Rebel Start Guide - Awakening of the Rebellion 2.11.1: Jump To Hyperspace

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In this video, we're sharing the latest update to the Rebel Start Guide - Awakening of the Rebellion 2.11.1: Jump To Hyperspace. This update includes new features and bug fixes, so be sure to check it out if you're looking for help in jumping to hyperspace!

This Rebel Start Guide update is essential for players who are looking to start playing the game quickly and easily. With this guide, you'll be able to get up to speed with the game in no time! So be sure to check it out and let us know how you think it works!
Contents of this video
00:00 - How to get 190 Planets.
00:48 - Take your first two planets.
02:00 - Hoth Sector/Early Game.
07:00 - Hyperlanes.
07:40 - Malastare/Naboo Rebellion.
08:40 - Hoth Sector Defences.
09:20 - Dealing With Corruption.
11:07 - Mid Game.
12:24 - Space Techs You Need.
16:58 - Ground Techs You Need.
24:27 - Midgame Rehash.
25:23 - Kamino Sector.
26:26 - Kashyyyk Sector.
30:17 - Undefendable Worlds.
31:24 - Yavin IV/Moncala Sector.
36:27 - Muunilinst Sector.
38:45 - Buildings.
40:46 - Intelligence Center.
44:17 - Infiltrators/Warehouses.
45:29 - Medium/Heavy Factories.
47:56 - Space Buildings.
#squad #guide #RPG
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He said the thing TURN ON ALL THE THINGS

UGOTBAMBOOZLED
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I’ve come back to this guide like 3 times already. Love this guide! I hope you make more guides about AOTR in the near future

General_Savage
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I agree with most of the things you suggest, especially with the Hoth/Southern sectors. I was able to unite most of the northern Munnilest region other than Yaga Minor bc Scipio and Mygeeto allowed me to build a good support fleet to aid Rebel One in securing the planets. Kashyyk and Kamino I feel like if you can micro well you can keep the Empire off of you long enough to get good techs and money allowing you to push any advancing fleet away or damage them atleast. I also did give up in space for Chandrilla but ground did my best. Lost it week 6. Other than that, I also hit the west near Bakura as a way to keep forces occupoed before attack the Hutts. Anyway, happy to see someone making a guide for new players!

samuelvoegelin
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I would say I play the Empire best in AOTR and I'm I can confidently say that I'm certaintly not good as the Rebels. But i generally did *most* of what you suggested when I tried AOTR for the first time in a year this week as the Rebels. I focused most on the Mon Cal, and Kamino sectors though, and did get early Ackbar, didn't get to much oppurtunity to actually use him to do getting distracted around the Hoth sector cause of the Endor shit (which I completely forgot requires alot of fleet buildup lol). Generally you can take most of the stuff talked about here with your starting ground forces, with something like Sullust and Eraidu of course being outliars. I think cruiser tech is worth going for early just for the bulk cruiser carriers, they end up saving you alot of money by creating canon fodder for your X-Wings to do the real work, that was at least my experience but I could be wrong there lol. X Wings are your friends, and the MC80 Justices are also really good just for that shield bubble ability allowing you to mentally dominate your enemies, I'd go as far as to say the Justice was my favorite non unique capital ship to actually use just because of that. I also went for DP20's early on because after playing the Empire first I thought I'd need corvette hunters, but quickly realized that X-Wings just do that better anyways, still they make for good overall screens so wasn't a loss. I learned I didn't like Y Wings to much pretty quickly, they were super slow, X Wings did the job of bomber way better.

deutscheskaiserreich
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Funnily enough I was actually doing really well in the Munnalist sector. Was able to conquer everything around Muunalist apart from Yaga Minor and conquered my way to the Yavin sector. In terms of territory gained it's probably the largest expansion of any rebel group.

jamesashcroft
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I honestly believe you are way too passive in the north. Regrouping every fleet in the Muunilinst surroundings, Jan and Rebel One can take both Bastion and Kalee in 2 weeks. They are both absolute units punshing far and above their weight class. There is pretty much nothing to fear from Yaga Minor in the early game either, they don't have a starting fleet capable of threatening the space defences of Muunilinst. From there you can just make 5 X-Wings and push through Generis, Agamar, Ciutric IV and proceed to go regroup with the Serenno group. Then you can push with the combined forces to Korriban, Florrum and meet up at Quermia with the Mon Cal Sector. This nets you a VERY strong fleet that can pretty much crush whatever opposition you may run into North of the map. The bonus of doing this is that Jan can remove corruption so you don't need to make the Intelligence building at Mon Cal. The advantage of pushing right side from Muunilinst also is that eventually the empire will try to break through at Generis instead. Causing Yaga Minor to become vulnerable after defeating their fleet away from it.

Another small tip for the northern region it's not really worth it to take Telos, Mirial and Zygerria because come week 50 you will have to deal with the Corporate sectors. If you don't take these planets they sorta become contained and don't try to expand until you are ready to kill them outright.

It's okay to focus on the south too mind you, heck I did somewhat did similar to you in the south and combined my fleets early to push Sullust - Eriadu. One thing to note however it's better to leave Gerrenthum neutral as a buffer zone. The AI is very reluctant to attack it and it will buy you a lot of time and save you valuable credits early on. So instead of going that route I would propose to do Eriadu Space -> Sullust Space -> Sullust Ground -> Eriadu Ground -> Orb Ibanna so the quests trigger the proper way.

Evacuating Commenor sector is just straight up a mistake though, it's the best choke point in the game to hold the empire back with overwhelming defensive power. I have a screenshot of defeating a 200 pop ISD fleet and only losing a Z-95 from it. Not only that but it also is your closest available planet that can make Alliance Envoys. Sending one to Coruscant, Aargau, Ralltiir and Kessel will net you easily 3k extra credits early game. Heck even in my current game on week 52 where I'm making 18k a turn I still send them to these planets whenever one gets killed. Commenor must NEVER be evacuated.


