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paws1111 01-29-2006 10:02 PM

Imperial Tatics : AkA imperial black list/secondary planet bonus
Cant decide what planet to blow up in fear you will screw your self up? this guide makes your decison faster :) [some speling has been fixed and figurd out a small patern in secondary bonuses]

Update: i now know there are LOTS of secondary bonuses not as unique to a few planets as i thought so im probly gona stop listing them unless some one actuly wants me too :)

You as a high imperial oficer have the uttermost highest power in the Galaxy, if you chose to use it. You must be smart and protect it with the uttermost care :)

A: Planet secondary bonus
B:Imperial planet black list

Sec: A secondary bonuses
Secondary planet description:
First of all secondary bonus only efect THAT planet that they are on
Its also good to take note that these bonus are not always good
It seems most planets with a bonus only affecting 1 side also has a secondary bonus (eg yavin:rebel bonus byss:imperial bonus)

secondary bonus planet list:

When I was attacking Alderan it came to my attention that it has infact two bonuses:1. Rebel infantry platoons have a 50% damage reduction 2. Imperial base size is reduced <---link of pic

" Cost of fighter craft reduced because of massassi temples" Direct quote (why? i dont know) im assumeing this is not galatic because of it dosint say so (the primary has [galatic] next to it)

Byss: Ground bass construction time is reduced due to the Influence of the dark side of the force

Endor: Space stations undetectible due to endors high gravity field

Taris: Cost of ALL ships are reduced due to Taris thriving ship industry

Sec: B Imperial black list:
These planets are slightly in order of my opinion of planets to take down:

Good planets to blow up(space bonus):
1.vergo asteroids: 25% dammage Increase for all rebel fighters
2.yavin 4 : 50% more shields for all rebel fighers
3.mon calimari : 20% moncalimari ship cost down
4.Freshia :cheaper A-wings
5. Fondor: 20% cheaper alliance assult ships
6. Corrilla: all corrillian corvets 20% cheaper (rebs only right? )

Good planets to blow up (land bonus)
1.Naboo: t4-b 25% firepower upgrade
2.Taris: t2-b costs 20% less money
3.Wayland:t4-b and artilery gain 15% speed boost
4.alderan :50% damage reductiont to rebel infantry secondary : imperal bases are smaler

Planets that are "fun" to blow up(barly usefull only good for daily cash wich is still not much))

Planets you might not want to fight on:

1.shola: auto damage to infantry (bad if u use lots of infantry affectsboth teams)

2.any auto heal planet theres a few of these (affects both teams)

any other planets sould not be blown up except in desprate situations
especialy these

planets you dont want to blowup ever :
1.besbin : tons of mony (YaY!)
2.endor :beter at at armor
3.byss: beter atat speed and fire power
6.jambiim:all repulsilifters dont work in ion storms (good defence if your introble)


Dirk Pitt 01-29-2006 10:24 PM


Admiral Sith 01-30-2006 05:36 AM

My eyes My eyes! Spelli..........................................

popcorn2008 01-30-2006 06:46 AM

Paws1111, please correct your spelling with a word processor because it is hard to understand fragment words and bad grammer.

shadowsfm 01-30-2006 08:42 AM

i bet the storms that effect repolser tanks can be countered with an upgrade, like how on tatooine, you get the, "sandstorms dont effect your rockets" upgrade

Orao 01-30-2006 09:01 AM

Why would you blow up planets ? Isn't much better to have them since bonuses are only effective if the rebelion hold the planet.

As far as I'm concerned there will be no planet destruction in my galaxy. However massive blockades will be in place. My only concerns are next :

1. Is there a possibility to trap the rebel fleet ?

Let me explain you.

In the demo mod you can build gravitation well as an extension for the space station as well as the hyper velocity gun and the ion cannon on the planet. So if the rebel fleet tries to reache the planet Y while transiting by planet X which has gravity well and two cannons, is there a possibility to trap them and force them to fight in the space of the planet X ?

