So I just played two games and I got trashed by the imperials. . .I dont think I messed up that bad. . .Here is a question, if the games were played on a 4x6 board, how bad would that mess up the turns and movements?
Got completely demolished. . .
On a 4x6 the only thing it will really mess with is the number of turns a game goes. (You lose one turn to cover that extra foot.)
Now I will tell you a couple of things, first the Rebels have a higher learning curve than the Empire does. They require you to use flanking maneuvers that have to be timed right to get the best window of attack. So give yourself some time. The Empire players got it easier during the first few games becuase the strategy is simple, point the front at your enemy and fire.
Maybe I should start over.
The first rule of the Rebels is do not Joust a Star Destroyer!
The second rule of the Rebels is Do Not Joust a Star Destroyer!
Also focus on the objectives if there is one that has VP's.
Keep flying and you will see the VSD is S.L.O.W. All of your ships including the Mark II will fly circles around them and that is the idea, stay out of their front arc.
Edited by BeattyOn a 4x6 the only thing it will really mess with is the number of turns a game goes. (You lose one turn to cover that extra foot.)
Now I will tell you a couple of things, first the Rebels have a higher learning curve than the Empire does. They require you to use flanking maneuvers that have to be timed right to get the best window of attack. So give yourself some time. The Empire players got it easier during the first few games becuase the strategy is simple, point the front at your enemy and fire.
Maybe I should start over.
The first rule of the Rebels is do not Joust a Star Destroyer!
The second rule of the Rebels is Do Not Joust a Star Destroyer!
Also focus on the objectives if there is one that has VP's.
Keep flying and you will see the VSD is S.L.O.W. All of your ships including the Mark II will fly circles around them and that is the idea, stay out of their front arc.
Ahem, we are not slow. We are inevitable.
As I think about it, it would mostly depend on the objective in question. I don't know if you can say anything more general without knowing the objective.
Objectives were minefields
Would the extra foot of distance mean that the imperial player would have an extra turn to react to what I was doing?
Would the extra foot of distance mean that the imperial player would have an extra turn to react to what I was doing?
Depends, but the VSD does not react well at all. Now as for the Minefield that one plays to the Empire's advantage because it can cause bottlenecks that the Empire loves. If you are a Rebel player try hard not to let that be the Objective card played. If he is giving you the choice try not to pick that one for now until the Wave 1 ships get here.
Now I will tell you a couple of things, first the Rebels have a higher learning curve than the Empire does.
as it currently stands you're correct. However from what's coming down the pipe in terms of the Assault Frigate and the Mon Cal ships, i believe rebels are going to have an easier job as their ships favor fly byes and broadsiding attacks on your opponent. so they will favor circling around their prey like sharks while picking them off, where as the imperials will try and play the chase game as their main firepower comes from their front arcs
Now I will tell you a couple of things, first the Rebels have a higher learning curve than the Empire does.
as it currently stands you're correct. However from what's coming down the pipe in terms of the Assault Frigate and the Mon Cal ships, i believe rebels are going to have an easier job as their ships favor fly byes and broadsiding attacks on your opponent. so they will favor circling around their prey like sharks while picking them off, where as the imperials will try and play the chase game as their main firepower comes from their front arcs
Good point.
I would bet my starter set that somewhere down the line we'll get a no-brainer "You may use your front battery dice to perform an attack from a side hull zone. If you do this you may only fire from one hull zone that round" SD-centric card, though.
Fun tactic, if the Rebels have initiative, your last move should be putting a frigate as close as possible to a Victory. Next turn, have that frigate fire and move first so as to have your rear shields towards the victory and preferably in its side or rear fire arc.
It is possible to buzz a Vic in its front arc, but only if you have the initiative.
Rebs haven't even come close to destroying a SD yet alone winning in our games, no matter who uses them.
Tailing a SD doesn't work if Imperials have initiative as that just shoots first and then moves out of range or increases range, flanking just means your own ship gets shot up as it passes or is going to fast to turn back to face.
X-wings are knocked out easily by ties due to normally shooting first as they move quicker.
The Rebs need a perfect set of circumstances to win, Imperials can do whatever they like and will probably win.
It's only a matter of the "beginner scenario". If you Play the "full game (300 points+ with mission Cards) ist will be well balanced. That's one mistake FFG did with the core Game. They didn't deliver the Full gaming experience. I'm glad I got two Core sets.
We've been playing with 2 or 3 core sets mainly, at 300 and 400 pts, just can't get enough concentrated fire or get through the Tie screen :/
Hm, iirc two weeks ago I was reading more posts about the Empire being underpowered.
To win as Rebels with the core set stuff you need to maneuver around the VSD while taking squadron actions to take down the TIEs. your remaining X-wings and ships should then hammer the VSD from behind.
hehe, "hammer them from behind".
