Player Tactics

Hi there! This page is a space for players to share the tactics that have worked for them, and to learn from other people's. Feel free to get involved by adding your own contribution under the existing ones below.

Remember that there is rarely one single right way to win a given battle, so try to respect the contributions of others.

### 1. Frigate Squadron:

This tactic is a tactic created in order to deal with situations where the defender's fleet is roughly equal to the attackers fleet, but its firepower is split amongst many ships, many of which are fast but fragile (sound familiar Rebels?). Say that the player's fleet is an early war rebellion fleet, which would look something like:

* A pair of Dreadnought Heavy Cruisers
* An Alliance Light Cruisers
* A pair of Nebulon B's
* Juno Eclipse or any other frigate captain
* A few assorted squadrons of fighters
* A pair of CR-90s

Against:

* Two ISD Is

Here, most players, despite possesing a relatively equal strength, would retreat, since in a straight battle, any victory would be a pyrrhic victory anyways. However, there is a solution.

First, split the fleet into two groups, the first group consisting of the Dreadnoughts, CR-90s and the fighters. This group is to move forward a few hundred metres and is to halt. This group is essentially bait. The second group is to consist of all the other ships. It is to move up the map against either the left-hand or right-hand border (as far from the enemy ships as possible.) The goal here is to outflank the enemy. (Make sure that you are not spotted at any point)

Once the enemy is in the centre of the map, the goal is to swing group two behind the enemy by B-lining it to the enemy's *current* position. Make sure that you appear in visual range *behind* the enemy, not against their broadside. From this point, it's a case of "Charge the enemy." The enemy will begin to turn to try to get their broadside against you, and it at this point where the player should commit the first group, trapping the enemy between two fleets. Make sure to keep the first group moving, keeping them behind the targets.

### 2. Fighter Baiting

When fighting a big fleet with some cruisers, some capital ships, and a large amount of fighters/gunships, it is typically advantageous to bait the enemy fighters into your point defense and flak before you fight the capital ships.

Example:

Black sun Early game forces:1 Lictor, 1 venator, 2 Acclimators, 3 R41s, 1 T wing, 1 C-ROC Gozantis, Boba fett, Zann and Urai Fen, 2 Interceptor frigates, Patches, 1 Etti corvette, 1 CR95.

Rebel early game forces: 1 MC80 Liberty, 3 dreadnoughts, 11 Z-95s, 1 X wing, 2 Toscans, 1 Y wing, Dodonna, 1 Cr90, 1 Hammerhead, 4 GR-75 fleet tenders.

As the Black Sun, you would be simply annihilated by the mc80 liberty, since after you slowly kill the mc80 liberty, the three dreadnoughts will have killed/crippled the Lictor and most of the fleets firepower would be gone. Not only that, Dodonna is there, and his additional A wings further tilts the fighter battle. Not only that, there are 4 GR-75 fleet tenders, the heroes of the rebellion. However, a simple way to deal with this fleet is to bring Boba Fett and charge him straight at the enemy fleet. Boba Fett is faster than all the fighters they have, except the A wings. After he gets shot at by the z95s, make sure to turn him around and run, while spamming the sesmic charge as much as possible. Once he gets back to your fleet you're much weaker fighter presence can easily beat the Z-95s under the cover of the acclimators. The MC80, Dodonna, and the dreadnoughts will take quite a decent amount of time to catch up, and the cr90 and hammerhead, following up on the z-95s, can be easily killed with your cr95 and Etti. Finally, with venators and Interceptors in front and Lictor, Zann, and Etti in the back, the MC80 and Dodonna can easily be focused down, and to touch it off, you can use your R41s and T wings to bomb the crap out of Dodonna after he runs away with Pursuit.