The long, long history of Tie Fighter Collector’s Edition: Introduction: A long, long time ago, in a galaxy far, far away… there was me-AceJoel. I am a Rebel sympathizer, a High Royal Captain from the Battle of Naboo. Unfortunately, the Republic I used to fight for is now an evil Empire. Being in the good graces of the Emperor has its perks: money, esteem, power… and a one-way ticket to double-agent’s ville. Being on the Rebel Alliance’s side would be great, but I can help them out much more by attacking the Imperials from the inside. This history is intended for those who wish to infiltrate the Empire as fighter pilots. It covers the difficult decisions you must make to maintain your cover and inflict maximum damage to the Empire. I will guide you through my own missions, offering strategies that will keep you alive and grow in rank and in the trust of higher-echelon commanders. Like every other Tom, Dick, and Han, I had to start out in the Empire’s lowest position: Cadet. All those platinum medals I earned wouldn’t have meant a thing if I couldn’t prove myself within the Imperial Space Navy. I fought my way into the Emperor’s Secret Inner Circle, becoming the Emperor’s Reach. I eventually became a General, accomplishing every primary, secondary, and secret goal (which the Emperor had set forth). I’ve earned every flight simulator medal, training medal, and meritorious accomplishment award for winning battles available at the time. The history below contains a history of the events commencing with the Rebel defeat at Hoth, and ending just before the Battle of Endor. The main battles involved pirates, the Imperial traitor Admiral Harkov, and Admiral Zaarin, who sought to usurp the Emperor. It also covers Grand Admiral Thrawn’s rise to power, and provides an inside look at the Emperor’s plot to trap the Rebel Alliance at the Battle of Endor. The history shows why the Empire lost the battle to achieve space superiority with fighter craft. I also include a list of the names of every ship involved in every battle, just in case one of these ships later turns out to have a greater historical significance. After a brief summary of each battle and commentary on the surrounding events will be a more detailed discussion of winning strategies. These strategies will prove useful in combating the remaining imperials, and in flight simulator practice of the historical battles I’ve fought. The history will be examined from the Imperial’s point of view. This will give us a better understanding of the enemy, and equip us with the tools of education needed to fight the war against Imperial ignorance. I’ve learned through my battles that many Imperials aren’t bad: they think they are fighting for the same peace, freedom, and order that we are. We can gain potential allies by clearing up these misunderstandings spread by Imperial propaganda. Included in the history is the explaining I’ve had to do in front of the Alliance’s war tribunals, intelligence agents, and old friends. Gaining the trust of the Empire meant killing members of the Alliance and foiling plots that had the potential to topple the Emporer. But by doing so, I weakened Imperial forces many times more, ultimately forcing them into their own trap at Endor. I will show how my seemingly treacherous acts were the most faithful things I could have done in the service of the Alliance. Basic TIE Fighter Chronology: Historical Battles 1- 4 and the Steele Chronicles. Battles 1- 4. Historical Battle 5 debuts Battles 5 and 6 Historical Battle 6 debuts Battle 7 Historical Battle 7 debuts Battles 8-13 Battle 1: The Aftermath of Hoth Summary: This particular series of missions took place in the Javin sector in the outer rim, as well as the Tungra sector and the Bruanii sector. The battle consisted of Rebel attempts to take over an Imperial base. This group of Rebels was allied with the Mugaari pirates. Until this battle, the Mugaari had been independent raiders with a moderate influence in the Outer Rim. By joining the Rebels, they became mercenaries for hire in addition to their occupation of piracy. Prior to this battle, Cygnus Spaceworks had released the Escort Shuttle. This craft is a design modification of the older Lambda Class Tyderian shuttles, made for use as a military assault and heavily armed escort vehicle. The Mugaari stole several shuttles, used a few of them briefly, and soon sold the remainder to the Rebels. Commentary: The Rebel attacks failed because of the massive defeat at Hoth. This was not the right time to go on the offensive; it was a time for retreat. Plus, this group of Rebels allied themselves with pirates, could have betrayed them as soon as they were paid to do so by the Empire. I ended this uneasy alliance before the pirates could get to know the Rebels closely enough to do some real damage. During my training in the Navy, I had this message drilled into my head: Imperials are the good guys. The following is an expert from one of my orientation manuals: “At the battle of Yavin Rebel terrorists [Even the most sheltered, ignorant being has had some exposure to at least one of the Empire’s wrongdoings. No matter where you went, there were always rumors that the Rebels were the good guys. Despite this, if you hear it enough times, even if you know it’s false, you start to believe it. Compound this by multiple missions where you’re given bad intelligence as to the motives of the Rebels, and it makes a pretty compelling case against us… unless you’re given the truth as well] aided by spies [Admiral Ackbar, former slave of the late Grand Moff Tarkin] and traitors within the Empire [By Imperial definition, anyone who disagrees with you] struck a cowardly blow [Of the dozens of X-Wings and Y- Wings involved in the assault, less than five made it out alive. They knew going into the assault what the chances of survival were, and they did it anyway. No matter which side you fight on, going to war ain’t for chickens. Or those things Jabba flicks off the railing in the Phantom Menace.] at the new symbol of Imperial power. The Death Star! [Which also had the power to blow up peaceful planets like Alderaan. I’d call it more of a symbol of Imperial misuse of power.] “Darth Vader brought swift justice to the rebels by destroying their main base on Hoth. The pitiful remnants of the Alliance [Endor is one of our greatest victories. It shows we were down but not out.] have now scattered to the Outer Rim. “In the days ahead, the Emperor will call upon the Imperial Navy to eradicate the last vestiges of rebellion and restore law and order in the galaxy! [I’ll keep this as short as possible. The Emperor was an evil Sith bent on oppressing freedom and killing anyone who opposed his will.]” Battle 1 Mission 1: Patrol Jump Point D-34 Summary: A routine deep-space inspection near base XQ1 D-34 turned into a Rebel offensive. Rebel refugees from Hoth were found aboard a Mugaari pirate transport, captured, and interrogated. This led to the discovery of another group of Rebel refugees. The attack on the second Rebel group would take place in B1M3. The interrogation also revealed that the Rebels had been planning to destroy the station prior to this mission. Commentary: The first mission is always the hardest, and this one sure was. During a routine inspection mission at a deep space based platform, a freighter was found containing Rebel refugees from Hoth. They were captured and interrogated, but not before ten Rebel fighters were lost trying to rescue it. Again, the problem was that they attacked at all. Friendships are important, but more Alliance members can be saved if this loss had been written off. The location of a group of more Rebel refugees was revealed during the interrogation. I didn’t like having to destroy ten Rebel ships and their crew, but it was the first step to gaining the confidence of the Emperor. If I couldn’t complete my first mission, there was no way I could have made the tough decisions of later missions. From the Imperial POV, this was a matter of war against terrorist aggressors, and of defending an Imperial base against attack. Ship List: Platform XQ1 D-34, B-18, B-16, Glich; groups: Dayta, Yander, Taloos, Onece, Tough, Roe, Escro. Strategy: The way to beat this is to fly straight by Dayta 1,2 at maximum speed, with laser power redirected to engines. [I hit “T” fast so that I would inspect both.] Inspect them. Freighter group Onece will be arranged in a V-formation. Onece 3 contains Rebels. Save it for last, inspect the others first. When shuttle group Roe comes in, go straight towards them. (Tip #1: Keep a bogie coming towards you at the edge of your left radar. So long as he stays there, he can’t shoot you.) (Tip #2: Match speed or reduce speed to zero for slow-moving targets.) Apply Tips 1 and 2 to the shuttles. Then destroy group Escro. After they’re destroyed, head over to whoever is closest to you of Yander and Taloos. Destroy Glich [Tie Fighter has many easter eggs in it, but they all come in the form of hidden names. Glich might be the first one: glitch, as in a computer bug] as soon as he comes in. Glich is your first priority. Now for the hard part: Escort Shuttle group Tough will come in soon after you destroy Escro. While they number only three, they have three lasers on the front, and a rear-firing laser on the back that is very difficult to avoid. Also, you’re in a tie fighter, so it only takes about three shots to bring you down. Re-direct power to engines, and go back to the base. Hide behind it. (Tip #3: Use a large battleship, cruiser, or station to destroy fighters for you by making fighters shoot at it. The battleship will react in self-defense, shooting at an attacking ship whether or not it is a friendly. To accomplish this, switch to the outside camera, fly toward the battleship, and by dodging your attacker’s shots, force him to hit the battleship). [In the game, Escort shuttles react like a battleship when attacked, meaning they’ll destroy each other if one accidentally shoots the other. I got lucky when this happened, and only narrowly beat the mission. This mission took me weeks to beat, but my brother beat it in a few tries by being bold about attacking the Escort shuttles. He didn’t attack them head-on though. ] If all goes well, you can finish off the weakened shuttles. Fly home to the base. Battle 1 Mission 2: Red Alert Summary: The Imperials stepped up security in anticipation of the impending Rebel attack. During the Rebel assault, ISD Hammer arrived as a relief force. Rebel officers who had stolen an Imperial shuttle during their escape from Hoth were captured during the attack. Commentary: It was during this mission that I first met a special envoy of the Emperor. He would give me my secondary mission goals that had been defined by the Emperor. He and the XO survived until the end of my time with the Empire. I don't know what happened to them, but since we haven't heard from them since, I assume that they died in the Battle of Endor. I don't know much about that mysterious cloaked figure, not even his name. I do know that he was an upper-echelon member of the Emperor's secret inner circle, because he administered the promotion ceremonies. He also had Force powers, including the ability to use Force lightning to do tattoos. Ship List: XQ1 D-34, Hammer, Scutz, , Flanken, B-16, B-17, B-18, B-19; groups: Petdur, Laire, Derk, Ubote. [EE: Ubote = U-Boat, as in Underwater Boat. Think WWII.] Strategy: Battle 1 Mission 3: Counter-Attack Summary: The Mugaari’s inbound hyperjump was traced back to a cargo loading waypoint in the Tungra sector. During a weapons transfer between the Rebels and the Mugaari, the Imperials attacked, destroying all cargo ships, shuttles, and fighters present. During the mission, a group of Rebels not present at the loading were alerted that the Imperials were occupied with the attack on the loading area. Reasoning that the base would be left defenseless, the Rebels captured the base with the help of the Mugaari. They began raiding the base's arms and equipment. The timing of the Rebel's attack on the base was perfect. The only way the Rebels could have known that the Imperials were had left the base unguarded would be if the Rebels had been informed by an upper-level Imperial officer. This leak contributed to the Emperor's later suspicions that Admiral Harkov was a secret ally of the Rebels. Commentary: At this time, the Mugaari had mostly old star fighters. Ship List: Hammer, Fogger, Gallon, Romold, Kann, Wess, Prince, Queen, Thor (see also H7M4; not related), Dawn, Destion, Xesre [EE: Xerxes?], Dunns. Strategy: Battle 1 Mission 4: Outpost D-34 Has Fallen Summary: The Imperials learned that the base in the Javin sector had fallen to the Rebels and Mugaari, and recaptured the base. Some of the Rebel raiders were destroyed as well. Commentary: We know later on that Harkov was responsible for the leak of intelligence in B1M3. But why would he allow an Imperial base to fall into Rebel hands? It could have been a gift of good faith to the Rebels, or he may have sold the information to them for money. Either way, Harkov showed that he did not have the best interests of the Empire in mind. This attack saw the Escort Shuttles used in Rebel hands for the first time. [The Rebel attack that was never seen would make a good mod mission, played as a Rebel.] Ship List: XQ1 D-34, Fogger, Hammer, Gopher, B-16, B-17, B- 18, B-19; groups: Claf [EE: Gopher = Go for = Go for this, go for that. It's a transport, remember?] Battle 1 Mission 5: Attack Rebel Lt Cruiser Summary: The Imperials found the cruiser that the attack was launched from in the Bruanii sector. This mission stripped the cruiser of its star fighter defenses. Imperial probes, stolen from D-34, were found at the sight, providing the single greatest piece of evidence that an Imperial traitor was selling goods to the Rebels. This was further supported when the second wave of Imperials destroyed the evidence. Admiral Harkov was later revealed to be the traitor in B5M1. The traitorous second wave had been under his command. Commentary: The Imperials probably found the Rebel’s hideout through the captured CORT Gopher. You’ll notice that even though the probe containers are destroyed in this mission, in B1M6 there are three more identical containers with the same contents. In B1M6, there is a minefield, even though two of the minelayers were destroyed in this mission. Harkov explains both of these discrepancies. He didn’t want this mission to succeed, and he knew where the cruiser was from supplying them previously. So he equipped the Rebels in between the two missions with more mines and replaced the supplies. Ship List: Lulsla, Container C group C440, Modd, Leven. Strategy: [Before I get into strategy, let me state that this mission took me two and a half months to beat. The main reason for this applies to the other extremely hard missions: lack of realism. If this had been a real battle, I would have had more control during the pre-mission preparation. I would have had the opportunity to teach my fellow wingmen how to dogfight, and given them specific instructions on what not to do. I would have given some wingmen heavy rockets, and some advanced missiles. If it were real, I would have been able to tell the reinforcements to be a positive presence, despite not being under my control.] Do not, at any point in this mission, let any weapons fire hit the Lulsla. If it does, give up. A virtually endless supply of A-Wings and X-Wings will come from the Lulsla, and the Lulsla will attack you with missiles. This includes you, your wingmen (that’s why you have to kill Mu 1 and 2), and enemy fighters. Later on, you’ll be luring your attackers away from the Lulsla to prevent this. Runners: a fighter that has lost his shields, and usually taken heavy hull damage, who then proceeds to hyperspace out, or run for his home ship’s hanger. I can’t blame them, because it’s what I would do. Wedge Antilles ran when he ran out of proton torpedoes, and look at how he turned out. (Tip #4: Spotting runners- look for a ship who isn’t fighting, who is heading in a straight line, who has taken heavy damage, and is going slower than normal. The long way to spot them is to use your map: any runner will have a line going clean off the