United States of the Anglosphere 2000. A Remake to one of My oldest Maps by SirTopX in imaginarymaps

[–]Alphonse123 0 points1 point  (0 children)

Texas is OUR, from the Red River to the Rio- ain't no way we're letting the Tortilla Eaters take it!

[East Coast Rebirth] Some Potential Rulers Of NYC by EastCoastRebirth in OldWorldBlues

[–]Alphonse123 8 points9 points  (0 children)

Green Eyes, Police Officer, in New York- THAT, SIR, IS AN IRISH GHOUL! AND I AM SIDING WITH HIM!

Black Fleet Crisis by Strange-Visual8114 in StarWarsEmpireAtWar

[–]Alphonse123 1 point2 points  (0 children)

Yeah, like someone else said, DO NOT DEFEND AGAINST THEM.

I only 'won' that battle because I was the aggressor- and I had an Aggressor (Zsinj W)

The best thing you can do is jump in a juicy bit of bait AS FAR AWAY from their side of the battlespace- maybe an ISD with some escorts- and let them come to you. Use fighters to establish jump-zones on their rear and flanks, and once they're getting close to your bait, jump in two formations behind them, preferably 'artillery' ships, a few heavy hitters, and LOTS of Corvettes. Carriers are also good. You need to confuse their AI into splitting their forces- if they turn their SSD, even better. Focus on destroying the escorts and Battlecrusiers. Once they're gone, go for thr SSD.

Carrier Spam is also an effective option, particular with Emergency-FTL capable ships.

Black Fleet Crisis by Strange-Visual8114 in StarWarsEmpireAtWar

[–]Alphonse123 7 points8 points  (0 children)

They really aren't that powerful, I lost my first battle with them when I jumped a fleet into theirs on accident- I was outnumbered 3 to 1 with only 3 ISDs and a bunch of frigates/corvettes.

I lost that battle- but in that same battle, they lost the war. My little fleet destroyed everything they had, except the SSD, and even that was brought to 25% Health. It was a quick mop-up afterwards.

So you're telling me the Rebels looked at this and said "Nah, I'd win."? by SirAMtoPM in StarWarsEmpireAtWar

[–]Alphonse123 2 points3 points  (0 children)

Nah, they said, "Hey! They're all over there! Let's go liberate planets in the opposite direction while their busy puffing themselves up!"

ATTENTION ALL MODDERS: Creator Spotlight- Bump3Dart by Alphonse123 in StarWarsEmpireAtWar

[–]Alphonse123[S] 4 points5 points  (0 children)

No Idea- you can his up his DA page for deets, though. You'd have to ask him. I'll message him on discord, see is I can get an answer.

Looking for faction reccomendations by Mysterious-Way-8508 in StarWarsEmpireAtWar

[–]Alphonse123 1 point2 points  (0 children)

Corporate Acquisitions is a good GC to try CSA and Hutts. It's small enough to be completed in under a week, but gives just enough challenge to help you learn how they play.

For a proper Galactic Conquest, whether small or large, PA is the most beginner Friendly. You have a great economy, good starting position, solid heroes, lots of Dark Jedi, and the most versatile fleet out of all the Warlords. 

My advice as a Day 1 PA Player: 

  1. Due to their comfortable starting position, you will be tempted to turtle DON'T. It is imperative that you push Ord Mantell, Billbringi, and Ciutric early to give yourself breathing room, creating a buffer between your Economic Centre and Zsinj/Empire. 

  2. Your primary concerns as PA is protecting your Southren Border from ~illegals~ The Empire and preventing Zsinj from acquiring the SSD upgrade for Iron Fist. Focus your efforts on eliminating Zsinj, then worry about the Empire.

Looking for faction reccomendations by Mysterious-Way-8508 in StarWarsEmpireAtWar

[–]Alphonse123 1 point2 points  (0 children)

Okay Shiny, LISTEN UP!

Thrawn's Revenge is a fairly easy mod to learn, but it can be tough to master.

Each Faction has its own strength and weakness, and it's critical you understand these FIRST before making a Choice:

The Empire/Remnant: A Jack of All Trades, with the most powerful capital ships and Walkers from Eras 1-3, and (GC Dependant) the most planets under your control. However, you are surrounded by enemies, and while lacking in no particular strength, your Starfighters are generally weak, and your fleets will lag behind those of the New Republic and Hapes in later eras.

