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unusualsuspex — TIE ap-1 Mauler ortho

Published: 2013-12-14 22:36:41 +0000 UTC; Views: 6707; Favourites: 116; Downloads: 326
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Mauler - Unknown

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Comments: 17

DarthWill3 [2013-12-16 19:00:52 +0000 UTC]

Very awesome, man!

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tomson235 [2013-12-15 01:17:54 +0000 UTC]

I would hate to see this coming at me

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Majestic-MSFC [2013-12-15 00:48:50 +0000 UTC]

Ah the ground TIE, nice work mate. 

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Doga-87 [2013-12-15 00:32:31 +0000 UTC]

 

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SomeRandomMinion [2013-12-14 23:28:09 +0000 UTC]

Ah, I remember these guys from "Empire at War". 

That self-destruct is the best "Sucker-Punch"/Cheap Shot attack ever. :3

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genchang2112 In reply to SomeRandomMinion [2013-12-15 17:01:42 +0000 UTC]

I always loved using this vehicle on ground actions on EAW (a game I revisited recently).  Not only was their self-destruct a cool weapon, but I also liked that, if I maneuvered quickly enough, I could run over hapless enemy troops with it like a lawn-mower.  Sadly, it was not a very tough weapon, easily dispatched by Plex missile troops and anti-vehicle weapons emplacements.  (A lot of times, I would use these, more than scout troopers, to try and scope out an area where I suspected a hidden rebel asset, like a power generator, might be located, assuming I could get it past enemy ground and Plex troop emplacements )

Nice ortho as always, UUS.

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SomeRandomMinion In reply to genchang2112 [2013-12-16 22:55:03 +0000 UTC]

Don't forget the Aggerssor-class cruisers in the "Forces of Corruption" expansion. Those things could blow away ANYTHING with thier super-big guns if you gave then sufficent fighter cover.

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genchang2112 In reply to SomeRandomMinion [2013-12-17 00:00:51 +0000 UTC]

Indeed.  I loved Forces of Corruption.  And yeah, some of those underworld ships had considerable firepower....could stand up to Star Destroyers if you played 'em right.  It was a short game compared to Empire At War (an add-on, I guess), but I had a lot of fun with it...especially when you secure the Eclipse class Super Star Destroyer, and use its superlaser.   (Always a good time. )

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SomeRandomMinion In reply to genchang2112 [2013-12-17 00:31:53 +0000 UTC]

Don't forget the Consortium's tanks--spam those guys with some infantry support, and you can steamroll over almost any enemy force.

Also, gotta love how Tyber Zahn himself is so calm and suave in cutscenes, but starts hamming it up like no tomorrow in battle.
"ATTACK!!" "UNLEASH UPON THEM!!" "Kill...ALL ENEMIES!!"

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genchang2112 In reply to SomeRandomMinion [2013-12-17 07:59:00 +0000 UTC]

I also liked using the Nightsisters' Rancors when I could.    That was fun!

And yeah, Tyber Zahn seemed almost schizophrenic in his mania.

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SomeRandomMinion In reply to genchang2112 [2013-12-17 08:10:00 +0000 UTC]

Let's not forget the Rebels and Empire, though--who couldn't like General Veers and his souped-up AT-AT? (Better firepower AND dropping Stormtroopers? Heck yes!)

And the Rebels are a lot of fun in space battles--Blockade Runners can run circles around anyone, and B-Wings can pound any target to shreds.

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genchang2112 In reply to SomeRandomMinion [2013-12-17 10:16:08 +0000 UTC]

oh, how I love talking Empire At War.

Yes, when I got the tech unlock for the AT-AT's, I found them to be an excellent way to get around the "force cap" in ground combat.  If you started out in an area which only allowed you a force cap of 3 to 5 units, I would use the AT-AT's, because if I dropped 3 AT-AT's into a 3 cap zone, I could still unload up to six squads of stormtroopers, which went uncounted by the capacity limit.    Veers' "Maximum Firepower" special was a bit wonky to use sometimes, but wow, when it did decide to work, it did wonders!  (Great to use against multiple vehicles...especially those pesky mobile artillery units the Rebels were so fond of.