map. If a mission has a moderate occurrence of runners, cycle really fast through your targets, looking for yellow in the shield and hull percentages. [This is easier in the DOS version, where you can cycle through targets by holding “t” or “y” down.] The best way to confirm it is to use the “z” key to view the description of their current and intended activities. But don’t use this as your first option. It blocks out your flight view while the mission keeps going, leaving you vulnerable.) There will be plenty of opportunity for runners in this mission. Keep a wary eye out for them. Immediately go to full throttle. Switch to heavy rockets. Fire one missile each at Mu 1 and Mu 2 without waiting for a lock. Put all power to engines. Divert all power from lasers into shields using the /’/ key (the apostrophe). Target Modd, the first transport that comes out. Fire as soon as you get a lock. On your way over to where the next transport, Leven, will be less than 20 seconds from now, you’ll probably pass by the B-Wings. Wait until you’re less than 2 klicks away to fire. It may lay a mine before you destroy it, so charge up shields and lasers, and destroy the mine (If you were too slow or inaccurate). You’ll be under fire from the B-Wings at this point. While dodging the B-Wings, inspect the cargo containers. Start attacking the B-Wings with heavy rockets (when you get near point blank range), and lasers (when they’re within laser range). Don’t use ion cannons. If they get disabled, you’ll probably run in to them. Dumb-fire your rockets when they get close enough. Tell your wingman to help you destroy fighters. You’ll soon get your shields recharged completely, so you can turn them to normal recharge rate when they do. This is the time when you’re most likely to get runners. Attack the X-Wings next, using lasers. Attack the A-Wings using ion cannons. Tell all Imperials to leave at least one of them alone. After you’ve disabled all of them, recharge completely (you’ll hear me use this often. It means you must have your shields completely green, where you can’t divert any more power into shields. Your lasers should also be completely charged). Allow your remaining wing mate(s) to recharge completely as well. Destroy all but one of the A-Wings with lasers. Leave the one closest to a point about 2 klicks from the Lulsla. Fly to a point on the hanger side of the Lulsla about 1.5 klicks away, and orient yourself so that you are parallel to the Lulsla. Get ready for the hard part. Destroy the last A-Wing. Start firing with lasers at the X-Wings as soon as they come out. Follow them out to about 2 klicks from the Lulsla, and remember to avoid putting the X-Wings into a position where they could accidentally fire at the Lulsla. Alternate between targets, not letting any one get a lock on you. Constantly hit either “e” or “r”. I kept my laser recharge rate at max, and my shield recharge rate at partway. After you’ve disabled every X-Wing, start destroying them with lasers or rockets. Use the same criterion in picking out which one you’ll destroy last as you did with the A-Wings. Make sure you’re completely recharged after every round. After four rounds of five X-Wings each, you’ll get the “secret mission objectives complete” message. Hyperspace out. [My brother completed this mission on Hard, along with all of the bonus and secondary goals. He did it in less than 90 minutes of trying, and didn’t kill off Mu 1 and 2. I still don’t know how he did it.] Battle 1 Mission 6: Destroy the Lulsla Summary: The cruiser, its remaining defenses and supplies, and fleeing crew were destroyed in the second phase of the attack. Several commanders were captured while fleeing. The destruction of the last of the forces involved in the post-Hoth offensive signaled the end of this battle. The Rebels changed their offensive tactics to brief raids hereafter. Commentary: The fleeing crew would have brought reinforcements. It wasn’t great that they were destroyed, but I was still gaining the trust of the Emperor at this point. Ship List: Lulsla, Zack, Charity; groups: Container C group C440, Starway, Gargon, Derris, MX-B, MX-C, MX-D, MX-E, MX- F, RQ-A, RQ-B, RQ-C, RQ-D, RQ-E, RQ-F, RQ-G. [E.E.: I think a Gorgon is a mythical Greek monster.] Battle Two: The Sepan Civil War Summary: The Imperials ended a prolonged civil war between the Dimok and the Riboblus in the Sepan system near the outer rim. After the Empire helped each side counter acts of aggression from the other, the forces attempted to forge a peace treaty without the supervision of the Empire. As a result, the Empire destroyed the joint forces of both, and seized power in the region. Battle Two Mission One: Respond to S.O.S. Summary: The Imperials began efforts to eliminate acts of aggression from both sides to quell the civil war. The Imperials received a distress signal from a Riboblus under attack from Dimok raiders. The Empire drove off the Dimok. The Dimok reported their leaders, who then realized the Empire sought to end the war. Commentary: The Dimok and Riboblus were guilty of committing atrocities against the other. The Imperials intervened at a time when the Sepan Civil War threatened to break out into full fury, spilling over into neighboring systems. This is one battle I’m glad the Empire fought. They brought some semblance of order to a region involved in a bloody war. It saved the Alliance from having to spare the resources to settle this conflict. The Dimok fleet of battleships was small, consisting mainly of small to medium warships. Many were converted merchantmen. Admiral Harkov’s poor performance had caught the Emperor’s suspicions before this war even started. B1M4 was an example of leaked intelligence that Harkov may have been responsible for. Suspicions of Harkov supplying both sides were fueled by the revelation of Imperial supplies in sectarian transports. Ship List: Falaricae, Delphine, Falx, Mangonel; groups: Abso Strategy: Battle Two Mission Two: Intercept Attack Summary: The Riboblus staged a reprisal attack on a Dimok research facility. The Imperials drove off the attack, proving that they favored neither side in the war. Commentary: To their credit, the research facility was actually a secret Dimok weapons lab, but the Empire still sought to end aggression. You’ll notice that shuttle Toten, which will later appear in B5M1, also appears in this mission. [E.E.: Atawar = at war? ‘At a war = that a war = that’s a war = that is a war = way to go, war?] [E.E.: Malat = Mallet] Ship List: Toten, Dromon, XQ1 Youst, Selander, Tug CUV/L 11f5, Sword, Pike, Galliot, Retec, Atawar, Musket, Halberd, Pilum, Nipasa, Sapre, Malat; groups: C Lab Module Strategy: Battle Two Mission Three: Rescue War Refugees Summary: A Group of Riboblus refugees tried to flee the Civil War, but the government of the Riboblus sought to destroy them rather than let them escape. The refugees found a safe Haven aboard Star Destroyer Protector. The Dimok joined into the fray, attacking all sides. Commentary: System Patrol Craft Glas had no hyperdrive engine. Glas was accompanied by a couple of shuttles. Glas docked with the Protector, transferred the passengers, and was fitted with decoys. All of them made it alive. The abandoned Glas was later destroyed. The refugees were mainly scientists weary from the misuse of their technology by the Riboblus. I’m guessing that several of them were from the weapons lab from B2M2. Ship List: The Protector, Glas, P-87, B-145; groups: Typhon [E.E.: Typhoon], Nazaar, Able, and Baker Battle 2 Mission 4: Capture Enemies Summary: This mission took place near Sepan 8. The Dimok and Riboblus put aside their differences and joined forces against the Empire. The Dimok and Riboblus attempted to formalize the peace by forging a treaty. To ensure that neither side would betray the other, each exchanged the children of their own leaders. The Imperials captured both craft, ensuring their safety; however, this act by the Imperials was enough to solidify the Dimok and Riboblus unification against the Empire. With the increased power of two combined enemies, the Empire needed significant reinforcements to pacify the Sepan system. More evidence was found in the possession of the joint forces showing that Imperial supplies were being illegally sold. Ship List: Kedon, Phantele, Glaive, Runka, Godenday, Falarcie, Manus Ferre, Shemsher, Moran; groups: Adam, Baker, Charlie, Arabu, Berono, Calitana, Degio Commentary: Nebulon B Frigate Shemsher was destroyed during this mission; by the next one, the Riboblus had renamed a Nebulon B-2 Frigate “Shemsher” to replace it. The Manus Ferre was the Dimok flagship at the time. Imperial Intel had intercepted the communications regarding the meeting. The Emperor suspected that the Dimok and Riboblus were getting Imperial weapons because the Sepans did not have sufficient supplies manufacturing capabilities- they needed to have an outside source. The reason why the Dimok and Riboblus joined forces was probably because neither liked the fact that the Empire was more powerful than either of them. Strategy: Battle Two Mission Five: Guard Resupply Summary: The Dimok and Riboblus put aside their differences to fight a common enemy- the Empire. An Imperial fortification of newly developed TIE Advanced fighters to the Sepan region coupled with destruction of the majority of Riboblus-Dimok joint forces resulted in the end of the Sepan Civil War. This took place near Gerbuad 3. The Imperials took direct possession of the government and territory. Commentary: The primary purpose of this mission was to replace the Interceptors and TIE fighters that had been lost in previous battles with TIE advanced fighters. In addition to gaining the edge by sheer number of fighters, the threat of a highly developed superiority fighter proved too much of a deterrent to maintain a war with the Empire. The Dimok-Riboblus joint forces staged a desperate last- ditch attack to stop the Empire’s aggression in the system. The Imperials were alerted to the attack that took place on the rendezvous through stationary space probes. These probes picked up the plan from communications traffic. I think you can see these same probes when you enter the mission. By the Dimok and Riboblus sat aside their differences to fight the true enemy it was too late. The dark horse of the already united Empire destroyed their forces, and seized power. When shuttle Omulaut was inspected, a Rebel envoy was onboard. This greatly contributed to the growing suspicions of Admiral Harkov’s waning loyalty, in addition to Harkov’s chronically missing Imperial supplies turning up in Rebel hands. Initially, Harkov had been selling Imperial supplies to the highest bidder, but he later gave himself wholly over to the Rebels. After this mission, the TIE advanced fighter was put into service for the Empire. [This is the single hardest mission in the game. It took me about 2 or three months of exhausting every imaginable strategy before I realized that the developers didn’t beta test this mission on Hard, with the intent to get all the goals. In fact this mission is impossible to beat on Medium. It isn’t so much a matter of difficulty as it is a lack of realism. In virtually every aspect of the mission, there is an element that could be made easier through simple communication orders, craft choice, weapons choice, timing, and flight physics. The final element that makes this mission unbeatable on Hard is that the Shemsher hyperspaces out as soon as the escort shuttles are destroyed. Be encouraged though, because you can still achieve all of the bonus goals on Easy, with a lot of strategy. The one I list is by no means the only way to get it done. After months of varying my attempts, I consistently got to the Shemsher with all other goals complete, using vastly different strategies.] Ship List: the Protector, Tropsobor, Ben Het, Long Tan, Suoi Tre, Can Guoic, Omulaut, IDSNB G1 and G2 (probes); groups: Abo, Bordok, Chubb, Elba, Fuzzum, Givin, Killam, Larkma, Raven, Seakyte. Strategy: Immediately go to full power and request reinforcements. Destroy the Protector’s laser gun on the right side of the conning tower, and then destroy the one on the top of the bridge. (You are reducing the Protectors firepower in order to give the escort shuttles more time. You’ll need all the time you can get to destroy the Shemsher.) Divert power to engines. Plot an intercept course to the Ben Het before it’s even there- you want it to hyperspace in so that you’re right on top of its hanger bay, fully charged and ready to take out Z-95s. Save the Tropsobor to F5, Ben Het to F6, and Long Tan to F7. Destroy as many Z-95s as you can, but stay close enough to destroy Killam 1 when he comes out. Tell your wingmen to attack Y-Wing Bordock, but when they get close, tell them to wait for further orders (They won’t be able to do much damage, and they will get themselves killed in the process. But you want them to be out there to help you take them down eventually). Try to take out any Z-95s close to the Ben Het, and stay around there until the TIE bombers get within laser range. After the first few laser hits contact the Ben Het, start destroying its laser guns and laser turrets. After the first round of TIE bombers are destroyed, break off your attack. There might be some Z-95s close by that you can take down. Whenever the TIE advanced fighters are threatened, tell your wingmen to attack their attacker. You may have to go help out if it looks like one is taking a lot of damage. After your hit-and-run efforts have stripped Ben Het of its defenses, start shooting it yourself. Lasers that are charged up to overcharge supposedly do more damage and have greater range (though I’ve never seen convincing proof of this), so when you start to go to the darker green, wait for them to fully recharge. After Ben Het is destroyed, go get the Y-Wings off of the Tropsobor, and get your wingmen to help you. After all of Y-Wing groups Bordock, Chubb, Givin, and Larkma have been destroyed, go to the Long Tan. Tell your wingmen to wait further away from it, at least 2 klicks, so they’ll be safe from laser fire. (Tip #6: Blind Spots. Most battle cruisers and corvettes have a blind spot where you are relatively safe from weapons fire. From here, you can completely destroy even the biggest and toughest of battleships. Sometimes you’ll have to destroy one or more guns before you can use it. The spots are usually towards the back, by the engines, and any lasers will be blocked by the ship’s hull.) The blind spot for a modified corvette is .13 km behind the engines. Match its speed. Get its shields down to 4%, recharging as needed. You’ll want to be near the right side of the engine banks. When you put the next few shots in, Get ready to go back and forth between full throttle, and matching its speed, still firing. Slow down when it is destroyed, but don’t break off until it is vaporized. You may not have to worry about doing this though. Sometimes it is destroyed by the bombers or by the gunboats. The two cargo ferries should come in soon. Get over to them as fast as possible. The blind spot on cargo ferries must be reached by destroying one of the wing guns, and then staying underneath it, and to the side. Destroy both. As as Omulaut hyperspaces in, finish up whatever it is you are doing, divert everything to engines, plot an intercept course, and then inspect it. You, the Imperials, Harkov, and the Rebels will benefit from the Rebel onvoy onboard being killed. When Shemsher comes in, tell your wingmen to attack it, but before they get within laser range, tell them to wait for further instructions. Escort Shuttle group Raven will exit from hyperspace a few seconds after the Shemsher. Allow the Assault Gunboats and TIE interceptors to get closer to Raven, but don’t allow them to attack (You want them to be closer to the Shemsher.). You should be close to the Shemsher, approaching it head on. The TIE bombers will be the only ones attacking the Shemsher, using their torpedoes. Slow down to zero and fully recharge about 2 klicks away. Set lasers to single fire. The Shemsher is a very fast ship, and it may pass you up. Stay with it to the side if it does. Any time one of them starts heading back to the Protector, finish them off. Once the last of the three bombers is weakened partially destroy him.You’ll get a fresh wave of bombers if all of them die. Check from time to time that they aren’t attacking the Escort Shuttles. Once they’ve fired their first laser shots at the Shemsher and the Shemsher fires back, tell your wingmen to attack the Shemsher. You must shoot off all of the Shemsher’s weapons, except for the missile launcher. Your main goal is to keep yourself and the bombers alive, so the destruction pattern can vary. Once you start shooting a turret, try to completely destroy it. Your recharge rate should be set to maximum. They take 12 to 14 shots. Keep your speed pretty slow, probably less than one third. Running into it will kill you. Chances are good that your wingmen will be killed shortly after beginning their attack. When a fresh wave of TIEs comes in, tell them to wait for further instructions. Depending on the timing of all of this, you’ll either be about 1km away from the nose, or slightly to the side. The front position is better, because the nose and ventral guns are harder to shoot off. If you are at the front, shoot off these two cannons, go along the back of the Shemsher, and shoot off its rear gun. If you are on the starboard side of the Shemsher (Avoid going to its port side. It doesn’t pose an immediate threat to the bombers.), then take out the wingtip cannons, starboard turret, and dorsal turret. On your next pass, shoot off the guns that are on the right wing tip, the left underside wing tip, and the right wing turret. Then shoot off the dorsal turret, left upper side gun, and port turret. Now begin taking down its shields. You should have a full charge at all times. If you go to dark green, wait until you’ve fully recharged to begin your attack again. Stay behind the Shemsher, not focusing on destroying any one part; your top priority is to you’re your laser shots hit some point on the hull. Around this time, the last of the Escort Shuttles will be destroyed [when I played it on Easy, the last of Seakyte was destroyed after the Shemsher was destroyed, however.]