@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.