Rebellion Guide

## Rebellion starting Guide

### 10 Important Planets to get or keep

* Mon Cala: provides a discount on MC-80s, MC-60s, MC-40s, and MC-30s. Mon Cala also provides two-story chains to get free ships and to get Admiral Akbar (MC-80 Independence)
* Sullust: provides the blueprints to the Quasar Fire Carrier, Liberator Cruiser, and Dauntless Class Battleship, freeing this planet starts a story chain that gives free units and planets. End of Chain can lead directly to Zhar Mission which allows player to do the Endor mission and establish the New Republic gaining access to new technologies.
* Tatooine: Freeing this planet gives a free hero, provides a foothold to take the southern part of the galaxy, and allows you to connect all your territory in the mid-game.
* Rhen Var: Planet provides a good choke point to protect Mon Cala and the surrounding planets of Raxius Prime and Felucia
* Mandalore: Provides a staging point to take the rest of the northern part of the galaxy.
* Bothuwai: Location of the Alliance Intelligence Center which provides rebel officers, minor heroes, rebel sympathizers (goes to enemy planets and gets credits from those on the planet that support the alliance), Bothan spies (reveal enemy ground troops and buildings for a planet), Passive Operations operative (can assassinate minor hero's for the Black Sun and the Empire), and the Retrieval operative (removes corruption)
* Muunilinst: Provides a decent amount of cash and can be a staging point to take the corporate sector.
* Bakura: Provides the ability to build 3 Bakuran Destoyers and provide capital ships for your southern fleet.
* Bespin: Give's hero Lando Calrissian and allows for the construction of Tibana Gas Mines. Which gives a good credit income boost to help your economy.
* Kashyyyk: Allows for the construction of Wookie war parties. Kashyyyk also serves as a good connecting area between your Southern forces and the Northern Forces.

### Space Combat Tips

1. Focus fire on your targets your capital ships are tanky but don't pack much of a punch on their own using all your firepower to quickly overwhelm a target is a far more effective strategy than trying to use your ships to target things one at a time.
2. Use your starting starfighters wisely. Paid for fighter squadrons are twice as big as normal squadrons for example 1 garrison X-Wing squadron on a Nebulon B is 3 fighters compared to the 6 for a paid-for squadron. These early game paid for squadrons should be used carefully as they can be expensive to lose and replace in the early game.
3. Use Hero's to your advantage most heroes provide combat bonuses that can give your ships an edge over other factions in fights. For example, Admiral Akbar provides a 15% combat bonus.
4. Know your Hero's, for example, Garm Bel Iblis even though he's a ground hero provides 3 dreadnought heavy cruisers. which can be used to help bolster your southern fleet.

### Ground Combat Tips

1. You want to have a balanced ground force. For example, you will fail if you just bring 10 Seraph Speeders and expect to win. You want to have a variety of units.
2. If you're dealing with heavy vehicles like AT-ATs it's best to use either rocket infantry units, T3B tanks, V-25 speeders, and air speeders.
3. If dealing with Artillery its best to use hovercrafts like the V-25s, T2Bs, and the AAC Hovercraft.
4. To deal with Infantry use higher-tiered infantry groups, Artillery, and Seraph land speeders.