What empire players should put in the SC for defense

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C20H25N30
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Posts: 28

Re: What empire players should put in the SC for defense

Post#61 » Sat Apr 22, 2017 7:22 am

Y'all are forgetting that certain units only do a percentage of damage vs. Certain types of units. Like Probe Droids do 400% damage to certain types of units. Mobile Heavy Cannons are great against vehicles. Security Droids & their Sonic Grenade & Tognath Marksmen with their special shot (espcially @ level 5 & above Tognath). At-Dp only does 75% damage to some types of units, but make an interesting combo with MHC & Repair Droids. Snipers are hard to kill if on a wall or under a shield & do a ton of DPS. Bikes have 80 speed after level 7 & huge defensive perks (Not as good as Probe Droids, but much better health & speed). Look @ your Striker class units & use those for defense. The striker class is made for defense.
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llamaman
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Re: What empire players should put in the SC for defense

Post#62 » Fri Jul 21, 2017 1:22 pm

Have found on defense a mix of 3 snipers, 2 bikes and 3 stormies gives a layered defense so rebel fighters struggle to take out sc in 1 hit.


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Forceisweaknyou
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Re: What empire players should put in the SC for defense

Post#63 » Fri Jul 21, 2017 8:05 pm

Different planets, different environments.
Sand=jumps w a tog or snipe thrown in
Green=mix it up
Ice=mhc
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Plagueis
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Re: What empire players should put in the SC for defense

Post#64 » Fri Jul 21, 2017 11:27 pm

Hunter rancor. Makes an opponent wonder if they should waste fangs or not to stop it. Super slow makes it tough to lure. Less fangs against GR is a good thing.


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RedWing
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Re: What empire players should put in the SC for defense

Post#65 » Sat Jul 22, 2017 12:15 am

Jumpers with the corresponding armor suit (desert, forrest, ice). Hands down.


Plagueis
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Re: What empire players should put in the SC for defense

Post#66 » Sat Jul 22, 2017 8:46 am

RedWing wrote:Jumpers with the corresponding armor suit (desert, forrest, ice). Hands down.


Unless an attacker brings x-wings/tie fighters. Jumps tend to stack very tightly.


Boog
Major General
Posts: 470

Re: What empire players should put in the SC for defense

Post#67 » Sat Jul 22, 2017 11:58 am

RedWing wrote:Jumpers with the corresponding armor suit (desert, forrest, ice). Hands down.


I ran into buffed jumpers yesterday. I trapped them with Vader, then killed them with my own buffed jumpers. They died fast.


Shelendil
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Re: What empire players should put in the SC for defense

Post#68 » Sat Jul 22, 2017 11:59 am

Plagueis wrote:
RedWing wrote:Jumpers with the corresponding armor suit (desert, forrest, ice). Hands down.


Unless an attacker brings x-wings/tie fighters. Jumps tend to stack very tightly.


And are invulnerable to air strikes.
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Plagueis
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Re: What empire players should put in the SC for defense

Post#69 » Sat Jul 22, 2017 9:15 pm

Shelendil wrote:
Plagueis wrote:
RedWing wrote:Jumpers with the corresponding armor suit (desert, forrest, ice). Hands down.


Unless an attacker brings x-wings/tie fighters. Jumps tend to stack very tightly.


And are invulnerable to air strikes.


Could've sworn tie fighters could tag those guys. I could be wrong I guess. Hard to say when the rest of my troops are burning SC troops as well.


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Eidolon
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Re: What empire players should put in the SC for defense

Post#70 » Sun Sep 03, 2017 4:00 am

Plagueis wrote:
Shelendil wrote:
Plagueis wrote:
Unless an attacker brings x-wings/tie fighters. Jumps tend to stack very tightly.


And are invulnerable to air strikes.


Could've sworn tie fighters could tag those guys. I could be wrong I guess. Hard to say when the rest of my troops are burning SC troops as well.


None of the starship attacks can damage flying infantry like jumps.

The (starships) from traps do effect Jumps, as follows:

IDT traps treat Jumps same as non-flier troops.

Other traps are not triggered by Jumps, but can be triggered by ground troops, and any Jumps in effect area will be affected.

TIE Fighter and Striker traps will do 100% spash damage depending on their location within area of effect, while Jumps will only receive 50% damage when caught within a ground triggered TIE Bomber traps.
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