. When this happens, tell everyone to commence his attack (Shift + G). The Shemsher will make a run for it. He hyperspaces out when the “Z” information says he is 13 seconds away. If it starts getting near this, don’t worry about keeping your lasers charged up- empty everything you have into him. Don’t stop shooting until he blows to smithereens. [E.E.: Dimok = Democrat, Riboblus = Rebublican.] Battle 3: Battle on the Frontier Summary: This battle took place in the Pakuuni system in the Outer Rim, near the planet Argoon, planet Pakuuni, and Arecka. It followed Vice Admiral Thrawn’s efforts to establish an outpost from nothing. Resident Pakuuni pirates were replaced by the Imperials as the dominant power. The Pakuuni pirates were receiving backing from the Rebels. Commentary: This was my favorite battle, mostly because Thrawn was in it, and thus was easy. Battle 3 Mission 1: Load Base Equipment Summary: Thrawn began by transferring supplies from an outpost near Argoon. Prior to Thrawn's arrival in the Stalwart, the outpost learned of an impending Rebel attack. The base was abandoned, and the Rebels attacked when Thrawn arrived. The Rebels were defeated and Thrawn left with the supplies. Ship List: Stalwart, Vanguard, Beecon, Dragon, Viper, Splinter, Scouter; groups: THX-1136A, THX-1137D, THX-1138B, THX-1139D, THX-1140D, and Mule (also seen in H5M2). [E.E.: Arecka = A wreck; THX-1138B = THX-1138; this was the name of George Lucas’s first movie. Mule = a mule is a pack animal, a transport. This ship is a transporter. Beecon = Beacon?] Battle 3 Mission 2: Destroy Pirate Outpost Summary: Near the planet Pakuuni, M/FRG Ludwick destroyed a Pakuuni pirate station and its fleet to neutralize the pirates's influence in the sector. Rebel advisors to the pirates were captured. Thrawn was not present. Commentary: Once again, the Imperials got some dirty work done for us. The Imperials restored order to an area rife with smugglers and pirates, who had preyed upon innocent civilians. The Rebel advisors had it coming. Consorting with pirates isn't good business. Ship List: Sonia, Ludwick, Tiger (see also B8M2 and B5M2 (no relation); this is an ATR), Leach, Clavier, Grapler; groups: DLC11A, CRM908A, CG-78, and Jiggs. Battle 3 Mission 3: Hold Position Summary: M/FRG Ludwick defended the area until the base parts convoy, the relief forces, and Thrawn arrived. The Pakuuni and Rebels were defeated in their joint attack. Thrawn left in the Stalwart to get more supplies. Ship List: Ludwick, Stalwart, Huntress; groups: Bakkun, Anta, Amber, Horvus, Gorfan, Ravn, Escape [E.E.: Ravn = Raven] Battle 3 Mission 4: Guard Space Station NL-1 Summary: NL-1 was constructed near planet Arecka and was mostly functional, but its shields were not fully operational. The Rebel-Pakuuni joint forces attacked the station, but were defeated. Thrawn arrived again partway through the mission. The station survived. Thrawn left again. High-ranking Rebel officers were captured fleeing an attacking Rebel M/FRG. They provided information on their future plans in the sector. Ship List: NL-1, Ludwick, Stalwart, Baruu, Hord, SI-78, SI- 79, DI-49, Soonya; groups: Del, Layter, Moori, Runeer, and Proto [E.E.: Soonya and Layter = Sooner and Later; Soryi = Sorry; Maaser = Master – it only appears when you play it on Hard; Hord = Hoard, it is a tool used to collect things; Baruu = Borrow; Del = Dell computers?] Battle 3 Mission 5: Thrawn Inspects NL-1 Summary: Thrawn arrived again. Thrawn formally inspected the station. His shuttle was defended from a Rebel-Pakuuni attack. This mission marked the debut of advanced concussion missiles. These missiles were smarter, faster, and stronger than their predecessors. Ship List: NL-1, Ludwick, Stalwart, Reef, Resupply; groups: Gamer, Bliss, Noway. [E.E: Noway = No way = they are difficult to defeat] Commentary: Even with the Rebels captured from two seperate missions, the Imperials still didn't know that this attack was going to happen. I guess the Rebels didn't crack. I received this briefing from the XO: "Almost all of our TIE Fighters and Interceptors are out of service undergoing maintenance repairs at this time. We have no choice but to use the TIE Bomber in a defensive role, something it was not designed to do. " Thrawn was either a mad man or a brilliant man to inspect the station under these conditions. He was correct in assuming that with one of the best pilots in the galaxy guarding him, he wouldn't be in any real danger. Thrawn bestowed me the honor of guarding his shuttle. Battle 3 Mission 6: Wait for Relief Forces Summary: NL-1 was completed. The resident Rebels had been stripped of their medium-sized capital ships. The Rebels had captured several Imperial assault craft and transports. Thrawn left, escorted two System Patrol Craft back, and left again. The Pakuuni-Rebel forces attacked. Thrawn arrived with the last of the station’s fleet and supplies late in the mission. The last of the Pakuuni-Rebel forces were defeated, establishing a permanent Imperial stronghold in the Pakuuni sector. Rebel officers were captured. Ship List: Luft, Clue, Shark (see also H5M2; no relation), NL-1, Ludwick, Stalwart, Gaarni, Clipper; groups: Ranger, Sivaa, Taxel, Thunder (see also H6M2; not related), Electra, and Rover Commentary: Thrawn would go into hiding in the Unknown Regions after the Battle of Endor. I suspect that he used many of the same techniques used for establishing Imperial control as he did here, but he had less supplies to work with. This was the Rebel’s last stand. They were desperate. Battle 4: Conflict at Mylock IV The Imperials battled pirates in the Outer Rim. The Habeen and Nharwaak pirates had a group of scientists that had developed hyperdrive technology for small starfighters. The Habeen were pro-Empire, but the Nharwaak were pro-Rebel. In exchange for being allowed into the Empire, the Habeen would give the Imperials the hyperdrive technology. The Habeen were safely accepted into the Empire, the Nharwaak were destroyed, and the Imperials gained the hyperdrive technology. Battle 4 Mission 1: Escort Convoy Summary: This mission was the evaluation of the pirates’ hyperdrive technology by Admiral Zaarin. The Nharwaak ambushed the transfer of the fighters from the Habeen to the Shamus, but were defeated. Admiral Zaarin was a research scientist who would later produce the TIE Advanced and TIE defender. He would also commit mutiny later. Commentary: This marks the first appearance of Admiral Zaarin. I can’t think of how more powerful Imperial ships would help the Rebellion, so I’ll put this in the “trying to keep my cover” category. Any time a technological development happens, both sides will eventually gain control of the technology, anyway. Ship List: Shamus, Nihema; groups: Verack, Stimner, Striker Y-Wings (see H1M4), Charger [E.E. Nihema = Nehemiah?] Battle 4 Mission 2: Attack the Nharwaak Summary: Negotiations with the Nharwaak failed, so their main base and technology was destroyed. Commentary: The Rebels were supplying the Nharwaak with older star fighters. Shotgun made a previous appearance in H4M3. Because this is a group of CRVs instead of a single one, they probably aren’t related. However, maybe Shotgun was formerly an Imperial group, and the pirates hijacked most of them, so now the three are separated from the last one. I doubt it though. Ship List: Shamus, Junker, Hume, Workshop, Repo, Petor, Shotgun, Sunbird; groups: Pamir. Battle 4 Mission 3: Defend Tech Center Summary: The main Habeen base was attacked and destroyed by the remnant Nharwaak in reprisal for the Imperial raid. The Imperials arrived during the attack, drove off the Nharwaak, and the Habeen personnel escaped completely. All of the vital equipment and technology was saved. Commentary: Don’t go on the offensive against the Empire unless you know you can win. The Nharwaak actually stood a good chance though, and it would have been a good thing if they had been able to destroy the technology. Ship List: Shamus, Phoenix, Notz, Phalanx, Runner, Doyle, Sgidek; groups: CN/A Order, Baker. Battle 4 Mission 4: Diplomatic Meeting Summary: The Habeen formalized relations with the Empire in a final contract signing. The Nharwaak made a last ditch attack that failed. Immediately afterwards, the Habeen hyperdrive units were transferred to the Shamus. Commentary: The Habeen threw in bonus experimental technology in the transfer. Trident is also the name of a Rebel cruiser in B4M3; the two are not related. Ship List: Shamus, Trident, Lendova, Fairfax, Nexus; groups: Phazer, Star, Ram, Scarlet, TRN Ferry. [E.E. Phazer as in Star Trek phaser?] Battle 4 Mission 5: Rebel Arms Deal Summary: The Nharwaak followed through on their threat to sell their hyperdrive technology to the Rebels. Their attempt to transfer the advanced equipment to the Rebels was prevented. The Nharwaak were completely destroyed, and the Rebels took heavy damages. Commentary: The hyperdrive technology was a high priority to the Rebels. They threw in a great amount of star fighters, piloted by some of their best. Thus, it was a huge loss to the Rebels. After this battle, Admiral Zaarin showed Darth Vader the first hyperdrive-capable TIE advanced fighters. Darth Vader commissioned Zaarin to begin work on TIE Defender prototypes, but these would not make their battlefield debut until B6M1. Glazer makes a prior appearance in H2M3, and played a supporting role in it as well. The similarly named Glaser is probably not related to it; Glaser is a Rebel craft. Ship List: Shamus, Glazer, Janson, Xerxes, Coffey, Fonel, and Tela; groups Flash, Vite, Strike [E.E.: Coffey = Coffee; Tela = Tea; Glazer = Glazed donut; Vite = Vitamin; Fonel = Funnel Cake] Strategy: Battle 5: Battle for Honor Summary: Admiral Harkov openly defected to the side of the Rebels. Harkov fled, but the Imperials found him, and blockaded his supplies. Harkov departed his flagship temporarily for the increased safety of a Rebel supply station, and his fleet fled. The station and Harkov were captured. Harkov’s rebellion segued into Admiral Zaarin’s coup-de- tat. Battle 5 Mission 1: Mineclearing Summary: Admiral Harkov set a trap to kill an Imperial loyalist before defecting to the Rebels. Under the guise of a mineclearing operation, the pilot was to be destroyed by his own wingmen. The pilot survived the attack, and discovered Harkov’s first officer en route to a Rebel Cruiser. Harkov became a traitor of the Empire, marked by the Emporer for interrogation and execution. Commentary: The growing suspicions of the Emporer were validated when Harkov attempted to kill me using standard manuver 717 [You can see another example of this in “Walk the Path That’s Given” from Star Wars Tales #23]. Luckily, since Harkov never does anything right, I was put in a TIE Interceptor instead of a regular TIE. The cargo containers provided more proof that Harkov was exchanging supplies with the Rebels. You’ll notice that shuttle Toten, which appears in M2M2, also appears in this mission. Ship List: The Protector, Osprey, Toten, and Margaret Strategy: [I turned In-flight speech off for this mission. Harkov’s lame taunts get annoying fast. The hard part about this mission is runners. Also, remember that the TIE Advanced fighters use lasers, but not warheads. They’re plenty deadly without warheads, anyway. I took only one hit when I won this mission for the last time, and it was from a stationary mine, not a TIE Advanced fighter. ] Do not, at any point in the mission, let your laser fire hit the Protector. Immediately request reinforcements. Use single fire to take out the Interceptors in front of you, right one first [I had to replay this part so many times that I could take them out with six shots total, with 100% accuracy.]. Set laser recharge to maximum. Go to full throttle, and steer towards the Protector’s hanger bay. Go to 1/3 throttle a couple times before you get there. Be sure you are at full throttle before the fighters come out. Link your lasers. Twist so that you’re level with the protector. Destroy the bombers quickly when they come out. After they’re all destroyed, Go back towards the Protector, using your outside camera view to avoid the laser fire from the avengers. Don’t run into the Protector, but get really close to it. You’ll be using Tip #3 for the next few minutes. Be on constant lookout for runners, using Tip #4. In this mission, this means checking your map every 20 seconds or so, and checking your messages for the word “hanger”. If you see it, restart. When a ship is getting close to the Protector, switch to single fire, destroy it, and then link your lasers again. The next wave of bombers should exit within a few seconds. Destroy them completely. Sometime during this destruction, shuttle Lambda will exit the Protector. Fire about five salvos, but don’t destroy it until you’ve inspected it. Divert laser power to engines. Head over towards the Osprey (You can save targets while in your map view. Switch to map view, and save the Osprey to F5). Now is a likely time for runners. The Osprey will fire on your attackers with lasers and, more importantly, missiles. It is a friendly, so it won’t fire at you. On your way over, destroy Y-Wing group Red. This is the easy part. (This is the key to getting all the secret bonus goals.) Orbit around the Osprey (about .13km away), being careful not to run into it. Use your outside camera view. Keep the Osprey between you and your attackers. Watch for runners. There will be 4 waves each of groups Alpha and Gamma. X-Wing group Blue will probably be the last to be destroyed. When the last of your attackers are destroyed, breathe a big sigh of relief, confirm that they were all destroyed, and then fully recharge. Use your map view to target one of the corner mines. Set your laser recharge rate to normal, and keep your lasers linked. Keep moving as you destroy the mines, using the outside camera view to avoid laser fire. Don’t get caught in the middle of them, or get close to the Protector. When it gets too hot, run for the Osprey, recharge, and then continue clearing the mines. After they’re gone, inspect the containers, and don’t run into them. After you’ve inspected them all, destroy them. Check your goals, and fly home to the Osprey. Battle 5 Mission 2: Assault Gunboat Recon Summary: The Imperials begin a search for the defecting
