Hey eck sorry but uh.. What happened to joint command I personally really enjoyed that serious, and since the last episode have been waiting for the next but it's never came out. I was just wondering what happened to it?
Try it out in FOTR with a lucrehulk battleship.... literally disgusting damage on the enemies, and it distracts their ships so your main fleet can still dish out some punishment
I find using any strategy in Empire at War incredibly difficult solely due to odd pathfinding, I want to tell my ship to go behind the enemy or something and instead it just turns around and faces its engines towards them.
Try using the patrol mechanic. If you place 1 point behind where you want the ship to position. Then if you leave enough space to manoeuvre, it will face where you want to
Man I’ve been hooked into the Empire at war mod since you convinced me of it a few days ago...but every time I’m doing galactic conquest just before “oh my god they have several thousand fleet strength at these 3 remaining planets! This is it! The big final showdown is soon!” And it usually freezes up or crashes and yeaaa
You need to save regularly, I don't know how much time you play but I play a LOT of hours, so once every hour I save the game, go to the main menu, and enter the saved game again, before I did this the game just kept crashing, now it's good
Lieutenant Tragic_501 a lot of Thrawns lines from Rebels are amazing, especially when he calls out his Subordinates for their incompetence. One thing I gathered from Thrawn as a tactical genius is that if you follow his orders _you will survive._ The only reason Thrawn ever fails in Rebels is because he respects his opponents and lets them escape with their meager reward, or his subordinates did not follow his instructions, or Space whales.
@@Fi_Sci_ That and also because in Rebels, the heroes must always win. Smh. But I like Thrawn because he's the only admiral who's not an incompetant moron besides Tarkin. All it takes is his voice and the organs playing in the background to send chills.
Lieutenant Tragic_501 precisely, and about the heroes winning, that happened a lot in Clone wars too. Come to think of it I don’t think we ever saw the Seperatists win a battle at the end of an episode very frequently, the republic was always the outnumbered underdog in most cases.
when it comes to defense, i find i'm best working more like a spring. I leave my frontline worlds dug in on the ground and without stations. Once an enemy fleet jumps in i pounce from a nearby system allowing me to call in the right ships for the task. The only places i fortify in space are my capital shipyards and the occasional choke point if there aren't any convenient systems around. I guess this comes under the category of "asymmetric warfare" since these are more rebel tactics (at least in space, on the ground, not so much)
Pretty much how Montgomery revitalized British defenses in North Africa. I think he called it a Flexible defense or something vs static defenses. Best used when you’re defending too much territory to station a sufficient garrison across the line
It would make it more interesting. I kinda used all these tactics.. My last new republic play through i finally used the capture shuttle vs all other times I really didnt
The trick to hyperspacing in close is to wait until the enemy ships are focused on a target.. in the base game and most mods, your incoming ship will take massive amount of damage. Second, depending on the mod, the AI may spawn in capital ships despite not having capital ship yards. It is still worthwhile taking out the shipyards because it will reduce the numbers of capital ships. Love this video
Most mods automatically spawn in as many ships as possible so you can't do a longer without taking losses, and you can't even decide your composition or formation
"Did they just pull a Malevolence?" "...we lost our Dreadnaught Shipyard, and you're worrying about them crashing their planets?" -Two rebel officers after Thrawn successfully pulled a hit and run on *Kuat*
When I first tried out Thrawn's Revenge, I used the Thrawn Pincer to kill around 3-4 SSDs, a lot of SD Hero units, and a LOT of Golans. The trouble, however is finding the big ships you want pincered first.
In Republic at War, I would use fleets of Venators solely for their carrier role. I would have all the fighters and bombers target key ships that aren't part of the garrison, and then leave as soon as they were depleted....Only to immediately come back and repeat the process! It was the only way to get around the massive advantage the AI had in ship production.
One of my greater tactics is that I bring in a few "higher tier" ships with a lot of smaller frigate or/and anti fighter ships to draw most of the fire from the enemy and make a sort of trench with my smaller ships to cover and defend my larger more significant ships. This trench type tactic has proven effective for me on offensive and defensive battles, and battles where I was outnumbered.
I remember when I got home and was so excited to go play empire at war when I got home after 6th grade and I recently got into it and I just love how you still make videos on such a underrated starwars game
Thrawn used the eight interdictor ships to trap the new republic by bringing them out where he wanted them and then the others kept them from jumping out since in books they generated the gravity well in the shape of a cone vs empire at war it just blankets the map
12:35 That's really accurate considering that at Bilbringi the New Republic ISD Freedom wasn't damaged but it's Captain remarks that several of his support ships were destroyed.
I Love this Game! All Kinds of the Mods (EAW Remake,Thrawns Revenge and Fall of the Republik) rly nice MODS thanks out for the Modder! And Thanks for your Video! Great Vid :) May the Force be with you to! 🙏
You could do this type of video for each of the main mods for EaW like the remake mod for example, it has more ships with different abilities/attack styles from the same ships in other mods (take the victory star destroyer from Remake and Thrawn's Revenge for example) Just an idea so you can make more content!
Pedro Kantor I‘m sure it’s because of the very active modding scene? Ps: I‘ve already tried out some mods, but it’s all that overwhelming atm, because I want to learn the base game first.
So good to know that Thrawn was using the same tactics in his campaign that I was using in EAW when I was using in my early 20's when FoC came out and on into the early Phoenix Rising mod versions.
