General
Tips Force
Commander
With
Force Commander must reorient one's opinion real time stepping gene. Here no
raw materials are diminished, but collected COMMAND POINTS. That means for you
that so easily large armies cannot set up it. In addition must fulfill first
secondary targets to it or destroy opposing units. It remembers thus that a
mission with large probability lost it, if you pull against the enemy and lose
the fight. Because then your COMMANDS POINTS will not often any longer be
sufficient, in order to set up a further army.
On the other hand this applies also to the opponent. If you repel all its
attacks successfully and without larger losses, your enemy actually already
lost, because him the COMMANDS POINTS go out!
- Points
of experience bring noticeable advantages. Repaired therefore your
battle-seasoned units regularly and take it after possibility of a mission
also to the next.
- Learns
promptly to control the controlling of the camera. If in larger engagements
only pedantically a suitable opinion must look it up, you already so well
lost.
- Keyboard
contractions are enormously important, in order to save time - them
therefore also begin. With the mouse alone it lasts for example rather for a
long time to instruct to a group of five AT ATs to use their Chin Guns. Who
changes however the keys " T " for " secondary fires "
and " F " for " group leaders " knows, this can manage
within fewer seconds.
- Power
you on the rebel page the abilities of the Infiltratoren too uses and does
not destroy AT ATs not, but takes it!
- Always
the max. number of ground troops accommodates, in order to protect you
against hostile invasions in buildings and particularly in turrets.
- It
makes sure that your Artillerien or torpedo thrower attacks only targets,
which are not in the proximity of own units.
- Since
in Force Commander only a limited number of units into groups can combine
it, should you homogeneous in each case troops as application teams store.
Thus keep you also in brenzligen situations the outline and can the special
abilities better use.
- If
their reinforcement requests, should not you the shuttles in the middle in
the Kampfgetuemmel issue. If a troop transporter is destroyed, must their
1,000 COMMANDS POINTS sacrifice, in order to request a new. Since this
applies also to the enemy, can you try to destroy its transporters in order
to cause to it due damage
Imperial
units
Pro-offered
This small Droide is ideal for spying unknown area. However it is practically
not armored, which makes it a popular attack target of the enemy.
AT-PT
The smallest mechanical one of the imperial arsenal is used mainly to kill
infantrymen. Due to its small armoring and striking power he is almost
ineffective against hostile vehicles and cannons.
AT-ST
It is armored and its lasers is on the average able also larger targets with
ease to destroy. Together with the small price these advantages make it one of
the most important imperial units.
AT-AA
This spider-similar metal monster only and alone serves the air defense. Against
ground troops it cannot defend itself. The mechanical one is used mainly in
connection with AT ATs.
AT-AT
Very good armoring and the powerful cannons are on the credit side of this
Ungetuems. There one can neglect the high price and the slow rate of the AT-AT
already almost.
Storm troops
They are the standard units of the Imperiums. The special: They can attack and
place also airborne targets thus a useful Allround weapon.
Speederbike
Fast, agilely and not particularly effectively: Those are the attributes, which
define this unit at the trefflichsten.
Mobile artillery
It is much too slow and causes to the enemy relatively few damage. The
production of the mobile artillery is worthwhile itself thus in the rarest
cases.
Heavy artillery
This cannon has an enormous striking power and range. It can take opponents
almost over the half card away on the grain! You should put an in any case
sufficient air defense to this artillery at the disposal.
TR-SD
To the question, whether one should request the TR-SD, it can be answered
confident with a clear no. COMMANDS POINTS are too important, in order to waste
it on such useless units.
Tie Fighter
It is armored fast however only badly. Therefore it is used mainly for the
investigation of unexplored area.
Tie bomber
It is slow, but its striking power makes up for this disadvantage unique again.
Only the high price clouds the otherwise good impression of this heavy bomber.
Rebel
units
Normal troops
Their effect in the fight with the opponent is practically directly zero. They
are a senseless verschwendung of COMMAND POINTS.
