Video summary
#AD Star Wars Zero Company - This Is Where The Fun Begins - SPONSORED VIDEO
Main summary
Key takeaways
Storyline (as described)
- The mission takes place during the Clone Wars, between Episode II and III, but the player’s company is mercenary, not part of the Republic—being paid to handle dangerous problems on the edge of the galaxy.
- The team is up against a separatist-aligned faction: the Infinite Coil, a cult-like group tied to a larger threat involving the “shadow plague.”
- The plot centers on disrupting/seizing critical data and escaping, while the Infinite Coil tries to stop the mercs using:
- Jamming
- Traps
- Air support
- A key character is Captain Hawks (formerly of the Grand Army of the Republic), whose disappearance/escape is a focus during the firefight.
Gameplay highlights & mechanics discussed
Tactical squad composition
- The “intended” approach is to combine character strengths into a flexible team strategy, such as:
- Frontline assault
- Snipers
- Scouts
- Medics
Astromech companions (major focus)
- The player equips multiple astromech droids (three pets).
- These pets provide combat support and item/charge functionality.
- Astromechs don’t use guns; instead, they excel through:
- Carried items
- Repeated charges
Grenade “carpet bombing” strategy
- Basic battle droids are described as vulnerable, allowing explosives to clear them quickly.
- Concussion grenades are used aggressively, especially since throwing them at enemies near edges/pits can result in instant eliminations.
AP economy / transferring actions
- Characters can transfer Action Points (AP) between allies.
- This lets the player stack turns on a single key unit.
“Gunslinger” Clare (ClA) playstyle
- Clare is set up as a gunslinger, firing a pistol repeatedly, costing 1 AP per shot.
- Killing enemies with her can restore AP, creating a feedback loop.
- She also gains Onslaught stacks as she shoots, increasing damage over time.
- The synergy: repeatedly recharge Clare’s AP and keep her firing so Onslaught builds to extremely high levels.
Mobility advantage
- Astromech pets can fly using thrusters, making them more mobile than many “squishy” organic units.
Ultimate / advantage bar usage
- An “advantage” mega-bar can be spent to provide extra AP to multiple allies, helping sustain the Clare-dominant damage engine.
Terrain tactics
- High ground and cover matter.
- The player also leverages:
- Pits/ledge hazards
- Explosive objects
Enemy behavior callouts
- Some enemies walk straight at you, making them easier to punish when they can’t hide.
- Super battle droids are tougher for pistols due to armor, but the video argues they can still be shredded if Onslaught stacking is built high enough.
- Certain cult/elite enemies can transfer resonance to the nearest ally if killed—raising difficulty unless targets are managed carefully.
Strategies / key tips shown (from the gameplay)
-
Main “cheese” combo
- Use one gunslinger (Clare/ClA) as the damage carry.
- Feed her AP continuously via droid AP transfers and team support.
- Keep her shooting every time possible to build Onslaught and maximize burst damage.
-
Explosives control plan
- Fit astromechs with multiple grenade charges (notably concussion grenades).
- Use grenades to:
- Clear clusters of basic droids quickly
- Throw tougher targets into pits/over edges for instant kills
-
Positioning plan
- Move ahead of air support/vultures when mission pressure demands it.
- When reinforcements spawn and bunch up, focus with explosives and coordinated lines of attack.
-
Defensive phase approach
- If overwhelmed, temporarily hunker down while enemies come in instead of over-extending.
-
When Clare gets attacked
- Fall back into “carpet bombing” with grenades/firebombs to remove immediate threats while preserving Clare’s ability to keep shooting.
-
Scanning upgrade synergy (later)
- Willow specializes in scanning; scanned enemies make follow-up shots much easier.
- Clare can further enable team damage by supporting Willow’s effectiveness.
Ending / progression mentioned
- The mission succeeds after reaching an extraction phase, then the video shifts to character progression and upgrades:
- Upgrades via the “focus tray” emphasize doubling down on specific abilities (Clare’s Quick Draw).
- Building bonds between droids/characters yields extra random upgrades.
- Sending multiple droids with a character accelerates bond-building because AP passing happens repeatedly.
Gamers / sources featured
- John (Many a True Nerd) — main host/performer.
- Zero Company / Star Wars: Zero Company — the game being played.
- No other specific gamers/creators are named besides John and the in-game characters mentioned (Clare/ClA, Willow, Ted, Zena, Hawks, Typhen, etc.).