Star Wars: Empire at War/Imperial units

The Imperials utilize walkers and large starships that spread fear across the Galaxy. The Empire is fundamentally different than the Alliance when it comes to strategy. In space, the Empire relies on large starships with hanger bays, since the Empire cannot produce aircraft on their own. On land, they use walkers instead of tanks. One-on-one the Empire cannot be defeated in a slugfest, you must use superior tactics.

Infantry
The strength of the Imperial Army is in numbers, technology, and overall dominance. The Stormtroopers were once the Clone Troopers of the Republic, until they were corrupted by Chancellor Palpatine.

Stormtrooper
"It's them! Blast Them!"

- Stormtrooper, spotting Han Solo onboard the Death Star I

The bulk of the Imperial ground force. They are required for basic occupation of a planet, or for at least combatting resistance.


 * Special Ability:"Take Cover"
 * Makes the selected unit take significantly less damage at the cost of slower movement.


 * Size
 * One stormtrooper platoon is comprised of 18 men: two squads of nine men each.

It's best to use them to capture landing zones and build pads, as well as to combat Rebel infantry. They are ideal for garrisons on your planets.

Scout trooper
"What's the last thing to go through an Imperial scout trooper's head when he hits a tree? His afterburner."

- Rebel joke about the Scout Trooper

Scout Troopers on Speeder Bikes. The bikes are good against infantry in hit-and-run attacks, and the charges they drop damage light vehicles and tear apart infantry. If the bike itself is destroyed, the Scout Trooper ejects and fights like a normal Stormtrooper. Scouts have less armor than Stormtroopers so they're pretty much useless without their bikes.


 * Size
 * One Scout Trooper group is comprised of two men on Speeder Bikes.

The best targets for them are infantry and artillery. Using their speed, they can get close enough to artillery and drop their Thermal Detonators, which will destroy the artillery. This makes them a quick, cost effective defense against deadly Rebel artillery. They also make excellent scouts and spotters for bombing runs and your own artillery strikes.

Armored Forces
The Imperial armor is superior in firepower, armor and potency. New vehicles are constantly developed, each tested at least once in the field, but most never make the scene. The Empire favors walkers over tanks, but they still have a few to fall back on. One-on-one these will almost always win against Rebel vehicles of the same class.

T.I.E. Mauler
"Yeah, I'll bet its cramped. I doubt they have Wookies as the pilots, pal!"

- Han Solo

A rare example of an Imperial tank, the T.I.E. Maulers is armed with rapid-fire light laser cannons to make short work of infantry and a self-destruct mechanism if caught in a fight that it cannot survive. The travelling speed of the T.I.E. Mauler leaves Rebel soldiers with little time to avoid being run over. Cheap to produce, these tanks are easy to replace, but they pay for it with the poorest durability among Imperial armored vehicles.


 * Special Ability: "Self Destruct"
 * Set the T.I.E. Mauler's engines into an ionic overcharge condition where it will explode causing great damage to nearby units.


 * Size:
 * Five T.I.E. Maulers per group.

Use T.I.E. Maulers against infantry, but if you have a small pack, feel free to hack away at light vehicles, too. Abandoning laser shows for running over Rebel infantry is a tempting option, but be wary of sending these tanks headlong into the waiting guns of other enemies. The self-destruct should be used only when you are sure that the T.I.E. Maulers are done for. Additionally, you must time it right or else the Rebels may have just enough time to stop the detonation sequence. The explosion is quite large, and can wipe an area clean of troops, turrets and vehicles.

2-M Repulsor Tank
"Hey Chewie! Imperial Tanks! Why not go borrow one?"

- Han Solo

Another rare example of an Imperial tank, 2-M Repulsor Tanks are equipped with repulsorlift engines and shields, giving them the mobility of the Rebel T-2B tank. The shields and armor are heavier than that of the T-2B tank, though it is a bit slower. Being a hover tank, it can glide over water. Keep that in mind for ambushes.


 * Special Ability: "Boost Weapon Power"
 * Divert power from the shields and engines to the weapons. For a short time, firepower will be increased at the cost of shield regeneration and engine speed.


 * Size:
 * Four of 2-M Repulsor Tanks per group.