Admiral Harkov at Rebel supply depots. Harkov was found during the reconnaissance when he arrived for supplies. Darth Vader was notified of Harkov’s location. By inspecting the Rebel supplies, the Imperials knew what supplies were critical to Harkov. Commentary: After obliterating much of Harkov’s fleet in a defensive gesture, I finally got a chance to go on the offensive. The last mission revealed Harkov’s misappropriations of Imperial supplies, and his plan to defect to the Rebels. The Imperials split up, and found a Rebel supply depot. Harkov arrived at a Rebel base to pick up these supplies during the reconnaissance mission. Darth Vader began his journey towards the location where Harkov was last seen. He planned on interrogating and then executing Harkov. The supplies, Rebel defensive screen, and a portion of Harkov’s fleet were destroyed. Again, Harkov joining the Rebels could only be a detrimental thing. He did enough damage to the Imperials while he was on their side, and he would have betrayed the Rebels as soon as it was personally beneficial. This mission was a case example of how Rebel fleet strategy: supply bases are hidden in deep space, relatively secure from discovery. It is not necessary to heavily defend them, as they are behind friendly lines. Therefore, they have the leftovers of the Rebels: a few Z-95s. On the off chance that a Rebel base is discovered, it usually wipes out the base, its defensive screen, and any supplies. This was a target rich environment. However, due to Harkov’s presence, there were B-Wings and A-Wings present, in addition to his own fleet of TIE Advanced fighters. Containers were inspected to determine what was critical for Harkov’s fleet. Ship List: Cimigo, Protector, Platform XQ DS 5. Strategy: Compared to the last mission, this one is easy. [It takes a really long time to complete though. It took me about an hour and a half of flying to beat it. This is also easier with the DOS version, because ships are clearer to see, and I think the AI is easier.] Choose advanced missiles. As soon as you get out of hyperspace, go to your map. Target Corellian Transport Cimigo. Immediately after you close out of your map, divert all power to engines. Switch to missiles. Link them. As soon as you get a lock, fire three salvos. Plot an intercept course to Cimigo. On your way there, switch to ion cannons and divert power from shields into lasers using the “;” key. Disable him, inspect him, and then destroy him (You must inspect him to meet your bonus goals). Start charging up lasers and shields while you take out all the Z-95s. Fully recharge. Inspect all the containers and the station. Request reinforcements. Start destroying the containers. As soon as you get your first layer of shields knocked out, fly away from the station. (Tip #5: Use your outside view to avoid lasers by hitting “F3”, especially by looking backwards by using the “2” key. Be careful you don’t run into anything, though.) Fully recharge. Repeat the hit-and-run strategy until all the containers are destroyed. Harkov will arrive soon. Take out any remaining Z-95s and B-Wings, even if A-Wings have already arrived. Your wing mates and reinforcements will run as soon as Harkov arrives, so the next hour is going to be pretty busy with some of the most fighter opposition you’ve faced so far. I ended up fending off one Z-95, three B-Wings, six A-Wings, and six TIE Avengers. That’s sixteen, folks. The good thing is, you’re in a craft with shields, for once, and remember battleship programming: if you hit me, then I’ll hit back. With such dense fighter activity, ships will hit each other, doing some of your job for you. [When I played it, the TIE Avengers soon left the dogfight and started patrolling for targets.] Destroy everyone with lasers, unless you run out of energy. In that case, use ion cannons to weaken fighters. You won’t want to disable fighters, because you aren’t going to be able to clean them up later. Concentrate on one fighter group at a time: first the Z-95s, then the B-Wings, and then the A-Wings. Try to stay away from the station and the Protector. Keep moving, using Tip #5 and charging up whenever your first layer of shields is gone. When your shields are at least in yellow, lower your shield recharge rate to normal, while keeping your lasers on full charge. Go for the A-Wings; you have to be moving fast to catch them. You can use missiles, but save some for later for the Avengers. Once all of the A- Wings are gone, the Avengers will come for you, probably one at a time. If they’re far enough out, you can dual-fire your missiles. Don’t waste time trying to get a lock after you’re in a dogfight, though. They juke around so much that you’re better off with lasers. After you’ve destroyed the first three, the remaining three will come for you. Do what you’ve been doing: keep away from the station, concentrate on one fighter at a time, and keep moving. After you’ve destroyed the last one, the hardest part comes up: six new TIE Advanced fighters. You have to destroy at least one, so try to take one out with missiles at long range. I kept alive by going towards the Protector, and having Harkov weaken them for me. Pick the weakest one while avoiding laser fire, and destroy him with lasers. The Protector should have taken at least one hit from the Avengers. As soon as you get the “secret mission objectives complete” message, try to hyperspace out. I had some difficulty doing this, because there were so many objects in the way. Battle 5 Mission 3: Convoy Attack Summary: An Imperial attack on an emergency supply convoy en route to Harkov near a Rebel base. It gave the Imperials the upper hand in the following mission. Commentary: This mission insured that the following mission would be a decisive victory, without more loss of life than necessary. Without supplies, Harkov’s forces would be weakened. Like the previous two missions, many of Harkov’s fighters were destroyed, making the odds more even. Ship List: The Protector, Platform XQ DS 5, group Karflo, Modular Conveyor Group SoroSuub, group Morgath, group Sundog. Strategy: You'll be flying an Assault Gunboat. Choose advanced missiles. You must inspect at least one of group Karflo, SoroSuub, Sundog, Morgath 1 and Morgath 5. Destroy everything after that. You'll have to divert everything to engines in order to make it over to Heavy Lifter AAA Tow in time [Easter Egg: AAA is a car insurance group. Part of being a member means that you get deals on tow truck services. A Heavy Lifter tows stuff like a tow truck, and this one has “tow” in the name]. Divert what laser power you have at the start into shields. Go towards the Protector. Keep hitting "U" until Karflo comes out of hyperspace. Target Karflo 3, and inspect it on your way over. As soon as the A-Wings come out of hyperspace, tell your wingmen to destroy the closest one. As soon as that A-Wing is destroyed, tell them to destroy the next A-Wing. Then tell each of them to head home; they’ll get themselves killed, and don’t have the skill needed to destroy a fleeing A-Wing. Plus, you’ll get a point bonus. Save HF AAA to F5. Switch to missiles, and link your missiles. On your way over, target Alpha 1. When it gets within 3.5km, head towards it. Don’t bother getting a lock, fire when you’ve gotten about 4 beeps. Switch back to single fire. Target AAA. After you get 5 beeps, fire. Go towards the station, with all power still at your engines. Do not hit the Protector, or Platform XQ DS 5. In fact, don’t fire energy weapons unless you’ve got a good chance of hitting a straight moving, target that is not darting around, and is not between you and the station. Keep your shields fully aft. Don’t worry about runners. Only one fighter each from groups Alpha, Beta, Delta, and Gamma need to be destroyed. Once you get there, set shield and laser recharge rate to maximum. Use Tip #3, don’t run into the station, constantly even out shields (That is, unless an attacker has a missile lock on you. In that case, switch shields to aft.), and constantly divert power to engines. The station will hit you with lasers, but infrequently. It will fire lasers and missiles at the TIE Advanced fighters. Whenever a new batch of TIE advanced fighters comes out, use your map to target one, get a lock, and then fire two missiles. You might be able to get all three if you’re lucky. Destroy HF A1 when it comes out just like you did with AAA. Repeat this when A2 comes out. Staying alive through the next few minutes is the hard part. You can’t continue your mission until every single fighter is gone from the battlefield. There is a good chance that Alpha and Gamma will be destroyed, but Beta and Delta haven’t come out yet. This is usually because none of group Karflo has been destroyed, or the Protector was never hit by a stray shot. In this case, Karflo will probably be very near the station. It will still take them about 15 minutes to hyperspace out. Fully recharge, and destroy one of them with lasers. Beta should come out. However, the more likely scenario is that Beta and Delta will come out while you’re still dodging Alpha and Gamma. Continue to use the above strategies until every last fighter is gone. Once you are safe, inspect one of container group Pi, destroy group Karflo, inspect one freighter from Sorosuub, destroy group Sorosuub, inspect Morgath 1, destroy Morgath 1, inspect Morgath 5, destroy Morgath 5, inspect one corvette from group Sundog, and then use Tip #6 to destroy group Sundog. If you didn’t get a secondary or secret mission objectives complete message, check your goals list. It could be the Protector was never attacked. If you did get the messages, then you should hyperspace out. Battle 5 Mission 4: Tactical Superiority Summary: The last mission left Harkov stranded at the Rebel supply station. The remaining TIE Advanced fighters were destroyed to ease Harkov's capture. Harkov temporarily abandoned his followers and sought refuge onboard the Rebel supply base. The Protector temporarily left the area. Commentary: The last three missions severely weakened Harkov's forces by destroying his fighter support and supply venue. This mission saw some of the first battles where TIE Advanced fighters were used by both sides. After the last two missions, the base made an attempt to increase its defenses by setting up a minefield, and by using two Modified Corvettes. I think it was at this time that I was promoted to be the Emperor’s Hand. Apparently, Mara Jade wasn’t the only one. Who knows, there could be more of us out there somewhere. Before Harkov left for the base, the Empire had been planning to board the Protector to capture Harkov. By moving to the base, he made the next mission easier for the Imperials. Ship List: the Protector, Platform XQ1 DS 5, group Wurger, Toten; group Badger. Strategy: Choose advanced torpedoes before you go in. Send for reinforcements. Switch to warheads. Divert laser energy to shields, and then divert power to engines. Head for the cargo transports. Continue dodging fire and picking off missiles before they hit you. Fire three warheads at each transport. After they're destroyed, head for the Protector, avoiding fire. Shuttle Toten will come out soon, carrying Harkov. Inspect it. He must be captured alive, so Toten must finish its mission. You must then attack the Protector if the TIE advanced fighters haven't already. Soon, the Protector will leave the area. Finish off the mines, then the TIE advanced fighters. Stay away from the base. Fully recharge, and then inspect one of group Wurger. Tip #6 isn't effective, or necessary. After you've fired a few shots at both, fly between them. They'll kill each other for you, but you should finish them off. Hyperspace out. Battle 5 Mission 5: Capture Harkov Summary: The Imperials captured the Rebel base, supplies, and ships, as well as Harkov. Harkov was interrogated and executed. Commentary: [E.E.: Geddawai = Get away.] Several ships left the station as decoys. Harkov was on board Corellian Transport Geddawai. Reinforcement arrived for the Rebels, including the second half of Modified Corellion Corvette group Wurger. However, despite the many reinforcements, the Rebels lost the base, Harkov, and the battle. Darth Vader was present for this mission on board the Garrett. After Harkov was captured, Vader executed him before Harkov got a chance to answer a single question, diminishing the purpose of the last three missions, which was to catch Harkov alive so that he could be questioned. Ship List: Platform XQ1 DS5, Toten, Kolermigon, Geddawai, Wurger, Olinor, Garrett, Tug CUV 8f1. Strategy: Choose advanced missiles. Don’t worry about the mines; while you’re busy with other goals, the TIE advanced escort and your wingmen will take care of the mines. Go towards the base. Don’t send for reinforcements yet. Tell your wingmen to attack the nearest fighter. You’ll be pretty busy, but if you can spare the attention, tell them to attack the next fighter after they’ve destroyed the current one. Switch to warheads and link your missiles. Inspect Geddawai, Toten, and Kolermigon. Geddawai will be the first to leave the station. Divert everything to engines in order to keep up with him. Fire a total of six missiles, or three salvos. By the time you get within ion cannon range, you’ll be out of energy weapon power. You should then divert energy from your shields to your lasers by using the semicolon key. Once he’s disabled, use ion cannons to disable Toten, and then disable Kolermigon. Finish off the leftover Rebel fighters, and then head for the closer of group Wurger. Don’t bother inspecting them. Use energy weapons to destroy them until Rebel A-Wings enter the area. Link missiles, and fire two at each fighter. Tell your wingmen to attack the fighters, and when they’re gone, tell them to attack group Wurger. Olinor is probably in the area by now, so divert everything to engines and go inspect it. Divert energy to engines, and return to group Wurger. Destroy them with lasers and any leftover warheads. After you get the “secret mission objectives complete” message, and have double-checked that you got your primary and secondary mission objectives, hyperspace out. Battle 6: Arms Race Summary: This battle took place in the Parmic system in the Deep Core, and later in the Corporate Sector. Admiral Zaarin developed two main new technologies: the Mag Pulse warhead (a missile designed to disable a ship while leaving it intact) and the TIE Defender (an improvement on the TIE advanced fighter). Battle 6 Mission 1: Protect Prototypes Strategy: By this mission, TIE Advanced fighters were considered fit for frontline, primary aggressor use. Zaarin developed prototypes of the TIE Defender. The Rebels attacked a research base during a transfer operation. The Rebels were defeated completely, and the station, cargo, and non-fighter craft survived. Commentary: [This battle is a big crossover between TIE 95 and X-Wing Alliance. Both games have several battles involving the Mag Pulse warheads.] The first prototypes were being transferred from PLT/6 Research to various containers. The containers were then taken by HLFs into hyperspace. It is possible that Zaarin didn’t want the Emperor and Darth Vader to get a look at the prototypes, so he could have tipped off the Rebels. The reason why it was a good thing that the Imperials developed this new technology was that soon the Rebels would get it too. Ship List: Thunderer, groups: Sela, PLT/6 Research (One of many of Zaarin’s research stations). Battle 6 Mission 2: Prevent Rebel Ambush Summary: From Zaarin’s research facility, TIE Defender prototypes were shipped to Vinzen Neela 5 (aka Zaarin 5) to be transferred to a single carrier. The Rebels were informed of the transfer from a spy at Zaarin’s research facility, and attempted an ambush. The Imperials prevented it, and the Defenders made it to Coruscant. Commentary: The Corvettes were minelayers, setting up a defensive layer around a hyperspace beacon. I think they were trying to protect it so that as many Rebel fighters as possible would be able to find the ambush location. (Clues to an information