[Bring In the BOMBERS!] Awakening of the Rebellion Mod (Star Wars Empire at War)- S3 Ep73

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The 2.10 version of the Awakening of the Rebellion (AOTR) mod has been released! Awakening of the Rebellion is one of, if not the BEST mods for Star Wars Empire at War! Awakening of the Rebellion is an overhaul mod for the classic Star Wars Empire at War RTS. The mod overhauls the games ground battles, space battles, economics, event system, and more. It’s almost like it’s a whole new game. In this playthrough, we’ll be playing as the GALACTIC EMPIRE attempting to crush the puny REBEL ALLIANCE and the BLACK SUN criminal organization! Will we succeed? or will the Rebels defeat us? Watch to find out! The 2.10 version of the Awakening of the Rebellion mod’s main focus is the overhaul of the BLACK SUN. While we won’t be playing as the black sun, I really have enjoyed what AOTR has done for their game mechanics so far.

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00:00 Intro/Goals/Strategy
04:47 Battle of Geonosis!
29:30 Galaxy Map/Strategy
31:43 Invasion of Aridus!
51:23 Moving to Manaan!
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Other Empire at War Content:

Mod Link

Star Wars Empire at War Description:

Command or corrupt an entire galaxy in the definitive Star Wars strategy collection. It is a time of galactic civil war. Will you take up the reins of the Rebellion, assume control of the Empire, or rule the Star Wars Underworld?

Star Wars Empire at War (via steam):
From the lives of soldiers to the deaths of planets, you are the supreme galactic commander. It is a time of galactic civil war. Take up the reins of the Rebellion or assume control for the Empire. Whichever you choose, it will be up to YOU to steer your side to ultimate victory. Command everything from individual troops to starships and even the mighty Death Star as you execute campaigns on the ground, in space and across the galaxy. Forget tedious resource gathering – just jump straight into the heart of the action. You can even change Star Wars history! Every decision affects your next battle and every battle helps shape the fate of the galaxy.

Awakening of the Rebellion Mod (via steam):
AotR is a complete overhaul mod for Forces of Corruption. Inspired by the old RTS, Star Wars: Rebellion, AotR adds many features from this game and other titles, including a more in-depth mission system, tech system, and many new units! We are proud to present improved tactical combat in space, ground and galactic combat, and have also substantially improved upon the graphics of the base game. Immerse yourself in the Galactic Civil War era as the fledgling Rebellion, the oppressive Empire, or the opportunistic Black Sun pirates. This mod is not for the faint of heart and will test your RTS skills with a completely overhauled AI and set of difficulty levels.

#StarWarsEmpireatWar #StarWarsEmpireatWarMod #AwakeningoftheRebellion #AOTR
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Our assault on the Rebels and remaining Black Sun territory continues! Is the correct plan to head north to Yaga Minor and Rebel shipyards in the north? or should we focus on the mid rim? or even both? Let me know that and more in the comments below!

GenesisKing
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(Two Huge Ground Invasions! Kicking out the Rebels in Aridus and the Black Sun in Geonosis.
51:24 = Can't you upgrade Piett in a certain shipyard? If so I am curious what the upgrade will be.
If you can split your forces into sizeable ones and continue to push on both, then sure go ahead. If not, focus on the ones that are a threat to you and that would be the Rebel Controlled Mid Rim. They can use that as a staging ground towards the Core Worlds.)

Night_Stalker
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For your information, when you take over a planet controlled by the Black Sun or was corrupted by them you get the discount, but you immediately are removing said corruption so the discount doesn't last long

nsbcgrfan
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Well, quite an emphasis on ground assault. I'll say that a few AT-ST with rockets could help as anti-vehicles, but having air superiority and TX-130s is as much as a good solution to this issue.

I would eradicate the black sun presence in the south and then go north, but perhaps it would make for a less fun video than a more dynamic assault on the frontline. Though at some point perhaps one of the minor nation will act against you, it could be a nice challenge...

And interdictors are needed, get more than one build..

nemesis
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You should create a clean up ground army for all the planets your blockading

TrepsAxtro
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Always great to see a new episode when it comes out :3

Springy
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Far as your GROUND FORCES go, well one thing is for sure you should build more of those AA AT walkers, or the advanced ones if you can. (a safe bet your going to run into ground fighters with the rebels) Maybe get more support companies in your armies since they tend to have alot of Vehicles. To be fair those (AT AP?) ASSAULT GUNs from the Imperial Army are pretty good at killing Vehicles, so they aren't BAD. Its just they are Direct Fire rather then Indirect with the Spam T.

Speaking of Vehicles, you have options: AT STs (anti infantry grenade barrage) and AT ST/Rs (for Anti Vehicle/AA. The missiles will track aircraft) would be good to have in your armies. AT PTs are really good at Anti Infantry duty (they got long range blasters and grenade launchers) and are cheep. More TX 130s just cus they are so good. the M2s are good for Anti Tank and are more mobile then the AT ATs. Could build a couple of IDT Drop Ships, even if you don't use them as transports they are basically a flying MG nest and they got Missiles.

One unit you might want to try just for some fun, is the Army Trooper Heavy Weapons Platoons. They got Grenadiers (Grenade Launchers obviously) and will absolutely SHRED infantry with a barrage or 2. By comparison the Storm Trooper and Shock Trooper companies are just Machine Gun Suppression Teams that Debuff enemy infantry.

jaywerner
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IStill find it WIERD that the IECs are classed as Destroyers but i guess that IS what they are. Not a bad armament with 2 Med Close Ranger Turbo Lasers and 4 Heavy Laser Cannons. They might be good for hunting down those pesky Quasars or Nebulon B's in the Garrison fleets. Just remember to give them a Fighter Escort or pair them with Lancers, since while they have BIG GUNS, Fighters/Bombers can Harass and kill them.

Thats the thing with Destroyers, Big Firepower in a Small Package. But they are Vulnerable to things Corvettes can normal deal with.

No their is no ship that gets FULL Tie Hunter Squads, you have to build them Separately. Speaking of independent Squadrons You should have access to all of them now which are: Tie Avengers, Tie Hunters, Tie Scouts, YE4 Gunships (aka the Lambda Sentinel class), and the EG4 Heavy Fighters (you can find all of them under the Fighter Tab Filter). I would recommend building a handful of the YE4 Gunships and sending them to your fleets, Dallas fleet would benefit nicely given it has a Carrier Strategy.

jaywerner
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You should really take troops from the bottom left and just have buildings onbthem so they cant get taken so easily

TrepsAxtro
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pov: your about to watch a video when it’s about to comes out :|

quantum
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take lok and hypori so u cna move the front line aslo use your mini map more u keep leaving stuff b ehind and missing capture buildings or missing that u were walkign in the middle of the civi buildings on geo

rylandvomkampen
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You got Teri three teach cheaper because of corruption and Teri 3 iftry gies death troopers and storm commandos which can raid

jwolfplayzgamez
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Is there a reason as to why you don't want to take lok ? I can't remember how but will probably need to jncrease your pop cap to continue building the army and navy respectively but getting tier 3 infantry will be massive they are amazing

zombieboss
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the other way around works to, need more cap

Lsd