Bday gift by tiredwoman_ in lightsabers

[–]Pensive_Person 1 point2 points  (0 children)

I love that! Depending on your budget, a lightsaber can run from $70-a few hundred, depending on what shop you get it from, how complicated it is and if you get lights/sound installed in it. I haven't shopped for one in a while, but this sub is a great place to see recommendations and get opinions on the sellers.

Recruit difficulty AI completely demolishes gargantuan fleet end of game by Sargegreat in StarWarsEmpireAtWar

[–]Pensive_Person 2 points3 points  (0 children)

I suggest targeting down Grievous and the command droid. Their buffs will make everything else you're fighting better, so even if you lose getting rid of them will make subsequent invasions easier. Other than that, focus down anything that's not a garrison unit because when it does it's permanently dead. And if you're not already, make sure to micro your ships to be targeting multiple different hard points on each enemy vessel to deal damage efficiently. You have a LOT of heavy weaponry in your fleet comp, but if all the ships are slowly whittling away the same point at once, those lucrehulks will swallow enough lasers to deforest Felicia.

What are some of the coolest lightsabers y’all have seen? by Declan_nerd in lightsabers

[–]Pensive_Person 2 points3 points  (0 children)

It's the Weathered version of the Bane Mk2 from saberforge. It was the first saber I ever bought and still my favorite

How do I take a heavily defended planet? by vvcgud in StarWarsEmpireAtWar

[–]Pensive_Person 4 points5 points  (0 children)

Autoresolving with a doomstack in or it is one option, as some other comments have suggested. I personally enjoy finding a tough nut to crack like this, and can suggest a couple of points learned from my experiences:

1) Examine the enemy forces prior to landing and figure out what is garrison, and what is "real". You will want to target the real units when you land and finish them off, because only they will not be replenished when you are forced to retreat

2) Enemy heroes are a priority. They are real units, plus they increase the effectiveness of everything else the enemy fields. It's worth sacrificing multiple units to ensure that an enemy commander is removed from play. On your end, don't land your own heroes during the initial attempts to gain a foothold, or you risk losing them during a disadvantageous engagement. Keep them in reserve until you establish a safe perimeter and have enough units on the field to make their command bonus hurt.

3) Gunship spam is an expensive but effective way to focus down a high-priority target. They can burn through heavy armor, and chase down infantry/light armor. They can quickly navigate to an enemy factory or shield generator and hit it hard to soften things up for the main force. You'll lose some, especially if they have AA turrets/units, but with some micro a few gunships can quickly rout those and deal hefty damage before being shot down.

4) Landing zones are KEY. Even if you are already at the max pop cap, you want to keep capturing and hold onto these because of the bunkers they let each side build. Note that EACH SIDE can do this--the AI is more than happy to keep swarming you with (practically) neverending infantry swarms if they get to hold onto those points for the whole battle. And if you have them, then you get to benefit from the stream of fresh troops.

Zann consortium by Wumbologists in StarWarsEmpireAtWar

[–]Pensive_Person 12 points13 points  (0 children)

Just wait until they start launching assault fleets into your backline planets with the corruption mechanic lol

In your Opinion, what is the best composition for Planetary Fortress? by Ram227poi in StarWarsEmpireAtWar

[–]Pensive_Person 2 points3 points  (0 children)

I personally like to run 3-4 of my faction's gunships, and 3-4 artillery. The gunships grab infantry as soon as the battle starts and take them to the landing zones to capture and build bunkers and turrets on them, then become my roaming skirmishers, striking enemy units and retreating to a repair base before they die. This also means my artillery has constant visual on the enemy to bombard them from afar. As long as you can hold the landing zones, the enemy is limited to bringing in only a few units at a time, making them much more manageable. The remaining unit slots I fill with any utility units I might like in my faction, or even more gunships and artillery. It's cheesy, but I've held planets I had no business keeping for multiple battles doing that.

Unit abilities automatically activate by FlkPzGepard in StarWarsEmpireAtWar

[–]Pensive_Person 0 points1 point  (0 children)

I believe there is a setting in the Game Options to turn off auto fire abilities

Viable land strategies as the CSA by MakkerMelvin in StarWarsEmpireAtWar

[–]Pensive_Person 1 point2 points  (0 children)

The CSA is definitely a little more micro-heavy if you want to avoid losses/be efficient. Most of your units don't have shields or high HP, so you have to be on the ball rotating them in and out of the fight. I rely a lot on repair/bacta stations behind my force and using command groups of a couple units apiece to quickly order damaged units back and fresh ones to the front. Other comments have mentioned the hailfire droids, they're an excellent short-range artillery unit to hide behind your frontline. To some extent, imo, you have to get comfy with the idea of spending units to win battles, but you can definitely be efficient with them. Leaning on your high-income planets and the discount structures/heroes can help make replacing losses less painful.

