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 | Star Wars: Rebellion Cheats and Hints! |
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 Hints: Take a planet :
First target an enemy system and bulid 8 either bulwark battlecruisers or 8 super star deystroyers and
commence a planetary bombardment [which will deystroy all their defenses] then invade the system
with 12 or more regiments [this should elimanate all chances of a uprising] then continue to run
diplomacy missions until the planet is loyal to you.
Hints: Another Strategy:
At the beginning of the game, find small idle fleets. Separate them into fleets of individual ships.
If any ships can carry troops, equip them with the maximum possible troops. Note: it is wasteful to
use big ships like star destroyers; use galleons. Send them to explore the galactic rim. If you
find an uninhabited planet with 9 or more energy, inhabit it by putting troops on it. Then devote
it entirely to some form of construction. I have been able to build a Death Star in 100 days by doing
this.
Hints: Fast start for the rebels :
The empire allways begins with a planet that supports the rebellion, but is subjugated by a big garrison
of ground troops. if you gather a large fleet with several fighter squadrons and put a commander
with high leadership and combat [Han Solo or Wedge Antilles] you can easily blockade the planet.
Then promote the commander to admiral status. Then bombard the imperial miltary units. Once you
have destroyed all imperial units the planet automatically joins the rebellion. Liberating the planet
will cause the rebellions popularity to skyrocket often causing several neutral systems to join
and imperial systems to uprise. Then you can liberate the imperial system which are pro rebels and
soon you control the whole sector. I once conquered an entire sector [sluissi] by day 34 using
2 corvette's, and a fleet carrier carrying 4 Y-wing's & 2 X-wing's, commanded by Han Solo. P.S. You
can prepare for planetary shields by having a good spy, like Chewbacca tagging along.
Hints: Build ships without losing energy value to systems:
If you need fleets, but your systems are low or out of available energy slots, change the the destination
of the construction to a neutral system [it can be habited or inhabited]. The ship will still
have a cost in maintenaince and refined points, but it will save energy.
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