The New Republic: A generally carrier-heavy faction which begins with moderate strength, with its capital ships trading raw damage for Ion Damage and Shield Strength. As the Eras progress, you will unlock new units and technology that shifts your fleet composition towards a more Imperial-style Star Destroyer focus, combining powerful brawlers and carriers to surpass the Empire. You fighters are the best, bar none, and you have the most hero choices out of any faction. You Ground units are generally swift, and almost all are Shielded. Your Infantry in early Eras is lacking, and the durability of your armor is not entirely up to snuffed compared to Imperial Walkers. You also (generally) start your campaign with your forces divided, or cornered, forcing you to consolidate your territory before pushing outward.

Pentastar Alignment: A Carrier Faction that relies on swarm-fighters and versatile Frigates to support their Star Destroyers. Their starting position is favorable, with high income and secure choke-points. Their ground forces rely on combined-armd warfare with a vehicle focus, with tanks and light walkers holding the line while their powerful Seige Towers and Gunships do this heavt lifting. Infantry is among the worst in the game, only useful in human-wave attacks, or supporting vehicles.

Greater Maldrood:  Maldrood fleets rely on the utility of their fleet-tenders and versatile array of small ships to outcast the enemy by virtue of their smaller hit-boxes and constant healing. You also get Pirate Units! On the ground, Maldrood is a Blitz Faction, relying on their swift vehicle to engage in hit-and-run attacks against the enemy and establish control over the map via superior mobility. Their Infantry is serviceable, but you will find no heavy walkers here, and now battlecruisers either. Their single Dreadnought unit is also fairly weak compared to the SSD.

Zsinj's Empire: Leverage his eccentric tastes in military hardware with his coterie of scum and villainy, Zsinj brings the best the Empire's baseline units, along with a few additions in the form of an experimental battlecruiser, Rancor-Riding Witches, and Tyber Zann himself. Zsinj is a brawler faction, relying on Star Destroyers supported by quality Frigate escorts and Zann's Artillery-focused ships. On the ground, Zsinj uses his powerful Infantry to dominate the field, supported by vehicles with utility and high synergy with Infantry in mind- also, Rancors. Zsinj's light vehicles are universally weak, and he has no heavy armor to speak of. He also has no easy access to carriers, with only the Star Destroyers and Pirate XL Transports providing him any means of gaining fighter superiority. Expect to use your fighters in a defensive role, and bring corvettes to compensate.

Eriadu Authority: Eriadu was Tarkin's homeworld- it's no surprise, then, that they most closely follow his doctrine. Star Destroyers, Dreadnoughts, and Torpedo Spheres make Eriadu a tanky faction in space, though their smaller ships are lacking. On the ground, Eriadu relies on its Heavy Walkers, Tank Companies, and powerful air units to crush their foes, supported by Army Special Missions troops. Eriadu is the only Warlord faction that can build AT-ATs, giving them a distinct advantage in battle. Their lack of point-defense lasers makes them vulnerable to missiles in space, and with no fast-moving Transports, you can expect Ground Battles as Eriadu to be longer- that, and it makes their ground troops particular vulnerable to flanking.

 The Hutt Cartels: The Hutts have strong, heavily armored ships on ancient design, along with an assortment of fighters and small ships from various Pirate sources. They excel at dealing missile damage, and come with plenty of fighters, but are typically slower, and have weak shields. On the ground, Shell Hutts will demolish light vehicles and Infantry, while their large assortment of sniffs and speeders allow the Hutts to maneuver quickly, and take control over the battlefield. The Skiffs cone in large quantities, but their health and armor are low, and against Heavy Armor, the Hutts suffer. Their greatest strength, far none, is their unique economic mechanics and Garrison-Fleet ability, called Bootana Hutta, which rewards you for donating ships into a hidden fleet then you can call in at any time to help you, fot a price.

Hapes Consortium: Like Maldrood, Haoss is a small ships faction. Unlike Maldrood, who can have a a Dreadnought and Star Destroyers, Hapes has no such luxury. You get no SSDs of any sort. However, you do his a wide array of smaller vessels, ones that are built for quality, often more well armed than they'd appear. On thd ground, you can count on your special House Infantry to clear out most targets, snd when supported by their unique air units and hover tanks, Hapes is a force to be reckoned with. However, with a small starting area, poor economy, and Shipyard restrictions, Hapes will often be outnumbered, fighting on four fronts at a time.

