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Thrawn3.14

Latest Posts

Page: 2 of 2
Posted in: Acclamators Post Tech 2
 Thrawn3.14
07-03-2006, 3:39 PM
#1
What do you normally do with your Acclamators once you reach Tech 2 and have access to VSD's? I normally put 5-6 with my main land force as an escort, and use the remaining ships to defend unimportant or rarely attacked planets. Surpluss Acclamator...  [Read More]
Posted in: Assault Scenario
 Thrawn3.14
07-06-2006, 1:24 PM
#3
Immediatly after the hyperspace cinematic ended, I would send all available Acclamators to eliminate the corvettes. Remaining Acclamators will engage the rebels and destroy the laser cannons on the Nebulon-B's and Assault Frigates. Without any anti-s...  [Read More]
Posted in: Assault Scenario
 Thrawn3.14
07-02-2006, 8:19 PM
#1
You have been tasked with the elimination of a rebel presence above Kuat. You have been provided a modest fleet with which to accomplish your goal. Your Fleet (Imperial) consists of: 1 Imperial Star Destroyer 3 Victory Star Destroyer's 6 Tartan Pat...  [Read More]
Posted in: Thrawn confirmed!!
 Thrawn3.14
07-02-2006, 7:30 PM
#32
Thrawn will make an excellent addition to the game......  [Read More]
Posted in: Infiltrators
 Thrawn3.14
07-04-2006, 3:53 PM
#5
If you capture the planet with a raid fleet the enemy space station in orbit is destroyed....  [Read More]
Posted in: Infiltrators
 Thrawn3.14
07-02-2006, 8:27 PM
#3
They are extremely effective in areas in which they can be spread out (to avoid being run over) near a chokepoint. In large numbers they can defeat almost any unit, including AT - AT's. Their thermal detonators can destroy large groups of vehicles, a...  [Read More]
I also don`t see the Rebels fielding anything larger than a Mon Calamari Cruiser... its not their style. No movement advantage. I concur....  [Read More]
Posted in: Home One vs The Accuser
 Thrawn3.14
07-02-2006, 8:48 PM
#5
If the Accuser could use the Proton Beam on Home One, the Accuser could simply destroy the engines, withdraw to another section of the map, and allow the TIE's to finish off Home One....  [Read More]
Posted in: Turbolasers and Shields?
 Thrawn3.14
07-02-2006, 8:45 PM
#4
As the Empire, I will build almost entirely defensive structures; my typical front line planet will have: A shield Turbolasers A Magnapulse Cannon A Hypervelocity Gun, and factories to provide garrison units. As the Rebels, I generally focus only o...  [Read More]
Posted in: Fighting against Ion Cannons
 Thrawn3.14
07-03-2006, 2:28 PM
#15
I would bring a fleet of highly mobile ships capable of avoiding the Ion Cannon (Acclamators & Tartans). If a ship is continuously moving there is a chance the Ion Cannon will miss....  [Read More]
Posted in: Correlian Gunships > *
 Thrawn3.14
07-02-2006, 9:19 PM
#9
Gunships are an extremely versatile unit; they can take on anything from fighters to capital ships can win. If they can get behind an enemy starship (made even easier with the Engine Boost ability) destroying it becones relatively easy....  [Read More]
Posted in: Order of hardpoint destruction.
 Thrawn3.14
07-04-2006, 12:24 PM
#23
For what the hell are Communications and Supply docks good anyway??? Communications arrays provide information on the mini - map. Supply Docks provide a modest supply of credits....  [Read More]
Posted in: Order of hardpoint destruction.
 Thrawn3.14
07-02-2006, 8:32 PM
#18
I normally eliminate hardpoints in this order: Shields Turbolasers Missiles Hanger Ion Cannons I then disable the engines and leave only one hardpoint operational, rendering the ship useless to my opponent and harmless to myself. The Pop Cap the di...  [Read More]
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