Star Wars Rebellion - Guide to Imperials 1 of 2

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  • Опубликовано: 30 янв 2025

Комментарии • 10

  • @MolnarG007
    @MolnarG007 8 месяцев назад

    My basic advice to the Rebel:
    probe deck is life, you can bounce around (each base move leaves the units behind!), when possible try to oppose things
    that lets the Imperial get more probe cards. Consider not having lot of units in your secret base or if you do have leader with high Intel in leader pool to oppose probe gathering mission's of the Empire.
    If you have more units at more locations spreaded all around if you need to move ayour base you have at least some units around. You can even activate your secret base to suck in units from nearby systems during the endgame if needed.
    Never choose a populous system for your base at the beginning, the Imperals have ways to (diplomacy, other mission cards) to make systems loyal from the far,
    exposing your base. You can try to trick with this but massive i repepat massive risk. Empire have many ways to suddenly gain loyalty to a system or even whole regions.
    If it is populous system make sure it is loyal to you all the time. At the start you can place your starting units at any non Imperial system, note your diplomacy gets +2 dice if rebel units present... so putting 1 units to desired systems will make it super hard for the Imperial to oppose your diplomacy. But also having 1 fighter in remote system can help,
    read below.
    If he really wants the Imperial can take any system from you. So timing is important. Try to get systems with diplomacy, + suprise attacks, uprisings on subjugated systems in the round where the Time marker hits the build icon (in the command phase before it moves on it during the refresh phase.
    You can retreat all ships and fighters while leaving ground units behind to continue the combat. Not only to save them but to move, position them on map.
    Note ground units need transport if they want to move, so use this tactics accordingly if you leave them behind.
    Always do mission in systems the Emprie has strong presence, fleet and ground units. If the Imperial opposes it then his units are stuck there for that round.
    If enemy approaches your base or important system also consider attacking the Imperial from your system: he cannot use leader in this preventive combat which is a huge disadvantage. Because if he does, then his forces in that system are stuck for this round. Sometimes just destroying some of his ground forces or lowering his transport capacity by blowing up a few things can lower the amount he can use on his attack.
    Early try to get systems that the Imperials cannot reach easily, sabotage do missions where ever his concetrated force is (if he opposes he is stuck), and
    also note his Space fleet and ground force production is different. If you see you can get some Mon Calamari Cruisers try to sabotage his fleet production,
    if he is making super star destroyers and star destroyers you might want to target his ground unit production and get systems that makes you more ground units for you.
    You can not only sabotage a system but activating his production system without space fleet TIEs guarding it and sending 1 single X-wing there will block his ability to produce and deploy there. This is why starting with X-wings Y wings spread all across the map is good beside diplomacy.
    Again if early you put your units all around the galaxy (1-2 everywhere) a lonely frigate, x-wing or Y-wing can slip into such systems without any special mission cards, since they all have hyperdrive. Make use of it, early this will be a true thorn under the Empire's nail.
    When you attack full victory not always the goal, sometime just destroying the ground forces, or transport capacity or destroying fighters can weaken that force, or can be beneficial to you.
    If you rescue an important leader or do important mission card again do other mission in that system first, to have more leaders there for the rescue. And/or if you cannot rescue him/her having a spy there (with high intel) might help when the Empire tries to interrogate him/her.
    If you move your base it will be empty. Either move a location where your forces are nearby, or have plans how you will deploy 2 units and move other units there next round to guard it, the Empire has ways to make suprise raids too.
    Objective cards: they do NOT count towards the 10 maximum cards in your hand. Only one objective can be played during each combat and during each Refresh Phase.