I really like the Hit-and-Fade strategy. Playing as the eoth in one of the big ffa conquest games and fighting the pentastar alignment, which can build bigger ships than I, like the praetors, what usually happens is they attack and i have to retreat but usually right after i come back and really exploit the ai. when you send in your pathfinder ship the ai tends to send only one ship after it, so i let that ship break away from the fleet far enough so that i can bring in more ships to destroy it and then retreat right away before the praetor has a chance to catch up. And then after a bit the praetor is all alone and i can take it head on without having to fight any other ships. works beautifully. this bait strategy also works if you have a capture shuttle, one ship gets baited out, you pop in your ships, take out its shields, bring in your capture shuttle, hopefully capture the ship, and then retreat with a new addition to the fleet, rinse and repeat.
Best empire at war strategy? Swarm with fighters! It's GENIUS! CIS to the bone! This is my main strategy on most mods ;d It works 90%, it fails when the enemy counters with a swarm of fighters!
I had a silly version of the thrawn pincer. In the campaign, I had to capture leia, and I had just enough space left to call in a star destroyer. so I called the star destroyer to come out of hyperspace on the tantive 4.
Fleet Composition Stuff: 1) Star Destroyers are mainly there to erase enemy capital ships from existence or substantially weaken larger ones. They also carry fighters and bombers( except for the Tector), however they are expensive, and not exactly nimble or subtle ships. Star Destroyers therefore should generally act as the anchor of fleet formations, or the spearhead of a precise strike on a single target. Victory Star Destroyers are something of an exception, being as a rule faster and more agile, but by necessity smaller and weaker than a regular Star Destroyer, in addition the Victory I has concussion missle batteries that the other Star Destroyers lack, adding more weapon flexibility. 2) Light Cruiser Escorts. These are the Dreadnought, Strike Cruiser, Acclamator, and Carrack. The Light Cruisers allow for the extension of firepower in places you don't have a Star Destroyer, and increased flexibility in firepower for the formation. In extreme circumstances you could consider a Dreadnought for example to simply be an additional dozen autonomous turbo-laser batteries for a Star Destroyer( probably not the best way to view it, but helpful). Similarly, the Carrack and Strike Cruisers have ion-cannon batteries that many Star Destroyers lack so can help to strip the shields from a target to make them more vulnerable to a deadly broadside of turbo-laser fire from a Tector, or a salvo of missiles from a Victory. Finally the Acclamator and Carrack, as well as certain marks of Dreadnought and Strike Cruiser, can carry small numbers of fighters into battle, and any amount of extra fighters is helpful to chip away at the Rebels fighter corps. 3) Frigates and Corvettes. These are things like the Lancer, Nebulon, Ton-Fak, Raider, and Arquitens. The smallest of capital ships, they still have their roles to play. The Nebulon and Lancer give needed anti-fighter ability with their laser cannons, the Nebulon in addition having a good mix of turbo lasers and fighters. The Arquitens hits hard for a small ship with its turbo lasers, and brings 4 ties to the fray, similar to the Raider. And the Ton-Fak brings necessary fighter support. Generally the Frigates and Corvettes should be kept behind the larger ships, and deployed only were their specific weaponry is needed, Lancers kept near a Star Destroyer and deployed to wherever a nearby fighter breakthrough seems imminent or nearer to a fur-ball of fighters to give the Imperials a good chance of breaking through as an example.
No, the core idea was that a force that is alread facing down a full blown Impstar is going to have to make hard choices when faced with a lesser threat that is in an advantageous position. What are you gonna do? Turn your attention in guns and shields towards the Victory, thus giving the Impstar free reign, or are you gonna try and ignore a pretty tough flying gun battery? Will you send fighters? Open up weak spots in your screen?
I find it hilarious that when Eck was talking about mixing ships and had those ISDs line up the AI pulled an Ackbar and crossed the T. The one tactic that is very effective on lines of ISDs.
After the various updates and the introduction of the Empire of the Hand faction I have been having a ball using his tactics. Thanks to the absolutely fantastic emergency hyperspace retreat ship tactic I usually use a pair of corvettes to divide the enemy forces with an extra corvette or two if I'm trying to isolate specific enemies and have all my heavy hitters jump in and wipe it out before falling back and repeating this battle tactic of piecemeal targeting until the enemy fleet has been whittled down until they have few or no capital ships available to them and annihilate all remaining enemy forces.
Thats also all the time my plan. Cutting the enemy fleet and come from behind. Sometimes its necessary to destroy the shipyard first.Or sometimes its possible to cut an enemy fleet and attack with several ships from behind at multiple location at the same time. The Empire of the Hand ist the best faction for this because of the emergency retreat ability
I usually play as the New Republic. My formations are kind of an expanding triangle with three large capital ships in triangle formation, three or more cruisers around that and then my corvettes and gunships kind of scattered up front. I try to capture as many ships as possible. I've found that if I double or triple the boarding shuttles I have a better chance of getting the ship I want.
Whenever I play as Thrawn I tend to make my fleets more balanced, I love the imperial way of dropping a fleetcap of star destroyers on the enemy but Thrawn's tactics can actually deal with YWing swarms.
@@jameskerns8309 basically every star destroyer does the most damage in a frontal assault. They can still do good damage from the side but remember if they do that the other sides guns won't be able to help out. That's why you always attack an SSD from the side.
@@general8191 Not every star destroyer. ISDs perhaps, I was just saying he should've used a VSD instead of an ISD for that broadside. SSDs have massive trenches that contain most of their firepower, that's why that one starhawk that brought down the SSD was nearly destroyed instantly. When one of the ISDs moved, the broadside guns devastated the ship. SSDs in general I'm unsure of but I assume you're talking about the executor. The best way to defeat an executor is not to challenge its massive broadside, it's to attack it from the rear or below it. Eck has even stated before he doesn't like how a significant portion of the armament in an executor is in the trench that is around the entire ship (except for the rear). Victorys or VSDs are also great for broadsiding. These ships were used in the Thrawn pincer to broadside NR ships at point blank. To say every star destroyer has a frontal kill zone is just wrong because they're all designed differently.
