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Mission Seven: The Rebel Fortress
Objectives
- Take Control of Jabiim.
Well, that didn't take long: you quickly establish that Jabiim is the epicenter of the new dystopia. As soon as you wrap things up on Carida, you'll find that the Rebel infestation becomes well known on a number of worlds around its location, so you'll have to move quickly to build up your garrisons on those planets and establish fleet presences in the skies to prevent any attacks. You do have the ability to build level four space stations, though, so quickly build them on all of your northern bases to further boost your defensive capabilities. As noted, you can't build AT-ATs yet, but you will have General Veers to add to your main ground-attack army.
You're going to have plenty of planets to conquer before you head out to Jabiim, though. You may face an attack at Carida immediately, so be ready for it; otherwise, the Alliance may build up their forces and assault you at Korriban. Be sure both of those planets are defended. It's best to keep a small fleet at Korriban to protect it, while building up a larger fleet to the west and attacking from the direction of Anaxes. You should have an almost incredible amount of money coming your way by this point, so materiel shouldn't be a problem; if worst comes to worst, just build huge fleets and auto-resolve your way through the fights.
After you've cleaned out the infestation in the east, leaving only Yavin IV (hmm...wonder if it'll pop up later in the game?), get ready for your assault on Jabiim. Take note of the planet's conditions: no repulsorlift vehicles will work here, so your 2-M Repulsor Tanks and your Scout Troopers won't be capable of deploying to the surface.
Space Battle
Once you have the available planets under your control, you'll be able to build up your fleet at leisure, so there's no excuse for losing this battle; just bring a huge stack of ships to Jabiim and rout the Rebels posthaste. They will likely have an Ion Cannon on the surface that'll pound your capital ships, but there's nothing you can do about it except take the blows. Just be sure to move your flagship (whichever ship has your fleet commanders in it) a bit to the rear, behind your other capital ships to prevent it from getting destroyed.
Land Battle
The land battle here can be somewhat frustrating, even if your victory is almost inevitable. You won't have any scout speeders to line up your bombing runs, and there are going to be huge hordes of infantry enemies spamming your location at the beginning of the fight, due to the infinitely-spawning houses scattered around the area. To defend your location, drop a couple squads worth of SPMA-T artillery units and have them deploy immediately. If you drop Veers down as well, his line of sight will be enough to let your artillery kill any infantry that happen to get close to your location.
While that's going on, use Vader and some TIE Maulers to move out onto the build pads near the metallic area of the map, and make anti-infantry turrets where possible. When things have stabilized a bit, use a mixed group of Maulers and AT-STs to hunt down and destroy any human dwellings in the area to prevent them from spawning.
The power generator for the Rebels is located in the northeastern corner of the map, far afield of their shield radius. It should be lightly defended, so roll in with your troops and destroy it before sweeping into the base. The enemy's Light Factory is near the center of the map, and the whole central area of the map is littered with turrets, so use either Veers or your SPMA's to clear the area before sweeping through and destroying the structures for the win.



