One of the most engaging and thematic features of the 1998 PC game was the way the Empire and Rebellion played a cat and mouse game, with the Rebels typically moving its HQ and construction facilities to more distant star systems and having its fleets evading Imperial forces until such time as they had grown significantly in strength. Playing as the Empire, it was huge fun trying to hunt down Rebel forces with probe droids (shades of Vader's "What of the reports of the rebel fleet massing near Sullust?") and then trap and crush them. It was also great having limited intelligence on systems on which you didn't have a political or military presence. It was, for example, fascinating to drop out of hyperspace and find that the planet believed to be uninhabited now contained a small neutral colony with growing industrial facilities (shades of Admiral Ozzel's " My Lord, there are so many uncharted settlements. It could be smugglers ; it could be pirates. ")
Can a Star Wars strategy board game really work without this kind of fog of war? God-level overview of the whole playing area and its contents would surely wreck the experience?
Surely FFG are going to build FoW into this game?
Oh, please do, FFG...
Edited by hismhs