Employ 2-M Repulsors in assault spearheads. The "Boost Weapon Power" should be used to destroy armored targets faster if the 2-M Repulsor Tanks are well within range of armored targets but are not in enough danger to be destroyed outright by retaliating fire, especially from Plex Missile Troopers. Consider using the durability of AT-STs and AT-ATs or the near-immunity of Stormtroopers to distract and perhaps, destroy Rebel antivehicle weapons.

SPMA-T (Self-Propelled Medium Artillery)
A strong artillery walker that does not perform well in close combat. They do have a blaster defense, which automatically fires at any units within point-blank range. The range and damage is inferior to the Rebel counterpart, but you get three instead of two.


 * Special Ability: "Deploy/Undeploy"
 * Deploy the unit to enable long range artillery fire. While deployed the unit cannot move.


 * Size:
 * Three SPMA-Ts per group.

Use these as defensive units. Deploy them in captured ground and chokepoints on the map to weaken incoming enemy troops from afar before they get close enough for a shot. These mop the floor with infantry, but are not as effective against vehicles.

AT-AA (All Terrain Anti Air)
An Anti Air Walker usually does not do well against ground based enemies with the exception of Rebel infantry.


 * Special Ability: "Missile Jamming Field"
 * Scramble missile guidance systems. Incoming missiles will have drastically reduced accuracy while the ability is active.


 * Size:
 * Three AT-AAs per group.

Use this walker against Rebel air units and as a stopgap countermeasure against Rebel missile units until you can field a proper force to repel the threat. The AT-AA is the only mobile option in protecting ground forces from Rebel Snowspeeders and Y-Wing Bombing Runs.

AT-ST (All Terrain Scout Transport)
"AT-STs will no longer be deployed on planets with an abundance of trees or other known obstacles such as rock-wielding primitives."

- Imperial Notice, shortly after the Battle of Endor

The light walker of the Empire. Though it is proficient in anti-infantry duties, it also can take on other light vehicles when grouped together. Like its tank counterpart of the Rebels, the T-2B, it is often deployed in large numbers to help secure planets more quickly.


 * Special Ability: "Barrage Area"
 * Continuously fires at a targeted area on the map. Enemy units caught in the targeted area will take significant damage. While barraging a destination, the unit cannot move.


 * Size:
 * Four AT-STs per group.

It's best to use these as garrison forces, accompanied with Stormtroopers. In battle, these are good for tanking on Rebel soldiers, provided they don't have rockets. They are also ideal for use against enemy turrets and other light vehicles. Although it is classified as a light vehicle, it has the third heaviest armor in the game, behind only the T-4B and the AT-AT. They are very weak against Rebel Plex soldiers.

AT-AT (All Terrain Armored Transport)
"We had the Battle of Gormen won, until the AT-ATs arrived. They came out of the fog and ripped apart the front lines. The locals ran in terror, but the experienced soldiers surrendered. We knew that you can't outrun an AT-AT."

- Rebel Commander

Representing the total opposite of the T.I.E. Mauler in concept, AT-ATs are the only thing that can take on all types of Rebel ground troops with ease, but watch out for Snowspeeders, which can take down the monstrous walkers. They are heavily armored, but not invincible.


 * Special Ability: "Deploy Stormtroopers"
 * Deploy a company of Stormtroopers from the transport.

Acquisition of AT-ATs should be a high priority in extended fights and delivering the final, decisive blow to the Rebels. Use these offensively against anything you like except Plex Missile Troopers and Snowspeeders. Drop some fresh Stormtroopers using the AT-AT's special ability to add weight to the argument.

Starships
The Imperial fleet is composed of massive starships. The Empire's space force has major differences compared to the Rebel space force. You will defeat any Rebel ship one-on-one with the exception of the Mon Calamari Star Cruiser.

First, the Empire doesn't have to build aircraft (TIEs), they are produced for them. Then again, they don't get to build any aircraft. TIE Fighters and TIE Bombers are released from the hangar bays of most Imperial capital ships. These are free of charge, due to the fact that they are garrison units. This also means they don't count towards the population cap, so no matter how many TIEs you have flying around, they have no effect on the numbers of units you can bring in. TIE aircraft have no shields and no hyperdrives, they are short-range and not very durable.