@@jameskerns8309 all of those guns can still fire forwards. If you're on the side the guns on the opposite trench cant fire. So even if you only consider the trench guns they still do more damage to the front. Every gun on every star destroyer can fire forwards to the best of my knowledge, while no star destroyer can bring all of its guns to bear on one side.
@@lenkagamine4145 Not all of the trench weaponry can fire directly forward because they're a little obstructed. The best way to combat an SSD is to first harass it with long range weaponry, send in starfighters to destroy the engines and then safely maneuver your ships behind it to finish the SSD off. The killzone for an SSD is it's broadside and frontal firing arcs.
Also, the second strategy was a major part of admiral Daala's campaign too if I remember correctly. She used it with victory squads like you talked about.
Yep! Well remembered. They even comment about how no one else used those strategies in the book, which is a clear oversight given Thrawn. She even used ISDs sometimes, often against civilian targets.
in my play through as the new republic, i find myself relying a lot on the captured imperial star destroyers to dish out the damage because im only in era 3, so I don't have access to the new class ships yet, and the mc-80s don't do much damage, but they can sure take a beating
About interdictors. You shoud use the smallest posible, ( they are not very good at anything else so why waste fleet cap) and NEVER bring it before they are trying to run. It will take just 6 seconds to hypersace it in so you will be able to stop them easy. Also sometime you will want enemy to retreat so your demage ships can survive and if you have the interdictor on the field , they will never try to run.
Interdictor Star Destoyers are quite good at Star Destroying and also not dying. When you just have a side fleet that does some raiding, but you don't want to micromanage everything and you especially don't want to deal with attrition and rebuilding ships, they are very nice as a multi-role craft. Also in big battles I don't like my ability to deploy an Immobilizer being dictated by the presence of raid fleets and enemy fighter swarms which may go roaming. Obviously the New Republic doesn't have that option, but if I have I-SDs available I will absolutely use them.
@@d_valroth all the problems with micromenagemet , losses, enemy fighters and raid fleets don't exist for me couse as I said, I bring it when i need it. That is when the battle is already won and enemies are on the run. If I want a star destroyer I bring a star destroyer, if I want an interdictor I bring a smallest one posible. They are more of a liability than an asset when you are trying to win the battle. But they are realy good when you already won and want to stop enemies retreat. So why not just bring them when they are needed instead of haveing to worry about it for the whole battle?
Hey i know you dont enjoy Ground battles that much, so what about doing a playthrough challenge where you have to auto-resolve every single Ground battle? It always seems so easy, but i think this would be a real challenge on cruel and admiral.
It's possible, but you would need a massive fleet made only with ground forces, cuz y'know the Auto Resolve is a shit, and I don't think that the difficulty would change the percentage of success
Felipe Pereira What you mean you don’t think it would be harder on admiral than on easy/medium. Also, yes you would need insane amounts of Ground Unit production.
@@benjaminschroder4074 Yes, I think the Auto Resolve AI only calculates the amount of ships or ground forces that you have, so if you have a massive amount of ships/ground forces, the AI probably gonna think that you gonna win and do it's thing Or it could also that the AI is like a slot machine (the chances of you winning will always be smaller than the chances of losing), even with a better fleet Or both could be wrong and the AI would rarely let you win, no matter if you have the most powerful fleet in the galaxy
I am loving these Thrawns revenge tutorials, could we get some ground combat ones too? I always seem to have to brute force it with either tons of At-ats or t4-bs or air strikes/bombing runs
A lot of the time I just try to auto-resolve my way through ground campaigns. I know I take huge losses, but I am here for the space battles, and another AT-AT isn't all that expensive.
Heroes help immensely with ground battles, especially if you're using auto-resolve. For TR (which is basically the only EAW I play), the main things I tend to look for are Abandoned Sensor Arrays and heroes with healing. If you can get a sensor array, you can then just sit back and turtle while waiting for bombs and bombardments (for use against buildings) to load. Heroes with healing (e.g. Kyle Katarn) are also useful because you can always just retreat and heal back up before trying again. AT-ATs are quite useful for ground combat because of infinitely-respawning infantry (unless that got nerfed out), but one strategy for basically any faction is to use strong tank units with a vehicle repair station near your spawn. Honestly, when I play ground attack, most of my time is spent waiting for my bombers and bombardments to appear.
Great insight into the strategy of the game! I have been playing "Empire at war", but the "Forces of Corruption" expansion. Unfortunately, I cannot do most of the things that you mention. I think that most of these strategy tricks work only in the latest expansion that you play, "Thrawn's Revenge". Can you capture an enemy ship in the older "Empire at war Forces of Corruption" expansion? I await your response, I like your SW channels and videos, keep up the great work!
Thrawn's Revenge, Awakening of the Rebellion and EAW Remake are all mods. You can get them for free in the Steam Workshop or Mod DB, provided you have FoC
Its a good way to cripple a front when you dont have the groundforces to take the world. Cant build ships there anymore until that shipyard is back up and running
I've been using the Thrawn Pincer for a while, and I usually find that a frigate called in with two anti-fighter Corvettes can overpower capital ships pretty quickly, especially the vanilla game. Having a missile cruiser come up from behind them doubles the damage. If the fog of war is open enough to use the strategy, I will always do so.
