• '22 '20 '19 '18 '17 '16

    You’re welcome YG, I’m glad you’re enjoying the game.

    I think the principal reason for revealing the base is to protect against the Death Star from stumbling in and blowing up the system without revealing the base and fighter defenses there.


  • I have tipped my hat to my opponent where the Rebel Base was because I needed to gang up on a Star Destroyer that was in an adjacent system and there were 2 Mon Cals at the Rebel Base.  So I moved them from the Rebel Base space to the Star Destroyer and opened up a can!  Next turn I had to jump bases…

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    @ChromiumAgeCollector:

    I have tipped my hat to my opponent where the Rebel Base was because I needed to gang up on a Star Destroyer that was in an adjacent system and there were 2 Mon Cals at the Rebel Base.  So I moved them from the Rebel Base space to the Star Destroyer and opened up a can!  Next turn I had to jump bases…

    So no card required?… just reveal the base with all it’s units, activate the adjacent system where the Imperial units are, and hit it all in one turn?


  • No cards required.  You don’t technically reveal the base.  If the Rebel base is on Naboo (for example), you can move ships from the Rebel Base space to a system adjacent to Naboo with an activation.  But it pretty much tells your opponent where the base is.

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    @ChromiumAgeCollector:

    No cards required.  You don’t technically reveal the base.  If the Rebel base is on Naboo (for example), you can move ships from the Rebel Base space to a system adjacent to Naboo with an activation.  But it pretty much tells your opponent where the base is.

    so than can’t a unit on the base claim the system it’s on to gain loyalty in that system, and in turn pretty much telling my opponent where the base is?


  • That they can’t do.  I would think of it like this.  The Rebel Base space represents like a continent on the planet.  That continent may be Rebel Loyal, but the planet is a whole may or may not be.

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    @ChromiumAgeCollector:

    That they can’t do.  I would think of it like this.  The Rebel Base space represents like a continent on the planet.  That continent may be Rebel Loyal, but the planet is a whole may or may not be.

    Ok, so they can reveal to attack, but not to gain loyalty (a transported unit from another system is required for that).

    Cheers.


  • No, the base does NOT have to be revealed to move a unit from it to its corresponding system or a system adjacent to the planet that contains the rebel base.

    Revealing the base does NOT automatically give its corresponding system Rebel loyalty.  Moreover, Rebels do NOT have an equivalent of Subjugation.  So simply landing a Rebel Trooper on a planet will NOT give it Rebel loyalty.  You will have to use a mission card to give a system Rebel loyalty.

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    @ChromiumAgeCollector:

    No, the base does NOT have to be revealed to move a unit from it to its corresponding system or a system adjacent to the planet that contains the rebel base.

    Revealing the base does NOT automatically give its corresponding system Rebel loyalty.  Moreover, Rebels do NOT have an equivalent of Subjugation.  So simply landing a Rebel Trooper on a planet will NOT give it Rebel loyalty.  You will have to use a mission card to give a system Rebel loyalty.

    WOW! sounds like we were playing that all wrong… so the only way a system can become loyal to the rebellion is with mission cards?.. we we’re jumping on them and laying down rebel loyalty markers like the Axis & Allies monkeys we are.

  • '22 '20 '19 '18 '17 '16

    Heh, that is an assumption a lot of first timers have. At the very least, having Rebel units on a system makes Build Alliance a near-lock with Mon Mothma thanks to  the +2 dice bonus.

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    @General:

    Heh, that is an assumption a lot of first timers have. At the very least, having Rebel units on a system makes Build Alliance a near-lock with Mon Mothma thanks to  the +2 dice bonus.

    True, makes sense now… maybe I should learn all the rules before inserting house rules to create balance (lol).


  • I actually do like your house rule for finding the rebel base.  If there is an imbalance in the game, it does slightly favor Rebels in my opinion.


  • To clarify, just 1 rep point each time the base is found.  The linear progression would dramatically favor the empire.

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    @ChromiumAgeCollector:

    To clarify, just 1 rep point each time the base is found.  The linear progression would dramatically favor the empire.

    Actually… -1 reputation each time the Rebel base is moved (no linear progression)… a slight difference from what you said.


  • That is what I meant  :-)

  • '22 '20 '19 '18 '17 '16

    While I would like to have one more mission for the Empire that can reduce Rebel reputation (just Carbon Freezing and Lure of the Dark Side but only with Luke) I feel the game is balanced enough.

    Then again in my experience the Rebel player typically moves the base once at most, so losing a reputation isn’t a big deal. But I’ve had victories come down to the wire for both sides, so even a one reputation swing is crucial.


  • Skipped ahead to post but and say this is a frelling awesome game. Last game I played I thought once again (with some considerable frustration) the Rebels were going to slip through my fingers but they hadn’t in fact moved the base. I sent Boba Fett to capture Luke, turned him to the dark side with Vader and The Emperor and then sent Luke to lead the final assault on the Rebel base. At that point I didn’t actually care if I’d win the battle as the whole thing was just crazy cool.

    This is a pretty balanced game really but it is certainly more difficult for the Imperials as they have many more things to juggle and balance. The main concerns are the probe deck and getting enough material moving through enough systems.

    Many of the games come down to a big battle for the win.

    I especially like the alternating nature of doing missions and activating systems in a turn between the sides instead of Rebels do their thing/Imperials do their thing. It makes for many interesting decisions.

    And all of my games have been, “Whoa, wait, It’s WHAT time?” Long games but they fly by.

    I highly recommend this game for any A&A fan.

    Ohhh and these are pricey but look perfect… https://www.topshelfgamer.com/collections/featured-products/products/zen-bins-rebellion-custom-trays


  • Okay so caught the whole thread and I’d agree that IF this game needs house rules it certainly would be in the area of some sort of penalty to the Rebels moving the base. Maybe that lost rep point, maybe some sort of free move for the Imperials.

    Alternately some sort of way to not draw the probe card for a system I’m currently standing on as the Imperials would be terrific although the Rebels remaining hidden despite the Empire being around is pretty flavorful. Or on those lines some other intel mission or intel leader maybe.

    That and the Rebels can get too many big capitol ships too quickly and make up their material deficit early on pretty much amount to my only complaints with the game. And they aren’t big complaints or really “broken” things.

    This game is terrific.

  • '22 '20 '19 '18 '17 '16

    i agree frimmel, I love the game and time flies whenever my group plays.

    You can set your clock to a Utapau Build Alliance opener, the only case I could make for getting a different system would be starting with Mon Calamari and not having the Empire next door at Saleucami. If possible the Rebels could go after Geonosis or Mygeeto if available and get an early structure to keep in the queue. But even then the Rebel player will just double down and get the Mon Cal Cruiser and Corvette from Utapau.

    The dilemma of drawing probe cards for occupied systems is addressed by Intercept Transmission, but this card is controversial amongst players since since it plays right into the Rebel player’s hands right before a move by taking Imperial occupied planets out of the deck ensuring a smooth relocation. But if done before a move it’s great for compiling probe cards.

    For the Empire, the best aces in the hole are Planetary Conquest (either preceding or following a base invasion), Scouting Mission (the Rebels can still survive by keeping space units in the base) and Catch Them By Surprise (attack them before they launch a pre-emptive strike).

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    I was thinking that all these great game mechanics in Star Wars Rebellion would also make for a pretty awesome Walking Dead game.

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