Those Mandalorian Commandos are probably my favorite infantry. Fast, maneuverable, flying (!), multiple weapon systems, Beskar Armor gives a chance to deflect blaster shots. Crazy versatile and powerful. Their movement type and speed lets you swoop in, unload all their weapons, then retreat to give them a chance to reload, rinse and repeat.
There definitely great, I noticed that when I play this I tend to move the camera around the battlefield so I may have an even higher casualty rate with them then even usual because of that, i may send them in and not see them die in time
That salvage mission on 2:02 O.o. IG-88 Lucrehulk D for 5 Kiltrin Frigates... As for fighters. I don't think there is anything as fast as an A-Wing's speed. What I have found works is mass Cloakshapes, Warlord Gunships and Skipray Blastboats. Mass cluster AoE rockets don't care if your opponent is a TIE or a TIE Defender/A-Wing. Warlord Gunships just chew everything in front of them. Skipray Blastboats have a turret to deal with fighters and the armament to kill anything else (but are slow and expensive). The purest raw fighter v A-Wing counter the Black Sun has would be the space Kihraxz fighters, but micro is needed to use them optimally (same with the Rihkxyrk bomber counterpart). They're also more specialized as opposed to say Skiprays.
Not sure, it was likely my computer just being extra loud, I apologize, not much I can do about sadly, I’ll give it a listen and see if it’s anything different
Imo the threat of long range unit like the twin blade is their ability to survive the entire battle and many battles and constantly deal damage. Them themselves may not be able to inflict a tonnnn of damage but throughout the entirety of a battle they will end up doing upwards of the most damage as any unit in that battle. Keep them out of harms way and they’ll do significant damage. The scary thing is facing these ships because you may not see them in the back of the enemies fleet where they deal a lot of damage before you realize it
@@captonx2 thanks, and one last question. While facing the rebels throughout your entire play through, which units have given you the most trouble in space and on the ground
@@Majorblack when playing against the ai, long range units like the maruader and twin blade are scary because the rebels like to build space stations, of course their fighters are great as well. In the ground they used an artilllery unit with treads that was very good their u wings on the ground are also effective
Is definitely been a lot laggier recently and as I continued to play this campaign it got worse, I highly recommend not playing the new grand campaign map with all of the planets as it lags but the others do not
Those Mandalorian Commandos are probably my favorite infantry. Fast, maneuverable, flying (!), multiple weapon systems, Beskar Armor gives a chance to deflect blaster shots. Crazy versatile and powerful. Their movement type and speed lets you swoop in, unload all their weapons, then retreat to give them a chance to reload, rinse and repeat.
There definitely great, I noticed that when I play this I tend to move the camera around the battlefield so I may have an even higher casualty rate with them then even usual because of that, i may send them in and not see them die in time
That salvage mission on 2:02 O.o. IG-88 Lucrehulk D for 5 Kiltrin Frigates...
As for fighters. I don't think there is anything as fast as an A-Wing's speed. What I have found works is mass Cloakshapes, Warlord Gunships and Skipray Blastboats. Mass cluster AoE rockets don't care if your opponent is a TIE or a TIE Defender/A-Wing. Warlord Gunships just chew everything in front of them. Skipray Blastboats have a turret to deal with fighters and the armament to kill anything else (but are slow and expensive).
The purest raw fighter v A-Wing counter the Black Sun has would be the space Kihraxz fighters, but micro is needed to use them optimally (same with the Rihkxyrk bomber counterpart). They're also more specialized as opposed to say Skiprays.
Ya the Karazxh fighter is good for sure, has a lot of missiles and such
No offense, but do you have your washing machine running this ep? Love your stuff anyway.
Not sure, it was likely my computer just being extra loud, I apologize, not much I can do about sadly, I’ll give it a listen and see if it’s anything different
Hi dude, I’m trying to learn to effectiveness of the twin blade as rebels. Are they a scary threat to any of your battles?
Imo the threat of long range unit like the twin blade is their ability to survive the entire battle and many battles and constantly deal damage. Them themselves may not be able to inflict a tonnnn of damage but throughout the entirety of a battle they will end up doing upwards of the most damage as any unit in that battle. Keep them out of harms way and they’ll do significant damage. The scary thing is facing these ships because you may not see them in the back of the enemies fleet where they deal a lot of damage before you realize it
@@captonx2 thanks, and one last question. While facing the rebels throughout your entire play through, which units have given you the most trouble in space and on the ground
@@Majorblack when playing against the ai, long range units like the maruader and twin blade are scary because the rebels like to build space stations, of course their fighters are great as well. In the ground they used an artilllery unit with treads that was very good their u wings on the ground are also effective
How do you get such good performance? AOTR is hyper laggy for me on the campaign map.
Is definitely been a lot laggier recently and as I continued to play this campaign it got worse, I highly recommend not playing the new grand campaign map with all of the planets as it lags but the others do not