AotR Full Campaign Guide: Rebellion

Welcome to the AotR Full Campaign Guide! These pages are to help new players answer some basic questions when starting the Full Campaign for the first time, such as "what should I buy first?" "What should I attack first?" "What are some general tips and tricks?" and so on. While not a full "play-by-play" guide since every campaign will be different, this should help new players figure out strategies to get started.

\*Note, these tips are used for the galactic map only, and not so much how to win space or ground battles\*

As of March 20, 2022, this guide is currently outdated. While many of these strategies still apply, this guide will be updated to better serve the current version of the game.

## Rebellion Start

The Rebel Alliance starts out very spread out. As the Rebellion you have control of planets in the far east and north of the galaxy with planets like Mon Cala and Munnilist, southwest which has Allyuen and Hoth, mid-rim with Kashyyyk and Umbara, and then you also have the Kamino-Bothuawi block of 3 planets. The Rebellion has the middle ground between Empire and Black Sun with your starting economy. As the Rebels, your fleets are spread in a way that gives 2 options. You can either play defensively or offensively. Either way, your most important planets are very open to being attacked. For example, Allyuen and Kashyyyk instantly have a front line with the Empire, Bothuwai and Kashyyyk are surrounded and can be attacked from all sides.

However, despite being very spread out, the Rebel's starting forces, especially the capital ships, aren't laughable and pack a punch, giving you the option to either sit back and build up or expand and play aggressively leaving yourself open to attack. As the Rebellion you start with 3 powerful Capital Ships. 2 unique Ships in Rebel One and the LIberation and also an MC-80 Liberty Variant. All 3 of these capital ships can 1 v 1 Imperial Star Destroyers and win. Use this to your advantage to either bluster your defenses or go the attack. As the Rebellion no matter which strategy you use missions and there rewards should be a top priority. For example, story missions can give heroes and ships like Admiral Ackbar, General Snunb, and other Ships that can be helpful to your war effort.

## Rebellion Strategy and Opening Moves

\**This guide is updated as of 2.9.3, all wings report in. However, this will probably be the same since the Rebels start has not been changed in the BS rework.*

Your first goal should be to gather your forces to certain locations. You can't defend every planet well so it's important to choose major chokepoints. For example, moving your forces that can move to Kashyyyk freely is a smart idea this allows you to build up small fleets. Waiting too long as the Rebellion is a mistake. You need to find a balance between defending yourself and expanding. Keeping the following tips in mind will help you in the early game.

### 1: Retreat and Dig In, Don't be afraid to lose some territory early.

You'll need to accept the idea that you may lose 4 to 5 planets in the first few weeks. Your goal should be to protect your Core worlds. Your goal should be to balance your expansion to help your economy but also to build up your army and navy. Here are some starting moves that will set you up for success.

* **Allyuen Sector:** Selling your Ion Cannon at Hoth can be a good increase in income. For the early game. Move all your forces in space to Bespin, its a neutral world but will provide an income increase of a few Hundred credits by the end of week one. Make sure to take Garm Bel Iblis, Rogue Squadron, Luke Skywalker, and Leia Organa off of Hoth they can help in defending Bespin (The Black Sun love to go for it before you get to the planet) you also earn a hero by taking it early being Lando Calrissian he is good to have early as good administrator and ground general. Lando also gets lucky lass in space, which allows him to spawn in a random ship(from a useless action IV freighter to a correlian battlecruiser) Be prepared to get attacked and be read to have to defend yourself.
* **Sluis Van and Utapau:** This is your hardest little pocket to defend. It's best to choose one of the two worlds and retreat you will get attacked at either planet so you need to choose which to defend. I recommend Sluis van since it allows you to be able to build another Frigate shipyard in the South.
* **Bothuawi and Kamino:** You should use your space forces to defend one of these planets there are merits to both. Bothuawi contains an Alliance Intelligence Center which can allow you to buy Minor Hero's and get Alliance Envoys, Corruption Removal Operatives, Bounty Hunters, and Bothan Spies. While Kamino has an infantry training bonus and is connected to Rothana which can build a Capital Shipyard allowing you to expand your Navy. The choice is yours but gathering your forces here is a wise move. Using the credits you earned from selling the Ion Cannon on Hoth make sure to buy Alliance Envoys then send them to enemy worlds such as Coruscant, The Wheel (I personally wouldn't send one to this planet), Ord Mantell, Tatooine, Cato Neimodia, Aargau, and Kessel. Moving your entire fleet together in this sector is a good idea as it allows you to defend a single location with how little you start with there. You may choose to use your fleet and retreat or more or less regroup to attack other areas.
* **Kashyyyk and the rest of the Mindrim:** The firstthing you need to do in this sector is to combine all your fleet together and be prepared to take some losses in this territory. You'll probably get attacked at Manaan and Onderon within the first 15 to 20 weeks to be prepared. It may be wise to retreat from Manaan this can give you some extra credits and allow you to have your ground forces less spread out. After this, if you choose it may be best to use this fleet to expand early.
* **Mon Cala, Munnilist and the Eastern half of the Galaxy:** Early game this is the safest area the galaxy your only threat is an attack from the Black Sun at either Rhen Var, Scipio, or Yavin 4. The Empire is stuck at Yaga Minor with little in the way of forces to attack you. The Corporate Sector won't attack you for the first 20ish weeks. Use this to your advantage and use these Forces to help you expand a good to gather all your forces from the North and East to move to connect your territory to the Kashyyyk and Midrim area this will help you finish a very important mission I won't spoil. It also allows you to set up a good supply line and get a good portion of territory connected. I would also suggest if your really cash strapped to sell the ion cannon at Mon Cala and move it to another location of your choice at a chokepoint to help protect yourself.