  • @MolnarG007
    @MolnarG007 8 месяцев назад

    Hello! My general tips, Rebel tips and Empire tips will be in 3 comments. :)
    My general advices, easy to forget rules:
    Beside initial setup always the Rebel acts first in every phase.
    Dice: a. in combat you each round you can have maximum 5 black, 5 red dice (and 3 green dice)
    b. skills, opposing missions you can use up to 10 dice, (either black or red or both)
    Do not forget the person who attemps need more successes.
    Carefully read the cards, attempt means it can be opposed, Resolve means it happens, and some cases the target's ALL skills counts regardless of what type.
    Always make use the fact many missions will use all leader already in the system, those extra dice can change things,
    you can prepare important missions like this or sometimes just randomly opportunity comes because of it.
    Unopposed attempted mission you don't roll, but if any leader oppose or already there even without needed skill he/she opposes it, the attempt need 1 success.
    Also note easy to forget rule you can only send your leader to a combat from your leader pool when reacting to an attack IF and only if there is no leader already in that system with tactics value. Sometimes it's a good opportunity to use the fact the enemy has a leader with let's say 1 ground combat value or just 1 space value, despite having a badass leader in the pool those units are somewhat weaker, more exposed.
    Do not forget moving/attacking has 3 requirement: neighbouring system, need transport, and units cannot leave the system if their leader is there.
    ANY card ANYTHING that let's you attack/move will still use above 3 rules unless the card mentiones it otherwise.
    For example the Rebel cannot attack from his secret hidden base using a tricky card if there is a leader there (rescued for example). Units will need transport, etc. etc. etc.
    Moving Rebel base (Rapid mobilisation) mission is done during command phase but only happens later:
    The “Rapid Mobilization” card’s ability is resolved at the end of the Command Phase, immediately before starting the Refresh Phase. The Rebel player does not make any decisions about this card until the end of the Command Phase."
    Leader's printed on cards: the general images are only for the vibe. But the leader's portrait can be cards:
    on mission cards as the icon also indicates using that leader gives +2 successes, but any leader can do it.
    However on action cards that leader must do it. For example Vader's It is your destiny action card only work if Vader is already there.
    Also for Palpatine's action card he has to be present, etc.
    Combat, expansion rule: there the crossed sabre symbol means heals, repairs. These are not floating. Therefore the attacker on the first round cannot heal, since he will not have injured, damaged units.
    Retreat: if one side destroyed on all theaters noone can retreat. If one side retreats the other can still retreat.
    command phase pass: it's hard pass. You cannot activate any system later nor do any missions left, you can only oppose missions and if attacked send leader from leader pool to the combat (if noone already there with combat value)
    Subjugated system: it is Imperial system even if have Rebel loyalty under it. NOT Rebel system. While they only produce the left marker to build units
    both marker are still there from card's perpective.
    System with sabotage marker: you cannot deploy there and they don't build. BUT their symbols are still there, if a card let you use it.
    If a card let you place units it is not deploying (like gain a unit), also some cards allow Imperial player to place something on his build queue using the system's markers despite the system currently has sabotage marker or rebel unit or something.
    Unless something specifies you can have maximum 8 leaders in your leader POOL ever. You might have captured one on the board, until returns that is...
    Hand: maximum 10 cards, action cards don't count, Rebel objective cards don't count, Imperial project cards count.

  • @MolnarG007
    @MolnarG007 8 месяцев назад

    My basic advice for Imperial player:
    The biggest lie is that you should search for the Rebel base all the time. If you find it it will move, or can have too many units.
    Spread like a fungus. Attack minimum 3 times every round! I repeat attack attack and attack!
    The worst that can happen is Rebel sabotage your best systems, gets some good systems far away from you and by round 3 you see 3 Mon Calamari cruiser on Rebel build queue, lots of small units, your production is blown up, you are screwed you must hope the Rebel don't find you (you must have everwhelming force everywhere).
    If early you attack 3 systems, including minimum 2 of the Rebel's then your production increases way more than the Rebel can lower it, and the Rebel has minimal production. By Round 3 you have massive production, can reinforce your system properly, and can reach the best production systems, have presence everywhere.
    Also use any card with suprise attack to block Rebel system's production, and instead of opposing Rebel diplomacy get your own systems early (instead of duel this way you secure something for you and whatever the Rebel gets you will subjugate soon). Instead of watching what Rebel does look the map which system is good even if subjugated, which needs to be loyal or at least not Rebel.Balance your production, have Ships, ground troops and TIEs.
    Then by round 3-4-5 not only you have units everywhere and strong fleets, but now have more leaders so now you can start using mission cards more (including repairing sabotage) and oppose more. But your production has been established. Guard your best production planets, also Kashyyk, Mon Calamari and Coruscant (ground).
    Don't allow to Rebel to have 3+ populous system in the same Region, prevent it. If a battle is close always consider retreating, your leader might die!!!!
    You can retreat all ships while leaving ground units and TIEs behind to continue the combat. Also sometimes just before destroying the enemy
    you might want to reteat the ships and ONE leader in the system (even without tactics value!), only to move them, position them somewhere for later. Note those left behind will need transport if you want to move them, so use this tactics accordingly.
    Never oppose missions in a system if you plan to move the units from it. Also read the other side's advice and learn from it, read what i advice for Rebels.
    Guard your systems once have enough production for it, not only ground but space too or it might get blockaded. For space it's enough if there is presence in the neighbour system, unless important system (one that produces Star Destroyers for example)
    Try to capture leader that has unique values on the Rebel side. If he has few with diplomacy a diplomat, if he has 1 with logistics capturing him can be a
    real blow, etc. Don't forget you can move the captured leader like a unit. So for example attacking with Vader (activating a system) you can also move
    not only fleets and ground units but the prosioner too to Vader's system. Or just drag him around with the attack force generally, so the Admiral/General is with him in case of rescue attempt (and you can still oppose it). Also for rescue the Rebel might first sabotage the system to have more leader there
    before doing his rescue mission... so have your prisoner in a remote system (ironic to have them on the not yet completed Death Star in a remote system)
    Death Star is good to have but the chance you can use it against a big Rebel fleet is minimal, usually only the Rebel will attack it when he want to try to blow it up.
    If you need to use your Death Star (or just want to) for conquer always have many TIEs, anything with black dice. Focus on enemy fighters at all cost first during combat.
    Or if many Rebels even consider first sending forces without the Death Star, destroy fighters, then retreat. Then move in with full force.
    If stationary have shield generator in his system where it parks (securing a region, a section of the map by it's presence) and if you use expanison do the thingy that hides your DS plans.
    So again once production is massive and you have tons of systems and units everywhere even if the rebel base moves you will have fleet near. You are everywhere. NOW you can hunt.
    Hunt:
    - You don't always need to check all system with full force, sometimes 1 assault carrier with 1 stormtrooper is enough to check a system.
    - suprise raids / missions are helpful too.
    - reduce the probe deck constantly in every way possible.
    - if you leave even 1 unit in useless systems the Rebel cannot relocate there
    - All Imperial system the Rebel cannot go there
    - If there is a chance Rebel base is in a populous system not only going there with force will reveal it (when minimum 1 ground unit moves there) but when you gain it's loyalty. Diplomacy missions, fear missions sometimes give numerous loyalties in a region...
    - If the rebel base moved it arrives empty at the new location. Vulnerable. Either he moves to where some of his forces are or hides with pants down.
    To track where the rebel cannot be recommend either printing a help containing the systems from boardgamegeeks, or even better to use mobile, android, iphone download the free Star Wars rebellion app. You can indicate which probes/systems are in your hand, what are currently yours or blocked by your units, and which systems you saw earlier (now he is not there but later might go there).

