Editing
Star Wars: Rebellion
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===The Rebellion=== The Rebellion's main goal is to gain Reputation, which reduces the End Game counter. When the Turn Counter meets the End Game counter (which start at 1 and 14, respectively), the Rebellion Player wins as the galaxy is engulfed in total, open rebellion. Getting there is slightly more difficult, however... The Rebellion are constantly the underdog, as they should be. You will have fewer ships, weaker ships and little coverage over the map. However, you also have the advantage of movement and knowledge. Your Rebel Base is somewhere on the map, hidden from the Empire Player and it is paramount that you keep it from being discovered from them! Your Missions allow you move units to and from the hidden Rebel Base to make raids on the Empire, discover Objectives, Sabotage the Empire's production base and stuff like this. The Rebellion gains their Reputation from performing Objectives. Objectives are often risky, all-or-nothing moves that require you to destroy enemy units or gain Loyalty across the galaxy. Unique to the Rebellion are Structures (Shield Generators that gives a Tactic card every combat turn and Ion Cannons that reduce the power of enemy ships) and the fact that their X-Wings and B-Wings don't require transports to move. This means that the Rebellion are great at defending themselves on the ground and better at making smaller, cheap fleets of fighters. '''Tips and Tricks''' * '''How to Mon Mothma:''' Of your four starting Leaders, Mon Mothma is the one the Empire Player will hate the most. With three Diplomacy and one Logistic Skill but no tactic values (which is what a Leader needs to be able to move units or do battle), she is a predictable diplomatic monster that will reliably give you Loyalty in Systems far from the Empire every turn or counter the Empire's two-three Diplomatic Leaders. The Empire Player knows exactly what Mothma will do every time you place her on a Mission and will hate you for it, since their only Leader that can reliably oppose her is Granddaddy Palps himself, and the Imperial player would rather be using him for ANYTHING but chasing her around the galaxy shutting down her campaign rallies. Use her ruthlessly, constantly and efficiently and she'll give you a fleet in no time. * '''Don't play a wargame:''' Yes, you have fleets of star-fighters and ships but you are 1) hilariously outmatched in size and 2) you gain nothing from moving fleets. Your fleets are a bit like a Damocles' Sword; always dangling close to the Empire and threatening to attack them, but if need be you can retreat them into your Base to attack somewhere else later. Your fleet can sometimes give you the option to attack smaller Empire fleets and get an Objective point or two, which is totally viable, even if you lose a Cruiser doing it. * '''Fighters and You:''' Your X-Wings and B-Wings are fantastic, and here's why: They don't require transport, and you get them as cheaply as the Empire gets TIEs, who function like X-Wings that has to have a carrier to move it. This means that you should get as many Fighter-producing planets as possible, since they can go anywhere and attack anything (B-Wings giving the crucial Red Die that can damage larger Ships). Your capital ships are fine but you have less than the Empire, so get them if you can but accept it if you don't. * '''Place the Rebel Base away from the Death Star:''' The Rebel Base gets extremely difficult to crack really fast, even for the Empire's AT-AT's. You know what cracks defenses real fast though? That's right, green planet-destroying death-beams. So even if it's predictable, don't place your Base close to the Death Star. No need to make the inevitable invasion easy on the fascists! * '''Don't Lose Hope!:''' You'll lose a lot of engagements. Missions you thought were in the bag will be countered, Leaders will be captured and tortured and your hard-earned fleets will be overwhelmed and destroyed. It will seem like the cards were stacked against you from the very beginning, and in many ways they were... But that's the nature of being insurrectionists trying to fight a ruthless militarist empire. You win with time; you just need to live that long. This is also why Objectives are so important since they reduce the time you have to survive. Even if you know you'll be dead in a turn or two, keep going and make the Empire pay for every step they take.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information