安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Speed is your advantage.
The other two key things to do is to learn your counters. Enemy has a pile of ISD? Counter them with corvettes. Lot's of Victory 1? Bring bombers. Tie fighters? countered by Dornean gunships and Z-95.
The other is to be agressive. Especially as rebels you do get a lot of starting units and quite a few of them are rather powerful. You also get a giant pile of Y-Wings to start with. Create a doomstack and go on the attack. If you are too defensive you lose the initiative and slowly the campaign as well. Even if you don't conquer the planet, you can still take out the space facilities to hurt ship production, fleet movement etc. You can even leave behind a cheap unit in orbit to block space construction, if you don't mind a bit of cheese.
By week 10, with some skills, you should be able to conquer the north eastern part completely and remove the black sun entirely from that part.
In fact, you can almost finish the entire rebel campaign with just your starting units. Except for ground units, those you probably need to replenish.
Keep attacking, take planets. Each planet is one less the enemy has and one more that gives you pop space and a bit of moneys. It is also another planet your enemies has to spend time and resources to retake, which allows you to set traps and lure out the enemy fleets into ambushes.
For instance, you know that line of asteriod belts, intersections, and gas giants on the south side of the galactic map running west from Bespin? Consider taking those locations, and NOT building any space stations there. Space Stations are a waste of money because that many space stations are expensive and they'll be too weak to stop the Imp fleets from blowing them up and retaking the system anyways. So why take the systems at all? Well, because the hyperspace lane economic bonus is good and easy cash. Cash you don't want the empire spending on new ships. If anything, you want them spending their cash on those same easy-to-kill space stations along the intersections.
In short: just take the intersections, and leave them empty. When the Empire retakes those systems, task a battlegroup to make them yours again.