I loved using Blockade Runners whenever I could.  (I was sad when I ultimately lost use of the Sundered Heart, Captain Antilles' personal modified corvette.  That ship came in quite handy in the first few battles.)   Blockade runners were fast, and they were excellent anti-starfighter cap-ships.  And if you maneuvered 'em just right, a small fleet of them were quite effective against larger cap-ships....even Imperial Star Destroyers. 

I also loved the Y-wings' "ion cannon" shot.   You could temporarily disable up to midsized capital ships with those ion cannons.  Actually, come to think of it, I think they were even effective against Imperial class Star Destroyers.

Whenever I dropped Rebel troops on the ground, my ratio was always to drop two squads of Plex Missile Troopers to every one unit of Rebel soldiers.  This balance usually worked out pretty well, ensuring I could deal with just about any ground threat.

Now, here's something else I liked doing.  A lot of times, when I captured a build pad, I would build anti-aircraft turrets as my main "go to" defensive weapon.   Granted, they would not automatically activate whenever ground troops or ground vehicles approached, but they were damned effective once you manually sic'ed 'em on a target.  They could wipe out most ground troops in minutes, and were highly effective against even armored vehicles over time.

Another neat trick....at least in EAW.... if you know that one of your weapons is low on "health"....sell it and immediately replace it with a fresh cannon of the same type, or a different cannon or element.  You don't even have to have troops near it to do that.

I like playing as the Rebellion, but I LOVE playing as the Empire.  The main thing that bothered me though, was that you were supposed to be able to set up "research facilities" as The Empire to build up your tech levels.   Somehow, that implementation failed to make it through to actual gameplay, and you just had to wait until certain checkpoints had been passed in the campaign before you could unlock the next tech level.  That could be a long time in between level-ups.

And when I play EAW or FoC, I always prefer to do everything "hands on".  None of this "auto-resolve" crap.  Auto-resolve could cost you a mission or planet that could've been won if you took an active role in it.   I've had level one space stations with merely one or two Acclimators and a couple of Patrol Ships take out forces three times my fleet size when my station was under attack.  If I'd auto-resolved that battle, I'd have lost the planet. 

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SomeRandomMinion In reply to genchang2112 [2013-12-17 10:33:35 +0000 UTC]

Yeah, I NEVER used auto-resolve--the one time I did, I ended up losing WAY more units in one battle than I should have...and I MASSIVELY outnumbered and outgunned the enemy force.

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genchang2112 In reply to SomeRandomMinion [2013-12-17 14:47:03 +0000 UTC]

Yeah, auto-resolve is pretty useless.  Generally just good for those who are trying to speed run through the game.

Want a challenge?  Try playing through a battle with time acceleration on.  LOL!  I did not come out of those fights with merely a scratch...I took a whuppin'!

I actually started a new Rebel campaign just yesterday....gonna try and liberate the galaxy....only to corrupt it yet again in FoC.

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SomeRandomMinion In reply to genchang2112 [2013-12-17 20:32:02 +0000 UTC]

Happy warring!
(And if you want to extend your playtime a bit, check out the mods "Thrawn's Revenge" and "Republic at War". Tons of great content there! )

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genchang2112 In reply to SomeRandomMinion [2013-12-17 22:26:06 +0000 UTC]

I'll have to see if those are still available.  Yes, I'd love to expand on the two (well, three) campaigns I have.
Right now, I'm playing Forces of Corruption, simply because, just like the Empire, it is so easy to run roughshod over an unsuspecting galaxy.

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Aramil-Silvercloud [2013-12-14 22:41:39 +0000 UTC]

This thing looks so odd.

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