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Galactic Battlegrounds l Clone Campaigns l General Strategies

Strategy: Galactic Battlegrounds.
Early Attacks l Countering the rush l Getting Started l Strategy Home

The Clone Campaigns add on enchanced certain areas of the game, so you might find that some of the strategies here will not be too useful using CC. These are aimed at the original Galactic Battlegrounds game. You will also find examples of games you can download to watch how to carry out these tips.


Early Attacks

In numerous games I have noticed that several people skip the early ages and move straight to TL3 where they can access mechs and aircraft. This is a real shame because Star Wars has a lot to offer in the early ages.

Here is a quick rundown on some of the early strategies you can employ to defeat your opponent:

Recruit Rush
Mountie Rush
Trooper Rush
Jedi Rush
Scout Rush

For now, I am going to hit on the first 2 since they are both TL1 attacks.

Recuit Rush

The recruit rush is very powerful if your opponent doesn't see it coming and takes advantage of the fact that many players skip the loom in Star Wars. With recruits posessing a ranged attack rather than the melee attack of a militia in Age of Kings - they can be a formidable force against workers.

How it is done
The key to this strategy is to find a quiet place to forward build a troop center. You also have to make the large decision of sending one or several forward builders. Once you have the spot in mind, simply build a troop center there and begin producing recruits. As soon as you get the carbon, put up a powercore (PC) so that you can get the units out quickly.

Once you have a group of 3-4 recruits, head for their resources. Probably the best way to cripple the enemy is to hit their wood supply. Check to see if the workers have basic training or not. If they don't, you have little to fear from their attacks.

Weaknesses
This strategy has a narrow time frame in which to work. You need to be both fast and aggressive to knock your opponent down. The biggest drawback to recruits is that they are slow. As such, it is hard to bring your troops to a new area. If you strike too late, the person may get to TL2 in time and a turret will put your in bad shape.

You also run the risk of getting hit by a TL1 army. If your opponent has mounties, he can rip your powercore down. Once that happens, you will have a tough time keeping pace with his or her military. Since recruits have little to no effect on buildings, you will not be able to take down his powercore. This is why it is important to strike early.

Your own base will be defensless since recruits walk much to slow to return home for defense. Would make for a funny game if both players did the rush....

See it in action
The first person I have heard of doing this strategy is Da_Sad_Donkey. In this game I got ripped apart by his recruits in my town. I spotted his forward base, but a touch too late. Seeing the shelter in the center of the map tipped me off that something may be going on. Download the recorded game here.

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Mountie Rush

With their fast speed and ability to rip down powercores quickly, Mounties make for powerful early game rush units. The mountie rush has the advantage of both an offensive and a defensive build. Unlike recruits, mounties can quickly traverse the map so you can build your troop center at home and then send the troops to the enemy.
How it is done
The basic build is similar to what you would do for any game. The major difference is that you need to go more aggressive on wood than normal. The key factor in how fast your rush hits is based on your wood supply. I recomend building the troop center first, then the nursery and finally the powercore. Of course, if you have alread put up a nursery you are one step further along.

Before you get your buildings up, you need to aggressively scout the enemy. Do they have a troop center up? If so, you may run into trouble since recruits have a hefty bonus vs mounties. Do they have a powercore up? If so - where? This needs to be your first target. Mounties can overpower recruits, but only if they have a significant number advantage.

You are probably best off massing 3 mounties before moving in. This is a good number because 3 mounties can take out 1 recruit easily and also rip down a powercore quite well.

Once you get your assault up and rolling, you need to decide when to call it off. Making the decision of when to head to TL2 and when to continue flooding the map with mounties can often be the deciding factor in whether your rush is a success or not.
Weaknesses
The obvious weakness to the mountie rush is the trooper recruit. With care and foresight, a mountie rush can be shut down almost before it gets started. Heading straight for TL3 and skipping a troop center is usually just asking for trouble though.

Turrets also slow down mounties fairly well. Although mounties can take a fair amount of shots from a turret or command center, they dont' rip turrets down that quickly. This can give you a safe haven to gather resources. Be careful where you place that turret though!

If you can get to TL3 while the mountie rusher is still in TL1 you can do a lot of damage to them with air units. This is also the major weakness of the mountie rush in team games. While you may do a chunk of damage vs one player, beware of the untouched fellow who comes in with air units to decimate your town!

See it in action
There are quite a few examples of mountie rushes floating around on MFO. A few good ones are:

Dangers of doing a mountie rush
Stopping a Mountie Rush

*** Thanks to bluemyriddn @ Mr Fixit Online for these guides & games ***


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