of players in there chatting. It's a great place to meet interesting people and share stories about TA, Star Wars, and their hybrid, SWTA.

You can also access IRC without having an IRC client, through TAUniverse's CGI-IRC, which allows IRC connections through a web-browser. This can be accessed here: http://www.tauniverse.com/cgi-bin/cgiirc/irc.cgi

You still need to give yourself a nick, and type "/join #swta" once you have connected to arrive at the SWTA channel.

Well, that brings us to the end of Version 1.0 of the SWS manual. Thank you for reading this far - I certainly hope all the information contained within this manual was helpful to you, and helps you on your way to becoming a better SWS player. I look forward to seeing you in the game room!

Please note that this manual will be updated accordingly as further editions of SWS are released.

(Thanks to Maelstrom and Sinbad for their help converting this into Wiki format)

Retrieved from "http://springrts.com/wiki/SWTA_Manual"

This page has been accessed 11,801 times. This page was last modified 18:58, 20 October 2008.


 
 

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