Hm, iirc two weeks ago I was reading more posts about the Empire being underpowered.
When wave 1 hits the Empire will be under powered for a month or so.
Or you can just kill the ties with x-wings and nebulon get a lead in points and than RUN till the game is over!
Well you know as well as I do those were people who played one game and got some of the rules wrong. Now that the Empire players have got their ships figured out and the Rebels are still working on the right movements it now looks like the Rebels are under powered.Hm, iirc two weeks ago I was reading more posts about the Empire being underpowered.
When wave 1 hits the Empire will be under powered for a month or so.
Gladiator is a pretty sick ship, Demolisher, Expander launchers and Engine techs. You can make a speed 2 move with 4 clicks or speed 3 with with 4 clicks, you can make 1 atack before and after movement for total of 8 black 2 red dice. Also it can do double ramming atack....
Honestly, the nebulon is the weak link in the rebel chain. The strong arc is the front, meanin you are heading straight forward at the vic. Even with two nebs focus firing, you can't n degrade the combat capabilities of the Vic to survive at close range, as there is NO redirect on the neb. So the nebs come straight in against 9 Vic shields vs 3? Front for the neb. Tokens on the neb are good at long
Range.
Neb sides are extremely vunteble, wih only one shield. No redirects. So circling is still very dangerous, and yu are very unlikely to get through the Vic shields.
Xwings don't help as they are too expensive compared to the ties to win independent of capital support.
Standout ship of the rebels is the CR90, especially the CR90b with Dodonna's pride. Angled right and you can drop two crits and the move out of range / long range.
Finally, Tarkin synergizes with Vic's. Mon Mothma synergizes with evades. We don't have mon Mothma. We have Dodonna, who synergizes with getting damage through shields. Can't do that without going head to head with a Vic using Neb B.
Essentially, Wave 1 brings balance / options to the game, but it does the most for the rebels (spcifcally Mon Mothma for core ships, AF2 for Dodonna).
Sorry for bad spelling, iPhone keyboard not great.
hehe, "hammer them from behind".
Tee hee
Essentially, Wave 1 brings balance / options to the game, but it does the most for the rebels (spcifcally Mon Mothma for core ships, AF2 for Dodonna).
more options than balance
the core set is balanced...at the 180 point cap ffg set for it ![]()
you give tarkin another victory next to what poor D can take and he's gonna scale outta control
Honestly, the nebulon is the weak link in the rebel chain. The strong arc is the front, meanin you are heading straight forward at the vic. Even with two nebs focus firing, you can't n degrade the combat capabilities of the Vic to survive at close range, as there is NO redirect on the neb. So the nebs come straight in against 9 Vic shields vs 3? Front for the neb. Tokens on the neb are good at long
Range.
Neb sides are extremely vunteble, wih only one shield. No redirects. So circling is still very dangerous, and yu are very unlikely to get through the Vic shields.
Xwings don't help as they are too expensive compared to the ties to win independent of capital support.
Standout ship of the rebels is the CR90, especially the CR90b with Dodonna's pride. Angled right and you can drop two crits and the move out of range / long range.
Finally, Tarkin synergizes with Vic's. Mon Mothma synergizes with evades. We don't have mon Mothma. We have Dodonna, who synergizes with getting damage through shields. Can't do that without going head to head with a Vic using Neb B.
Essentially, Wave 1 brings balance / options to the game, but it does the most for the rebels (spcifcally Mon Mothma for core ships, AF2 for Dodonna).
Sorry for bad spelling, iPhone keyboard not great.
You should try the HTC's keyboard, much worse. Suppose you use the tactic I proposed earlier to buzz the VSD, but instead run a flyby of it's fighter support. You can put a serious hurt on the ties then mop up with x-wings.
The Core Set Rebels handle just fine at 300pts.
It depends on the player I guess. I dont have any X-wing experiance and have only played 40k, Firestorm Armada, and Malifaux which are much different games in terms of play. The guy I played against I think was an heavy X-Wing player.
At 180pts we had the yellow objective that lets second player set up the victory point giving station. Since Rebels cant move a VSD and make them flee that lone VSD was able for 4 turns to gain victory tokens. . .
In game 2 @300pts, I used 4 x-wings, 2 neb escorts (anti squadron) and 2 CR90's (one of each) the mission was minefields.
He misread the card and thought the mines gave points as well so he placed them along his table edge and took several hits which meant nothing in the end.
I am thinking Wave 2 is when the Rebels will really shine. The MC30. . . THAT will be a fun ship to pilot. The MC80 a bit more.
I've only gotten to play one game thus far, but I thought the Neb was quite good as a long range artillery / starfighter support platform. My preferred maneuver with it was a sliding pivot (At speed 3: one click left @ 2 joint followed by two clicks right @ 3 joint for a VSD slightly to the right) which allowed me to maintain a forward face to the VSD while slowly circling around it.