Rebel alliance the game


















Your opponent will check those out early and your cover will be blown. Ideally you want to pick a system that is not adjacent to any Imperial controlled world. Picking one of your starting systems is a risk but a potentially worthwhile one.

By having your base on a world you already control you can add up to four units each round to its defenses two to the system, two to the base. This can force the Empire to commit a large force to taking it. If you time it right you can hold them off long enough to move the base to another system on the other side of the galaxy and then leave the Empire with not enough turns to move forces over there before the game ends.

Alternatively you can take the misdirection approach and pick a system in a sector where you control no planets. Build up a defensive ring around Nal Hutta and focus on sabotaging Imperial worlds in adjacent sectors. If you make a concerted effort to appear to be trying to keep the Empire from moving units to one particular area, your opponent will definitely want to succeed at doing that. In fact, the Empire can control the entire galaxy, except your base, and you can still win the game.

Now, you would have to get really lucky to make it that long but technically it can happen. So be patient. Early in the game you have no hope of winning any fight against the Empire.

Keeping what you have alive is important because you will not produce as many units as the Empire, at least for awhile. Thanks to the Hidden Fleet mission you have the option to keep your forces concentrated in your base and deploy them at an opportune moment.

In one game I waited several turns, building up some good missions and recruiting leaders. In one turn I cut the Empire off from deploying units to that entire half of the board. It had been a running retreat until then but that turn put the Empire out of range of finding my base before the game could end. As the Rebel player you have the advantage of playing it safe. The Empire has a ticking clock. Use that to keep them off balance.

One of the easiest rules to forget about, especially for new players, is the simple fact that a system that has a leader in it cannot move units out of it. For an Empire player there is nothing quite as frustrating as having to choose between making an attack against a Rebel stronghold or letting the Rebel player keep you from building a shiny new Star Destroyer because Corellia just got sabotaged. There are several missions available to the Rebels that allow you to stage uprisings on subjugated worlds.

Use this to force the Empire to over commit defensive forces. Bonus points if you do this on a world that can threaten Coruscant. Stay Hidden Your primary and most important objective for the Rebellion is to keep your base hidden. Death of a Thousand Cuts As the Rebel player you have the advantage of playing it safe. Gamers Corner Consensus track Gamers Guide. Explore Wikis Community Central. Register Don't have an account? Rebel Alliance. Edit source History Talk 1. Categories Pages using duplicate arguments in template calls Stub Factions Add category.

Cancel Save. Universal Conquest Wiki. Declaration of Rebellion. Alliance Charter. Chief of State. Alliance Commander-in-Chief.

Chief of State, Cabinet. Advisory Council. Galactic Basic Standard.



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