BlueSmoke - Guide : The Factions Of Star Wars : Battlegrounds
| Date | : Dec 6th, 2001 | |||
| Genre | : Strategy | |||
| Developer | : LucasArts | |||
| Author | : Jin-Ning Tioh | |||

Six civilizations - The infamous Galactic Empire, the heralded Rebel Alliance, the sinister Trade Federation, the noble Royal Naboo, the amphibious Gungans and the intimidating Wookiees - Wage a terrible battle to decide the final outcome of the Galactic Civil War. Each civilization has its own flavor, unique unit, gameplay style, unique abilities and a varied complement of technologies and units. Each have their own subtle differences. Each have their strengths and weaknesses. Join us as we find out what they are, in our guide to the factions of Star Wars : Battlegrounds...
Units are divided up into seven distinct classes, with each of these classes playing an important role in your armies, from mounting aerial assaults against vulnerable troopers to providing ranged support for your melee units. Let's take a more detailed look at each unit class :
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Troopers - The heart of any army, troopers are made up entirely of infantry, consisting of regular troopers, grenade troopers, anti-air troopers and mounted troopers. Regular troopers carry hand held blasters, providing ranged support for melee units such as the Jedi from a distance. Grenade troopers launch thermal detonators from mobile grenade launchers, taking down organic units with ease but ineffectual against buildings and mechs. Anti-air troopers provide protection to moving armies against enemy starfighters. Mounted troopers are armed with flamethrowers and so attack at a close range. They also have massive hit-points to enable them to take shots while closing in on the enemy. |
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Mechs - More powerful than troopers, mechs consist of strike mechs, assault mechs and mech destroyers. Strike mechs are swift units with long range and high hit-points. Unfortunately, they don't do significantly more damage than troopers. Assault mechs are armored units who sport heavy armor, deal major damage and have enormously high hit-points. Mech destroyers, which are basically anti-mech units, deal greater damage to mechs rather than troopers. |
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Heavy Weapons - Carrying out sieges and providing support to your ground forces, heavy weapons such as artillery, anti-air mobiles, and pummels, are an essential portion of your army. Artillery provides heavy support for your troopers and mechs, and are devastating against buildings. Anti-air mobiles provide an effective defense against hostile starfighters. Pummels are useless against troopers and mechs, but are devastating against buildings, leveling them in mere seconds. |
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Jedi - Graceful with the lightsaber and skilled in the ways of the Force, the Jedi are some of the most powerful infantry melee units available in a general's armies. While they lack any ranged combat abilities, they are absolutely deadly in melee situations against enemy troopers and mechs. They can be recruited only from Jedi and Sith temples. The Rebel Alliance, Royal Naboo, Wookiees and Gungans employ the services of Jedi Padawans, Knights and Masters, while the Galactic Empire and Trade Federation will recruit Sith Apprentices, Knights and Masters. |
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Aircraft - Performing aerial assaults against enemy forces and bases, aircraft include starfighters such as fighters, bombers and air transports. Fighters are able to attack both ground and air units, but are really designed to attack hostile air units quickly and precisely. Bombers on the other hand, are more geared towards the mass destruction of ground troops. They are also perfect for taking out buildings and walls quickly. Air transports serve to move your forces from one area to another quickly. Die-hard Star Wars fans will likely appreciate these units the most, since they include famous starfighters such as the Z-95 Headhunters, X-Wings, Y-Wings, TIE Fighters, TIE Interceptors, TIE Bombers and other such memorable starfighters. |
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Ships - Providing support to ground forces from the relative safety of the sea as well as battling in spectacular naval battles, naval units include utility trawlers, frigates, transport ships, anti-air destroyers, destroyers and cruisers. Utility trawlers fish for food, construct Aqua Harvesters, and in the case of the Gungans, construct underwater prefab shelters. Transport ships allow your armies to cross broad bodies of water. Frigates are nimble, ranged units who support other naval units such as destroyers and cruisers as well as map out the seas. Anti-air destroyers provide protection against potent starfighter attacks. Destroyers are melee units who are very effective against enemy ships. Cruisers provide support to ground forces from the relative safety of the sea, raining artillery shells on enemy forces and bases. |
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Fortress Units - The most potent unit of each civilization can be constructed at the fortress. Each civilization has a unique unit. The Galactic Empire employ powerful Dark Troopers to storm through the rebel forces. The Rebel Alliance has Airspeeders to counter the empire's immensely powerful AT-ATs. Faamba Shield Generators are employed by the Gungans to protect their forces from dangerous energy blasts. Berserkers lead the charge of the Wookiees' armies against their oppressors. The Royal Crusaders fight for the Royal Naboo against the greed of the Trade Federation. The Trade Federation construct the powerful Destroyer Droids to reign chaos and destruction down on the Naboo. Bounty hunters can also be recruited here to counter the strength of the Jedi. Cannons are also constructed here, providing armies with great destructive abilities, especially against the buildings and walls of enemy bases. |
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The Empire's proficiency in mechs provide them with a huge advantage. With higher hit-points, better damage potential as well as being able to transport several troopers, the Empire's wide range of mechs which includes strike mechs, assault mechs and mech destroyers, can rain destruction and devastation on enemy bases and troops alike. Strike mechs are swift units with long range and high hit-points. Unfortunately, they don't do significantly more damage than troopers. Assault mechs are AT-AT class armored units who sport heavy armor, deal major damage and have enormously high hit-points. The AT-AT can also be further upgraded to heavy status to get more hit-points as well as greater damage potential. Together with all mech upgrades, including all armor and attack upgrades, your army of AT-ATs will be ready for just about anything save a brutal air assault or an army of mech destroyers. Mech destroyers, which are basically anti-mech units, deal greater damage to mechs rather than troopers.