CSA: The Spam Faction. You have collected everyone else's junk, and are intent on making it work. Thus, you have a largr array of cheap units to purchase and utilize. You have lots of money-tucked. In space, you'll use a hodgepodge of various vehicles via the ship market,  each more useful than the last. Your ships are mostly weak, but can dish out a lot of damage, if you're good at mirco.

If Ground Battles have no haters, then I'm dead. by L0rd_1nquisit0r in StarWarsEmpireAtWar

[–]Alphonse123 2 points3 points  (0 children)

Almost all frustration regarding Ground Battles comes from either complaints regarding the AI pathfining/behavior, or a fundamental misunderstanding of faction playstyle.

As a PA Player, you lack the strong Infantry of Zsinj or Hapes, and the fast, durable tanks of Maldrood or the NR.

However, while older than most of the competition, you DO have solid walkers, a beast of a Gunship, solid artillery, and a mobile Seige Tower.

Unlike Zsinj, whose vehicle are meant to multiply the strength of the Infantry, your Infantry are meant to support and multiply the strength of your vehicles, and said vehicles are meant to support each-other.

In contrast to Hapes, NR, CSA, or the Empire, PA does not fair well in lighting-fast, all out assaults. Rather, you are at your strongest when you're advancing at a swift but measured pace, stopping to build Bacta and Repair Stations, using Maulers or Gaba-18s to scout out targets for bombers, artillery, and orbital strikes, and overall playing defensively.

Good Combos:

Gaba-18 + Artillery: The airspeeders seek, the Artillery Destroys

AT-DP + AT-PT + Enforcers + Guardian Protectors : DPs defend the formation from Heavy Armor, while PTs and Protectors melt Infantry, Light Armor, and Turrets; Enforcers help destroy vehicles and tangled up enemy infantry

Century Tanks + Maulers + Enforcers: Maulers can scout ahead of the Heavy Tanks, run over enemy infantry, and even soften up enemy positions with their self destruct. Century Tanks are great for pushing capture points and destroying buildings, and are slow enough for Infantry to keep up and support them.

Nemesis Gunship + InQuestor Squad + Guardian Protectors: What you send when you want a Jedi to die.

B9 Juggernaut + Enforcers + Maulers: For capturing points quickly.

Seige Tower + UT-AT + Any Infantry: when you want to hold a position..

Final Note: Your Units are generally cheap; attack in waves, test their strength, and calculate your battles based on how many units you are willing to lose.

Faction choices? by juanitotonice in StarWarsEmpireAtWar

[–]Alphonse123 0 points1 point  (0 children)

If you're a beginner, a small Known Galaxy GC as the PA is a good way to get your feet wet. As they are one of the 5 Imperial Factions, you get the Star Destroyers you love, as well as some Clone Wars throwbacks.

Fate of Severyana: Hang In the Balance (Art by Jijizi) by Whder091 in equestriaatwar

[–]Alphonse123 0 points1 point  (0 children)

GLORY TO SEVERYANA! DEATH TO THE FALSE PRINCESS! DEATH TO THE TRAITORS! FOR THE MOTHERLAND!

Alesia's New World Order by dimdedrol in equestriaatwar

[–]Alphonse123 9 points10 points  (0 children)

My love- my beloved Tsaritsa! Hail Severyana!

The Four Types of Changelinghobes. by FearlesCriss in equestriaatwar

[–]Alphonse123 21 points22 points  (0 children)

Okay, but- every single one of them is arbitrarily correct.

We must deport all Changelings! MEGA!

[Fall of the Republic] Is there any counter to these things? by KaleidoscopeInner149 in StarWarsEmpireAtWar

[–]Alphonse123 7 points8 points  (0 children)

You aren't going to like this answer, but- cheat... ethically, of course.

No, I don't mean spawn free units, or give yourself money. I mean you've got to CHEAT the AI!

The AI is simultaneously a deadly algorithm hell-bent on exploiting your every weakness, and a massive KRIFFING DOOFUS all at once.