@@Brett-uq4tz I've tried a variation of the Marg Sable - using a Star Destroyer to draw fire and keeping the fighters and bombers behind it until it was time. Success is generally limited. "Micro Jumps* behind enemy lines is also very fun, because the AI automatically tries to turn around to attack the new threat.
@@Brett-uq4tz The Marg Sable requires that the Star Destroyer flip on its side, allowing fighters to fully deploy out of view of the enemy forces. Then the fighters are timed to swarm around the star destroyer in flanking positions to overwhelm the enemy. Can't really flip a Star Destroyer in the game, but I can have several squadrons of TIE Defenders deploy behind the warship, and then send them arcing around the Star Destroyer to flank the AI ships. It's pretty effective for me, and I usually use it to ambush the enemy frigates or missile cruisers.
I did a New Republic with tons of captured ships! Had at least two Alliegiance and at least 12 Imp Star destroyers, 3 secutors and no Victory SDs cause too week lol
Really Thrawn used the interdictor ships to allow slower ships to maneuver. That's why Dreadnaughts, and Victory were used. Sector fleets are still key. 3 star destroyers or SD, 2 Victory 2 bulk cruisers, 2 nebula, 2 Corvette
I have massive fleets and defense stations on choke points and roam is ice hard and a small fleet and just cause destruction.. For the rebles to gain ground in my last and they have not taken the territory I opened up for ground assult for them. Very rude if you ask me
My tactic is to put 2 victories on either sides and literally make the center to have the biggest ships i can have Heck if i have a huge ship ill just hyperspace it under the enemy lmao it works most of the time on Captain
I do thi pinscher maneuver but I sandwich the enemy, they run or reposition from my surprise jump and I jump more right in front of them, shearing them down before jumping in more forces
Having an Interdictor present may not be necessary for a Thrawn Pincer in EAW, but given how easily spooked the AI can be, bringing one is usually just a good idea anyway.
I think we’ll call this new series FLEET ACADEMY. The last episode is here: ua-cam.com/video/HwECSusVtPY/v-deo.html
Make a series. You can make a episode about getting started, with each faction
That’s incredible.
I suggest you try finding a way to do the A-Wing slash.
Hey eck sorry but uh.. What happened to joint command I personally really enjoyed that serious, and since the last episode have been waiting for the next but it's never came out. I was just wondering what happened to it?
Ecks when he sees a capital ship he likes, WHILE having a capture shuttle: This is where the fun begins
Another fine addition to my fleet
Lmao
Insert bobbydukearts "I want that"
The thrawns pincer is an incredible strategy to use and incredibly efficient
I always use the pincer its just soo good
That's what she said
@@Rumple108 eyo?
Try it out in FOTR with a lucrehulk battleship.... literally disgusting damage on the enemies, and it distracts their ships so your main fleet can still dish out some punishment
So that tactic actually works in the game? What about thrawn's other strategies and tactics? Will they work in empire at war?
I find using any strategy in Empire at War incredibly difficult solely due to odd pathfinding, I want to tell my ship to go behind the enemy or something and instead it just turns around and faces its engines towards them.
That happens a lot when I use power to weapons abilities. The ship, facing the enemy I want them to shoot, decides to do a 180 and not do anything.
"Turn this ship around we'll never make it through!"
Ships don't like to overlap in this game. If you're having issues try spacing your ships out better.
Try using the patrol mechanic. If you place 1 point behind where you want the ship to position. Then if you leave enough space to manoeuvre, it will face where you want to
THIS IS THE BEST. I REALLY WANT EMPIRE AT WAR TACTICS BUT THERE ARE NOT VIDEOS
Same
Search fo real naval tactics (mostly WWII) and you have half of them.
Man I’ve been hooked into the Empire at war mod since you convinced me of it a few days ago...but every time I’m doing galactic conquest just before “oh my god they have several thousand fleet strength at these 3 remaining planets! This is it! The big final showdown is soon!” And it usually freezes up or crashes and yeaaa
Are you playing the base game
EcksToo forces of corruption With the Remade mod, that’s about it thus far.
You need to save regularly, I don't know how much time you play but I play a LOT of hours, so once every hour I save the game, go to the main menu, and enter the saved game again, before I did this the game just kept crashing, now it's good
Which mod is ecks using? Is it thrawns revenge? If so can I play skirmish with that mod?
Ohhhh man I got Thrawns revenge, this is gonna take a bit more getting use to...
"The Rebels shall be the Architects of their own destruction..."
One of his best lines.
Lieutenant Tragic_501 a lot of Thrawns lines from Rebels are amazing, especially when he calls out his Subordinates for their incompetence.
One thing I gathered from Thrawn as a tactical genius is that if you follow his orders _you will survive._ The only reason Thrawn ever fails in Rebels is because he respects his opponents and lets them escape with their meager reward, or his subordinates did not follow his instructions, or Space whales.
@@Fi_Sci_ That and also because in Rebels, the heroes must always win. Smh. But I like Thrawn because he's the only admiral who's not an incompetant moron besides Tarkin. All it takes is his voice and the organs playing in the background to send chills.
Lieutenant Tragic_501 precisely, and about the heroes winning, that happened a lot in Clone wars too.
Come to think of it I don’t think we ever saw the Seperatists win a battle at the end of an episode very frequently, the republic was always the outnumbered underdog in most cases.
@@Fi_Sci_ it does make sense they dont win ever battle
when it comes to defense, i find i'm best working more like a spring. I leave my frontline worlds dug in on the ground and without stations. Once an enemy fleet jumps in i pounce from a nearby system allowing me to call in the right ships for the task. The only places i fortify in space are my capital shipyards and the occasional choke point if there aren't any convenient systems around. I guess this comes under the category of "asymmetric warfare" since these are more rebel tactics (at least in space, on the ground, not so much)
very similar to my own strategy
I prefer to dig in my trenches and don't move. I mean can't fight someone who you can't invade right.
