Empire at War Notes

Table of Contents

Section 4: Imperial Ground Units

Stormtroopers

The backbone of the imperial army in the movies and novels. However this is not the case in my battles in Empire at War. They are useful units in any battle and good value for money, but are not very powerful. They are alright against rebel troopers thanks to their cover ability and can also capture turret and reinforcement points. Another thing to point out is that the rebels seem to be reluctant into running them over. But enemy artillery and T-4B units make short work of them. .

Scout Troopers

They are very fast units and ideal to scout shrouded areas of the map. You can use them to find enemy generators or any other structure to enable you to conduct bombing runs. Another good use is against rebel troopers. Have the speeder fly over or directly in front of enemy platoons and drop a thermal detonator. I also use them against MPTL-2As before they can get anyway near my base or units. However, they are very weak and easily destroyed. Once you commit them, you cannot really expect to have them survive the battle.

TIE Mauler

Cheap to build, quite fast and very effective at killing enemy troops - a squad of them would have no trouble killing an enemy hero. Their rapid blasters make short work of soldiers and if you cannot be bothered with the fuss, just run them over. Their self destructing ability is also pretty effective against armoured units - provided the latter do not destroy them first as their armour is very weak. While it can handle blaster soldiers with ease, PLEX soldiers make short work of them.

AT-ST

While it is not particularly great at killing things, it is quite hardy and will take some damage before getting destroyed. So you can use that to keep the enemy busy and get other units in for the kill. They are mostly good against turrets and when in groups can handle most armoured units and troops. A good unit to use when in large groups.

2-M Repulsor Tank

Pretty much the equivalent of the Rebellion T-2B tank, only better. It is primarily an anti-vehicle unit and fulfils that role rather well. It is also good at destroying structures. Its special ability boosts its weapon power accelerates the destruction of armoured units and structures.

SPMA-T Artillery Unit

An artillery unit. Excellent for destroying anything provided nothing comes anywhere close to it to exact vengeance. It does have a little laser cannon to protect itself, but it is rather useless. It moves on small legs and so it will take some time to move into position. This is why this unit is best suited for a defensive role. This is especially true when operating behind a shield generator. A few shots will be enough to destroy anything that comes too close. However, it is not as effective as the rebel MPTL-2A because it does not shoot missiles and will not home in on your targets; sometimes missing them. A great unit to use provided it is protected by others.

AT-AA

You would expect a lot from a weapon that can only be attained at Tech level 4. However, you should not in this case. It is primarily used as an anti-aircraft weapon to gun down enemy T-47s and bombers. Sadly it will take some time before it does and if these air units use it as a target, then they will make short work of it. Moreover it moves very slowly and so it will take time before you get to position it where you want it. It can be used against ground units but will be ineffective against armor. The splash effect of its guns when used on the ground is OK against infantry. The really good thing about it is its special ability that disrupts missiles from bombing runs… which is excellent for protecting your base. To conclude, the AT-AA is good for defense, bad for offense.

AT-AT

The glorious All Terrain Armored Transport. Although expensive and timely to build, it is worth the money and the wait. While it is bulky and slow moving, its laser cannons will make short work of every armored unit and structure. It is not as effective against troops, so you will have squads of stormtroopers which can be deployed. The AT-AT can run down walls and even crush light vehicles and infantry. Its weaknesses comes from attacks from behind, because it takes a while for it to pivot around. The other major weakness is against tow-cable attacks from T-47 airspeeders which will sadly make it tumble with ease. The best thing would be to eliminate T-47s before deploying your AT-AT(s) by building AA turrets next to your other units. Check out the hints and tips list for another trick.