Another big point are shields. Not only are Imperial shields weaker than Rebel shields, but they can also be permanently destroyed. This is because every Empire capital ship, with the exception of the Acclamator, has a target-able shield generator on the outside. This proves a major disadvantage in combat, one of which the Rebels will frequently exploit. You may have better guns, but you're slower and can't take as much punishment.

T.I.E. Fighter
"For every TIE Fighter you shoot down, a thousand more will take its place."

- Baron Fel

T.I.E. (Twin Ion Engine) Fighters are basic Imperial fighters that are deployed in large numbers and armed with Laser Cannons. Weak units, though good against bombers and other light fighters. Their newer cousins, the TIE Interceptor and TIE Defender, appear only in the expansion pack (Forces of Corruption) for this game. You'll have to make do. However, they have their advantages...


 * Size
 * One squadron is made up of seven TIE Fighters. Several capital ships carry multiple squadrons in their hangar bays.

Use these to screen your destroyers and frigates against bombers and fighters. Since you outnumber the Rebel fighters, capitalize on the advantage and get to work. Use multiple squadrons to engage targets. These are best used to draw fire from big ships and stations, and to destroy enemy aircraft. You will lose many, but they will be replaced as soon as they are taken out.

T.I.E. Bomber
"When the TIE bombers first started shelling Yavin 4, I thought the planet would crack right open. Those egg layers leveled the jungle."

- Rebel Commander

The Empire's anti-ship weapon. Useful in attacking Rebel space stations and capital ships. They are armed with proton bombs, which bypass shields to deal damage faster. They are also slow, but they can be very powerful if used correctly. If you have a frigate or capital ship orbiting a planet, it can deploy its bombers to attack an area of choice.

One squadron has four TIE Bombers. Several Capital ships carry multiple squadrons in their hangar bays.

These are valuable. Clear the area of fighters and corvettes before you send them in the battle. These are best used against anything equal to or bigger than a Nebulon-B Frigate, but the best ship to use these against is the Mon Calimari Star Cruiser. These are critical to your campaign. You don't even have to recruit a TIE bomber squadron for bombing runs, you can still have bombing runs available as long as a capital ship with a bomber squadron garrison is in orbit.

T.I.E. Scout
A scout aircraft and not meant for fighting very much but can jump into hyperspace. It is a good ship for scouting areas for Broadside Cruisers to strike at.

One squadron consist of 3 TIE Scouts.

Use these for intelligence gathering and to back up the TIE fighter Sqaudrons. They actually have hyperdrives, so they can be built and sent anywhere in the Galaxy. You can dogfight Pirate Fighters, V-wings, Z-95s, and Y-wings with confidence, but if you see anything better, run away.

Tartan-class Patrol Cruiser
The Tartan Cruiser is an anti fighter and anti bomber ship.


 * Weapons
 * 4 laser cannons

Best used to screen your fleet. Use them to destroy any Rebal fighters you find. Keep away from enemy capital ships.

Broadside Cruiser
A corvette armed with powerful concussion missiles, but no other weapons. It is dangerous against fighters and unshielded units, as well as being a good station destroyer, but is highly inaccurate and not well shielded. To make up for this, it can more accurately concentrate fire on an area (its offensive capabilities highly outweigh its defensive weaknesses).

Weapons:
 * Missile launcher

Use these against any Rebel ship. They are super-effective and super-vulnerable against everything. This can be classified as the Empire's Space artillery.

Acclamator Cruiser
A notable ship that has no major weakness. Ineffective against Mon Calamari Cruisers, even in groups, and does not like things that look like a Y. These will be your first capital ships, so get used to using them until tech three.


 * Weapons
 * 3 TIE FIghters (Interceptors in expansion pack) Squadrons
 * 1 TIE Bomber Squadron
 * 1 Proton Torpedo Launcher
 * 1 Concussion Missile Launcher
 * 2 Turbolaser batteries
 * 2 Laser cannon batteries.