Pretty much how Montgomery revitalized British defenses in North Africa. I think he called it a Flexible defense or something vs static defenses. Best used when you’re defending too much territory to station a sufficient garrison across the line
imagine the thrawn catapult would be a thing in EaW
It would make it more interesting. I kinda used all these tactics.. My last new republic play through i finally used the capture shuttle vs all other times I really didnt
It kinda makes me feel smart that I already do more than half the stuff in this video.
But I definitely want to see more content like this.
Agreed
The trick to hyperspacing in close is to wait until the enemy ships are focused on a target.. in the base game and most mods, your incoming ship will take massive amount of damage.
Second, depending on the mod, the AI may spawn in capital ships despite not having capital ship yards. It is still worthwhile taking out the shipyards because it will reduce the numbers of capital ships.
Love this video
Most mods automatically spawn in as many ships as possible so you can't do a longer without taking losses, and you can't even decide your composition or formation
7:43 it made me laugh when it showed all the ships just hyperspace jumping into the planet.
"Did they just pull a Malevolence?"
"...we lost our Dreadnaught Shipyard, and you're worrying about them crashing their planets?"
-Two rebel officers after Thrawn successfully pulled a hit and run on *Kuat*
When I first tried out Thrawn's Revenge, I used the Thrawn Pincer to kill around 3-4 SSDs, a lot of SD Hero units, and a LOT of Golans. The trouble, however is finding the big ships you want pincered first.
In Republic at War, I would use fleets of Venators solely for their carrier role. I would have all the fighters and bombers target key ships that aren't part of the garrison, and then leave as soon as they were depleted....Only to immediately come back and repeat the process!
It was the only way to get around the massive advantage the AI had in ship production.
One of my greater tactics is that I bring in a few "higher tier" ships with a lot of smaller frigate or/and anti fighter ships to draw most of the fire from the enemy and make a sort of trench with my smaller ships to cover and defend my larger more significant ships. This trench type tactic has proven effective for me on offensive and defensive battles, and battles where I was outnumbered.
I remember when I got home and was so excited to go play empire at war when I got home after 6th grade and I recently got into it and I just love how you still make videos on such a underrated starwars game
Thrawn used the eight interdictor ships to trap the new republic by bringing them out where he wanted them and then the others kept them from jumping out since in books they generated the gravity well in the shape of a cone vs empire at war it just blankets the map
Do one on the tarkin strategy, just don't retreat
Sounds like a poor strategy but could be an interesting campaign idea
@@general8191 hello there
These videos are fantastic, and I would definitely like to see more of them!
This video: *was uploaded*
Thrawn: "yes".
Also
Eck: "We don't need interdictors here"
Thrawn: *visible confusion*
Interdictor vessels: *sad interdictor noises*
Woop wop wop bi
12:35 That's really accurate considering that at Bilbringi the New Republic ISD Freedom wasn't damaged but it's Captain remarks that several of his support ships were destroyed.
I Love this Game! All Kinds of the Mods (EAW Remake,Thrawns Revenge and Fall of the Republik) rly nice MODS thanks out for the Modder! And Thanks for your Video! Great Vid :) May the Force be with you to! 🙏
You could do this type of video for each of the main mods for EaW like the remake mod for example, it has more ships with different abilities/attack styles from the same ships in other mods (take the victory star destroyer from Remake and Thrawn's Revenge for example) Just an idea so you can make more content!
a video like this on amiral ackbars tactics will be awsome
That would be awesome!
Not only is this video extremely valuable as a strategic guide but it also makes me super happy to see that some people have learned from Thrawn.
Ecks: "You pay 15 thousand DOLLARS for a ship!"
Me: "HolUp..!!"
This is nothing. *pointing at StarCitizen*
The emperor is american confirmed
DUDE, it's cheaper than a tank.
if EA made EaW
It is either a blessing from god, or just a coincidence... because I bought that game just 2 weeks ago for the first time!
Thanks for the video!
You picked a really good time to get into this game.
Pedro Kantor I‘m sure it’s because of the very active modding scene?
Ps: I‘ve already tried out some mods, but it’s all that overwhelming atm, because I want to learn the base game first.
So good to know that Thrawn was using the same tactics in his campaign that I was using in EAW when I was using in my early 20's when FoC came out and on into the early Phoenix Rising mod versions.
Thanks Eck, just got into the game when it went on sale on May the fourth, and these guides really help a new player get into the game.
Very interesting and well explained. Definitely would appreciate more of this :)!
I really like the Hit-and-Fade strategy. Playing as the eoth in one of the big ffa conquest games and fighting the pentastar alignment, which can build bigger ships than I, like the praetors, what usually happens is they attack and i have to retreat but usually right after i come back and really exploit the ai. when you send in your pathfinder ship the ai tends to send only one ship after it, so i let that ship break away from the fleet far enough so that i can bring in more ships to destroy it and then retreat right away before the praetor has a chance to catch up. And then after a bit the praetor is all alone and i can take it head on without having to fight any other ships. works beautifully. this bait strategy also works if you have a capture shuttle, one ship gets baited out, you pop in your ships, take out its shields, bring in your capture shuttle, hopefully capture the ship, and then retreat with a new addition to the fleet, rinse and repeat.
This is probably really easy to do but I absolutely love the chapter thing... I have no words for how practical that is
Best empire at war strategy? Swarm with fighters! It's GENIUS! CIS to the bone! This is my main strategy on most mods ;d
It works 90%, it fails when the enemy counters with a swarm of fighters!
