Video summary
Star Wars: Zero Company - A Long Time Ago, In A Galaxy With A 95% Chance To Hit...
Main summary
Key takeaways
Game storyline (as shown/mentioned)
- Star Wars: Zero Company is presented as an XCOM-style tactical campaign set in the Star Wars universe.
- The player participates in a mission-driven conflict that includes:
- Seperatists: the player accepts a contract-like mission to grab Separatist weapons.
- A smuggling-related plot.
- A mystery involving a “weird goat”, which triggers a larger plot mission.
- The plot mission starts with on-foot exploration and clue-gathering, then escalates into a trap-like sequence:
- The player must investigate tunnels.
- Progress requires draining a canal by using a console.
Gameplay highlights / core loop
- The structure follows an XCOM-like cadence:
- Cycles (turn/days): each cycle constrains actions through time, operatives, and money.
- Two primary activity types per cycle:
- Operations: small-scale activities used mainly to gather resources, but they cost Intel to start.
- Missions: ground combat encounters that provide intel/growth/progression.
- Sector selection matters:
- Missions occur in different sectors, and investing in certain sectors can lead to better rewards.
- The early showcase emphasizes harsh rules:
- Hard difficulty
- Permadeath
- No manual saving
- This makes positioning and planning especially important.
Combat system (what the player demonstrates)
- Standard tactical pacing:
- Each character has 3 action points (AP) per turn.
- Enemies then take their own turns.
- Cover, Overwatch, and positioning are repeatedly emphasized:
- The player uses defensive high ground and Overwatch to punish enemies approaching predictable routes (e.g., stairways).
- When enemies enter exposed angles or get caught moving, the player leverages reactive damage/control.
Key characters/classes and why they’re strong
- Hector Qual (heavy “front liner”)
- Charged forward playstyle.
- Effective at causing explosions and drawing enemy attention.
- Astromech droids (highlighted as a favorite class)
- No guns/weapons; instead, they spam items using AP.
- Item-based control shown includes:
- Concussion grenades to push/knock targets into walls and disrupt positioning.
- Conventional grenades that deal heavy damage and can destroy cover.
- Strong synergy via battlefield manipulation (setting up cluster punishments).
- Noted drawback: once out of grenades, direct damage drops.
- BR (favorite “character”)
- Works alongside the droid/grenade approach for coordinated crowd control.
- Gunslinger
- Blaster pistol is “weak” for raw damage, but the key mechanic is:
- Get a kill → regain AP → keep firing
- Framed as a mopping-up finisher, especially when advantage and target selection line up.
- Blaster pistol is “weak” for raw damage, but the key mechanic is:
- Satan
- A central tactical/frontline piece.
- Used to handle consoles and keep fights controlled.
Strategies and tactics shown
- Use operations to build resources/roster early
- Spend Intel on resource missions.
- Use rewards (e.g., +1 roster) to field more soldiers.
- Farm experience safely
- Send lower-level operatives on easier missions before moving them into risky ground combat.
- Exploration setup for plot missions
- Begin with walking/talking/picking up clues before combat starts.
- Use NPC/scene prompts to identify objectives (e.g., drain canal via console).
- Exploit chokepoints with Overwatch
- Place Overwatch where enemies are forced to enter (like stair access).
- Turn fire into a kill zone
- Combine grenades + positioning to force enemies into burning areas for escalating damage.
- Cluster punishment
- Use droids to knock enemies out of cover so the squad can focus fire.
- Grenades that remove cover
- Conventional grenades can destroy cover, making enemies vulnerable and breaking defensive lines.
- Counterplay during reinforcements
- When reinforcements arrive from multiple sides:
- keep a unit moving toward consoles
- let others maintain high ground, smoke, or defensive setups
- When reinforcements arrive from multiple sides:
- Smoke + counters
- Use smoke screens to deny enemy shots while your team still counterattacks effectively.
- Gunslinger AP loop
- Target kills with the blaster pistol to trigger AP refunds and chain actions.
Notable moment from the combat
- The player combines:
- Explosive canisters
- Concussion grenades
- Conventional grenades
- Fire/Overwatch
- Smoke plus counter/crowd control
- The fight is described as chaotic and difficult due to mass reinforcements, but it’s manageable through careful ability sequencing—especially when:
- the droids still have grenades, and
- the gunslinger can chain kills.
Gamers / sources featured (mentioned at the end)
- John (Many a True Nerd) — presenter of the video.
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