The Hapes Have Awoken!.. With a Fleet | AOTR | Empire Campaign 3, Episode 19



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33 thoughts on “The Hapes Have Awoken!.. With a Fleet | AOTR | Empire Campaign 3, Episode 19”

  1. 21:45 the best carrier for bombers would probably be the gladiator, as it has a good amount of both tie bombers for cap ships and tie brutes for corvettes, and is a strike carrier so you don’t have to wait for reinforcements

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  2. Hopes dragons operate like a Gatling gun with those spinning rims. Weaker shots but a lot more shots per second, and in lore, if you broke the spinning rim, you crippled engagement capability.

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  3. Intelligence Report: Operative Klink
    Location: Hyperspace
    The Hapes! Seriously the Hapes! They are almost as isolationist as we are! I know our entire information gathering thing also doesn't allow the sharing of intel with operatives in the field, but you could have given me a bit of warning about it. I was sitting in my quarters trying to summarize the last few weeks in ways that raw data couldn't when who should bust through my door but Admiral Shed himself demanding if I had heard anything – rumor to any scrap of intelligence – about their advance into Imperial Space. Suffice it to say there was none. Not even spy reports about possible fleet build ups. In other news Moff Jerrjerod (better spelling in attached report) has been rescued and the admiral thinks he is owed a favor. I can't wait to see where this goes.
    Peace to Home!

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  4. the actor who plays Spike is named Steve blum. i met him years back and is real nice dude. he voiced a lot of other's such as zabuza from naruto. Rodger smith from Big O and many others. the actor who plays almight from my hero academia, is named Chris sabbot. not rally a good person but a good voice actor.

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  5. Wouldn’t it be beneficial to make the intersecting hyper lane planets fortress worlds? That way you can defend and or pull reinforcements to that sector of the map?

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  6. so brental 4 and Denon are good places to put the moff jerjerrod and bin essada as they make a huge base income and have imperial palaces. Jerjerrod can increase the production speed of denon as well, making it a great cash and production world.

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  7. Remember those STRIKE CRUISERS Shack? Those will do WONDERS fighting the Hapes, their Stun ions will debuff their Fire rates, drastically lowering their DPS. The Hapes are ALL OFFENCE, NO DEFENSE, perfect for dealing with Capital ships.

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  8. Taanab had no orbital so the Hapans went right over it. Got hit with something like this in my Empire campaign as well, either Black Sun or the Rebels poked Hapes and now they're active. Have fun shack!!!

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  9. Random fun fact those spinny disk ships hondos pirates use are made by hor chal engineering the same guys who make vulture droids and droidikas. Hondo stole his little fleet from a wealthy private collector who had 3 or 4 of em. He modified em with extra weapons and tractor beams to make them more pirate ship less civilian vessel.

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  10. I love the Hapes, the Vong, and all the other Legends factions that were deliberately made to not fit the Standard Star Wars Mold. It feels very in-keeping with that Lucas vision of 'making every movie different' and flipping things on their head, and it leads to cool stuff like those wacky Battledragons.

    Also, I love how in this Big Chungus run for the Empire, the Alliance is just one of many fringe threats, and honestly not even the biggest one or the one you've spent the most time with. They've staged a few spectacular assaults but generally just nibble at the fringes and hide in the dark recesses of the galaxy… it feels very fitting.

    And it means when you do engage a huge Rebel fleet instead of sector defense forces, pirates, etc, it feels special for a while.

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  11. Best bomber carrier for the empire might be the Gladiator at the moment. It launches 2 brutes and 1 bomber squadron. Brutes are actually half way decent at attacking big ships due to their heavy guns.

    You may have access to a few stand alone bombers you can build at a fighter factory though, which are generally better bang for tactical population, build faster, and hurt a lot less if you lose them. There's one that's described as a transport gunship or something, but is actually a heavy bomber that has a tendency to utterly decimate sub systems with proton bombs. They're slow and get shredded by enemy strike craft, but thats what clouds of tie interceptors are for.

    In addition, Tie hunters are essentially imperial X-wings. Stand alone hyperdrive, decent guns, and I think light proton torpedoes.

    Finally, if you want to improve your existing fleets overall strike craft capability, the Advanced fighter loadout upgrade for ISDs and Victories is very strong, "relatively" cheap, and fairly quick to upgrade. The ship just needs to be at a planet with the fighter yard. (I think it just needs the fighter yard, but may need the advanced warship yard as well)

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  12. Great episode! I really suggest pushing on to Bespin and Hoth, toke out a bunch of rebel cash (and usually some tech), and get Bespi's Tabana Gas production back in Imperial hands 🙂

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  13. You can honestly ignore the Hapes as long as you hold the ground at the planet they took the space of. Their ground attacks are always heavy with aircraft and tanks, but they’re pretty weak especially to artillery.

    If you can somehow build artillery on the planet you shouldn’t have a problem holding it with Veers. If not upgrade the outpost and defenses there. The hapes shouldn’t move on until they take the planet they’re orbiting

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