Star Wars: Force Commander (PC): Mission 5: Assault on Ruul - Pt. 2
Ash
0:00 / 0:00
Star Wars: Force Commander (PC): Mission 5: Assault on Ruul - Pt. 2
1 409 просмотров · 10 л. назад
Ash
207 подписчиков
1 409 просмотров · 10 л. назад
Not too hard, the Rebel base is a shit to attack though seeing as we have no Artillery, Aircraft or AT-ATs yet, never fear though, it's still do-able with the right strategy (and a little luck)
Bring down 6 AT-STs and 6 AT-PTs with your initial landing force
Once the opening cutscene finishes, place Dellis in the Computer Complex to keep him safe, then send all AT-STs and 4 AT-PTs north to defend your base against the Rebel Hover Transports that will attack consistently throughout the mission, I found there was no need for Turrets, but you can place some if you wish, buy an Auxiliary Control and the upgrades as funds allow as well
With your Stormtroopers and other 4 AT-PTs, we will advance round the western edge of the map, taking the 2 Supply Bunkers and clearing all the Rebel Infantry between our Base and the Uplink Tower, the Bunkers can be a bit of a pain to take since the Rebels in them are experienced, but bring ALL your Stormtroopers (including the ones on Speeder Bikes) and you should have enough, clean up all the Rebels in the Western side of the map, staying away from the base for now
Once both Bunkers are yours bring down 4 more AT-PTs and 6 Stormtroopers, this group will clear the Eastern side of the map, and claim the Mining Structure and Anti-Vehicle Turret guarding it, you want to approach the Mining Structure from the south so you can pick off the Infantry guarding it without getting blasted by the Turret, then rush the Turret with 2 Stormtroopers on a Speeder-bike while the rest of them take the Mining Structure, then use the AT-PTs to clear the Eastern side of the map totally, just as you did for the Western side
When your Western force reaches the top of the map, ready 2 Speeder Bikes with 2 Stormtroopers each, and use these to take over the 2 Anti-Infantry Turrets guarding the Uplink Tower, you cannot capture the Uplink Tower itself
As always, leave only one Stormtrooper in each captured structure to earn CPs and kill the wounded ones off to free up unit space
Now you own the whole map apart from the Rebel base in the center, this is guarded by lots of Infantry (and they keep bringing more down even though we own all their CP earning structures WTF?) and 6 Turrets (3x A-I and A-V) and just happens to be where all these irritating attacks originate from
You are in control now and can end the mission here by blocking the Eastern entrance to their base with your AT-STs and AT-PTs, then setting up the beacon network, but I prefer to wipe out the Rebel position completely as it's more fun and makes the task of setting up the beacons far easier as you won't have to protect them, you will also earn more CPs by taking the base, which is always a good thing
There are several ways to go about tackling the Rebel base, you could bring down lots of AT-STs (I would say about 6 for each of the 4 entrances), plus an escort of 4 AT-PTs for each group, this force would be enough to wipe out the base without too much trouble, but the way I like to go about it is to capture all the buildings, this is much more challenging and will probably require lots of save-scumming to achieve the result you want, although it's satisfying as hell when you pull it off
My plan involves 5 Troop Carriers (one for each entrance) and another full one to take the Command Center itself, each group will be supported by 4 AT-PTs set to follow the Troop Carriers, I rush the Command Center first and take it over with 6 Stormtroopers, this distracts everyone in the base well enough to move in my other Troop Carriers to capture the Turrets and AT-PTs to crush all the Infantry
Once the Command Center is yours, Rebel Reinforcements stop landing so you don't have to worry about them making life difficult, you may have to put your units into Passive posture so they don't inadvertently blow away the Turrets you wish to capture
Once the Rebel Base is captured or eradicated, all that remains is to set up the Beacon network, I walk Dellis along setting up the Beacons so that the CP's from the captured buildings add up so I have as near to or exactly 5000 CPs by the end of the mission, if you already have lots of CPs, you can use a Speeder-Bike to make this part go by quicker
You need 6 AT-STs and 6 AT-PTs to carry over to the next mission to make life easier