Your profile pic fits your comment strangely well
I had a silly version of the thrawn pincer. In the campaign, I had to capture leia, and I had just enough space left to call in a star destroyer. so I called the star destroyer to come out of hyperspace on the tantive 4.
Really enjoying these EaW tactics videos because my personal RTS skills are absolutely abysmal
Fleet Composition Stuff:
1) Star Destroyers are mainly there to erase enemy capital ships from existence or substantially weaken larger ones. They also carry fighters and bombers( except for the Tector), however they are expensive, and not exactly nimble or subtle ships. Star Destroyers therefore should generally act as the anchor of fleet formations, or the spearhead of a precise strike on a single target. Victory Star Destroyers are something of an exception, being as a rule faster and more agile, but by necessity smaller and weaker than a regular Star Destroyer, in addition the Victory I has concussion missle batteries that the other Star Destroyers lack, adding more weapon flexibility.
2) Light Cruiser Escorts. These are the Dreadnought, Strike Cruiser, Acclamator, and Carrack. The Light Cruisers allow for the extension of firepower in places you don't have a Star Destroyer, and increased flexibility in firepower for the formation. In extreme circumstances you could consider a Dreadnought for example to simply be an additional dozen autonomous turbo-laser batteries for a Star Destroyer( probably not the best way to view it, but helpful). Similarly, the Carrack and Strike Cruisers have ion-cannon batteries that many Star Destroyers lack so can help to strip the shields from a target to make them more vulnerable to a deadly broadside of turbo-laser fire from a Tector, or a salvo of missiles from a Victory. Finally the Acclamator and Carrack, as well as certain marks of Dreadnought and Strike Cruiser, can carry small numbers of fighters into battle, and any amount of extra fighters is helpful to chip away at the Rebels fighter corps.
3) Frigates and Corvettes. These are things like the Lancer, Nebulon, Ton-Fak, Raider, and Arquitens. The smallest of capital ships, they still have their roles to play. The Nebulon and Lancer give needed anti-fighter ability with their laser cannons, the Nebulon in addition having a good mix of turbo lasers and fighters. The Arquitens hits hard for a small ship with its turbo lasers, and brings 4 ties to the fray, similar to the Raider. And the Ton-Fak brings necessary fighter support. Generally the Frigates and Corvettes should be kept behind the larger ships, and deployed only were their specific weaponry is needed, Lancers kept near a Star Destroyer and deployed to wherever a nearby fighter breakthrough seems imminent or nearer to a fur-ball of fighters to give the Imperials a good chance of breaking through as an example.
This is the content that I have been looking for
Its been a long long time since i last played EaW. These tactics will be very helpful
Thrawn's Pincer and Providence class destroyers is a lethal combination
I'm more of a Awakening of the Rebellion or EaW Remake guy myself but cool to see you doing this
I use these strategies in other games and I have to say they are fun and help get the advantage better.
I suspect the usage of Victories was due to their relatively weak engines, making a precise jump in very advantageous
No, the core idea was that a force that is alread facing down a full blown Impstar is going to have to make hard choices when faced with a lesser threat that is in an advantageous position.
What are you gonna do? Turn your attention in guns and shields towards the Victory, thus giving the Impstar free reign, or are you gonna try and ignore a pretty tough flying gun battery? Will you send fighters? Open up weak spots in your screen?
I find it hilarious that when Eck was talking about mixing ships and had those ISDs line up the AI pulled an Ackbar and crossed the T. The one tactic that is very effective on lines of ISDs.
After the various updates and the introduction of the Empire of the Hand faction I have been having a ball using his tactics. Thanks to the absolutely fantastic emergency hyperspace retreat ship tactic I usually use a pair of corvettes to divide the enemy forces with an extra corvette or two if I'm trying to isolate specific enemies and have all my heavy hitters jump in and wipe it out before falling back and repeating this battle tactic of piecemeal targeting until the enemy fleet has been whittled down until they have few or no capital ships available to them and annihilate all remaining enemy forces.
Thats also all the time my plan. Cutting the enemy fleet and come from behind. Sometimes its necessary to destroy the shipyard first.Or sometimes its possible to cut an enemy fleet and attack with several ships from behind at multiple location at the same time. The Empire of the Hand ist the best faction for this because of the emergency retreat ability
Every time i watch these videos, I get slowly more confident to play the game
Loved these videos Eck! Please do more EaW tactics - super interesting and fun!
Love this video. This has really helped me step up my game. I used a lot of these to good effect.
CD Emperor23 here. CD still rules all! We drove the cosmics from foc back to eaw.
Thrawn's strategies are efficient. But I have proven to be quite efficient myself.
I've been using thrawns strats for the remake mod 4.0 (highly suggest) and it is very ruthless😂😍
I usually play as the New Republic. My formations are kind of an expanding triangle with three large capital ships in triangle formation, three or more cruisers around that and then my corvettes and gunships kind of scattered up front. I try to capture as many ships as possible. I've found that if I double or triple the boarding shuttles I have a better chance of getting the ship I want.
Whenever I play as Thrawn I tend to make my fleets more balanced, I love the imperial way of dropping a fleetcap of star destroyers on the enemy but Thrawn's tactics can actually deal with YWing swarms.
loved this video thanks man
This video scares me, it has highlighted sections within the timebar like yellow youtube does!
In whichever mod doesn’t have hard points, I would just keep doing hit and run to continuously decrease their forces before finally taking space.