### 2. Setting up a stable economy.

There are 3 ways to set up a solid economy as the Rebel Alliance. I'm going to outline some of the pros and cons of both strategies and which playstyle they work best with.

* **Trade Routes and Expansion:** This is the fastest way to get your economy running fast. This requires a very fast-paced playstyle. For example, completing the buffer zone mission and taking Mandalore can give you an extra 2k credits in extra income to start early. Taking Bespin early also greatly helps as it allows you to instantly boost up your economy by the end of week 1. By snowballing early you can move fast and rely on trade routes for most of your income. This, however, will give the least amount of credits overall in the long run in exchange for fast expansion. I also recommend getting Rebel Sympathizers to send to the best economy worlds the empire has to offer this is a good strategy no matter what you do as the rebels. This is the far more aggressive of the 2 options.
* **Freighting and Money Buildings:** Every planet can upgrade its base rebel outpost to an economic upgrade allowing you to build freighters. Look for planets that can build manufacturing bases these allow for the construction of higher-end freighters. This however does leave these planets very undefended. I suggest building a light factory before you upgrade this then becomes a garrison post that allows you to hold off enemy raids at the price of not being able to build anything at that specific planet. These freighters give a very good amount of income and when traveling a reaching a destination instantly gives cash. Also getting Tibana Gas Mines at Yavin 4, Bespin, and eventually, Ord Ibanna and Zhar after you have captured them and have complete the Zhar chain can give a substantial amount of credits. This is a good strategy if you want to build up slowly and get your defenses ready to hunker down against the AI. This will also if done correctly get you more credits efficiently over time compared to the first strategy.
* **A Balance of Both:** If you balance things out and spend your money wisely. You can do a little bit of both strategies

### 3a. Build Up Your Forces (Navy), You'll need to.

The Rebellion has a very strong starting Navy, You have access to 3 very powerful ships so use them wisely. The Liberation and Rebel One both of which can't be replaced, and replacing the MC-80 Liberty will require space tech 2. Getting your navy up and your space tech up will go hand in hand. Having a balanced Navy and not being wasteful with your ships is the best way to succeed. Let's go over some of the best ships you look to try to build early and in the late game. As your progress on you'll need to advance your tech level to keep up with technology galaxy-wide. Here are some tips on how to use and build your Navy. Small bonuses add up and eventually save you a lot of time and money. Take advantage of any bonuses you can get your hands on its better to build more stuff faster than just making them normally.

* **Capital Ships:** Capital Ships are the backbone of your navy. As you climb up the tech tree you get access to more Versatile ships like the Dauntless and MC-80 Alliance. This doesn't mean low tech ships like the MC-80 Justice and MC-75 Profundity don't have roles for every part of the campaign. Fleet balancing is always a great idea. Your Capital Ships are the best counter to enemy capital ships at times. As the Rebellion your ships are very tanky use this to your advantage. These are your most important and most expensive ships use them wisely. You want to use planetary bonuses to get price reductions whenever possible like MC-80s are cheaper on Mon Cala then anywhere else.

* **Frigates:** Just like Capital ships all frigates and corvettes serve a role. Frigates are very versatile they can be used in large groups to overwhelm capital ships while being able to do a decent job helping with anti-starfighter support. Ships like the Dreadnaught and MC-60 can tank an impressive amount of damage if you don't want to risk a capital ship. The Assault Frigate and MC-40a are glass cannon like ships that can put out an impressive amount of damage and do serious damage to capital ships if properly supported. Then you've got the support frigates like the Bulk Cruiser and Nebulon B (Built at Star Fighter Shipyard) that serve as Anti-Starfighter and provide a decent amount of firepower. You also have access to the Quasar carrier which can serve as a good anti-fighter and overall support ships. Having a medium warehouse will speed up the production of your frigates substantially.
* **Corvettes and Star Fighters:** Corvettes are your main support ships and can provide a wide array of advantages to you. For example, the CR-90 and DP-20 are good anti-fighter ships to use if you find yourself having trouble fighting swarms of fighters. Then you've got ships like the GR-75 that deploy repair drones which heal hardpoints (can come in handy when in fire fight or to help a ship survive longer than it normally would) Starfighters are always good to have whether it be for a pathfinder or for the ability to pull off a bombing run. Make sure to use them carefully they are very powerful but also very fragile. For example, The B-wing and Y-wing are good bombers that can do massive damage to capital ships, While the A-wing and X-Wing can provide good anti-fighter support. Starfighters are a good option to use when you have a fleet that doesn't have many carried fighters they can be used to provide support. You can speed up production of both using small warehouses.