leak from Zaarin’s research facility were somehow relevant to the mines found on Rebel Corvettes.) [E.E.: Hininbirg = Hindenburg; Sela = Seal or = Selah, a Jewish musical unit] Ship List: SATA Beacon H-4, Hininbirg Mar Duun, Vop Hui; groups: Sela Battle 6 Mission 3: Convoy Escort Summary: The Rebels ambushed another one of Zaarin’s research platforms and a convoy using information provided by an Imperial spy. The Rebels were completely destroyed. The platform was developing new tractor beam technology. This tractor beam was to be used by small star fighters to slow the speed and maneuverability of enemy fighters. It first saw use in B7M1. This marked the battlefield debut of the Mag Pulse Warhead, developed by General Electronics. The Mag Pulse Warhead disabled only the energy weapons of the targeted ship. At least one B-Wing using this weapon was captured. Commentary: This convoy was bringing critical supplies to PLT/3. FRT Anterab and Degathem boarded FRT Docking Plt, which in turn boarded with PLT/3. The Imperials would have gotten this weapon eventually, so this falls into the “keeping my cover while picking up credibility points” category. As for the Rebels not being able to capture the technology, this technology was one of the Empire’s top priorities. Their defense was too good to risk an attack. Ship List: PLT/3: Research, HLF U-3f14, Anterab, Degathem, and FRT Docking Plt (probably Plt = Platform); groups: Storm. Battle 6 Mission 4: Punitive Raid Summary: For selling the Rebels the Mag Pulse technology, GE’s assets were seized, including their research facility, equipment, arms dealer, and techs. All fighters present were destroyed, except for one carrying the Mag Pulse warheads. Commentary: TIE Defender historical missions made their debut immediately following this mission. The Empire probably found out who was selling the technology because of the captured fighters. Ship List: Glory; TUGs U-4f91, -4f92, -4f93, -4f94, -14f1; PLT/2 Pondut, Bujiboi, GEC U47, Lucky Day, Kalree; groups: T. Chamber. [E.E. General Electronics bears close resemblance to General Electric, one of Earth’s leading electronics manufacturers.] Battle 7: Treachery at Ottega Summary: The late Admiral Harkov’s leftover forces continued their defection to the Rebels without him. As they fought for survival, Zaarin carried the momentum from Harkov’s rebellion into his own coup-de-tat. Zaarin timed his mutinous attack on Darth Vader’s forces to coincide with a kidnapping attempt of the Emperor. Zaarin’s attempts to slow Vader’s return to Coruscant by using an Interdictor failed to prevent the rescue of the Emperor. Battle 7 Mission 1: Trap the Protector Summary: Darth Vader located the missing defecting fleet. The fleet decided to join the Rebels, even without Harkov. Harkov’s flagship, the Protector, was trapped using the Interdictor Harpax. The Imperials sent an assault force to rendezvous with the Harpax at the location of the defectors. However, by the mission’s end, the Harpax was surrounded by enemy capital ships. This mission marked the first use of the star fighter tractor beam. The Rebels sent a cruiser, and the defecting Imperials had a second battleship present. Certain starships were able to hyperspace out despite the interdiction field, possibly because the Harpax momentarily lowered the interdiction field long enough for them to activate hyperspace engines. Commentary: The Rebels tried to help the defectors by sending fighters and two warships. Yes, it would have been great if Harkov’s fleet had been able to join the Rebels. Unfortunately, Darth Vader found the forces, and made it his pet project to eliminate them. To try to help the Rebels escape Vader would have meant opposing Vader and blowing my carefully constructed cover. There have been only a small handful of people that have defeated Vader, and I certainly couldn’t have done it. However, by helping Vader destroy the defectors, I gained more trust and influence, which was the whole point of being a double agent. Ship List: The Protector, the Harpax, Whell, Warhawk, and Akaga; groups: HX, HM, Oxin, Waq, C223, and Scarlet. Strategy: Choose advanced missiles. Request reinforcements. Divert some laser power to shields. Destroy the three interceptors in front of you. Destroy the containers, HF Whell, and the many WAQ tow vehicles that will come out. When the TIE bombers come out, stop what you’re doing to destroy them. After the last of the Z-95s are eliminated, and you've completed your secret mission objectives, head towards the Harpax. When X-Wing Gold starts to come after you, run away into deep space. After the Assault Transports have entered the hanger of the Harpax, your primary mission objectives will be complete. Try to head for the Harpax by diverting all power to your engines, unless an attacker has a missile lock on you. In that case, raise lasers and shields to full power, and fight off your attackers. Then divert energy to engines, and continue towards the Harpax, and enter the hanger. Of course, you could avoid this by exiting into hyperspace, but then the Harpax would be all by itself. Battle 7 Mission 2: Destroy the Akaga Summary: The Akaga, a defecting Imperial frigate, began to attack the Interdictor Harpax, which was keeping the enemy fleet trapped in the area. The Akaga was destroyed. The Rebel and defecting fleet were held at bay until Darth Vader arrived in the Garrett. The danger was most pressing from the Akaga, because it was a fast and dangerous ship compared to the Harpax. Commentary: Vader himself requested my presence aboard the Garrett, which goes to show how much I'd fooled the Emperor. Vader told me that the Emperor told him that Vader should rely on the Emperor's secret order. As an Emperor's hand, being the only one in the area at the time, which meant that the Emperor was indirectly referring to me. How cool is that? Despite being surrounded, and caught in a trap of their own making, the Imperials fought off their attackers. Ship List: The Akaga, the Protector, Harpax, Garrett, Goya [E.E.: as in the cheap, spicy Mexican canned food. Like a container of Goya salsa, it delivers up a fresh round of warheads that have quite the kick to them. Yum.]; group Himner Strategy: Choose heavy bombs. Send for reinforcements. Link warheads. Target the Akaga. Fire once you get a lock. If someone tries to get a lock on you, turn and destroy him. Concentrate your laser fire on the Akaga, and don't bother reloading your warheads. Once the Akaga is gone, destroy any X-Wings, Z-95s, and Y- Wings. Destroy transport group Himner once they enter the area. The bonus objective list will pretty much take care of itself because the Imperials have the Rebels and defectors outgunned in quantity (I think) and quality of fighters. The Garrett will show up soon, and your primary mission objectives will be complete. Vader will request your presence, so go into the hanger of the Garrett. Battle 7 Mission 3: Retribution Summary: Interdictor Harpax made a last stand while the remaining Rebel and Imperial defectors were destroyed. This mission marked the beginning of a war that consisted of six battles. Admiral Zaarin chose this opportunity to commit mutiny. Instead of providing reinforcement, Zaarin’s forces attacked the Imperials. While Darth Vader was occupied with this mission, Zaarin was busy kidnapping the Emperor. As soon as the mission was over, Darth Vader’s forces raced back to Coruscant. The Garrett had transferred the first of the TIE Defender prototypes to a large carrier prior to this battle. The Garrett took critical damage, so Darth Vader used the TIE Defender prototypes to journey to Coruscant. Commentary: I think the ship that was holding the Defenders was called the Hininbirg. You can see it in B6M2. This same ship was a staging area for my missions at the time. Ironically, to foil Zaarin's plot against the Empire, Vader used the same TIE Defenders that Zaarin had developed. Keeping the Harpax alive was a tricky task, and you may ask yourself: "Why bother? The Rebel forces were completely destroyed. We don't need to keep the Harpax alive anymore." In addition to being part of a command from the Emperor, it is beneficial to the Rebel Alliance. The same principal of a wounded soldier applies to a wounded ship: burying a soldier or destroying a ship is cheaper for your enemy than to have that enemy spend money, resources, and accept the tactical disadvantage that healing a soldier or repairing a ship requires. Because I completed my mission objectives, I was personally invited by Darth Vader to lead a rescue force to Coruscant. The time has come at long, long last. The single most hated ship in the entire game will finally be destroyed. Lack of support, a haven for fleeing enemy ships, or trigger for runners; whatever a challenge was, if the Protector was in the mission, it was probably the cause- especially if Harkov was in command. Sweet retribution. The greatest threat to the Harpax came from the CRL Warhawk, because the Protector was too slow to catch up with the Harpax. Also, this marks another appearance of Admiral Zaarin. Notice that this battle concerns mutinous fleets. Zaarin would later commit mutiny on his own. That's called foreshadowing, kids. Ship List: The Protector, The Harpax, Garrett, Warhawk, CUV 18f1; groups: Arditi, Falcon, BaKaar. Strategy A [The easy way to get it done on hard]: Choose Heavy Rockets. Don't send for reinforcements yet. Divert everything to engines. Switch to warheads and link them. Go for the Warhawk. Tell everyone except your wingmen to wait for further instructions. Save the Harpax to F5, the Protector to F6, and the Warhawk to F7. Target a laser gun or turret that is on the same side of the Warhawk that you are on, and fire two warheads on it, then target another quickly. Get the turrets first if you can. Don’t worry about it much though, no matter where you aim at, it will do the same amount of damage. Fire all your warheads, and then go get some more. Aim for the Protector's warhead launchers [insert detail from guide]. The Protector getting hit triggers the arrival of Assault Gunboats. Keep fighting them until the Rebel forces arrive. The Garrett will destroy the Protector, but you can help him. Send for reinforcements. Reload if needed. Take out the B-Wings, and group Spitfire while you're doing that. Harpax will hyperspace out soon, but nobody wants to leave anyway. Take out four Assault Transports with one heavy rocket apiece. Take out the last one with lasers. Reload. Take out the modified corvettes with as few rockets as possible. CUV 81f1 will eventually run out of warheads, so you'll have to take out the last one with lasers. There's no hurry. You have lots of help. Enter the hanger of the Garrett. Strategy B [The hard way that you shouldn’t use]: Choose heavy rockets. The Harpax takes top priority; defend it. Send for reinforcements. Tell your wingmen to attack the Warhawk. Divert everything to engines. Set the Harpax to F5, the Protector to F6, and the Warhawk to F7. Target a laser gun or turret that is on the same side of the Warhawk that you are on, and fire two warheads on it, then target another quickly. Get the turrets first if you can. Don’t worry about it much though, no matter where you aim at, it will do the same amount of damage. Go reload. Reloading is tricky: your goal is to get to CUV 18f1 as quickly as possible, while reaching zero KPH by the time you reach it. Divert everything to engines. By the time you’re within range of the Warhawk, it will probably be gone. Don’t waste warheads. If it is gone, go after the Protector. Tell your wingmen to ignore it. Target the left warhead launcher, fire a single warhead at it, target the next one, and then run away. Be sure that you can hit them directly. Do it from as far away as possible. After your warheads hit it, turn around and fire the last two, preferably at guns. Reload. Go after the B-Wings as fast as possible. Use lasers. Fire off a few shots at each one so they veer away. Destroy them, giving priority to those directly attacking the Harpax. After they’re gone, Arditi and 5 Assault Transports will hyperspace into the area. Go for the Assault Transports, using one rocket apiece. Reload, and destroy two of Arditi with two rockets apiece. Reload, and destroy the remaining Arditi with rockets, and the last Upsilon with lasers if it is weak (If not, use rockets and reload now). Group Falcon will enter the area. Destroy one with rockets, and then reload (You may not get to reload after this, CUV 18f1 might be out of warheads). Save your warheads (if you have any left), and attack the guns of group Falcon. Destroy it, unless BaKaar has entered the area. They take top priority, unless Falcon is firing at the Harpax. Take out the one closest to the Harpax with two rockets, then the next one. There is probably no way 18f1 has any warheads left, so you must take out their guns, and destroy them with lasers. When you’re sure you’ve completed all your goals, enter the hanger of the Garrett. Battle 7 Mission 4: TIE Defender Summary: With Admiral Zaarin's coup-de-tat now obvious, Darth Vader began the journey to Coruscant in the few TIE Defender prototypes available, the only craft fast enough to get to Coruscant in time to warn the Emperor. There was a brief stopover to re-arm the defenders. During this detour, Zaarin sent Interdictor Harpago to slow Vader down. Harpago was destroyed. This was the defender's first combat mission. Other Imperial forces began the trip to Coruscant as well, including Vice Admiral Thrawn. Commentary: Thanks to my performance in the previous mission, Darth Vader allowed me to lead the mission, while he flew in the #6 Defender. The reason why he let me lead was probably because he wanted to observe my performance first hand. Notice the Osprey- it was in B5M1. Ship List: Osprey, Harpago, CUV/L-1, and Rendezvous. Strategy: Choose Heavy Rockets. Target the nearest gunboat attacking you. Throughout the mission, keep telling your wingmen to attack the craft nearest you. Take out all of the Assault gunboats. After you're done, take out any leftover bombers. Destroy Interdictor Harpago from a distance with warheads. Finish it off with lasers. Don't bother reloading. When you've completed your mission objectives, enter the hanger of the Osprey. Battle 7 Mission 5: Save the Emperor Summary: Darth Vader was unable to warn the Emperor in time. Zaarin boarded the Emperor's flagship, the Majestic, and kidnapped the Emperor. However, the Imperial forces captured the shuttle the Emperor was held in, and he was rescued. Commentary: By B7M4, I was promoted to the Emperor's Eyes, and I personally commanded the rescue of the Emperor. Then I was awarded a medal at a huge ceremony in my honor. I got complements from Darth Vader and Vice Admiral Thrawn. Am I in or am I in? Yes, it would have been great if the Emperor had been killed instead of being rescued. But then Darth Vader wouldn't have come back from the dark side, and either Zaarin or Vader would have commanded the Empire, which was still intact. [This mission marks the conclusion of the original set of TIE fighter missions, and the beginning of the expansion packs.] This mission featured Zaarin's flagship, the Glory, for the first time. It lasted as long as Zaarin did. It was probably harder to lose this mission than it is to win it: with the Emperor, Darth Vader, and Thrawn present, Zaarin was impossibly overpowered and out-thought. Ship List: The Majestic, the Glory, Vanguard, Mescue, group Haven, Hellcat. Strategy: Throttle down to zero. Divert power to engines. Switch to warheads. Don’t bother sending for reinforcements- you won’t need them. Fire at least one warhead at the shuttle in front of you. Fly close to each of group Haven. Once you’ve determined which one the Emperor is on, disable it, and tell your wingmen to ignore it. Use lasers to take out the rest. Tell your wingmen to attack whichever one you’re working on. Take out some TIE advanced for points, but enter the hanger of the Vanguard when you get your mission objectives complete message. Battle 8: Strategic Warfare Summary: This battle in the Omar system in the Inner Rim was the first major theater of a war that lasted for six battles. It took place in the Parmel