I don't even have empire at war and I'm watching this 😂
same
I'm just a simple man trying to find my way through the galaxy, I see Thrawn I click
I used the Thrawn pincer all the time before I knew it was a Thrawn move lmao
Is it actually possible to his strategies and tactics from the books in empire at war?
Lmao imagine a star destroyer going for broadsides instead of a front line full salvo...you might wanna rethink that
Victorys are great for broadsiding though 😌
@@jameskerns8309 basically every star destroyer does the most damage in a frontal assault. They can still do good damage from the side but remember if they do that the other sides guns won't be able to help out. That's why you always attack an SSD from the side.
@@general8191 Not every star destroyer. ISDs perhaps, I was just saying he should've used a VSD instead of an ISD for that broadside. SSDs have massive trenches that contain most of their firepower, that's why that one starhawk that brought down the SSD was nearly destroyed instantly. When one of the ISDs moved, the broadside guns devastated the ship. SSDs in general I'm unsure of but I assume you're talking about the executor. The best way to defeat an executor is not to challenge its massive broadside, it's to attack it from the rear or below it. Eck has even stated before he doesn't like how a significant portion of the armament in an executor is in the trench that is around the entire ship (except for the rear).
Victorys or VSDs are also great for broadsiding. These ships were used in the Thrawn pincer to broadside NR ships at point blank. To say every star destroyer has a frontal kill zone is just wrong because they're all designed differently.
@@jameskerns8309 all of those guns can still fire forwards. If you're on the side the guns on the opposite trench cant fire. So even if you only consider the trench guns they still do more damage to the front. Every gun on every star destroyer can fire forwards to the best of my knowledge, while no star destroyer can bring all of its guns to bear on one side.
@@lenkagamine4145 Not all of the trench weaponry can fire directly forward because they're a little obstructed. The best way to combat an SSD is to first harass it with long range weaponry, send in starfighters to destroy the engines and then safely maneuver your ships behind it to finish the SSD off. The killzone for an SSD is it's broadside and frontal firing arcs.
There is literally nothing scarier than an imperial star destroyer jumping out of hyperspace fully locked on your ship right in front your face
Also, the second strategy was a major part of admiral Daala's campaign too if I remember correctly. She used it with victory squads like you talked about.
Yep! Well remembered. They even comment about how no one else used those strategies in the book, which is a clear oversight given Thrawn. She even used ISDs sometimes, often against civilian targets.
Do a video of how thrown beat an entire fleet with 3 ships using empire at war
There's a book called the Imperial Handbook! I recommend it 9/10.
in my play through as the new republic, i find myself relying a lot on the captured imperial star destroyers to dish out the damage because im only in era 3, so I don't have access to the new class ships yet, and the mc-80s don't do much damage, but they can sure take a beating
can’t wait to try this
The biggest thing I've learned about EaW is that economy of force is way more important than maneuvering, which kind of applies to real life as well.
It's really cool! Trawn is the best!
What track did you use for background music on this? Enjoying the content!!
About interdictors. You shoud use the smallest posible, ( they are not very good at anything else so why waste fleet cap) and NEVER bring it before they are trying to run. It will take just 6 seconds to hypersace it in so you will be able to stop them easy. Also sometime you will want enemy to retreat so your demage ships can survive and if you have the interdictor on the field , they will never try to run.
Interdictor Star Destoyers are quite good at Star Destroying and also not dying. When you just have a side fleet that does some raiding, but you don't want to micromanage everything and you especially don't want to deal with attrition and rebuilding ships, they are very nice as a multi-role craft. Also in big battles I don't like my ability to deploy an Immobilizer being dictated by the presence of raid fleets and enemy fighter swarms which may go roaming. Obviously the New Republic doesn't have that option, but if I have I-SDs available I will absolutely use them.
@@d_valroth all the problems with micromenagemet , losses, enemy fighters and raid fleets don't exist for me couse as I said, I bring it when i need it. That is when the battle is already won and enemies are on the run. If I want a star destroyer I bring a star destroyer, if I want an interdictor I bring a smallest one posible. They are more of a liability than an asset when you are trying to win the battle. But they are realy good when you already won and want to stop enemies retreat. So why not just bring them when they are needed instead of haveing to worry about it for the whole battle?
Hey i know you dont enjoy Ground battles that much, so what about doing a playthrough challenge where you have to auto-resolve every single Ground battle?
It always seems so easy, but i think this would be a real challenge on cruel and admiral.
It's possible, but you would need a massive fleet made only with ground forces, cuz y'know the Auto Resolve is a shit, and I don't think that the difficulty would change the percentage of success
Felipe Pereira
What you mean you don’t think it would be harder on admiral than on easy/medium.
Also, yes you would need insane amounts of Ground Unit production.
@@benjaminschroder4074 Yes, I think the Auto Resolve AI only calculates the amount of ships or ground forces that you have, so if you have a massive amount of ships/ground forces, the AI probably gonna think that you gonna win and do it's thing
Or it could also that the AI is like a slot machine (the chances of you winning will always be smaller than the chances of losing), even with a better fleet
Or both could be wrong and the AI would rarely let you win, no matter if you have the most powerful fleet in the galaxy
Alright, now what would Thrawn's strategies be upon Sins of a Solar Empire?
Now we're asking the real questions.
I used the pincer strategy over and over and now I control the galaxy
the whole point of the Star Destroyer's wedge shape is that it doesn't have a broadside. It can fire all its guns directly forward.
Was always a fan of the Carrack cruisers. They're ugly as hell but damn they put out some crazy firepower.
I prefer overlapping fields of fire while making fighters focus on each ship. Corvettes and pickets can focus on the enemy fighter screens.