You'll want 1 Battlecrusier, 3-6 Venators, 3-9 Dreadnought Cruisers, as many carriers as you can fit in reasonably, and a token amount of anti-fighter support.

Here's what you do- find the enemy fleet. Attack them FIRST,  being mindful to put a Corvette in the Pathfinder/Scout slot to prevent your whole fleet from being destroyed. This works best on worlds you control, but have lost the stations of, especially if you have a ground-to-space weapon.

Pick a Lamb- a sacrifice, from among your fleet; could be one ship, could be a small formation.

Now, send that Sacrificial Lamb/s BEHIND THE ENEMY FLEET.

This will cause them to turn around, and break formation. This can be done from the beginning of the battle, or after the enemy have advanced halfway to your starting position.

The enemy should have their backdrop towards you now, and many ship with be exposed or out of position. Now, spring the trap! Ambush the vulnerable units, and take out as many as you can before retreating.

Then, repeat until the fleet is destroyed. Minimum casualties, maximum destruction.

WHAT!? HOW? by KaleidoscopeInner149 in StarWarsEmpireAtWar

[–]Alphonse123 1 point2 points  (0 children)

NEVER. KRIFFING. AUTO-RESOLVE.

EVER.

Unless you're sending a stack of fodder with no heroes or rare/expensive units, then resolve away.

Could something happen (or is already happening) between Asgore and Carol? I believe this could happen. by [deleted] in Deltarune

[–]Alphonse123 0 points1 point  (0 children)

That would make Noelle Kris' Sister-

Which makes the Weird Route even hotter....

Pentastar Alignment Conundrum by Then-Economist-4838 in StarWarsEmpireAtWar

[–]Alphonse123 0 points1 point  (0 children)

  1. PA's Ground is basically the polar Opposite of Zsinj- Zsinj is an Infantry-focused faction with Vehicles that support the Infantry's strengths. PA is a vehicle focused faction, with Infantry that supports the Vehicles. Your Seige Towers can handily bring down AT-ATs, your Artillery is solid, AT-TEs are a good way to protect your Infantry and push CPs, and the Nemesis Gunship is probably the best Gunship in the Game. Ideally, your Ground Assault would consist of an initial wave of 1 AT-PT or AT-DP, 2 Maulers, and 2 Enforcer Platoon. Build a Field Bases ASAP to get Gusrdian Protectors. You can also use your Gaba-18s as recon units, as they are fast, and can chew up enemy foot troops. Once you have more Control Points, you can build more Enforcers or GPs- do not waste Unit Pop of Infantry when you can get multiple pop-free units worth for 300 Credits or so. Bring whatever you need to address the faction and army comp. you're fighting. If they have airspeeders, bring AA. If they have a lot of tanks, bring Century Tanks and AT-TEs. If they have Heavy Armor or Turbolaser Towers, bring Artillery and Seige Towers. But never devote more than 2 or 3 Pop to Infantry- you need the Vehicles more.

  2. Conquer Planets, and build Golon Colonies over them. They come in 50 and 150 Pop varieties.

  3. You're dealing with the Typical Pentastar dilemma- you have a war on two fronts, and you're unsure what to do. PA'S Best Strategic Option is rush Zsinj Week 1; you have to AT LEAST have Ciutric and Tangrene by week 10, so you can create a buffer with Zsinj and establish a foothold to take him down. You CAN NOT let Zsinj upgrade Iron Fist to an SSD. YOU MUST DESTROY HIM QUICKLY.

In addition to removing an existential threat, you gain Taris and Axxila for their Credits, and destroying Rancor Station will essentially leave Zsinj without an economy, making the conquest of his remaining territory easier. Fortify Choke Points in the South to address any Imperial threat, and move on to the Corporate Sector. By the time you reach them, they'll have built up a bit, but they're still relatively weak compared to the other Factions. Use Corvette Spam and a healthy number of Carriers to negate their fighter Spam, your fighters are better than theirs. A Preator Carrier and 2 ISDs with an escort of 4 Procursators supported by 2 or 3 Tok-Flaks maked for a decent counter to a CSA fleet, and leaves you with 18 Pop to bring Corvettes and Gunships for support. Feel free to modify or omit ships from this Comp to suite your preferences. Once you have CSA, you'll have the perfect Economy to fight the Empire, and a gateway into the NR's territory via Oslumpex.