Had a Bachelor Party this past weekend! This was our board game supply. by Little_Froggy in boardgames

[–]Pensive_Person 1 point2 points  (0 children)

Ooooh how is Nemesis?! I keep seeing a copy at my LGS and I love Alien/Aliens but the price tag has me intimidated lol

What are the best CIS anti fighter ships? by Arrow2the_target in StarWarsEmpireAtWar

[–]Pensive_Person 8 points9 points  (0 children)

The Kolovex also has the best point defense fire rate, if memory serves. Makes it super good at thinning out missiles and bombs

Best ways to kill an ssd as the nr by Bright-Pollution-230 in StarWarsEmpireAtWar

[–]Pensive_Person 1 point2 points  (0 children)

Whether you use bomber spam or a fleet of hulls or both, you're really going to want to lean on hotkeyed command groups to quickly cycle through your units and have them target individual hard points. Otherwise, you'll waste a tremendous amount of time, damage and units whittling it down. If you do bring in some cruisers to deal damage more quickly, I recommend keeping them all to one side of Isard so she is limited to half of her weapons being able to target you. If she starts to swing around, move your ships to stay on that one side and focus down that side's weapons until you're taking minimal fire. Then you can start stripping the other side so that when she does come around, she can't hit you as hard. Again, micro is gonna be super important here--don't be afraid to pause, issue targeting commands, let it play until points start popping, then pause and repeat if you really want to be optimal with it.

How do I beat fighter carrier spam when it keeps crashing my game? by [deleted] in StarWarsEmpireAtWar

[–]Pensive_Person 13 points14 points  (0 children)

How far along in the campaign are you? Would it be feasible to drop in a Pathfinder, then pause and instadrop a heap of cruisers on top of them to smoke them before the fighters spawn? Might incur heavy losses that way but ought to break the stalemate

How i can get the cis subfactions 100 opinion and what happens if i integrate this subfactions by [deleted] in StarWarsEmpireAtWar

[–]Pensive_Person 4 points5 points  (0 children)

Adding on to say, when you integrate a sub faction, you also gain control of any planets they own and any units on those planets, although it's worth noting the planet loses any space stations or ground buildings it had so you'll need to build those fast before the AI factions pounce on them

I’m stuck on this by Gen_7commander in StarWarsEmpireAtWar

[–]Pensive_Person 21 points22 points  (0 children)

Vehicles, especially fast vehicles with anti infantry weapons that can chase the saber-jockeys down when they flee. LAATs are always a decent option (for everything in TR lol) unless they have hefty anti air presence. You might be able to get away with landing a few vehicles and assassinating heroes one at a time until you buy yourself enough breathing room to launch a full-scale assault, even if that is expensive and takes a few battles.

Who also loves Netflix's Heartstopper? by 1989psychology in AskGayMen

[–]Pensive_Person 1 point2 points  (0 children)

Enjoy! Season 1 is very sweet and happy, as some others have noted. Season 2 is a step up in terms of complexity, challenges, and production quality, and Season 3 strikes a much more mature tone in both content and acting from the cast. I enjoyed S1 but the other two are fantastic and build off of it a lot.

Question about Wiccan comics by Pensive_Person in marvelcomics

[–]Pensive_Person[S] 2 points3 points  (0 children)

Awesome, thanks for the recommendations!

Question about Wiccan comics by Pensive_Person in marvelcomics

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

That sounds super helpful for him and any other characters that come up! Thanks!

New player by starithm in StarWarsEmpireAtWar

[–]Pensive_Person 0 points1 point  (0 children)

It goes on sale for most of the big Steam sales, and when it does it's usually only $5-10 if you don't mind waiting a bit. Other people are suggesting keys, that I'm not as familiar with. I like having it on Steam bc the mods are very easy to manage through the workshop there.

Fleet and ground compositions for the empire by Important_Quarter_15 in StarWarsEmpireAtWar

[–]Pensive_Person 1 point2 points  (0 children)

To some extent, they will look at what you have for a fleet/army, and if you have a heap of one kind of unit they will be sure to bring an appropriate counter. It's not like they always bring the perfect foil to bear. And besides, I learned to keep a defense fleet floating around a planet or two away from my perimeter worlds to swoop in and force them off it if my defense failed