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FAQ/Strategy Guide by AceJoey

Version: 2 | Updated: 11/23/10

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]


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