Expanding Fronts is a massive modification for Star Wars Galactic Battlegrounds aimed to breathe life back into the classic LucasArts strategy game by adding various new units, features, and gameplay elements. Each of the 8 civilizations is being split into various Sub-Factions that specialize in unique combat roles including Infantry, Armor, Aircraft, Navy, Support, and Economics. Each of these Sub-Factions will have a full roster of new units and technologies available to them. In addition, the Scenario Editor is being filled with hundreds of new units, buildings, effects, and objects to allow campaign and scenario designers more freedom than ever before.

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21 comments by Gen_Rhys_Dallows on May 4th, 2014


One of the four branches your civilization can specialize in is air power. Using swarms of powerful fighters to overwhelm your enemy is a fairly common tactic in Galactic Battlegrounds, and we're aiming to reinvent the system to add more fun and flexibility to the use of aircraft by introducing new classes, and adjusting old ones.

In addition to adjusting the main aircraft classes in Galactic Battlegrounds - Fighters, Bombers, Air Transports, and Air Cruisers - we have added five entirely new types of aircraft to the mix: Interceptors, Attackers, Dropships, Corvettes, and Missile Frigates.


Fighters are your standard, multirole aircraft. They have decent speed, armor, and weaponry, all at a low price. They are your go-to aircraft for most situations, but they don't excel at any one particular role. Relying on them exclusively could mean leaving significant vulnerabilities open for exploitation.


Bombers are a necessity for dealing with fortifications. Their powerful, high-impact weapons can reduce structures to rubble in moments. Bombers are generally slower and more costly than their Fighter counterparts, but make up for it with increased armor. In Expanding Fronts, Bombers have an additional perk; they are now fully capable of using their bombs to engage other aircraft. These bombs deal heavy damage, but travel slowly and have poor accuracy. Trying to take on a group of Fighters with only a Bomber wing won't end very well for you. However, Bombers are an excellent choice for quickly bringing down Air Cruisers, Transports, and Corvettes - provided they're undefended.


Interceptors are fast and dangerous pests that can wreak havoc on an unprepared fleet. They have flimsy armor, but their quick-firing weapons and high speed enables them to get several shots in and flee before defending craft can react. Interceptors are especially dangerous to slow-moving targets like Bombers. This power comes at a cost, as Interceptors are more pricey than standard Fighters, and they can be quickly brought down by even light Anti-Air defenses. Effectively using Interceptors requires good micromanagement skills; miscalculating maneuvers can send these expensive units head-first into a barrage of missiles.


Attackers function similarly to Bombers; prioritizing ground attack. However, unlike Bombers, their firepower is geared towards harassing units instead of structures. They carry powerful lasers that can shred through infantry and mechs. Their heavy armor also makes them a significant threat to Fighters, Bombers, and Interceptors. These powerful craft are some of the costliest aircraft you can field, but their power, when harnessed effectively, more than makes up for it.


Air Transports are a vital part of your fleet when you need to safely move units. Their tough armor and ability to ignore any land or sea-based obstacle is a necessity when fighting battles across difficult terrain. In Expanding Fronts, Air Transports are much improved with an increased carry capacity, allowing them to transport 10 units at a time. Air Transports, while durable, have no defensive capabilities, so they must be placed under escort. A surprise Bomber or Corvette attack could result in an expensive and embarrassing loss.


Dropships are the smaller sibling to Air Transports. They are generally lighter, faster, and cheaper than their larger alternatives. However, they have a lower carry capacity, and can only transport infantry and/or light vehicles. A special benefit to these craft is that they are capable of defending themselves in a pinch with onboard weapons, although it's still recommended to keep an escort nearby. Every dropship is built for a different purpose, so their specific roles, transport capabilities, and combat strengths/weaknesses tend to vary.


It's hard not to worry when you notice one, (or several) of these flying behemoths inching towards your base. They can cause widespread damage to units and structures, and are able to flatten an economy in moments. These units remain largely unchanged in their capabilities, but those who use them should take extra precautions. There are many new ways crafty players can knock them out before they can cause any damage.


Corvettes are the antithesis of Air Cruisers. They are just as expensive, but while Air Cruisers wreak havoc on the ground, Corvettes are tailored to terrorize the skies. Their powerful, rapid-fire weapons can swat nearly any challenging aircraft down in a heartbeat. Attempting to take on one or more head on is guaranteed to result in severe losses. While they are extremely hazardous to aircraft, their effectiveness against ground targets is limited. Proper ground-based Anti-Air units will bring them down quickly. Corvettes do not have the durability of Air Cruisers, and rely on their increased speed to evade enemies.


Missile Frigates are the middle ground between Corvettes and Air Cruisers. These heavy aircraft use long-range missile weapons to bombard enemy units and fortifications from a safe distance. While their attacks aren't nearly as devastating as an Air Cruiser, they can outrange most Anti-Air defenses. Intercepting these weapons with Bombers and Corvettes is a must before they can cause too much damage.

With summer rapidly approaching, we are slowly getting the ball rolling again. Hopefully updates will be more frequent over the following months. As always, if you have experience in terms of 2D/3D art, Random Map/AI scripting, or general editing experience with the AoK/SWGB Genie engine, and would like to contribute to the Expanding Fronts project, feel free to contact project members Gen_Rhys_Dallows or Sarthos via ModDB Private Messaging. Alternatively, you can post a message in our project thread at SWGB.HeavenGames.com

Again, we thank everybody who has been following our project so far. Last I checked, Expanding Fronts has amassed over 3000 downloads. That certainly doesn't sound like a lot, but it's about 3000 more than we expected when we started this. We appreciate everybody's suggestions and feedback, and we look forward to bringing you more content in the future. Until then, May the 4th be with you!