Lightning Strikes is basically Thrawn trolling his enemies into loosing orbital structures
I am loving these Thrawns revenge tutorials, could we get some ground combat ones too?
I always seem to have to brute force it with either tons of At-ats or t4-bs or air strikes/bombing runs
A lot of the time I just try to auto-resolve my way through ground campaigns. I know I take huge losses, but I am here for the space battles, and another AT-AT isn't all that expensive.
Heroes help immensely with ground battles, especially if you're using auto-resolve.
For TR (which is basically the only EAW I play), the main things I tend to look for are Abandoned Sensor Arrays and heroes with healing.
If you can get a sensor array, you can then just sit back and turtle while waiting for bombs and bombardments (for use against buildings) to load.
Heroes with healing (e.g. Kyle Katarn) are also useful because you can always just retreat and heal back up before trying again.
AT-ATs are quite useful for ground combat because of infinitely-respawning infantry (unless that got nerfed out), but one strategy for basically any faction is to use strong tank units with a vehicle repair station near your spawn.
Honestly, when I play ground attack, most of my time is spent waiting for my bombers and bombardments to appear.
I love these videos!!
@daleytactics needs to watch this lmso
Great insight into the strategy of the game! I have been playing "Empire at war", but the "Forces of Corruption" expansion. Unfortunately, I cannot do most of the things that you mention. I think that most of these strategy tricks work only in the latest expansion that you play, "Thrawn's Revenge". Can you capture an enemy ship in the older "Empire at war Forces of Corruption" expansion? I await your response, I like your SW channels and videos, keep up the great work!
Thrawn's Revenge, Awakening of the Rebellion and EAW Remake are all mods. You can get them for free in the Steam Workshop or Mod DB, provided you have FoC
7:30 that was easly winable. You probably whoudn't even take any losses
Winnable, yes. But staying to fight the whole battle defeats the concept he was trying to show off.
Its a good way to cripple a front when you dont have the groundforces to take the world. Cant build ships there anymore until that shipyard is back up and running
I used the Thrawn Pincer without realizing it LOL
this helped so much!!!
Do you have any of veers’s tactics for ground battles?
I've been using the Thrawn Pincer for a while, and I usually find that a frigate called in with two anti-fighter Corvettes can overpower capital ships pretty quickly, especially the vanilla game. Having a missile cruiser come up from behind them doubles the damage. If the fog of war is open enough to use the strategy, I will always do so.
Have you tried any of thrawn's other strategies and tactics in the game?
@@Brett-uq4tz I've tried a variation of the Marg Sable - using a Star Destroyer to draw fire and keeping the fighters and bombers behind it until it was time. Success is generally limited.
"Micro Jumps* behind enemy lines is also very fun, because the AI automatically tries to turn around to attack the new threat.
@@ozaru90 when you say a variation of the Marg sabl what exactly do you mean?
@@Brett-uq4tz The Marg Sable requires that the Star Destroyer flip on its side, allowing fighters to fully deploy out of view of the enemy forces. Then the fighters are timed to swarm around the star destroyer in flanking positions to overwhelm the enemy.
Can't really flip a Star Destroyer in the game, but I can have several squadrons of TIE Defenders deploy behind the warship, and then send them arcing around the Star Destroyer to flank the AI ships.
It's pretty effective for me, and I usually use it to ambush the enemy frigates or missile cruisers.
@@ozaru90 so ship angle rotation and orientation isn't something empire at war allows you to do with any of it's capital ships in the game?
Love this videos. I suck at this game lol
Thank you!
To be more realistic the hyperspace reinforcement should drop your ship randomly somewhere in a wide circle
I did a New Republic with tons of captured ships! Had at least two Alliegiance and at least 12 Imp Star destroyers, 3 secutors and no Victory SDs cause too week lol
Dude victory one may be ancient in star wars lore but those rockets melt.. I build those and have a bunch in support.. They do die easy though.
@@BeregondFirstCaptain
Yeah, I actually prefer Vic 1s in this mod.
wait what, there are people still talking about this game?
this is why we need another star wars RTS.
I don't have the game but I want to see Thrawn's Pincer Menuever in action
Really Thrawn used the interdictor ships to allow slower ships to maneuver. That's why Dreadnaughts, and Victory were used.
Sector fleets are still key. 3 star destroyers or SD, 2 Victory 2 bulk cruisers, 2 nebula, 2 Corvette
I have massive fleets and defense stations on choke points and roam is ice hard and a small fleet and just cause destruction.. For the rebles to gain ground in my last and they have not taken the territory I opened up for ground assult for them. Very rude if you ask me
starwars galaxy of heroes!! i got mine almost g13!
My tactic is to put 2 victories on either sides and literally make the center to have the biggest ships i can have
Heck if i have a huge ship ill just hyperspace it under the enemy lmao it works most of the time on Captain
Become in EAW with mods. Nice. I hope EAW 2 will happen.
I do thi pinscher maneuver but I sandwich the enemy, they run or reposition from my surprise jump and I jump more right in front of them, shearing them down before jumping in more forces
Having an Interdictor present may not be necessary for a Thrawn Pincer in EAW, but given how easily spooked the AI can be, bringing one is usually just a good idea anyway.
If they could only make a clone wars. Version of this game, and not just a mod, like a long awaited sequel!!!!
I do a similar thing to the shipyard thing but with big boy ships. When I see one alone, I pounce on that baby with a Viscount
I don't use any strategy. I just prepare to build A LOT of ships, and take them almost all to the enemy base. It actually works🗿
How wasteful. Why wouldn't you use strategy so you can inflict greater damage AND take less losses?