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The Empire is also immensely strengthened with a multitude of heavy weapons such as artillery and other siege weapons, although its fully upgraded heavy AT-ATs make such weapons redundant. However, the Empire is weakness lies in it's aerial combat units. Its TIE Fighters, TIE Bombers, TIE Interceptors, Tie Advanced X1 and TIE Defenders are weak, lacking the shields that other civilizations have to shore up the inherently low hit-points of starfighters. In addition, the Empire's starfighters takes 5 percent longer to build, are 5 percent more expensive and does not have the final tech level four upgrades. Yet what the Empire lacks in air power, it more than makes up for in the dark side of the Force.
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The Empire is one of the stronger Sith civilizations, almost as good as the Royal Naboo, which have the strongest and most powerful Jedi units. The Empire has Apprentices, Knights, and Masters, as well as all but two Jedi or Sith upgrades - The ability to cloak and the ability to make its non-Jedi units Force resistant. However, one ability that the other civilizations don't have is the "Sith Purge", which kills any unit that you convert, rather than keeping it as a useful ally or addition to your forces.
| Battle Report | ||
| Pros |
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Strong mechs, powerful Sith, good troopers and reasonably good heavy weapons |
| Cons |
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Weak aircraft, takes 5 percent longer to build and are 5 percent more expensive |
| Civilization Bonus |
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Upgrades to heavy mechs are 5 percent less expensive than other civilizations |
| Unique Technologies |
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Walker Research, Altered Bargains |
| Unique Unit |
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Dark Trooper |
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The Rebels' main weakness are their heavy weapons, such as pummels and artillery. Lacking nearly all siege weapons and also most of their upgrades, they must make up for this with a strong force of troopers and starships.
| Battle Report | ||
| Pros |
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Strong aircraft, powerful Jedi, good troopers and reasonably good mechs |
| Cons |
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Few heavy weapons |
| Civilization Bonus |
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Carry capacity of farm droids is 5 percent greater |
| Unique Technologies |
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Tougher Armor |
| Unique Unit |
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Airspeeder |
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However, Gungans are severely handicapped when it comes to aerial assaults. While they have the full line of air units, they don't have any of the tech level four air upgrades, causing their fighters and bombers to be less accurate than those of other civilizations. Also, as a result, they have no shields, and they aren't as fast. Moreover, Gungan aerial units cost 5 percent more and take 5 percent longer to build. Because of their lack of air superiority, Gungan ground units are thus vulnerable to air attacks, and a mighty armies will stand helpless against an onslaught of enemy fighters and bombers if no anti-air troopers or vehicles accompany them. So while the Gungans have a decided advantage in ground and naval units, their air inferiority is a huge weakness.
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An economic advantage that helps balances out their weaknesses is their ability to build prefab shelters underwater using Gungan Utility Trawlers. It's a small bonus, but it's helpful in allowing Gungans another unit that can build shelters and also build them underwater when space is at a premium.
| Battle Report | ||
| Pros |
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Underwater prefab shelters, strong naval force, powerful mechs, useful Faamba Shield Generator and good troopers |
| Cons |
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Weak aircraft, takes 5 percent longer to build and are 5 percent more expensive, as well as weak Jedi presence |
| Civilization Bonus |
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Gungans can build prefab shelters underwater with the Utility Trawler |
| Unique Technologies |
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Creature Training, Creature Armor, FarSeeIn Binoculars, Faster Growth Chambers |
| Unique Unit |
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Faamba Shield Generator |
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In addition to their superior ground troops, the Wookiees dominate the skies. They receive all air units and also possess all air unit upgrades, meaning they have shields, improved accuracy and thicker armor. Although Wookiees can't build aircraft as fast as the Royal Naboo, they still field a dangerous and potent airforce.
While Wookiees do not possess all mech units, including the heavy strike and assault mechs, they are compensated somewhat for that failing. They have a unique technology, known as Wookiee ingenuity, which gives a discount of up to 15 percent for all mech factory units. They also possess a unique upgrade for heavy weapons, known as Forest Vision, which improves the range and line of sight of artillery, giving them excellent siege capability as well - A nice complement to the superior Wookiee infantry.
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However, Wookiees do receive a nice economic bonus. Starting in tech level three and beyond, Wookiees collect carbon 5 percent faster. It's a small bump, but it's extremely useful due to the Wookiees' staple army of troopers and buildings which all have a high carbon cost.
