Empire at War Notes

Table of Contents

Section 3: Rebel Space Units

Z-95s

As we reach the EaW timeline, the Z-95s have become severely outclassed and in need of retirement. This is probably why we barely see it in the game. It isn’t available in multiplayer and only appears in the first rebel campaigns. It has weak firepower and weak hit points.

X-Wings

They are great fighters and will make short work of any TIE units. They also have a Lock S Foils ability which allows them to travel faster. This can be useful for scouting a map or capturing mining facilities or turret structures before the enemy. Just make sure they stay away from Tartan or Broadside cruisers.

Y-Wings

Excellent units which are invaluable in a battle. They can pierce through all enemy capital ship shields (including Imperial Star Destroyers) with their proton torpedoes and have an ion blast ability that can disrupt enemy ship firing and speed. You should always remember ions and use this ability on your first attack run. Like fighters, make sure it stays away from Tartans and Broadsides.

A-Wings

The A-wing is an upgrade over the X-Wing even though they cost exactly the same. It is faster than its predecessor and taking down TIEs is even easier. Its Lure ability is great to attract enemy units and force them to abandon whatever attack they were undertaking and protect your vital vessels.

Corellian Corvette

Excellent for eliminating enemy fighters and thus protecting bigger capital ships. They are invaluable to a rebel force especially with imperial TIEs regenerating over and over again. They can handle their own against tartans and broadsides, but will get destroyed in the face of enemy frigates or cruiser fire. Fortunately, Corvettes can also power-up their engines, which can be used to retreat them from dangerous areas quickly.

Corellian Gunship

Gunships are similar to corvettes except that some of the laser cannons are replaced with missile launchers, allowing them to directly penetrate shields and damage and destroy enemy ship hardpoints. It still has to get close to capital ships to be able to attack and will be open to enemy fire and so will not be as effective as a Marauder. I never use it and go for marauders instead.

Marauder Missile Cruiser

The Maurauder fires long range missiles that can bypass shields and will make quick work of fighters and bombers that get caught nearby. They also work well against capital ships and space stations, without having to get too close. Their weakness is their light armor, which doesn’t give it a lot of hitpoints.

Nebulon B Frigate

This Nebulon B is not overwhelmingly powerful and quite slow but can hold its own against Acclamators. Thanks to its shield boosting ability, it can regenerate its shields quickly and completely when they start to get low, making them good front line ships to lead your fleet into battle.

Assault Frigate

Well armed and armored ships, they are the second strongest rebel capital ships in EaW. While it won’t win any fights against an Imperial Star Destroyer, its armament make it a near match for a Victory Class and it will overpower smaller vessels without much difficulty. It also packs a pair of laser cannons to deal with incoming bomber and fighter units.

Mon Calamari Cruiser

Most likely the strongest space unit in the game — even stronger than the Imperial Star Destroyer (blasphemy I know). It boasts firepower equal to a star destroyer but in addition, also has the benefit of not having a shield generator. So you do not have to worry about enemy bombers leaving your ship vulnerable with one swift strike. This makes it much harder than an ISD to destroy. This ship can only be built on Kuat, Fondor, Mon Calamari or Sullust.