Heavy troops
They are the standard troops when filling buildings. The price is moderate and
their striking power can to be seen be able.
Infiltrator
Which concerns a taking of buildings or Mechs, makes for this specialist no
something forwards. With six Infiltratoren can you everything conquer!
Hover transporter
On the average armored, on the average with cannons equips - this transporter
serves mainly the name lets what assume: Transport of troops.
Tanktank tank
It is the only mobile unit of the rebels, who can be used to the air defense.
That makes it indispensable with almost any attack.
Attack tank
With the fight against hostile units it represents the Nonplusultra. Its cannons
crack simply each armoring.
Torpedo thrower
It is the equivalent for the heavy artillery of the Imperiums. Large range and
striking power distinguish it. However it is susceptible to attacks from air.
Radar disturber
Who sacrifices COMMAND POINTS for it, is even debt. Its abilities do not justify
the price in the slightest.
Reparaturdroide
Do not let you from its mobility be deceptive too much, it is very slow. It is
extremely useful nevertheless to have after heavy engagements such Droiden in
the proximity.
Snowspeeder
It serves mainly the investigation of unknown area. In addition, its ability to
bring AT ATs with wires rope to the fall should not be underestimated.
Y-Wings
See Tie bomber of the Imperiums: Slowly however effectively!
Mission
1, 2, 3 - training
Note:
With the first three missions it concerns training missions, in which step for
step is explained to the player hair-exactly, what is to be done and how it must
proceed. Our solution method starts therefore only with the fourth mission.
Mission
4 - Attack on Ruul
(Assault
on Ruul)
Targets:
- computer complex conquer
- Dellis into the computer complex bring
- Dellis must survive
>In the first " correct " mission must prove their ability
in a deep Canyon to of you. The opponent will again and again start some smaller
attacks on your base. This repels, in order to come at COMMANDS POINTS.
Then an army arranges, consisting of AT STs and AT PTs. **time-out** let you
additionally two transport vehicle send, which it with troop and Dellis load.
Afterwards the way, as he follows on the card drawn in is and storms the
computer complex.
Mission
5 - Attack on Ruul, part of 2
(Assault on Ruul Pt. 2)
Targets:
- a continuous line from signal towers of the computer complex to the
communication tower establish
- Dellis must survive
>This job does not represent larger difficulty, if you select the
correct way. Destroyed first some enemies, in order to receive COMMAND POINTS.
Then some AT STs send toward communication tower and smooth the way for Dellis,
which platziert afterwards the signal towers.
The opponent is to a large extent in the west, it can it therefore ignore. Give
only eight that Dellis does not die. The mission is won, as soon as the last
signal tower has visual contact to the communication tower.
Mission
6 - Crisis on Sarapin
(Crisis on Sarapin)
Targets:
- all energy collectors conquer
- Dellis must survive
>**time-out** this be the first mission, in which you AT AAs to order
- and it will they need. In any case provides for a good air defense, because
the enemy attacks here gladly from above. Arranges a troop from several AT STs,
two AT AAs and a transporter with four storm troops. Filled afterwards the first
energy collector. Thereby everything however absolutely pays attention your
units to the north to a sufficient base defense and does not send!
Now can repeat you mirror-image moose and so also the other energy collectors
conquer. Power you calm on strong Gegenwehr with the collectors three and four.
Mission
7 - Crisis on Sarapin, part of 2
(Crisis on Sarapin Pt. 2)
Targets:
- offshore construction work conquer
- Dellis into the offshore construction work bring
- Dellis must survive
Secondary target:
- the enemy destroy
>For the fulfilment of this application have you a time limit. Does not wait
therefore to for a long time and promptly if a large army from AT STs, AT AAs
and a transporter places, load with storm troops and Dellis, together. Also the
now available Tie Fighter can be you in the fight against heavy cannons an
assistance. However should not you too many COMMANDS POINTS into the combat
hunters invest. Ground troops will show themselves as by far more helpful.