The Kamino sector can easily secure Ukio and Scarif by themselves with the starting forces and then you can Guerrila attack Rothana or simply contain it with the new choke point at Scarif.

After securing the Mon Cal sector buffer zone, you can then either focus on Mandalore or unify with the Commenor and Kamino sectors. And link up with the south fleet, creating a unified rebellion.

Playing this way I had every Rebel Planet in the game connected with one another by around week 40 on Expert. It also creates the interesting situation that pretty much the only planet the empire can attack you from is Kuat into Commenor!. Which you can then just pop a spy on (Kuat) to see when they are about to go for it. Good luck to the AI with pushing through one of the most fortified planet in the game if built properly.

deatscart
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In my Opinion the cruiser tech is important, the bulkwarks are nice antifghter ships and they come up with additional fighters.

christianleitner
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Hey GREAT tips for a new player to this mod. Really helped me from feeling overwhelmed at the start,

johnroscoe
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On my most recent campaign I was able to take sullust by using the most scuffed raiding party every which was just Han & Chewie, Leia & the Droids. I'd just gotten a successful riot mission on sullust so all that was there was a power generator and turbolasers with no other units there. I ended up moving my 3 units along with the civilians up to the power generator, taking out all the turbolasers but I couldn't destroy them because the droids had hacked them all so I tried to auto-resolve & it just didn't do anything so I ended up having to retreat then land back on the planet's surface with the heroes, securing it as there was nothing actually on it, which let me destroy the space defenses without having to actually go against them which saved me a bunch of resources.

wyvern
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Actually Christophis makes a lot of money with a manufacturing base so I’d really recommend it

mini
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interesting approach to start at the hoth sector. I got Home One very early in the game the defense is only on Lianna pretty decent. The other planets were easy to take.
After i got Home One i started to get Sullust because in the time doing so i got better tech, better ships helping me conquer Slullust/ Eriadu.
I also left the the system above bespin for the sector forces as a buffer so the black sun can not attack bespin.
think ill try your approach in my next campaign

icedancer
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MC-75 are fantastic, when used right. They need a tank in front of them to truly shine, but throughout the game they are excellent firepower for their price. Pair 2 with a Dauntless and a Justice or preferably Independence late-game, and just unleash torpedo hell upon your enemies. They cannot tank, and they cannot run nor even reposition easily, so they need to be used carefully.

FunkThompson
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I managed to get home one really early. I cant remember fully but I think I build a star fighter facility on Sy Myrth and pumped out X wings and the Bok gunships. May have even built a Justice on Mon Cala with the starting 50k. Then I took Rhen Var and Centares.. united the Yavin fleet. built more, and took the other plants. Taking Lianna was the most costly. the empire was really dug in there and lost a good chunk of my fleet, but getting home one allowed me to push all the way to Kashayyk and threaten the Empires core.

Edit: oh yea I also got lucky with the Wheel since the black sun left it open to take the planet next to them so i jumped on the opportunity. So wait for that. It was huge since they were a pretty stacked fleet there otherwise with a level 2 station to back them up and 100 point fleet. So really if you unite the Yavin fleet only the Wheel and Lianna are difficult.

RigobertosTacoShop
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While Ciutric 4 has 2 station slots, they only start with 1 station slot filled. In theory, you could at least reach Yavin quickly by blitzing through it, i don't think its much of a problem if you are smart with your units. Then u can at least reinforce Yavin. Makes life easier then to take the other worlds u need.

Earthnevevo
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I find it very commendable that the Star Wars community has made such an extensive mod out of this game years after the game has been out!

crackshack
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Those opening moves have 100% been written down, because I need all the help I can get. It's stupid, but I'm extremely anxious when I play this game and others like it, because attacks can come at any time, and I freeze up with the amount of choices given to me. Crossing my fingers for Empire and Black Sun versions!
Other info from what I've seen in Captain Shack's playthroughs:
The MC80 Justice is _BUSTED_ when paired with any form of Artillery; especially the MC80A Alliance. Flank a Justice with 2 Alliances, set your Fighters & Picket vessels to defend the Justice, and manually deploy the giant bubble when needed. Wrecks _everything_ the AI can throw at you (the AI will actually end up using that exact tactic and variations of it against you, if playing Empire/Black Sun).
It says on the card that Rebel assassins can't pop Major Heroes, unless they changed it and didn't update the card. I _did_ have Leia get popped on me when I played last...
From what I've seen, losing a battle via retreat instead of total annihilation will send your retreating forces to the nearest allied world; prioritizing those connected via Hyperlanes (both bold and skinny lines). If there are no allied planets connected, it will do an "Emergency Jump" to the nearest allied planet. Example: If you lose at Rishi, you'll retreat to Kamino. If you lose at Kamino, you'll retreat to the nearest allied planet (probably Bothawui or Kothlis, if they haven't already been taken).
The Empire, from what I've seen recently, is able to build multiple mines on a labeled mining world; so I would imagine Rebel Supply Depots operate the same way; but I could be wrong on that.

DragonxFlutter
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See but like, holding Chandrilla just to waste Imperial resources is really funny

MitchellSaad
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I love the strats but the planet names are killing Me 😂😂

bigfroggy
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My first game on this new update i noticed ilum was uninhabited so i sent han and chewie, made the most dogshit fleet of the lowest tier ships and was able to crusade the entire upper part of the map with said fleet. That said adumar is goated for A wings with jan dodanas ability

meltyman
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So what you are saying is probably start with a easy difficulty on this one, would be cool to see someone play cruel ai on this map

udhavbhatia