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!"

- Sandtrooper, spotting Han Solo on Tatooine

The bulk of the Imperial ground force. They are required for basic occupation of a planet, or for at least combatting resistance. Able to take cover to avoid suffering severe damage, at the cost of mobility.

One stormtrooper squadron is comprised of 18 men: two groups 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.

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 strike.

Armoured 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.

AT-ST
"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.

One AT-ST group is composed of four AT-STs.

It's best to use these as garrison forces, along 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.

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

- Han Solo

A rare example of an Imperial tank, these tanks are equipped with repulsorlift engines and shields, giving them the mobility and survivability of the Rebel T-2B tank. The sheilds 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.

One group of 2-M Repulsor Tanks is made up of four tanks.

Use these as frontline units, as they are cost effective and efficeint. Troops, turrets and vehicles are your targets. Just stay away from PLEX Soldiers.

Tie Mauler
"Yeah I'll bet its cramped. I doubt they have Wookies as the pilots pal!"

- Han Solo

Another rare example of an Imperial tank, Tie Maulers are armed with rapid-fire light laser cannons for infantry and can self destruct if caught in a tricky situation. They can also run over infantry to quickly kill them. They are cheap and easy to replace.

One group of these is five tanks.

Best to use these against infantry, but if you have a small pack, feel free to attack light vehicles too. It is faster to run over the troops though. Use the self-destruct only when you are sure the tank is finished. The explosion is quite large, and can wipe an area clean of troops, turrets and vehicles.

AT-AA
An Anti Air Walker usually does not do well against ground based foes with the exception of infantry.

One group of these is three walkers.

Like it's name, this is best used against air units. These are among your few options against Rebel Snowspeeders.

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

One group of these is three units.

Use these defensively. Use them to cover captured ground and to maintain control over chokepoints on the map. These mop the floor with infantry, but are not as effective against vehicles.

AT-AT
"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

AT-ATs are the only thing that can take on all types of Rebel ground tanks with ease, but watch out for Snowspeeders, which can take down the monstrous walkers. They are heavily armored, but not invincible.

Use these offensively, against anything you like except missile troops and snow speeders. Drop some troops using the AT-AT's special ability to assist you.

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
"Squadron Leaders... We picked up a new group of signals. Enemy fighters are heading your way."

- Yavin IV Commander

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...

One squadron is made up of seven TIE Fighters. Several starships carry multiple squadrons in their hangars.

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 Imperial anti-ship weapon. Useful in attacking stations and capital ships. They are armed with proton torpedoes, 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 starships carry multiple squadrons in their hangars.

These are valuable. Clear the area of fighters and corvettes before you send them in. These are best used against anything equal to or bigger than a Nebulon-B Frigate. These are critical to your campaign.

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


 * Weapons
 * 3 TIE Fighter 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 missile cruisers, space stations, frigates, fighters, etc. Just keep these away from Mon Calamari Star Cruisers and Y-Wing Bombers.

Tartan Cruiser
Anti Fighter and Anti Bomber ship.


 * Weapons
 * 4 laser cannons

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

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.

Comes with 3 TIE Scouts per squadron.

Use these for intelligence gathering and to back up the TIE Sqaudrons. They actually have hyperdrives, so they can be built and sent anywhere.

Broadside Cruiser
A corvette armed with powerful Diamond Boron anti-ship 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 anything. They are super-effective and super-vulnerable against everything. Space artillery.

Victory Star Destroyer
A weaker ship than its cousin the Star Destroyers but still powerful. Houses more tie aircraft than Acclimators 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 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 bombers.

Interdictor Cruiser
This infamous imperial ship prevents Rebellion 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 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. They (the cruiser) are good against lone fighter groups and light corvettes. They have the honor of being the only Empire capital ship to not have a hangar bay.


 * Weapons
 * Gravity Well Generator
 * 4 laser cannon batteries

Use these against missile cruisers and to keep the enemy from retreating. Not for combat.

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

- Ackbar

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


 * 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 aircraft, air superiority is practially a shoo-in. Use these to demolish anything in you path. Mon Calamari Star Cruisers are actually stronger than you though, so you'll have to use your bombers to your advantage.

Hero Units/Flagships
Darth Vader and his master Emporer Palpatine are Sith Lords, which wreak havoc upon all units. Darth Vader's Fighter squadron is weak against Red Squadron and X-wings/corvettes, which can shoot down Vader's fighter if his wingmen protectorates are eliminated in dogfights, 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. As an infantry unit, he possesses a blaster carbine and flamethrower, dangerous to infantry, and a jumpjet, making him a good infiltrator. One in-game trick includes his jumpjets. 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 anti-air units/structures.

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

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

The Death Star is the superweapon of the Imperials, as it can destroy planets with a superlaser. It is protected by a small fleet of elite vessels.