### 3b. Building up your forces (Army)

* **Infantry:** Foot soldiers are the main backbone of the Rebel Army. With a variety of different units with many different roles. Infantry can be used to attack any type of army however this requires specialization. With every level of Alliance bases comes different tiers of rebel infantry. Check this page for information about each infantry units role and price. Rebel/New Republic Land Units#Infantry 2
* **Armor:** The Rebel Alliance has a wide variety of vehicles that can be built from Factories that can build certain units with the Camps level. For example the Heavy Factory requires an Alliance Base providing heavy armor. Check this page for information about each vehicles role and price. Rebel/New Republic Land Units#Vehicles
* **Heroes:** Heroes are your best friend on the ground as they provide combat bonuses and are powerful units. Some of your most important Heroes come with unique abilities and vehicles that can give your army an edge. Be careful with certain minor heroes who can't be rescued like General Garm Bel Iblis, general Rahm Kota, and General Rieekan. You also have heroes like Renegade Squadron and Lt.Page that can stealth raids alongside major heroes like Leia Organa,Han Solo and Chewbacca, Kyle Katarn, and Luke Skywalker (During Story chain). The Rebellion has a large hero roster on the ground but make sure to use them wisely as most can't easily be replaced or be replaced at all.

## Missions (Complete them if possible)

While you are building up your economy and military, you will receive missions starting shortly after the game begins. These link to the Hope factor, where completing these missions will raise the Hope by one and give better rewards the higher the Hope is. Most of these missions are simple and will grant money or units. Completing these missions are incredibly important if the player is able to. Not only does it give credits to help build up, but more space and ground units to bolster your army. Two missions in particular provide big bonuses to Rebel players and should be completed as much as possible.

* **Prototype:** This mission asks the player to save a certain amount of credits and then bring either Leia Organa or Mon Mothma to the planet to buy the ship right then and there. Usually these ships are above your current tech level and can't be build at the time. This a good chance to get a very powerful ship or star fighters that can turn the tide in your fight against the Empire.
* **Riots:** These missions are high risk as there's a percent chance for it to fail and you lose hope level. However if successful this mission will greatly weaken a planet's defenses destroying multiple buildings and ground forces on a planet. It requires at least either Han Solo and Chewbacca, Leia Organa, or Kyle Katarn, but due to how the mission works, you should bring all stealth units you have. Even though it comes with risk it has the ability to give you a great advantage on taking certain planets in the galaxy.

## Where To Strike

At this point of the early game, you should have your economy well set up and a decent force ready to strike out against the Empire and Criminal Syndicates. Now the question is what to attack? At this point, you have many different paths to attack from, and you can't exactly really go wrong with any of them. These are:

1. Attack South the Tatoonie and Eriadu Sectors getting both of these provides a major boost to income, free units from event spawns and allows you to connect large portions of your territory together to give you a good power base in the south with relatively low risk, but high rewards.
2. The Hutts, and Hapans have a limit amount of planets and small numbers of units early taking them out gives you a large amount of income and lets you avoid engaging the Empire or Black Sun till you've built up your Navy and Army giving you control of the mid-rim and connect the Bothuawi Sector and Kashyyyk. Taking these factions also allows to starting Building Capitals directly on the frontline.
3. Attacking the Mandalore and Ord Mantell Sectors, This idea has high risk but an even larger reward as it will allow you to cripple the Black Sun in the North and set up a excellent power base to attack the Empire in the core.
4. Attack Yaga Minor and The CSA, Taking these planets allows you to get a good economy set up get a secondary shipyard world and allow you to focus your efforts south as you wont have anyone behind your lines causing trouble.
5. Secure the mon cal buffer zone allows you to get Ackbar at week 7, which boosts your northern/southern fleet, depending on where you send him, by a massive amount. His 10% discount on capital ships shouln't be scoffed at either, especially in the early game, as you can get MC75s from stacking price decreases from Mon Cala and Ackbar.

## Free the Galaxy, and restore the Republic.

With your economy built up and your war machine ready to free the galaxy, it's time for you to free the galaxy. How you do it is up to you, but here are some final thoughts to think about:

* Continue to build up both economy and army/navy. The longer the game goes, the more powerful units the enemy will have. Make sure to stay up to date on tech levels and continue growing the war machine.
* Be prepared for enemy counterattacks as you conquer the galaxy. Be especially prepared for raids against lightly defended worlds.
* Attempt to do the story missions if possible. Not only do you advance the Star Wars story, it will grant access to new units and heroes.

This the end of your debriefing Commander, may the force be with you. We'll be ready to help however possible.