If that ran COUNT down to three quarters, should make you for it on the way
toward offshore construction work. Does not stop on the metal lattice after
possibility, in order by hostile cannons to be gotten. About the attacking
Snowspeeder your AT AAs worries, while the ground troops destroy all hostile
units approximately around the offshore construction work. Then can fill you in
it and Dellis send.
If you think, which would be mission hereby terminated, you you erred. Your
application targets change at short notice: You are for the enemy from to make
complete now. But no panic, which rebels are considered as defeated, as soon as
the control center destroyed it. Ignored thus as well as possible and everything
sends attacking opponents your units into the mountain boiler in the north,
where main building of the enemy is.
Mission
8 - Case on Yavin IV
(The Trap RK Yavin IV)
Target:
- rebels destroy
Secondary targets:
- help fallen general
- general to the shuttle bring
>The Canyon landscape in this mission proves as extremely insidious.
Everywhere lauern rebels, who can cause enormous damage with their cannons.
Therefore only an army, consisting of at least ten AT STs, arranges, before you
make you on the way.
After some time an assistance call to it will receive: Her are to bring a
general, who put a crash landing down on Yavin IV, in security. It is in the
northeast corner of the card. Sends some units to it and brings it afterwards to
the shuttle in the south. But note: **time-out** with shuttle lauern several
rebel, which it before destroy must.
As soon as this Nebenauftrag fulfilled it, can make you for it to your main
application target: The destruction of the rebels. Also in this mission it is
sufficient to destroy the control center which is additionally secured however
this time by a sign generator. Therefore best the new TR SDs begins in
combination with the proven AT STs, in order to lead the Imperium fast to the
victory.
Mission
9 - The battle around Hoth
(The Battle OF Hoth)
Targets:
- sign generator destroy
- hangar conquer
- Darth Vader into the hangar bring
- Darth Vader must survive
>One equivalent in front: You must get along in this mission with the units,
which are made available you from the beginning. That is not however far badly,
because under it the copy-strongest and robustesten Walker of the Imperiums is,
the feared AT ATs!
But makes happy you nevertheless not too early, because the Snowspeeder of the
enemy can bring and out of action put your AT ATs in such a way by wires rope
relatively fast to case. Your only defense against these air raids are the storm
troops, therefore particularly give eight on the important infantry.
With the storm troops as a escort it does not continue to fall heavily to
achieve the opposing base. Also the sign generator is destroyed thanks of the AT
ATs within shortest time.
If this occurred, it applies to only take the hangar and Darth Vader, which
arrives by shuttles, to take in. Leads in at the outside northern edge of the
card along, if still turrets or rebels should offer resistance, if it lands.
Mission
10 - Surprise on Endor
(Surprise RK Endor)
Target:
- marked places look up and investigate
Secondary target:
- all Ewoks and their dwellings in place B destroy
"square">The only difficulty of this mission exists in the numerous
traps, which are distributed everywhere in the forest. Umstuerzende trees and
falling down trunks make the life enormously heavy for your troops. **time-out**
if you however slow proceed and a trap after the other one destroy (simple on it
shoot), will it only few loss report have.
As soon as all marked places looked up it, must you still all Ewoks and their
buildings in the west extinguish, in order to terminate the application.
Mission
11 - The massacre on Abridon
(The measure acre of on Abridon)
Targets:
- the imperial base back-conquer
- the government head office conquer
- all rebels before the government head office destroy
"square">First can you no troops and buildings request. Only if the
imperial base back-conquered it, can set up an army to it. Collects thus your
available units and advances to the south. With the help of the artillery it
should not be a problem to extinguish all enemies and finally take the control
center.
Concentrates you for the time being on the defense of the own base, since the
rebels will start numerous attacks. As soon as you well enough secured it, can
set up an army to it. Sometimes to recommend a combination of AT ATs, AT STs, is
AT AAs and unites Artillerien.
Finally clears your way for you toward government head office, there all rebels
make equal to the ground and take the government building.