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Expanding Fronts  BETA 0.1.1 (Manual Installation)

Expanding Fronts BETA 0.1.1 (Manual Installation)

Jan 5, 2014 Demo 5 comments

This extensive update fixes numerous bugs and balance issues. Also included are several new units and map design objects. This download includes a manual...

Expanding Fronts  BETA 0.1.1 (EXE Installer)

Expanding Fronts BETA 0.1.1 (EXE Installer)

Jan 5, 2014 Demo 11 comments

This extensive update fixes numerous bugs and balance issues. Also included are several new units, and map design objects. This download includes an automatic...

Expanding Fronts - Galactic Empire BETA

Expanding Fronts - Galactic Empire BETA

Oct 31, 2013 Demo 17 comments

This is the first official Expanding Fronts beta. It contains a rebuilt and functional Galactic Empire civilization, alongside numerous new units and...

SWGB Taunt Pack

SWGB Taunt Pack

May 26, 2013 Audio Pack 3 comments

This audio pack increases the number of audio taunts available in the game from 62 to 250, giving you a massive library of new sounds to rally your allies...

Expanding Fronts Preview - Spinnaker's Spoil Co-op

Expanding Fronts Preview - Spinnaker's Spoil Co-op

Feb 13, 2013 Multiplayer Map 2 comments

The Trade Federation requires resources to fund its invasion of Naboo. The coastal town of Spinnaker has those resources. With the help of your partner...

Expanding Fronts Preview - Behind the Lines Co-op

Expanding Fronts Preview - Behind the Lines Co-op

Feb 13, 2013 Multiplayer Map 0 comments

The Naboo have captured a Droid Control Program, and rendered a portion of the Trade Federation army motionless. With your partner, secure the Control...

Post comment Comments  (70 - 80 of 416)
themesmith Apr 11 2014, 4:09am says:

Howdy, I have been playing the ge beta while I have no internet (though now my mouse broke) and I would like to leave some feedback regarding campaign mode and the faction types. It seems like the fAction types gimps the player in campaign mode since ai can field anything while you can't. And also even if you choose, say, aircraft faction you don't get all the aircraft. I guess they are locked normally (I.e. no craft in trade federation level 2 even if you choose) I don't know if it was fixed in patch, but if not, might I suggest you make all sub factions unlocked in campaign/scenario/skirmish modes? Thank you

+1 vote     reply to comment
Gen_Rhys_Dallows Creator Online
Gen_Rhys_Dallows Apr 11 2014, 4:13am replied:

This project is nowhere near finished. We've stated numerous times that the Empire is the only stable civilization, and the campaigns/AI have not yet been modified to adapt to all of the changes.

+1 vote   reply to comment
themesmith Apr 11 2014, 4:14am replied:

I know, I was only making a suggestion. I apologize if I have insulted you .

+1 vote     reply to comment
Guest Apr 5 2014, 11:10am says:

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Gen_Rhys_Dallows Creator Online
Gen_Rhys_Dallows Apr 5 2014, 11:48am replied:

Most of the fighters you listed - among many others from Starfighter - will be added, but they won't be a unique civilization.

+2 votes   reply to comment
MrGrease Mar 28 2014, 4:23pm says:

Is the pop limit raised at all?

+1 vote     reply to comment
Gen_Rhys_Dallows Creator Online
Gen_Rhys_Dallows Mar 31 2014, 9:46am replied:

Not at the moment; 250 is still the maximum. We've been looking into trying to raise it.

+2 votes   reply to comment
d0m0a Apr 5 2014, 2:15pm replied:

Then you can ask to the team who has done "The Forgotten Empires" mod for Age of Empires II. Basically, they 'created' the expansion that has its name.

+1 vote     reply to comment
skirata55 Feb 11 2014, 9:55am says:

Just played my first couple rounds as the Galactic Empire, and it's hard to tell this is actually a beta. Great work on modeling the new tanks and capital ships, and the 4 different branches of tech are ingenius. I particularly enjoy the Infantry line. Great work, looking forward to the final.

+4 votes     reply to comment
Ragnar_Lothbrok Feb 5 2014, 10:59pm says:

We will see clone blaze trooper? :D

+1 vote     reply to comment
conran7 Feb 3 2014, 3:57pm says:

Sorry to trouble you, but had a quick question. I run the game with a widescreen patch, but obviously you yourselves include an exe to run meaning I have to use that to launch the game. Is there any chance you'll consider a widescreen fix in future releases? Or is there a way to use the widescreen exe to run the mod? Cheers for your time.

+1 vote     reply to comment
Gen_Rhys_Dallows Creator Online
Gen_Rhys_Dallows Feb 3 2014, 4:20pm replied:

A widescreen feature is in the works, but is currently unstable. At soon as it's functioning right, it will be included in an update.

+4 votes   reply to comment
conran7 Feb 4 2014, 2:06pm replied:

Thats great to hear man, thanks. Can't wait to play it like that, kudos for bringing life to a classic. Keep up the good work!

+3 votes     reply to comment
Gen_Rhys_Dallows Creator Online
Gen_Rhys_Dallows Feb 5 2014, 2:01pm replied:

Correction: The version of the mod downloadable via Voobly already has fully functioning widescreen capabilities, but you will need the Voobly client in order to download and run it.

While I would absolutely love to extend this feature to our non-Voobly version, our programmer refuses to do so.

+2 votes   reply to comment
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