With a wide variety of weaponry, a hangar bay and no outside shield generator, this is probably the most versatile capital ship in the game. Use it against enemy missile cruisers, space stations, frigates, fighters, etc. Just keep these away from Mon Calamari Star Cruisers, Rebel Assault Frigates, and Y-Wing Bombers, send your bomber and fighter compliments against these.

Victory-Class Star Destroyer
A weaker ship than its cousin the Star Destroyers but still powerful. Houses more tie aircraft than Acclamators and can transfer all fire to cannons to take down foes. Highly effective against enemies like Corellian corvettes and other small to medium ships and cruisers, due to their enhanced turbolasers.


 * Weapons:
 * 6 TIE Fighter(Interceptors for expansion pack) Squadrons
 * 2 TIE Bomber Squadrons
 * 2 Enhanced Turbolaser batteries
 * 1 Ion Cannon battery

Use these like all other imperial capital ships. They are effective against anything, just keep them away from enemy bombers. If you're engaging enemy capital ships (especially Home One or Consortium destroyers), make sure you have a group of these.

Interdictor-Class Cruiser
""Never again will the Rebels leave you behind, looking flat-footed and foolish. The Immobilizer will see to that""

- Sienar Fleet System ad for the Interdictor

This infamous Imperial ship prevents Rebel ships (even the Millennium Falcon) from retreating into hyperspace. They are frigates with light weaponry, so protect them at least mildly. Their other special ability is the Interdictor Force Field, a magnetic field strong enough to repulse missiles, but nothing else. Its constraint is that the ship is to stay stationary when the generator is active. The cruisers are good against lone fighter groups and light corvettes. They have the honor of being the only Imperial capital ship to not have a hangar bay.


 * Weapons
 * Gravity Well Generator
 * 4 laser cannon batteries

Use these against Rebel missile cruisers and to keep the enemy from retreating. Not for combat, but you can defend yourself against a stray corvette or X-wing squadron in a pinch.

Imperial Star Destroyer
"At that close range we wont last long against those Star Destroyers!"

- Admiral Ackbar during the Battle of Endor

The Grand Finale of the Imperial Navy. A very powerful ship and it carries endless squadrons of TIE fighters. It does not get along with enemy bombers very well and we do not know why bombers like Y-Wings can take down those powerful ships.


 * Weapons
 * 10 TIE Fighter Squadrons
 * 5 TIE Bomber Squadrons
 * 4 Enhanced turbolaser batteries
 * 2 Ion cannon batteries
 * 1 Tractor beam

With such huge numbers of TIEs, air (space) superiority is practically a shoo-in. Use these to demolish anything in its path. Mon Calamari Star Cruisers are actually bigger and better than the Star Destroyer though, so you'll have to use it's TIE Bombers to your advantage.

Hero Units/Flagships
Darth Vader and his master Emperor Palpatine are Sith Lords, which wreak havoc upon all enemy units. Darth Vader's TIE Fighter squadron is quite weak against Red Squadron and enemy X-wings/corvettes, which can shoot down Vader's TIE fighter if his wingmen are eliminated in battle, but they can be summoned again after some time.

The bounty hunter Boba Fett has a ship known as Slave I, a powerful fighter with corvette-type weaponry, as well as a potent seismic charge dropper which heavily damages enemy fighters, bombers, ships and stations. As an infantry unit, he possesses a blaster carbine and flamethrower, dangerous to Rebel infantry, and a jetpack, making him a good infiltrator. One in-game trick includes his jetpack. Command him to use the jetpack anywhere on the map. Once he is airborne, command him to move. He stays airborne as long as you like, but he is vulnerable to enemy anti-air units/structures.

General Veers owns an enhanced version of the AT-AT, which is immune to the Rebel Snowspeeders' tow cable attacks. He can fire a burst of ultra-powerful lasers to quickly take out an enemy structure or heavy unit.

Admiral Piett commands a super version of the Imperial Star Destroyer, which contains many TIE Bombers squads, as well as dozens of TIE Fighter Squadrons. He can fire a powerful proton beam that does massive damage to enemy capital ships and space stations.

The Death Star is the superweapon of the Imperials, as it can destroy any planet with its superlaser. It is protected by a small fleet of elite ships.