Mission
12 - The massacre on Abridon, part of 2
(The measure acre of on Abridon Pt. 2)
Targets:
- the five rebel heads imprisoned take
- the rebel heads keep imprisoned, until that flies off shuttles
>Proceeds first according to the well-known pattern: Defend base (the heavy
artillery is of great advantage there), in order to attain COMMANDS POINTS, army
set up, disengage.
Mainly AT ATs requests in this mission, because they can transport apart from
their striking power and strong armoring up to six persons. So can bring her
your storm troops relatively safely to the rebel heads, and transport these
surely back into your base.
It makes sure that you set the lasers of the storm troops on " Betaeuben
", before you attack one of the heads!
**time-out** additionally will it not around around come, the hostile base in
northeast attack, because itself there at least two the look up rebel (under
also hatch Skywalker) entrench. Disengages therefore only with an accordingly
large army!
Mission
13 - The massacre on Abridon, part of 3
(The measure acre of on Abridon Pt. 3)
Targets:
- rebels destroy
- TR-MB may not be destroyed
Secondary targets:
- Tulons AT-AT destroy, before it achieves the rebel base
>**time-out** you have in
this application no control center, for it however the TR-MB, of which from it
at any time unit order can. Noted that it cannot move itself, while troop
transporters on the way are.
Follows the mountain route to quite downward; your air defense should make short
process with the attacking y-Wings. As turns out now, it is of advantage much,
if from the previous mission or two AT ATs took over it. Tulon proves as a
traitor, and you are to destroy its AT-AT. Thus not for the enemies in the
north, but moves you rapidly far direction the west continues to care you, so
that the Walker in time can intercept it. It is advisable to request some
additional AT AAs because you the rebels zerbombt otherwise, before the AT-AT is
at all in range of vision.
Tulons Walker is already strongly fastened and easy to destroy. As soon as this
succeeded to you, should breathe deeply you only once deeply and the COMMANDS
POINTS, which you for the order, in AT ATs to invest now. Does not wait however
with the attack on the rebel base to for a long time, because the enemy draws
back otherwise to the counterstroke. With the help of your AT ATs (meanwhile
should their at least six or sieve piece of it to have) can make opposing
headquarters without larger difficulties the ground to it equal.
Mission
14 - Escape of Kalaan
(escape from Kalaan)
Targets:
- burn into the TR-MB bring
- TR-MB to the point of evacuation bring
- hatch Skywalker from the control center release
- hatch to the point of evacuation bring
>First all neutral storm
troops on your page and releases afterwards hatch brings to Skywalker. Take over
thereafter the TR-MB and send burn and hatch inside. As soon as you move you now
some meters, your camouflage will fly up and an alarm to be released.
In order to come living to the point of evacuation, must you with your
infantrymen the hostile cannons take. Only then the TR-MB can continue its way a
piece in each case.
To reinforcement receive you in the form of resistance fighters, who are
distributed on the card. They are in each case with houses, from which smoke
climbs (like that they are easy also from large distance to find).
If the way to the point of evacuation is free, can you with the TR-MB to the
north drive, in order to conclude the mission.
Mission
15 - Return after Ruul
(Return to of Ruul)
Targets:
- Beri Tulon release, before it achieves the prison
- Beri Tulon to the point of evacuation bring
- TR-MB may not be destroyed
>On the card see its Tulons way (blue) and that, which should go to it (red),
drawn in. Load your troops into the transporters, creeps you at the right edge
of card at the opposing base in the east past and go to the point of evacuation.
Waits here, to Tulon arrives and fights the imperial units. During the fight can
you with your TR-MB into the Schlachtgetuemmel in-drive to bring the Tulon on
your page. Load it now fast into the TR-MB and drive thereby, without on
aggressors to noted, directly to the point of evacuation. Owing to good armoring
of the mobile head office this is easily possible, even if a majority of the
imperial troops gets over the fight.