In many ways, the Wookiees seem like a civilization designed specifically for infantry and air strikes. They also have excellent siege capabilities. Although not as sophisticated as other civilizations, the Wookiees are capable of holding their own against more powerful foes such as the Galactic Empire.
| Battle Report | ||
| Pros |
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Strong aircraft, powerful troopers, many useful unique technologies and discounted mechs |
| Cons |
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Weak navy, lacks heavy strike and assault mechs as well as weak Jedi presence |
| Civilization Bonus |
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Carbon collection in Tech Level 3 and above is 5 percent faster |
| Unique Technologies |
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Self Regeneration, Jetpacks, Forest Vision, Wookiee Ingenuity |
| Unique Unit |
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Berserker |
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Supporting the charge of the Royal Naboo's airforce are the Jedi. Receiving nearly all Jedi technologies, save only the Sith purge, as well as force strong, which would give them a +3 bonus to turning range, the Naboo also receive Jedi technologies such as the Jedi mind trick, which allows them to turn their masters invisible, and force influence, which allows them to convert other Jedi. They are also able to recruit Jedi Padawans, Knights, and Masters in their armies.
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While the Royal Naboo are not the greatest military civilization, they are extremely gifted economically and scientifically. They get nearly all non-military technologies from all tech levels, as well as all resource-gathering technologies. And to counter their lack of high-end military units, the Royal Naboo receive a unique technology called Taxation, which discounts all their military units by up to 10 percent.
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The Royal Naboo appear on paper to be a civilization that becomes more powerful as you climb up the tech tree. Their strengths lie in technologically advanced units, such as the Jedi, bombers, fighters and the Royal Crusader. While factions such as the Wookiees might prove to be more effective and deadly in the early stages due to their powerful troopers, the Naboo really come into their own when you advance through the tech levels to more sophisticated weaponry. Unfortunately, this makes them an unfit choice for a newly recruited general.
In stark contrast with the intellectual and technologically advanced Royal Naboo is the brutal and money-hungry Trade Federation.
| Battle Report | ||
| Pros |
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Powerful Royal Crusader, strong airforce, effective Jedi and reasonably good naval force |
| Cons |
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Weak troopers, mechs and heavy weapons |
| Civilization Bonus |
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Nova collection is 10 percent faster |
| Unique Technologies |
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Advanced Engines, Battle Armor, Shielding, Taxation |
| Unique Unit |
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Royal Crusader |
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Surprisingly, the Trade Federation has a strong armada of ships. However, the Trade Federation are decidedly weak in the air and with the Sith. While they do receive all air units, they get hardly any of the upgrades, especially shields, leaving their air units at the mercy of Naboo and Rebel aircraft. They also get only Sith Apprentices and Sith Knights. They cannot recruit Masters or use any of the high-end Sith abilities, such as stealth, turning other Jedi and turning buildings and heavy weapons. Nor do they get faith in the Force, which gives your non-Jedi units a 50 percent resistance to turning. In essence, the Trade Federation is weak-minded and not only unschooled in the Force, but also vulnerable to its awesome power.
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While the Federation definitely has its strengths in terms of reduced costs, defensive structures, naval forces, as well as in traditional ground units, it is, however, very weak in the air and the Sith. A general of the Trade Federation who neglects his anti-air defenses and bounty hunters to counter the Jedi courts defeat.
For newly recruited generals, the Trade Federation is a very balanced civilization. This civilization doesn't make much use of the more sophisticated aspects of the game and relies instead on the traditional tactics of defense and superior ground forces. The complete divorce from Prefab Shelters will also be a welcome bonus to players who like to churn out an army of deadly droids without being stopped by the incessant urging to build more shelters. This makes the Trade Federation the perfect civilization for a new general.
| Battle Report | ||
| Pros |
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Powerful mechs, strong troopers, good naval forces, potent Destroyer Droid |
| Cons |
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Carbon collection is 20 percent slower, starts off with 25 less carbon, weak airforce, very weak Sith presence |
| Civilization Bonus |
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Prefab Shelters are not necessary |
| Unique Technologies |
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Fusion Extractor, Insider Trading, Market Control, Neimoidian Endorsement |
| Unique Unit |
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Destroyer Droid |
With six civilizations, all offering unique units, unique technologies, and different styles of gameplay, there should be something to entice every strategy gamer here. If you enjoy traditional ground offensives, you can go with the Wookiees or Galactic Empire. If you want to stomp through bases with heavy mechanized assaults, the Empire and Gungans are always available. Players who want to field a squadron of starfighters should just go with the Naboo or Rebels. And of course, with the Jedi involved, there are yet more options to play around with and master.
LucasArts doesn't exactly have the best track record when it comes to strategy games, but Star Wars : Galactic Battlegrounds is not Force Commander or Rebellion. This time, with the tried-and-true engine and gameplay of Age of Empires II, the storytelling, art, and design of the seasoned Star Wars designers, as well as a renewed dedication to strategy games, LucasArts could finally reverse the trend of disappointment. Galactic Battlegrounds plays like a fun game with lots of nuance and strategy. This next chapter in Star Wars strategy games looks to finally please all the fans and gamers who have waited so patiently for a game that truly captures the epic battles of the Star Wars movies.
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