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===The Empire=== The Empire's goal sounds simple. Crush the Rebellion by destroying their Base!... And just like with the Rebellion, it really isn't that simple at all. There are 38 planets on the map and 6 of these are currently controlled by you, so 32 Planets may hold the Rebel Base; and once you get there, you need to have a force that can actually beat the Rebel Base, which is likely as fortified and closed-up as your closet. To your advantage, you start out strong and only get bigger and meaner after the fact. You can produce on planets if you have any Ground Troops on them (you can't make an omelet without breaking a few civilian skulls after all), your units are statistically better and you really don't have to take risks. Compared to the scrappy Rebellion, the Empire is a slow, pondering machine that requires a weird combination of finesse and planning to get to sing. Your Missions let you get Project Missions to build super-weapons, capture and torture Rebel Leaders and gain information to look for the Rebel Base. The Empire's unique faction features are efficient units like AT-ATs, which the best Ground Force in the game and all ships have more transport capacity and you get super-weapon like Super Star Destroyers and the Death Star. You get Project Missions that increase production and let you build Death Stars, fire the Death Star beam and make Super Star Destroyers. You also draw Probe cards from a deck of all the planets that ''don't'' have the Rebel Base on it. Your Ground Forces Subjugate planets, letting you use a lesser amount of their production capacity without gaining Loyalty there first. '''Tips and Tricks''' * '''Learn the strengths of your Leaders:''' Compared to the Rebellion, Empire Leaders tend to be either high-skill powerhouses like Vader (Two Diplomacy, three Spec Ops) or Palpatine (Three Diplomacy, two Intel) or Moffs with only a few skills each like Grand Moff Tarkin (One Intel, Diplomacy and Logistics). This is at once a problem and a boon, but it requires that you know what you're doing. You mostly need to assess whether or not you can afford using your heavy hitters for simple things like moving fleets or one-Skill Missions that some poor shmuck could do instead. If you play with Action cards, keep in mind that your Moff Leaders can be pretty dang powerful as long as you know when and how to use those cards. * '''Always have a Plan B:''' The Rebellion is gonna mess with your everything, that's just how it is. You deal with that by making sure that it doesn't matter even if they're successful. Sabotage on your Star Destroyer-creating planet? Whatever, you have another one rearing to go. Discovered that the Rebel Base isn't in the Region you thought it'd be? Well you are assembling a fleet somewhere else either way, so who cares. The Rebel scum took over a planet with a rebellion? Who cares, that won't save their Base from being Death Star-ed. Never, ever make a game plan that can actually be halted entirely by the Rebellion. * '''Quantity is a quality all of its own:''' Your fleets and Ground Forces are area denial more than anything. As you expand and take more planets you gain more production, but crucially you make the Rebellion's life tougher. You box them in, deny them possible sources of production and make it more dangerous to move fleets around. Yes, your Star Destroyers fuck shit up and they can bring all the TIEs on the way to the keg party, but their main strength is that the Rebellion has to use ''way'' more planning and resources to do anything about it. Even just leaving two Stormtroopers on every Subjugated planet is enough to deter most attacks, and if the scum come knocking anyway? Who gives a Gundark's ass! This isn't [[Risk]], the rebels aren't going to blitzkrieg half the map for army cards. * '''"Win-More" actually makes you win more:''' A "win-more" move is gamer-slang for any move that doesn't win the game for you, but just makes your win more likely. It's generally a bad thing in most games (it's better to make moves that help you win when you're behind rather than overdo your own win), but surprisingly, it's one of your strongest tactics in this game. "Win-more" moves as the Empire is many of the Projects (like the Super Star Destroyer) and capturing Rebel Leaders. You don't really need to do any of these, and if you do manage to get them it just means you're winning already. It works because the Rebel Player is so starved for options that if you manage to take a Leader from him or build an unassailable superweapon, it changes their position from ''"Cornered but not out"'' to ''"Why did I even wake up today"''. ** '''Don't do a Hitler:''' ... That said, don't keep overdoing Projects and Capturing Leaders. It's great and feels awesome when you finally do it, but they rarely actually help you finding the Rebel Base. You'll be halfway through the game and suddenly the Rebellion is three turns from winning and you have ten Probe cards. There's a reason the Research Division of Nazi Germany gave Hitler the finger when he wanted to make the Ratte tank; one big thing doesn't win a war. YOUR WIN CONDITION is to find their base among 32 possibilities, and you have MAYBE 8 turns to do it. Stay on target. {{Star Wars}}
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