Mission
16 - Return after Ruul, part of 2
(Return to of Ruul Pt. 2)
Targets:
- computer complex take
- Tulon into the computer complex bring
- TR-MB may not be destroyed
>Also in this
mission may establish no base to it, because only the mobile control center is
to you at the disposal. Therefore briskly new pay attention to the well-being
being issued of your units and request, if it the necessary COMMANDS POINTS
have.
Follows the way, how it is drawn in on the card. **time-out** without auf large
resistance encounter, achieve you after some time the complex, which it with six
heavy troop take. Then Beri Tulon sends into the building.
Now must hold out you only some time, without losing the complex again, and the
mission is won.
Mission
17 - Play with the whale core
(The Walker Gambit)
Targets:
- at least a AT-AT take over
- at least a AT-AT back to the base bring
>First a large army
from at least 15 Hover feed sets up. Load then some of it with Infiltratoren. It
should be clear that to the loaded transporters quite particularly must pay
attention it.
Go you now toward training area. Must you by a Canyon, in which cannons the life
make you heavy. Ignores it and continues your way.
North the training area discover you at least a AT-AT. Take over it with the
Infiltratoren and instruct to it immediately the retreat by the Canyon. It has
only one chance of survival, if many Hover feed are around it, because the
cannons do not only shoot then on the mechanical ones.
The application is terminated, as soon as the AT-AT is in range of vision of
your control center.
Mission
18 - Play with the whale core, part of 2
(The Walker Gambit Pt. 2)
Targets:
- ion cannon conquer
- Tulon into the ion cannon bring
- at least a conquered AT-AT must survive
>Basically there are
main tactics in this application two: That is on the one hand the application of
y-Wings, on the other hand the use of AT ATs (take over attacking Walker with
your Infiltratoren) for the destruction of the hostile cannons.
As you proceed finally, is left you. It notes however that regularly should
repair their AT ATs, because they are from inestimable value!
As soon as a majority of the cannons is destroyed in the south and southwest,
can make you for it with 15-20 Hover feed on the way.
Best you ignore the remaining enemies again and watch that you bring several
heavy troops and Beri Tulon living to the ion cannon. These must take you in
only and Tulon send, in order successfully to conclude also this job.
Mission
19 - Repayment on Abridon
(Redemption RK Abridon)
Targets:
- government head office back-conquer
- northwest enemy base take or destroy
Secondary targets:
- contact with refugees take up
- refugees reliably to the own base bring
>In this mission one
puts the probably most powerful unit of the rebels to you at the disposal, the
attack tank. Its striking power and robustness make it a very dangerous vehicle.
Due to these advantages should you immediately mainly these tanks request.
With ten of these toys, tanktank tanks to the air defense as well as two to
three transporters, loaded with heavy troops or Infiltratoren, should you unite
you to the north go.
With opposing artillery your attack tanks make for short process, and so should
you without serious losses the imperial base in the northwest achieve. The base
smooths and conquers the government head office.
Thereupon receive to it additional application targets: Are to find and to your
base bring prisoners of war to her. They are in the northeast area of the card.
Go you with some transporters, escorted from tanks, there, and bring it to your
base. There you send it into your control center, in order to terminate the
mission.
Mission
20 - Repayment on Abridon, part of 2
(Redemption RK Abridon Pt. 2)
Targets:
- threw take
- TR-MB, four pilots and four a-Wings must survive
Secondary target:
- imperial units destroy
>Without attack
tanks you this application becomes most violent headache prepares. It watches
thus that their at least two attack tanks available have, before you pull
against the main power of the enemy. Take over it either from the previous
mission, or request which, as soon as you meet COMMAND POINTS have. Then can
make you for it on the way.
Marched only to the west, then directly to the north. At the latest during the
first road crossing (see card) should stop you and use your radar disturbers.
Their secondary function uses, in order to make a small mark on the area
visible. Then can you the proton rockets of the attack tanks use, in order to
attack the enemy in the visible area, without this knows, of from where the
attack comes. This method is somewhat lengthy, leads however to safe successes.