system. Admiral Zaarin committed mutiny in Battle 7, taking with him a very large body of Imperials, technology, and supplies. During this battle, Zaarin launched a series of sabotage attacks against key Imperial facilities. Commentary: [This battle also marks the beginning of the Defenders of the Empire expansion pack. It consists of Battles 8-10.] In many ways, Admiral Harkov and Admiral Zaarin were complete opposites. Where Harkov was a blundering, impulsive fool, Zaarin was a planning, brilliant strategist. Harkov’s defection brought with it few forces, a flimsy connection to the Rebels, and almost no supplies; Zaarin left with a huge body of followers, no ties to the Rebels, and ample supplies. Zaarin chose the perfect time to leave the Empire. He used the momentum of the previous desertions by Harkov’s troops to propel his own. He had inside knowledge of the newest star fighter development, of factories, and of Imperial tactics. Darth Vader was in the middle of a mission at the other end of the galaxy, with a weak, damaged fleet. The Emperor was (supposedly) unaware of Zaarin’s treachery. He had a trap set up ahead of time, before Vader’s forces were attacked. It’s a good thing that Harkov and Zaarin rebelled, though. Without these conflicts, the Alliance would not only have had to fight Harkov and Zaarin, but the Empire would also have been able to concentrate on the Rebellion, bringing to bear the full brunt of a united Navy down upon the Alliance, which was already weak from the defeat at Hoth. Battle 8 Mission 1: Evacuate TIE Advanced Plants Summary: Zaarin destroyed three TIE Advanced manufacturing facilities at Omar. The Imperials were able to evacuate most of the personnel during the attack, however. The personnel were to be relocated and the plants would be rebuilt. The destruction of the plants resulted in the absence of TIE advanced fighters at the Battle of Endor. Commentary: The personnel were more important to the Imperials; the personnel could always relocate and could quickly rebuild the plants. The personnel were irreplaceable, and took years to reach their level of expertise. Ship List: Timber, Hut, Libro, Freighter Subcom, Teal, Nomme, Raptor, Runner; groups: Omar, Resro. Strategy: Choose advanced missiles. Send for reinforcements. Divert power to shields. Target the warhead launcher of the Raptor. Fire one missile at it, and then target its guns and turrets. Tell your wingmen to attack the bombers. Go after the bombers, using ion cannons. [Unlike X-Wing Alliance, TIE bombers blow up when you disable them. It takes fewer shots, so it's faster than lasers. Maybe they get shorted out or something. ] TIE advanced fighters will come in; tell your wingmen to attack them. Try to take out some bombers while you're doing it, though. After the Avengers are gone, turn your full attention to the bombers. After the bombers stop coming, go after the Raptor. As always, aim for guns if you can. Keep your shields up, and when fire gets too intense, run. Assault Gunboats will enter the area, but if you keep your shields and lasers up, they won't be a problem. In fact, they are so slow and such bad shots that there were about 20 in the area, and I still had full shields. You can use them a little bit to get them to shoot the Raptor, but it isn't very effective at all. Concentrate on the Raptor, doing short runs on it. When its shields are at zero, disable it. Destroy it at your leisure, and then shoot down as many gunboats as you want to for big points. Battle 8 Mission 2: Save TIE Advanced Factory Summary: Zaarin’s plan was to steal high-tech resources as they left, while denying the Imperials the same technology by destroying facilities behind them in order to gain technological superiority. ZA-13, another TIE advanced hyperdrive-manufacturing plant in the Omar system (which had been under Zaarin’s direct control and supervision) was subject to the looting. This plant was one of the last Imperial TIE advanced manufacturing plants in the galaxy. The Imperials intervened during the process, and stopped Zaarin’s transports from escaping with the stolen materials, as well as preserving the facility. However, the facility was still held by Zaarin’s commandoes. Commentary: Zaarin needed the equipment to make his fleet of TIE Defenders hyperdrive-capable. His TIE advanced supply was thinned during this mission. Tiger is the name of a single ATR seen in H5M2, so the two may be related. Ship List: Coral, ZA-13, Elpi, Renegade; groups: Cod, Oz, and Tiger (see also B3M2 (possible relation) and H5M2 (no relation)). Strategy: Choose advanced torpedoes. Don’t send for reinforcements this mission. Destroy the TIE fighters. Target Z-Oz 2 and fire 3 warheads at it. Tell your wingmen to attack Z-Oz 1 and then immediately tell them to ignore it. Disable and inspect both. Keep your wingmen busy attacking the TIE advanced fighters. Reload. Fire 2 warheads each at group Z-Mod. Disable and inspect both, and tell your wingmen to ignore them. Fire two warheads at Z-Coral, then disable and inspect it. Tell your wingmen to ignore it. Finish off the TIE advanced fighters. When all five ships have been boarded, you should destroy them all. When Z-Elpi comes out, disable it with ion cannons only. After you get your last “mission completed” message, hyperspace out. Battle 8 Mission 3: Secure TIE Advanced Plant Summary: The Imperials recaptured and gained control over ZA-13. During the boarding operation, Zaarin’s forces tried to destroy ZA-13, rather than see it fall back into Imperial hands. Production of TIE advanced fighters then resumed. Commentary: It wasn’t until this mission that I had even encountered a Carrack Cruiser, let alone disabled, captured, and destroyed one. Ship List: ZA-13, Java, Jumini, Render, Resupply; groups: Caplure, Themor. Strategy: Choose advanced missiles. Send for reinforcements. Divert power to shields. Always have a target assigned to your wingmen. Destroy the Assault Gunboats with 2 missiles followed by lasers. Destroy the enemy transport group with 2 missiles each. Destroy the lone TIE advanced fighter with lasers. Fire at M/Cor group Caplure with a couple missiles each. Reload. Continue with missiles, firing from a distance to avoid having your missiles shot down. Finish them with lasers. Try to take the points for yourself by telling your wingmen to ignore the ones that have taken critical damage. Fire your remaining missiles at Jumini, and tell your wingmen to attack it. As always, target turrets. Your wingmen will abandon you, so it’s up to you to destroy it. Reload, unload your missiles on Jumini, and repeat until his shields are down. Disable him, and don’t completely destroy it until it has been boarded. After you get “mission complete” confirmation, hyperspace out. Battle 8 Mission 4: Supply TIE Advanced Plant Summary: ZA-13 was attacked a third time while repair supplies and crew were being sent, this time by Rebels. ZA- 13 remained intact. The Rebels provided the Imperials their first look at the Mag Pulse warhead in action- when they were fired at ships, the missile would temporarily drain laser energy. Ship List: ZA-13, Vendor; groups: Terry, Dromii, Rope 17, and Cobra. Commentary: [This is a major crossover with X-Wing Alliance: if you note the time that the warhead first appears in use in XWA, you can create a rough timeline of the events of TIE95 and XWA.] The Rebels should never have attacked this plant. The TIE advanced fighters were being used to fight Zaarin, not Rebels. ZA-13 was previously used to manufacture TIE advanced hyperdrive engines only, but because Zaarin had destroyed so many plants, it began making the complete fighter. Group Rope 17 had already been attacked once on their way to ZA-13; they survived, so this is their second time they’ve come under attack. The first Rebel attack alerted Imperials that the Rebels would soon attack ZA-13 and the convoy. After this mission, the station was guarded with two Nebulon B frigates to prevent further attacks. Strategy: Choose advanced missiles. Take out everything in this order: all Y-Wings, B-Wings, Y-Wings again, Z-95s, Y- Wings, Corvettes (Use missiles, refill when needed.), Z- 95s, Y-Wings, A-Wings, and finally X-Wings. Wait until all the transports have hyper-spaced out, then hyper out you must hyper out. Battle 8 Mission 5: Capture Mag Pulse Weapon Summary: At least one of the attacking Rebels from the previous mission was tracked back to their base. The Imperials captured the base and recovered several Mag Pulse warheads for research. Developers of the weapon were also captured. Vice Admiral Thrawn was then promoted to Admiral. Elsewhere during this mission, Zaarin attacked ZA-13 his third time (this was the fourth time the station had been attacked), destroying both the station and a frigate guarding it. This mission also debuted the Rebel’s new experimental star fighter: the T-Wing [or new escort shuttle?]. [They never show the station getting destroyed, so that would make a good mod mission] Commentary: Transport Blue was disabled, captured by commandoes, and had some of the developers transferred to the boarding craft. The boarding craft returned to the Sceltor. Blue, piloted to ISD Sceltor by the commandoes, was disabled again. The Rebel officers onboard were then taken by another transport into Sceltor. Blue was then destroyed. I leave ZA-13 alone for 10 minutes and look what happens. Man, if it weren’t for me, this whole war would be falling apart. Yes, it would have been great if the Rebels had been able to keep the Mag Pulse warheads during the remainder of the war. Unfortunately, the Imperials had more resources, so they would have eventually reverse-engineered one and made more than the Rebels ever would have been able to do. The Empire would have gotten more use out of the warheads than the Rebels. So you may ask, “why did you help the Empire get them in the first place then?” I had to keep my cover, and the Empire would have gotten one eventually, even if I hadn’t. I was just hurrying the arms race along. Zaarin already had working copies of the weapon. The warheads were to be used against Zaarin, not the Rebels. Ship List: Leopard, RS-32, TT-109, Resupply, Sceltor; groups: Rampart, Muraat. Strategy: Choose Heavy Bombs. Send for reinforcements. Destroy the escort shuttle in front of you, then the Z-95s and T-Wings. Fire 4 bombs at the station at max speed, reload, and fire two more. Disable it. Disable transport Blue as it exits. Inspect group Rampart, and destroy each with one bomb as you fly by. Destroy any remaining fighters. After Blue is captured, disable it again, but don’t destroy it. After you get the “mission complete” messages, hyperspace out or enter the Sceltor’s hanger. Battle 8 Mission 6: Trapped Summary: With the Rebel base captured and Imperial Navy reinforcements present (including Admiral Thrawn), Zaarin set an Interdictor to trap the Imperials and take the weapons technology. RS-32, the Rebel Mag Pulse development facility, was destroyed. Zaarin’s spy again played a pivotal role in causing this battle by leaking intelligence of the Empire’s plans to gain Mag Pulse technology. This mission closed the chapter of Zaarin’s sabotage efforts on Imperial starships and weapons manufacturing other than the TIE defender. Commentary: No secondary or secret bonus goals, only two primary mission goals, I got to work with Thrawn, and best of all, I didn’t get killed. All in all, this was an enjoyable mission. Ship List: RS-32, Serpent, Sceltor, Shadow, Grappler, and Resupply. Strategy: Choose Heavy Bombs. Destroy fighters until Serpent enters the area. Fire all your bombs at it at max speed. Thin out the fighters enough so that you can reload safely. Destroy Serpent with lasers. Get near Grappler, fire your bombs, disable it, and then destroy it with lasers. After you get the “mission complete” messages, hyperspace out or enter the Sceltor’s hanger. Battle 9: T/D Technology Summary: This battle took place in the Parmel system in the Inner Rim. It took place in the same system as Battle 9, because it was a continuation of Zaarin’s War. Zaarin now concentrated his efforts on obtaining TIE defender technology, appointing Commander Ravine to lead the attacks. Battle 9 Mission 1: Capture Platform Summary: In the same way he attempted to take from TIE advanced plants and take Rebel Mag Pulse warheads, Zaarin captured a T/D development plant. The Imperials captured the facility, prototype Defenders, and other research equipment. ISD Ardaga then guarded the station. An improved version of the star fighter tractor beam made its debut, along with shielded TIE fighters. Zaarin’s landing crews were interrogated, and gave valuable information concerning his force’s locations. Rebel forces attempted to destroy the station, rather than see it fall back into Imperial hands. Commentary: This was a hugely important battle. If Zaarin had won, he would have taken over the Empire and the Battle of Endor never would have happened. It concerned the latest technology, had dozens upon dozens of fighters involved, and a complicated victory rubric. Ship List: XQ3 R+D Lab, Jitte, Ardaga, U-3f7, U-3f6, U- 3f11; groups: Pacho, Sakin. Strategy: Your hardest objective will be keeping every one of your wingmen alive through the entire mission, and thus it will be your top priority. [The bonus goal actually says, “50% of Group Delta must have completed mission”. However, even if you and one wingman make it through the mission- that’s 67%- you won’t achieve the goal. That’s called a glitch, people.] Choose Advanced Torpedoes. Send for reinforcements. Turn your shields and lasers all the way up. Switch ion cannons. Target the nearest enemy bomber. It will be the one attacking you, but you should try to get the one on the right that fires a missile. Try to get that one before he ever fires a missile. Turn your tractor beam off. Activate your map view. Save Delta 2 and 3 to F5 and F6, respectively. Deactivate your map view. To destroy a TIE bomber, use ion cannons. It takes less shots to take out the fighter’s systems than it does to take out the hull. Disabling it also destroys it. Destroy the nearest enemy bomber; it should be the one attacking you. Throttle off, and destroy the next two bombers. Throttle up, target the nearest shuttle, and tell your wingmen to ignore it. Tell your wingmen to ignore a shuttle whenever you target it. To disable a shuttle, fire one warhead after you get a lock, or have a good shot. Switch to ion cannons. Brake fully. Disable it. Don’t bother going after a shuttle if group Rho is going after it. Use missiles on group Lambda and Upsilon 2. You could disable the rest with ion cannons, but group Rho will do it for you anyway. Target Upsilon 1 and tell your wingmen to ignore it. Divert energy to engines, but not all of your stored laser power. Target Upsilon 2 and disable it, and then do the same with Lambda 2. Target the newest group of TIE bombers. Disable all three. Help group Rho as they disable the shuttles if you find them near your flight path while you are destroying all the remaining TIE bombers. After all the TIE bombers have been destroyed, and have disabled Lambda 2 and Sigma 1, attack Sakin 2. Tell your wingmen to attack it. To save time, use your map view to save it to F7. As always, aim for lasers during attack runs. I recommend linking your lasers and throttling down. Alternate between attacking Sakin 2 and 3, and keep moving if laser fire gets heavy. Disable them when their shields are low. As soon as one is disabled, finish off the other one. After the last TIE bomber is destroyed, group Omega will soon enter the area and begin attacking Escort Carrier Jitte. There are several things you need to do that directly concern group Omega. 1- Certain ATs will continue to attack the station with lasers even after it has been disabled, so you may need to disable one of them if they insist on attacking [Omega 5 and 6 are especially prone to this.]. Keep your speed low or you will either overshoot them or crash into them. 2-At least one must survive until after the station is disabled [ATs that enter the hanger before it is disabled don't count.]. To keep at least one of Omega alive, you'll need to attack the station. Start with its warhead launcher, and then guns. You'll draw the fire away from Omega. Destroy missiles targeting you. Wait to do this until after the TIE fighters are destroyed. 3-Your wingmen attack defensively if they are hit, and this includes craft on your own side. To prevent this, tell your wingmen to
