Republic at War is a total conversion modification for Star Wars Empire at War Forces of Corruption. The mod replaces the Empire with the Galactic Republic and the Rebel Alliance with the Confederacy. Republic at War focuses heavily on the theatrical films but also contains content from the Clone Wars cartoon series as well as the expanded universe. Players can re-enact various Clone War campaigns such as the Outer Rim Sieges. Players will have the choice to fight as either the CIS or the Republic and wage war for control of the galaxy. Realism is key and players will have unprecedented control over how and where they fight. Push forward with an entire clone legion such as the 501st or 212th or overwhelm your opponent with a seemingly endless number of B1 battledroids. The choice is yours. There are also a number of expansions planned that will add new (as well as polish existing) content.
This review is for 1.5 RaW. Anyways I will say that version 1.0 was basically an unbalanced mess where all you need was a full platoon of AATs and HMPs to basically rofl stomp the Republic, not even considering the trillion amount of droid fighters basically burying the Republic in enemy fire. This is a great mod and honestly I love difficulty, but not when it's because something is so imbalanced, that it creates artificial difficulty. That said I can safely say that this version has fixed many problems...for the most part anyways.
Would you believe in that the land combat is utterly broken? Because honestly it was. I didn't notice it at first, but when I went down to take Nal Hutta, I was greeted by about 5 squads of At-APs, IFT-Xs, OV-9s, and an AT-TE. This alone would prove challenging and was ready for a long, epic battle. Now I'm not complaining about the reinforcement cap because really you just needed to send in BX-Droids to stealth there way to the landing zone. My issue was that the CIS has no artillery at all. None, nadda, zilch. The HAGs have a shorter range than the OG-8 Spider Droid, not to mention its lolarmor. Not only that but AT-APs still have monstrous range and while their rate of fire and company amount was reduced, they still rape face most CIS units. Outside that, honestly a lot of the combat has really been fixed up and the difficulties in GC and Skirmish reflect their definition more.
This patch really made RaW more fun without sacrificing its initial difficulty. I think the problem people have is that they play like its FoC where you basically amass one fleet and one ground force and basically skip around the galaxy with no worry of any intelligent counter-attack. This mod has a very intelligent AI and honestly this mod is one of, if not the best, EaW mod. Great job on the patch guys and I can hardly wait for 2.0
AI might be just a tad too tough... It DOMINATES me on easy... the best I can do is hold off their attacks... I only tried medium once and got my butt handed to me... haven't even tried hard... Overall quality wise, it's amazing. Models, sounds, etc are just GREAT. Other than being the hardest game (technically it's a mod, but it might as well be a game) I have EVER played, it is GREAT.