As soon as a majority of the hostile cannons and units (also the heavy
artillery) is destroyed in the north, can you with your whole army advance. If
the bridge crosses, take throw in and sends your pilots into the standing
a-Wings.
Now receive to it an additional application target: You are to destroy all
imperial units and buildings in the environment. Owing to the now available TR
MBs and many COMMANDS POINTS can their ten and more attack tanks request, in
order to make thereby for the Imperium from.
Mission
21 - The alliance strikes back
(The Alliance Strikes bake)
Targets:
- sign shelters take
- Han solo one into the sign shelter bring
- princess Leia, Han, Luke, R2D2, C3PO and Chewbacca must survive and Tyderium
shuttles may not be destroyed
Secondary targets:
- Ewok village before imperial counter attack protect
- hostile control center destroy
>Since it in this
mission much " Prominenz " on your page have, which must get over the
application, it is advisable to summarize all VIPs in a group. So have you a
better overview of their state of health.
R2D2 has the ability to approach arbitrarily close at Ewoks and to bring these
on the page of the rebels - that should use its in any case, in order to
increase your army. Also flying units can you convert!
Go you to the north to the sign shelter, take it and send Han in solo one. To
short time he comes again run out and the shelters flies to air. Now you get a
secondary application target assigned: You are to protect a Ewok village before
the Imperium. The village is in the east. Sends all available units there (R2D2
must naturally ahead-run to pull around the Ewoks on your page). Then must you
the village so for a long time defend, until the inserted timer ran. It
remembers that all aggressors do not have to extinguish it. You can take over
the Walker also by Infiltratoren or Chewbacca.
At flow of the timer again receive to it an additional mission target: You are
with the troops, which one sends to you for reinforcement, which destroy hostile
control center. Follows the same way as with the new units before and go in the
place, in which the shelter was, to the west. **time-out** already after short
time will it auf the operations center the Imperiums discover, which their thank
the reinforcement problem-free graden can.
Mission
22 - The siege of Coruscant
(The of victories OF Coruscant)
Targets:
- control center take
- all antennas neutralize
Secondary target:
- counter attack of the Imperiums repel
>At the beginning of
the mission can you no reinforcement request. In addition, that is not
necessary, because only very few Gegenwehr will discover it.
, as he follows the way on the card drawn in is conquered and or destroys the
antennas. Take afterwards the control center. As much to the first part of the
application.
The somewhat more difficult function consists of successfully repelling the
imperial counter attack. Thereby mainly attack tank pays attention to sufficient
air and soil defense and requests.
If it after a certain time still alive are, you the job successfully completed
Mission
23 - The siege of Coruscant, part of 2
(The of victories OF Coruscant Pt. 2)
Targets:
- town-gate destroy
- imperial buildings take
- at least half of the conquered buildings may not be destroyed
>The secret of this
mission is the use of AT ATs. Somewhat southwest as well as somewhat southeast
your base are in each case two AT ATs and some other ground troops. If you
succeed in taking this Walker you already so well won.
**time-out** request tank on, with which it the cannon, above all natural the
Artillerien, on which stadtmauern destroy. Then and destroys one of the city
gates continues to advance. Of the received COMMANDS POINTS can do you further
attack tanks and tanktank tanks to the air defense orders, with which you
penetrate then into the city.
**time-out** in the city will it only auf slight resistance encounter. Only the
bomber army in the southwest becomes unpleasantly apparent. With sufficient air
defense become you the opposing Tie bomber however fast loosely.
Now must you the buildings, which are represented on the card in the play
flashing, take, in order to terminate also this application.
Mission
24 - The siege of Coruscant, part of 3
(The of victories OF Coruscant Pt. 3)
Target:
- palace take
>And on it goes to
the last mission. The application target is clear: You must take the imperial
palace. Proceeds as had: Leave to you time and secure first your base well. Only
then should make you for it to the composition of an army.
The proven combination of attack and tanktank tanks proves also in the last
application as gold correct.
With something patience can penetrate you so always further, until you finally
achieve the palace, which it applies to then take only. Power likes..... it
already knows.