ignore each of group Omega as they enter the area. Sakin 4 will probably enter the area at the same time as Jitte, so tell your wingmen to attack Sakin 4. Disable it, but don’t bother destroying it. Tell your wingmen to ignore Jitte. Target a TIE fighter attacking you. Link your lasers to destroy it. Work on one at a time when you need to fight them. If your wingmen get their shields below 65%, immediately help them out. Your first priority for now is to weaken Jitte, mainly by destroying its guns and turrets. If you keep moving slowly around Jitte, you won’t need to break off very often to destroy the TIE fighters attacking you. Destroy a TIE fighter if the outer layer of your shields gets into the red. Keep diverting power to your engines, but not past your laser’s bright green supercharged point. Disable Jitte, and finish off the TIE fighters. Tell your wingmen to wait for further instructions. You should have 5 missiles left. Link them, and fire two warheads at the station’s warhead launcher from a distance. Save the rest of your missiles. Now attack the station, remembering the above warnings about group Omega. Do brief attack runs, aiming mostly for the laser guns. Run away when your shields turn yellow. Alternate between lasers and ion cannons, using whatever is supercharged at the moment. Draw the fire of the station away from any nearby shuttles and group Omega. After it is disabled, check to see if anyone from group Omega is still firing lasers at the station. Destroy any leftover TUGs and container Pi. You'll get points for the containers that are captured later. Fully charge everything, reduce your beam weapon to normal charge, and stay near the station at about 1/3 throttle. Tell your wingmen to head for home when the Ardaga enters the area. A lone Rebel A-Wing will enter the area. When this happens, divert your entire beam weapon charge to engines, raise your energy weapon and shield recharge levels to full, and destroy it. Rebel fighters will enter the area. Go after the A-Wings first, then the B-Wings, and lastly the X- Wings. Periodically check to make sure that none of them are close to exiting into hyperspace. As you head towards the A-Wings, divert everything to engines. Switch lasers to single fire. When you get within 4Km of them, power up your shields and lasers. Fire across the line of A-Wings to take out incoming missiles. Link your lasers. Focus on one A- Wing at a time. Set your shield recharge to an increased rate so you can keep up with them. After you’ve destroyed three of them, get a warhead lock on B-Wing 1 and fire two at it. Disable it. Destroy the remaining A-Wings. The B- Wings launch heavy rockets at the station, so take them out in order of their distance from you. Destroy the last four of the X-Wings. You should have one missile left. This warhead is to be used for runners. If you are down to the last X-Wing, fire a few laser shots at him and then finish him off with the warhead. After every transport and shuttle has either entered the hanger of the Ardaga, you should get your precious "Secret Mission Objectives Complete" message. Enter the Ardaga's hanger. Battle 9 Mission 2: Hold Platform Summary: Zaarin attempted to regain the station using the same strategy that the Imperials had used in the last mission- T/Ds and ATRs. His forces were repelled, but succeeded in rendering the ISD guard and station indefensible. The Empire, while depriving Zaarin of the same technology, captured at least one T/D for use. The Imperials gained information from the pilots that Zaarin was planning to destroy the station in a subsequent mission. Commentary: The XO mentions that the ship you are currently on is the Ardaga. The Imperials probably found out about Zaarin’s alternate plan to retake the station by interrogating the landing crew from the last mission. ES/S group Red Knight provided reinforcement until the evacuation began. Let’s learn from this- Zaarin placed too much confidence in new technology to provide victory. If he’d placed more emphasis on obtaining good pilots for his revolution, he would have had more success. Mad props from the XO: “[Zaarin] did not foresee the extraordinary way in which you would turn his deadly weapon against him. Your loyalty to the Emperor and the skill you have displayed in dispatching his enemies has won you great honor! Your prowess in the TIE Defender will make the difference here!” Ship List: Ardaga, R+D Lab, CUV 3f1, 8f9, 7f9, 6f9, 5f9; groups: Red Knight, Uhu, and Keyhole Strategy: [This was a really hard mission. It took me like three weeks to beat. I beat the rest of the Combat Chamber missions because I got so sick of playing this one.] Choose Advanced Torpedoes. Don't send for reinforcements. You'll be flying most of the mission with your shield and laser recharge rates set to maximum. Check your map as soon as you get into the mission. Save the Ardaga to F5. Check to make sure its hull is above 25%, if it is, its condition is not critical. Target Sigma 1. Return to your flight view. Divert everything to engines. Switch to warheads. Link them. Turn your beam weapon on. When you start to get a lock, turn shields and lasers to maximum recharge. As soon as you hear the fifth beep, fire two at Sigma 1. Target Sigma 2. Switch to lasers. Set your throttle to zero. You probably won't be able to get a second ATR because you're going so fast, but you should be able to shoot down a few warheads on your way past. Switch back to warheads. When destroying the ATRs in this mission, you should either have a solid red lock, or should be flying directly at it. If they are further than 1.5Km away, wait until you have a red lock to fire. If you are within 1.5Km, only wait about five beeps. If they are firing lasers directly at you, wait until you are within .2Km before firing. The primary way that an ATR can destroy you is not by lasers; rather, you kill yourself by running into these slow-moving, heavily armored craft. When you are within 1Km of ATRs, throttle down to zero or hit Enter to match their speed. I prefer throttling down to zero because it seems to slow me down faster. You can also briefly turn your beam weapon to full recharge rate, as long as you remember to turn it back off. Use two Advanced Torpedoes if their shields are at greater than 60% strength. If its shields are between 60% and 20%, then use one warhead. If it shield are at less than 20%, disable it with ion cannons. If you are directly behind Sigma 2, and within .5Km, you probably won't have to wait more than two beeps. Quickly target and destroy Sigma 3. Target the newest craft, CUV 3f1, and save it to F6. Repeatedly tell it to board with you by hitting Shift + B. The Combat Utility Vehicle is faster than the Transport. #1: If it is less than .5Km away, throttle down to zero; turn everything to maximum recharge rate, including your beam weapon. Divert everything to shields. Continue to turn to face it until you are at zero KPH. You will get six warheads total. Be ready to return to full throttle and turn your beam weapon recharge off the second you've gotten your third set of warheads. #2: If you are between .5Km and 1.5Km away, you are at an ideal distance. Target the CUV. Set throttle to 100%. When you are about .6Km away, turn your beam weapon recharge rate up to maximum. When you are within .3Km, set throttle to zero. You will slow down to about 34KPH. Alternate your throttle between full and off until you are within .15Km, and then throttle down completely. Repeat the remaining steps in #1 once you are within 0.5Km. #3: If you are further than 1.5Km away, set throttle to full. Briefly turn laser and shield recharge to normal, and once you get within 1.5Km, turn shield and laser recharge rates to maximum. Repeat the remaining steps in #2 once you are within 1.5Km and #2 once you are within 0.5Km. After you've restocked your supply of warheads, you'll have enough of a charge in your beam weapon to use it for a few seconds. Don't turn it on unless you'll be able to use it on a craft you intend to disable or destroy. Back to the present: during this reloading, check your map. Target Sigma 1 from the newest ATR group. Destroy Sigma 1, using your beam weapon as soon as you are within range. Use your map to target Sigma 2, destroy Sigma 2, and then repeat the process for Sigma 2. Reload. Target the nearest ATR and destroy it using warheads or lasers. When the newest group of either Omega or Lambda enters in from hyperspace, you'll want to have expended your warheads, and have gotten a third reload. Take out either group Omega or Lambda, but don't split your warheads between the two. When only three ATRs remain, group Red Knight will enter the area. Depending on the Ardaga's condition and the number of ATRs, send for reinforcements. If its hull is below 25% and there is more than one ATR, worry about the ATRs. Throughout the mission, you will need to check to see if anyone is attacking any of T/D group Z-Alpha. If they are, tell them to wait for further instructions. If they are damaged more than 60%, stop whatever you are doing to disable it. It doesn't matter if three out of the four T/Ds are destroyed. So long one of them is boarded, you will acheive your secondary mission objective. But you must disable every single T/D before they are destroyed. You may get lucky like I did and shoot down an advanced missile before it hits a T/D. To disable one, link your lasers. When its shields are at 25%, disable it with ion cannons. The T/Ds will run for hyperspace if all the ATRs are destroyed. You'll usually be able to catch up with them without needing to lower your shield recharge rate. I set my throttle to 1/3 when a T/D twisted out of view, and then returned throttle to full once it was centered and heading straight. The best time to disable them is when there are about three ATRs left, depending on the state of the Ardaga. Otherwise, destroy the Ardaga's warhead launcher with lasers. It is at the very tip of the Ardaga's hull. After you have disabled the T/Ds and destroyed the last of the ATRs, check to make sure none of the T/Ds is still under attack. Only one survived when I was flying. The Ardaga will soon exit the area, and TUGs will exit the station to pick up the T/Ds. Reload, and then tell CUV 3f1 to head home. It must complete its mission. Use the "Z" key mode to see what the TUGs are doing. Tell the ones that are not going after a specific T/D to head home. Fully recharge, and then level everything out to normal. Keep flying around aimlessly at full throttle, being carefully not to run into anything. CORV Uhu 1 will hyperspace into the area soon. Divert everthing to engines. Fire three or four warheads at it. Target Uhu 2. Keep everything diverted to engines. Fire your remaining warheads at it. Once you are within 3Km of it, set recharge rates for everything at maximum. Weaken it with lasers until its shields are gone, then disable it with ion cannons. If your cannons are not supercharged, divert energy from shields using the ";" key. Match its speed and stay behind it. Once it is destroyed, destroy group Keyhole 2, and then Keyhole 1. Fully recharge on your way over to Keyhole 2, and level everything out. [There was a glitch when I was playing. There was only one T/D left, and one TUG. The single TUG stopped once it reached 1.15Km, and took 4 hours to reach the T/D with the time accelerated. This mission was extremely hard, so I didn't want to start it over. If this happens to you, either restart the mission or leave your computer alone for an hour.] Once a T/D has been boarded, and the last TUG has returned to base, you'll get the "secret mission objective complete" message. You can leave through hyperspace or enter the hanger of NL-1. Battle 9 Mission 3: Protect Evacuation Summary: With the last of Imperialist forces nearby depleted, evacuation of the facility began. The last of the T/D prototypes were evacuated using a nearby bulk freighter. The last of the crew, critical research data, and the top research scientist were also evacuated. Zaarin arrived in ISD Glory to stop the evacuation, but failed. The station was destroyed. Ship List: R+D Lab, Mharsup, Glory, and 20f16; groups: Red Knight, Dragonfly, and G’nabgib. [E.E.: G’nabgib = Big Bang spelled backwards] Strategy: ********************************** Historical Missions Introduction: A historical mission is any mission that Maarek Stele did not fly in, but was later given a chance to practice with in a flight simulator. Some of these Combat Training missions were purely fictional, and were always used for training purposes (indicated by Fiction (F)). Fictional missions allowed pilots to concentrate on the basic elements of a mission, and were cheaper than real-life missions. Others were based off of historical events (indicated by Non-Fiction (NF)). The ideal winning situation of these missions was often different than their historical outcome. For example, in order to obtain a bonus goal, a battle cruiser must be destroyed that never was actually destroyed. Strategy: I don’t recommend repeatedly playing these missions to get all the bonus goals. Unlike the actual missions, you don’t get anything for achieving them. I got all the bonus goals on certain ones, like the Interceptor missions. Concentrate on your primary goals, and only try to get the bonus goals when you’re finished with them. Historical Combat 1: TIE Fighter Combat: First Used: Pre B1 The TIE Fighter was usually the first ship pilots would learn to fly, and this was usually their first taste of flight. Pilots were taught gunnery, targeting, flight controls, wingmen commands, and combat strategy. (F) Historical 1 Mission 1: Gunnery Summary: Pilots were taught the fundamentals of flight and gunnery against increasingly hard enemy flight groups. Commentary: [This mission has a built-in mechanism wherein if the base is destroyed, Avenger group Dark Angel would come out and attack the player. This is so difficult to produce that it is practically an E.E. It does not conform to continuity, as the Avengers didn’t appear until Battle 2. However, it doesn’t make any difference, because the player will never see them.] Ship List: PLT/2 Training (not to be confused with PLT/1 Training); groups: Mover, Fighter, Diad, Triad, Quad, Quin, Dodec, Revenge, and Dark Angel. (F) Historical Combat 1 Mission 2: Flight Leaders & Wingmen Summary: Waves of Rebel fighters attack a base while supplies are raided. Pilots are taught wingmen instruction, and further targeting controls. Commentary: The containers’ cargo included Ebla Beer, R’alla water, and Norv’n Grog. Ship List: PLT/2 I.N. Depot 5, Colossus, TUG C/T; groups: Pelican. (F) Historical Combat 1 Mission 3: Destroy Depot Summary: Pilots are taught prioritization methods while destroying a Rebel fighter and supply outpost. Commentary: You get major complements if you are able to destroy Perfect and ISD Punisher (see also H1M4, H6M4). Ship List: Perfect, Punisher; groups: TUG T-XL, Limi, and Vic (see H3M3). (F) Historical Combat 1 Mission 4: Destroy a Probe Summary: This mission supposedly took place in Klaymor 4-2. A Rebel probe was to be destroyed. Pilots were taught how to survive in the face of tremendous fighter opposition. Commentary: Notice that you must again destroy the Punisher from the last mission in order to obtain your bonus reward. [E.E. I think Claymores are a type of explosive.] Ship List: Punisher (see also H1M3, H6M4), Rogelo, PR-V74; groups: Astin, Striker Z-95s (see B4M1) Historical Combat 2: TIE Interceptor Combat: First Used: Pre B1 The faster TIE Interceptor was usually the second craft Imperial pilots would learn to fly. Pilots learned inspection, ambush, and mine clearing procedure, along with further flight controls and combat tactics. (F) Historical Combat 2 Mission 1: Threat Display: Summary: Pilots learned to use sensors and inspection procedure. This mission took place at a customs checkpoint. Smugglers were found, and Rebels supposedly rushed to their aid. The Smugglers