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    @ChromiumAgeCollector:

    I just don’t see the Rebellion engine working with Walking Dead. That theme is more semi-coop that wargame. But you could sway me! Could you give me more details as to what you are thinking?

    So you would have your core leaders of good guys from the series…

    Rick
    Glen
    Carol
    Carl
    Morgan
    Daryl
    Maggie

    And to a lesser extent…

    Shane
    Lori
    Beth
    T-Dog
    Hershel
    Dale

    Also, all the villains…

    The Governor
    Negan
    The Prisoner
    Daryl’s brother
    The Terminus Leader
    The rednecks in the Saloon

    and anyone they can turn against Rick’s group, like…

    Shane
    Lori
    Beth
    T-Dog
    Hershel
    Dale

    The miniatures would be Zombies (5 types) and maybe some vehicles.

    The spaces on the board would be all the locations and shelters in the series.

    The bad guys have to find where Rick’s group is held up… leaders can do missions, Leaders would have skill icons, Zombies could be distracted to head in certain directions… 10 or more zombies in one location are considered a heard which would get better attack values.

    I could go on and on…


  • I’m still just not seeing it  :-(

    For me, Dead of Winter (especially with the raiders expansion module) captures the Walking Dead theme for me, in terms of people being the real threat.

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    @ChromiumAgeCollector:

    I’m still just not seeing it  :-(

    For me, Dead of Winter (especially with the raiders expansion module) captures the Walking Dead theme for me, in terms of people being the real threat.

    But the Dead of Winter doesn’t use the Characters from the Walking Dead TV series, the game objectives are similar for the needs during a zombie apocalypse… but it doesn’t tell the story of Rick Grimes and his group.

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    @ChromiumAgeCollector:

    I’m still just not seeing it  :-(

    For me, Dead of Winter (especially with the raiders expansion module) captures the Walking Dead theme for me, in terms of people being the real threat.

    Haven’t heard of that expansion, maybe it will help me like that game more… it’s definitely cool and I love the art work, but I wasn’t hooked the way I am with Star Wars Rebellion  :-D


  • They don’t have the rights for TWD.  So it’s basically a knock off them :)

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    Back to Rebellion, just scheduled another game for this Sunday… looking to understand more rules better.


  • Try just rereading them.  Things will pop out more now that you’ve played a few games.

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    @ChromiumAgeCollector:

    Try just rereading them.  Things will pop out more now that you’ve played a few games.

    I find that there’s better clarifications coming from the reference manual.

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    How often do you use the Empire intel starting mission that lets you draw probe cards for 4 or more units on the rebel base?, should it be used as often as the build alliance mission for the Rebels?

  • '22 '20 '19 '18 '17 '16

    Rebel players will often leave seven units max at the start of the game to allow that mission to draw one card only, which is not efficient enough for the Empire at that juncture. The Empire should make one move minimum and possibly two the first turn, on top of any R&D, diplomacy or capture missions.

    If the Rebel player begins to turtle the base then it’s a good idea to drain the deck along with Intercept Transmission and Probe Droid Initiative.


  • To me it depends if you are doing a strategy that, at its core, is all about running down the probe deck.  If I am, then I will use that mission as long as there are at least 8 units on the Rebel Base space.  If not, then I think moving ships around is better.

    I think all Imperial strategies fall into one of two camps: Search & Destroy or Highly Targeted Sweeps.  That mission supports the latter of those strategies.

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    @ChromiumAgeCollector:

    To me it depends if you are doing a strategy that, at its core, is all about running down the probe deck.  If I am, then I will use that mission as long as there are at least 8 units on the Rebel Base space.  If not, then I think moving ships around is better.

    I think all Imperial strategies fall into one of two camps: Search & Destroy or Highly Targeted Sweeps.  That mission supports the latter of those strategies.

    Last game I honestly started with your plan to seek and destroy, but my mission cards in the first 3 rounds were to good to pass up… that’s when I realized how little my forces were moving around the board.

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    Playing SWR with a first time player today… decided to conduct a little experiment. Instead of my previous house rule idea, I have placed the rebel reputation marker in the 16 spot instead of 14, I will explain the rules as much as I can before I ask him to choose a side.

    Regardless of which faction he chooses, I will tell him that the rebel symbol in the 14 spot simply means that the rebels will receive a free objective card when they reach that space.

    If I end up with the rebels, than I secretly understand the added challenge I bare, and the new player unknowingly has an extra time bonus. If I end up with the Empire, I will play to win, and if I defeat the rebels… I will omit to cheating and forfeit the victory.

    (Plus… I want a longer game today).

  • '22 '20 '19 '18 '17 '16

    I think even a seasoned player would have a hard time winning with the Rebels and the reputation marker at 16. The Empire is virtually assured of draining the probe deck and has time to mount an assault on a base that can’t move any longer. But I would be interested to hear the results.


  • Young Grasshopper, you seem pretty hell bent on making house rules for this game…. I think the game is fairly balanced as is.

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    So my friend picked the Empire…

    It didn’t take us long to realize that the probe deck was shrinking fast and I didn’t have any reputation earned… so we ditched the 16 starting rep house rule and put it back to 14. My buddy caught on fast and I was on the ropes for most of the game, but his units were never close to my base (Which was in Dantooine). Luke was turned to the dark side, Leia went to Yoda, Obi Wan sacrificed himself, Lando was captured twice (frozen once), and Han rescued him twice. Very fun game, there was one factor in balance that I wasn’t counting on… and that was the advanced setup (first game using it) so I’m inclined to agree based on my few games that the game is balanced. Although, there was the same repeated moans coming from the Empire player (like each game I’ve played) about the ability to move the base whenever the Empire threat is knocking on the door. I definitely learn new things every game, and the lack of probe cards when moving the base is a big deal (so getting lots of probe cards is a must)… also, the ability to always attempt capturing a rebel leader is huge for the dark side. I think losing 1 reputation the first time the rebels move the base is a viable solution to the crying coming from the Empire’s side… but we won’t be using house rules for this game for a while now that we are using the advanced setup… as for results, the Empire beat me due to one rebel mission card played a fraction too late (and the fact that I foolishly talked about my new base location before the fat lady sang :oops:). Lot’s learned every game… thanks for the help, I’ll have more questions for sure.


  • All of this Rebellion talk is really giving me the itch to play this…  Sadly, players are in short supply around my neck of the woods…

  • '22 '20 '19 '18 '17 '16

    There’s a mod for the game on Vassal, on online tabletop engine. It takes some getting used to but seems to work fine.


  • I’m not a fan of those programs.  That’s not to say theh are bad.  They’re pretty awesome as a matter of fact.  But part of the experience for me is the social interaction.

  • '22 '20 '19 '18 '17 '16

    I agree. The thing with this game is you want to have a stable of opponents with similar experience levels to make for lively games. I have a few friends with varying levels of skill with the game but I do feel like I need a challenge at times.

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