New Star Wars board strategy game


  • Those suckers take 3 turns to build!


  • @General:

    I have to agree with the refrain I’ve read about a clumsy rule book, but it’s not the only game to ever have that problem. I think the game is balanced, since there are enough restrictions for establishing and relocating the base, and the Imperial player has a lot of fun building big, bad Super Star Destroyers and Death Stars. The real fun is the cat and mouse game of using and saving leaders for attempting and foiling missions.

    The game is in need of FAQ sheet.

    The biggest problem I think for the Imperials is drawing “dead” probe cards.

    I pulled off the Homing Beacon mission and narrowed down the region of the base. Guessed wrong on a Veers action card that let me just drop units on a planet and moved into the system at the only available space adjacent to my other units which I knew wasn’t where the base was (gut feeling knew.) I then pull my probe cards and drew both of the systems I just landed in. And of course the Rebels used their move the base mission that turn as well.

    So I’m more or less back at square one with hunting down the base and I’m pulling probe cards for systems I’ve got units standing on.

    I agree the game is all in the mission assignments, choosing the right systems for them, opposing or not, and doing your movements and missions in the right order.


  • I think this game is pretty well balanced.  But I’ve noticed that with any async games, people always say one side or the other is better.

    Personally, I have a played 4 games myself.  I have won twice with imperials and have won once and lost once as rebels.  I’ve seen a pretty good 50/50 win ration between both sides.

    The key with imperials is to either torture captives to find the base quickly, dragnet with your forces to find the base quickly, or to turbo out those probe cards to find the base quickly.

  • '22 '20 '19 '18 '17 '16

    @Imperious:

    Those suckers take 3 turns to build!

    At the very least you have to do enough R&D to get a Superlaser Online in the event you stumble upon the Rebel base stacked with ion cannons and shield generators. A second Death Star isn’t worth the hassle of babysitting it in most games, since by the time that’s on the board the Rebel player will certainly have a Death Star Plans.

    Regarding SSDs, I’ve found in most of my games so far the Rebel player makes a beeline for Mon Calamari and winds up stacking Cruisers either near the base or as a threat to my fleet (for the space battle victory objective) that winds up being a very tough nut to crack, even with a big enough force of Star Destroyers and TIEs. In my experience a SSD would have been a handy tiebreaker.

    Have to say I’m loving the game so far.

  • '17 '16

    I know I’m a little late here, but here is the “Official” game video about Star Wars Rebellion

    https://www.youtube.com/watch?v=Ib4qXw0mqR0

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