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The Air Cruiser is an air unit introduced in Star Wars Galactic Battlegrounds: Clone Campaigns, and is available at the Fortress in Tech Level 4. It is a very powerful unit, boasting an incredible 80 attack, with a large area-of-effect and a greater range than most defensive buildings. It also has its own shields. However, it is very slow, expensive and time consuming (to train), so it must be protected from fighters, Anti-Air units and turrets in order to survive.

It takes up two population slots, making it the only unit in the game that doesn't cost one population.

This is one of least demanding units in terms of upgrades, so there is not much difference between the civilizations' abilities to use it, but there are some little advantages for civilizations with strong aircraft or economy:

  • The Galactic Empire has 5% cheaper Air Cruisers and 10% faster built Fortresses to easy reach the unit's critical mass. They can also benefit from the economical technology Altered Bargains, which can help with balancing resources for expensive unit.
  • The Gungans' Air Cruisers are 5% more expensive and slower to train, but their Fortresses are cheaper and tougher (because of regeneration). They can also build underwater Prefab Shelters to get extra population, required for Air Cruisers.
  • The Royal Naboo has the best (the fastest) Air Cruisers, due to their civilization bonus and unique technology. The hidden advantage for Naboo is in their fast income of Nova.
  • A perfect Spaceport, Ore, building economy and no Prefab Shelters need help the Trade Federation to easily reach Air Cruisers in a shorter time, but they are still 5% more expensive and slower to train.
  • Wookiees have 10% more HP for their Fortresses, so it is harder to stop the unit's production.
  • The second best Air Cruisers are from the Republic due to their unique technology, Holocrons' Nova and Prefab Shelters' population efficiency.
  • The Confederacy also has expensive and time consuming Air Cruisers, but they benefit from trade very much, and their Workers can work faster to provide the unit's production. 5 more Air Cruisers can be set to automatically garrison in the Fortress immediately after creation to make a bigger "surprise" for the enemy after full ungarrisoning.

"In Tech Level 4, each civilisation gains access to its own Air Cruiser, which is similar to an Assault Mech in its destructive potential. Air Cruiser weapons have tremendous range and are extremely powerful both against structures and against massed groups of ground units, which will suffer grievous injury from the blast. However, Air Cruisers fire slowly, move slowly, are expensive, and are vulnerable to fast air-to-air attacks or to anti-air attacks from the ground. They must be carefully guarded. They can effectively clear the path for your other air units, particularly because they can destroy any Anti-Air Turrets from out of the Anti-Air Turrets' range."
—Manual description

List of Air Cruisers[]

Hidden Stats[]

Air Cruisers have a bonus against the following armor classes:

  • +80 to Base Melee/Armor
  • +100 to Fortress
  • +135 to Air Cruisers
  • +150 to Defense Buildings
  • +205 to All Buildings

Air Cruisers have the following armor classes:

  • 0 - Aircraft
  • 0 - Air Cruiser
  • 0 - Base Melee Armor
  • 0 - Base DuraArmor

Gallery[]

Trivia[]

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