  • @DraxxHUN
    @DraxxHUN 4 года назад +2

    Hi! Thanks for the video. It's amazing. I see that in your initial setup you lightly cover/protect Corelia and Corruscant. In my local meta in such setup the rebel player would try to wreac havoc on that area. As a minimum Corruscant would be blocked and Corelia occupied or at least sabotaged. What would be your answer should this happen? I'm curious how you would react to such move. Thanks and keep up the great work. I love this game.

    • @OverlordDrakow
      @OverlordDrakow  4 года назад

      Hello Draxx, I have had that exact scenario you mention happen to me a couple of times, and it can be a nightmare to deal with as the Imperials will typically have to waste moves to try and take back the territory -i.e time wasted not trying to expand and find the base. That is usually what I end up doing to be honest, which as I said is not great but it is impossible to cover all of your bases and be adequately defended on all fronts. There's a choice you have to make - you can either concentrate your forces in a couple of locations but then have the issue of expansion, or you spread wide and accept that one of your fronts will likely be assaulted turn 1. I lean toward the latter as that fits my playstyle.
      I know it's not the idealistic answer you may have been hoping for but that is the reality of playing as the Imperials. I have had games where I've defended Corelia and Corruscant, only for my opponent to cause havoc elsewhere instead. The key thing is to try and have a large force that can get to any weakly defended locations within 1 or 2 moves max. You can see in the video I have a large force on Sullust, which I would then move toward Corruscant if needed.

    • @DraxxHUN
      @DraxxHUN 4 года назад

      @@OverlordDrakow I completely get, what you say. With a lightly defended Corelia/Sullust is always entices me to go all-in playing the rebel side. Especially if any of them is subjugadet. Base on Cato Nemodia with a turn 1 rebel base relocation to somewhere at the end of the turn.

  • @banzaiduck
    @banzaiduck 5 лет назад

    Thanks for the Video, any chance for rebels guide as well?

    • @OverlordDrakow
      @OverlordDrakow  5 лет назад

      Howdy, no worries. As for Rebels, I have only played them a couple of times truth be told. Although I do know a lot about Rebel Strategy from playing against them so many times . . . I can certainly look into doing a Rebel guide with the disclaimer that my Rebel experience is a far cry from my game play usage as the Imperials. Let me put it in the pipeline for you, as I was planning on doing more gaming guides down the line anyhow.
      Towards the end of the week, check my website out, as I am introducing a new category dedicated to gaming!
      absoluteascendancy.com/

  • @ginsbene808
    @ginsbene808 2 года назад

    Rule Check: Rebel Base space is not a system (Rules Reference). So Gather Intel (attempt in any rebel system) can not be played in the Rebel Base Space.

  • @fili0938
    @fili0938 2 года назад

    Try to play with both decks but remove the duplicate missions