were captured, and the Rebels were defeated. Ship List: PLT/2 Customs, Nomannic, StarTour 7, TRN Seinar T4D, T5D, Ritam, Elorac; groups: Yagmar, Sunnida. [E.E. Sunnida = Sunny Day; Nomannic = Nomadic] (F?) Historical Combat 2 Mission 2: Ambush! Summary: Further combat practice, and ambush tactics. Pilots were to attack a Rebel supply base to lead a capitol ship in. After it enters in, overwhelming Imperial forces would finish the base, fighters, and bombers destroyed the cruiser. Commentary: ISD Implacable is a reoccurring ship in the Historical Missions. This one seems so pointless, that it might actually be a NF mission. The Ardent is the name of another Rebel cruiser (but not the exact same model) in a NF mission, which adds to the credibility. The discrepancy between the model types (this one is a MC-40a, the other is an MC-80) is still unexplained. Maybe this H2M2’s Ardent is based off of the Ardent in H5M2. Ship List: Implacable (See also H1M1), PLT/3 AZ 77, Neenoc, Derdmin, Ardent (also see H5B2). [E.E.: Neenoc = Knee Knock, as in knock-kneed.] (F?) Historical Combat 2 Mission 3: Clear Minefield Summary: Pilots learned to clear a minefield. In this mission, the pilot was to clear a Rebel minefield guarding food supplies, and fighters later on. Commentary: Calvary reappears later in the Historical Missions. Glazer reappears later during the Rebel Arms Race; this may mean that the mission actually happened. Ship List: Lightning (H2M4, H5M3), Calvary (see also H3M3, H5M3), Glazer (See B4M5), TUG T-WF; groups: Ahrman, Pelex, Koss [E.E.: Ahrman = our man, as in the Rebels’ man; Koss is an electronics company] (F) Historical Combat 2 Mission 4: Combined Attack Summary: Pilots would learn how to attack a fighter shield for a supplies yard alongside a larger Imperial force. The Rebel base and fighters were supposedly destroyed completely. Ship List: Lightning (H2M4, H5M3), Calvary (see also H2M3 and H3M3); groups: Wreden, Revt, Bultz, Moth, TUGs T-SE, and T-SF. [E.E.: Bultz = Bolts] Historical Combat 3: TIE Bomber Combat: First Used: Pre B1 The slower TIE Bomber was usually the third craft Imperial pilots would learn to fly. They learned advanced warhead techniques, and standard attack procedures. (F) Historical Combat 3 Mission 1: Proton Torpedoes Summary: Pilots face increasingly difficult targets. Pilots would learn advanced proton torpedo targeting techniques, and warhead reloading procedure. Ship List: PLT/1 Training (also seen in H5M1)(not to be confused with PLT/2 Training); groups: Target (F) Historical Combat 3 Mission 2: Space Bombs Summary: Pilots assault Rebel platforms, while learning how to use space bombs. Ship List: Implacable (see also H1M2), Mako, Abrihom, Cyrlus, Satomi, Ossus Day; groups: Casper [E.E.: Mako is a famous Asian actor; Abrihom = Abraham; Bersabba = Barsheeba, another Biblical character; Ossus Day = Cassius Clay?] (F) Historical Combat 3 Mission 3: Torpedo Run Summary: An Imperial ambush of a Rebel ships depot. Pilots were taught “quick strike” ambush tactics. Ship List: Calvary (see also H2M3, H5M3), Walker, TUG T-ST, T-SP; groups: Axet, Xarxis, Enouck, Limi, Vic (see H1M3) [E.E.: Enouck = Enoch or Enough] (F) Historical Combat 3 Mission 4: Bombers Armed with Missiles Summary: A Rebel storage yard is to be destroyed before the cargo craft escape. Pilots were taught use of missiles against fleeing targets. Ship List: Calvary, Compton, TUG T-DP, Clip; groups: Trail, Guild, Goode, and Berm. Historical Combat 4: Assault Gunboat Combat: First Used: Pre B1 The Assault Gunboat had already come into widespread use by the Battle of Hoth, but it was still considered fairly new. Pilots are taught shield, energy, and wingmen management while honing dog fighting and escort tactics. (F) Historical Combat 4 Mission 1: Shields Summary: The gunboat was the first Imperial small fighter craft to have shields. This mission taught pilots energy management. Pilots would attack a Rebel minefield, arms cache, and fighters. They would also capture a Rebel spy. Ship List: Weet, Scythis [E.E.: Weet = Wheat] (F) Historical Combat 4 Mission 2: Teamwork Summary: Pilots would further the learning they obtained in H1M2 for wingmen commands. Pirates stole Imperial munitions. With the help of arms dealers, the pirates intended to sell the munitions to the Rebels. All three parties were attacked by the Imperials. The munitions and arms dealers were captured, but the pirates and Rebels were destroyed. Commentary: Three different parties on the Rebel side; looks like the Imperials aren’t the only ones capable of teamwork. Ship List: Redbill, Wippet, Filcher, Riirdo; groups: Amgis, Devil (F) Historical Combat 4 Mission 3: The Challenge Summary: Pilots have everything thrown at them in a challenge of dog fighting skills. In this obviously fictional mission, the pilot accidentally encounters a Rebel frigate. The frigate orders the fighter to surrender. Instead the pilot defeats the best of the Rebel fleet, despite being grossly outnumbered. Commentary: Shotgun later appears as a group in B4M2. Because this is a single CRV instead of a group, the two probably aren’t related. Trident is also the name of an Imperial ATR that appears later in B4M4; the two are not related. Ship List: Supreme, Shotgun, Challenge (see also B6M1; not related), Luklucle, Trident, Movn, and Jupit (F) Historical Combat 4 Mission 4: Escort Duty Summary: Pilots would learn how to protect mission critical craft. Pilots escort a group of freighters to their hyperspace jump point while vastly outnumbered by Rebel fighters. All Rebel forces are destroyed. Ship List: Nav/B1 NB-Z6, Dodger, Leap; group: Rugle. Historical Combat 5: TIE Advanced Combat: First Used: Immediately after B4M5? Rather than risk the very few models that they had, the TIE advanced fighter simulator missions provided a safe way to show pilots how to make optimal use out of the fighter. The fighter was unique largely due to the onboard hyperdrive engine made possible by the Habeen pirates’ scientists. These missions taught pilots the use of heavy rockets and advanced missiles, and tactics for multiple fighter opposition and critical craft defense. (F) Historical Combat 5 Mission 1: Concussion Missiles Summary: Pilots learn to use advanced missiles, a.k.a. concussion missiles in dog fighting practice with the T/A against increasingly difficult targets. Ship List: PLT/1 Training (also seen in H3M1), Cadiy; groups: Shooter (probably appears in other missions, but it is common enough to qualify as a placeholder name like group Alpha), Target, Duo, Trio, Quad, Quin, and Hex (same thing). [E.E.: Cadiy = Caddy, as in golf caddy, someone who carries tools for use by a main player.] (NF) Historical Combat 5 Mission 2: Rocket Attack Summary: This is one of few truly historical simulator missions. Observation of a supply cache caught a Rebel frigate during a refit. It was ambushed and quickly destroyed. A Rebel cruiser showed up to help, and was severely damaged, but not destroyed, before fleeing into hyperspace. Pilots would practice using heavy rockets against enemy warships. Commentary: The name of Tiger held by a single ATR in this mission is also seen in B8M2 as a group, so the two may be related. Ship List: Inamo, Mule (also seen in B3M1), Nav/B1 NB-73, Argus, Ardent (See also H2M3); groups: Tiger (see also B3M2 (no relation) and B8M2 (possible relation); these are Z- 95s), Shark (see also B3M6; no relation), and Demon. [E.E.: In the goals summary, the container groups are called Prongeds, but they are seen as Pi, Chi, and Xi in the mission.] (F) Historical Combat 5 Mission 3: Preemptive Strike Summary: Pilots practiced multiple target dog-fighting tactics. A Rebel shipyard and supply depot was destroyed completely. Commentary: A second group Juble was later seen and captured in H6M3, but this group was destroyed. Ship List: Lightning, Calvary (see also H2M3, H3M3, H5M3), Trole, Retuna, Reyue, Garble; groups: Toone, Juble (see also H6M3). (F?) Historical Combat 5 Mission 4: Hyperdrive Upgrade Summary: Like H4M4, pilots learned to protect multiple critical craft despite overwhelming Rebel fighter opposition while using advanced missiles. This mission presumably took place near the Arrora asteroid. An Imperial freighter was carrying a new hyperdrive system to a frigate when the Rebels attacked. The Rebels were completely destroyed, and the hyperdrive system was successfully installed. Commentary: This mission so detailed, it may be a NF mission. Ship List: Laantis, Blackstar, Glaser (probably not related to B4M5 and H2M3’s Glazer), Chiller, Spartzen, Rasvin; groups: Silver, Jackal, and Logan. Historical Combat 6: TIE Defender Combat: First Used: After B6M4 The TIE Defender first saw use in B7M4, but the training missions first became available after B6M4. The Defender held the position of superiority star fighter until the debut of the Missile Boat. What made it unique was its weaponry (4 lasers, 2 ion cannons, and 2 missile launchers), fast charging shields, beam weapons, hyperspace capability, acceleration, and speed. Pilots practiced dog-fighting, tractor beam technique, and learned capturing techniques. (F) Historical Combat 6 Mission 1: Dogfighting! Summary: Pilots would practice fighter against fighter skills while making full utilization of the new features of the Defender. The pilot could customize this mission by picking ship type, number, and difficulty of the opposition. Ship List: Challenger (see also B4M3; no relation), CUV Reload. (NF) Historical Combat 6 Mission 2: Tractor Beam Summary: This mission took place in a salvage yard near Venzeiia 2 Prime. A Rebel spy was tracked to the salvage yard. The Imperials knew he was in a Corellian Transport, modified to be fast enough that only a Defender could catch it. In addition to the Rebel spy, wanted criminals and smugglers were captured. For aiding these three fugitives, the station was also captured. Several ships attempting to resist the Imperials were destroyed. A smuggler freighter was destroyed. A single Rebel fighter was captured. Pilots were taught tractor beam use. Commentary: It is likely that this mission took place immediately after B6M4, and before B7M1. In B6M3, the Rebels attacked one of Zaarin’s research bases, acting on information provided by a Rebel spy within the base. The Glory was Zaarin’s ship. Zaarin could have found out the spy, who could have been the same one in this mission. The tractor beam technology rolled off the line at the very end of B6M4. The Defender was still a prototype in B7M1, but it was still operational. Battle 7 consisted of subsequent missions, with no space for this mission, so it must have taken place before then. Commentary: This mission features the Glory (a real ship), a real place is mentioned, the events are very detailed, and it has a full ship list devoid of placeholders, so it may be a NF mission. Ship List: Glory, Recovery, PLT/3 AZ 77, Poltroon, Nemzet, Lin, Kaar, Ko, Thunder (see also B3M6; not related), Renspecs; groups: Sague. (F) Historical Combat 6 Mission 3: Inspect and Disable Summary: Pilots practice inspection and disabling tactics. Supposedly, during a routine patrol of a hyperspace waypoint with high traffic, a Rebel freighter group is found. It is captured despite Rebel fighter intervention. This area had been known for renegade traffic, and this incident caused the Imperials destroy the waypoint to prevent further renegade traffic. Commentary: Group Juble was previously seen in H5M3 as a known Rebel craft. In this mission, the Rebel group Juble was hiding amongst renegades. The two groups may have been two parts of the same group that had become separated. Ship List: Elite, Hatch, Olumpa, B-52, B-53; groups: Slasher, Trawler, Switch, and Juble (see also H5M3). (F) Historical Combat 6 Mission 4: Disable and Capture Summary: Pilots learned to capture large enemy battleships. An Imperial reconnaissance patrol found two Rebel ESC. One was disabled and captured, along with its complement of star fighters. Rebels entered the area to defend them, and were completely destroyed. Commentary: Some of the bonus goals for this mission require the pilot to commit treason and destroy at least three formidable Imperial battleships. Ship List: Burke, James, Punisher (see also H1M3, H1M4), Suelu, Egale, Down; groups: Prowler, Sharky, and Spear. [E.E.: Suelu = Sulu, a character from Star Trek; Egale = Eagle] Historical Combat 7: Missile Boat Combat: First Used: After B7M5? Pilots were taught use of the new features of the Missile Boat, including the advanced tractor beam, dual warhead launchers, and the SLAM (Sub Light Acceleration Motors); they also learned proper application of the features, including warhead interception, dog-fighting tactics, and ship defense. With Zaarin gone from the Empire’s service, the Imperials turned to Cygnus Arms to develop a countermeasure to Zaarin’s TIE Defender. The Missile Boat would not begin to appear until Battle 10, but Cygnus had a rough draft of it much earlier. Historical training missions for the MIS saw their first use as early as post Battle 7. It is safe to all of the missions were fictional; there were less than 200 Missile Boats ever produced, so the Empire needed every one of them in action constantly. The Missile Boat was the most advanced star fighter the Empire ever produced. Commentary: It is unlikely that the HMs were available any earlier. Zaarin didn’t defect until partway through B7, so there is no reason for a countermeasure any sooner. Because B7 was a series of subsequent missions, the development would not have started in between any of these missions. The Emperor would have jumped on this problem as soon as he heard of it, though, so I don’t think it would have happened any later. (F) Historical Combat 7 Mission 1: Dual Warheads Summary: Pilots were taught use of the advanced tractor beam, dual warhead launchers, and the SLAM (Sub Light Acceleration Motors). This mission was an attack on a Rebel arms installation. The station, its supplies, transportation fleet, and fleet were completely destroyed despite a star fighter screen. Additional Rebel craft, fighters, and a frigate entered the area after receiving word of the destruction of the facility. They were all destroyed. Ship List: Arjun, Arjun Jr., Organarms, Dahome; groups: Graabaas, Rimrunner, Altar Moon, and Kempman. [E.E.: Organarms = Organa Arms, as in Leia; Dahome = Da Home = The Home; Kempman = Kampman, as in the fish sticks.] (F) Historical Combat 7 Mission 2: Anti-Warhead Defense Summary: Pilots are taught enemy warhead interception. Rebels attacked an Imperial cargo transport carrying supplies for an Imperial weapons factory. The first wave was destroyed. During the second wave, an Imperial scientist left the lab and met with the transport. Imperial defectors attacked as a third wave, but were destroyed. The CTRNS and SHU made it to the factory. Commentary: Heavy concussion bombs a.k.a. space bombs, have targeting electronics bafflers. Ship List: Silver Bull, SpecWar Fab, Rover, Aluma, and group Samol. (F) Historical Combat 7 Mission 3: Disabling Minefield Summary: Pilots practiced dog-fighting and defensive tactics while destroying a minefield. An Imperial M/CRV group exited from hyperspace into a Rebel minefield trap. The mines disabled the group. Imperial fighter reinforcement arrived. Soon after, a CRL entered and launched fighters to destroy the group. The group escaped, and the Rebels were completely destroyed. Commentary: Ion bolts move slower than laser bolts. The title of this mission refers to a minefield that disables. It does not refer to the pilot disabling the minefield, because the pilot destroys the minefield and does not disable it. Ship List: Planka; groups: Dagger and Lacoda. (F) Historical Combat 7 Mission 4: Missile Boat vs. TIE Defender Summary: Pilots practice fighting Defenders. The Imperials attacked a traitor fighter storage and fighter supplies yard. All traitor supplies, fighters, and transports were completely destroyed. Partway through the operation, pirate CRVs and fighters arrived. The pirates were also completely destroyed. Ship List: Holdon, Yllama; groups: Rover, Domm, Duce, Thor (see also B1M3; not related), Thoret, and Xtram. [E.E.: Holdon = Hold on; Yllama = llama]