Another concern I have is the launching of fighters from the fighter bay. In the demo is automatic and I have no control at all.
What I would like to have is the command option which allows me to launch my fighters and bombers only when I judge is a good time to do it.

boc120 01-30-2006 01:03 PM

I totally agree with the "fighters launch at my command idea". My tie bombers get mauled before I get around to crushing the corvettes and the like. Then I don't have the right kind of firepower to take out cap ships and space stations

paws1111 01-30-2006 04:29 PM

Yes im sorry about spelling and grammer is was very tyard last night (dint even finish my list i wanted) i will fix it today after i finish a paper thats due soon :)

school comes first >.< :smash:

main topic of this thread was more of somten to help cailm(or start) a little more debate about death star there are many people who feel that it is useless but i think there could posibly very good uses with the only loss of income

bah i beter get started on my paper corections sould be done by tonight :)

oh 1 more thing! thoughts about dubble bonus on alderon >.< well not realy bonus for imperials........ but has any one seen any other planets like this i haven't.

I think you worded this wrong :)
"Isn't much better to have them since bonuses are only effective if the rebelion hold the planet. "

thats the point to keep them away from rebels you cant control whol galaxy at once and with rebelion blockade run its gona be quite annoying ud need at least 2 storm troopers on every planet

Iamme 01-30-2006 04:49 PM

Looks like they're trying to get you to blow it up.

Admiral Sith 01-31-2006 05:24 PM

Are you still asleep?

Teradyn 01-31-2006 05:50 PM

Anyone know if a planet's bonus is lost when blown up? The vergesso asteroids can't be blown up (already happened :)), but they have a bonus.

jedi3112 02-05-2006 02:35 PM

I don't really know what exactly happens when you blow a planet up. Only thin I know for sure is that there's no ground assault. And no ground to place your Hyperthingy. Also I think it would be good to know if you can still build the big ships on planets you blew up.

It may not be smart to blow up MC, because of your ISDs. Suppose you don't have an ISD building planet and MC is quite easy to take over. If blowing the planet up means you can't constuct ISDs there, it would not be a good idea to blow it up, since in that case they have MC cruiser, and you DON'T have ISDs. I also can image that due to their importance some planets can't be blown up. This could also apply to MC Kuat and the like.

The thing Teradyn mentioned about what happens to the bonus is also quite important to know.

Orao also has some good ideas with the fighter launching. I've had tons of times where my bombers are launched when I'm attacking a space station. Not a bad thing, but they didn't launch anywhere near the station but in the beginning of the battle. Now if I were the captain of that ISD, I would have ordered the launch officer to take a walk out of the airlock, and with no spacesuit off course. Or perhaps some 'apology accepted lanch officer Needa'. Lucky for me Boba usually messes up the enemy fighters and bombers. And I can order my TIE Fighters around a bit so that they appear nicely behind the enemy fighters and bombers, really effective.

And I'd also like to know whether you can block trade routes by placing a fleet in orbit of a rebel planet. That would make for some economical blockades. Perhaps a smugler can restore trade when you use him on a blocked planet.

Also the number of buildslots on a planet is quite important. You can always turn them into a large mining facility. Really nice if you have that planet that doubles the income from all mining. And some front planets should have large garrisons. Though I always buy only one of each troop producing building.

rderveloy 02-14-2006 03:13 PM


Originally Posted by Orao
Why would you blow up planets ? Isn't much better to have them since bonuses are only effective if the rebellion hold the planet.

As far as I'm concerned there will be no planet destruction in my galaxy. However massive blockades will be in place. My only concerns are next :

I believe the purpose of blowing up a planet that give bonuses to Rebels is to:
A) Prevent the Rebels from ever using those abilities by completely removing the possibility that they could be used at all. Doing so forces the rebellion to fight a constant uphill battle.
B) Greatly reduce the cost for your fleet. It is most likely cheaper to blow up a planet and build a space station and a couple of support ships in the resulting asteroid field than to completely garrison the thing. Weather or not this will be voided by the construction costs of the death star will remain to be seen, but the principle is sound.

"To fight and conquer in all your battles is not
supreme excellence; supreme excellence consists in breaking the
enemy's resistance without fighting." - Sun Tzu

guyvii 02-27-2006 02:32 PM

also rebs can sneak attack a planet and get on the ground, bypassing your fleet.
also, some planets are so well guarded that you may not be able to take it without great loss. Ever try to assult a well garrason planet with only 3 open assult slots? not pretty. easier to just blow the place up then to loose lots of units .

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