Anyone seen anything about this?
From the previews so far, seems pretty clear you can easily blockade a system (though I'm hoping a lone transport cannot..)
Maybe (hopefully) this is a combat card mechanic..
Anyone seen anything about this?
From the previews so far, seems pretty clear you can easily blockade a system (though I'm hoping a lone transport cannot..)
Maybe (hopefully) this is a combat card mechanic..
I know. I am probably not the only one who wants to say, "com scan has detected a shield powerful enough to deflect any bombardment."
Surely... that's one of the things the shield generator mini could do.. (massive miss if not!)
While I am super stoked for this game and is a fantastic example of simplicity with tremendous depth. But i do feel like they simplified combat a little too much and a system similar to TI3 would have been more thematic. It is a shame because Star Destroyers especially were very much designed for orbital bombardment.
That said, a tactics card that represents the idea is highly likely.
Two tactics cards I would like to see are Orbital Bombardment and Airstrike. The first gives two damage to any unit and the second gives one extra dice of your choice for one ground assault round.
Orbital bombardments do not seem to be included from what we've seen. The shield generators serve a completely different purpose in gameplay than they did in the PC game. OBs were an essential part of the PC game, so I too am sad to see them gone.
I hope, like Eagle, that may have some tactical cards that fill this gap at least for the Empire. Add 1 red die to your ground combat for each star destroyer in orbit or something like that.
Surely... that's one of the things the shield generator mini could do.. (massive miss if not!)
From what I can spy from the Rebel sheet from one of the provides I think the shield generator provides 1 free ground tactics card each combat round. The Ion cannon though removes 2, I think red, dice from the Empire when attacking.
Surely... that's one of the things the shield generator mini could do.. (massive miss if not!)
From what I can spy from the Rebel sheet from one of the provides I think the shield generator provides 1 free ground tactics card each combat round. The Ion cannon though removes 2, I think red, dice from the Empire when attacking.
Yes, that was what I was able to read as well.
I agree with the others, we will probably see bombardment as ground tactic cards. Probably one that needs a die result to activate, in trade for automatic damage.
Maybe we will see a planetary shield card that prevents a large amount of damage as well.
In the latest AngryJoe Video, they play a tactics card called Bombardment, it was a clash ability that did damage to ground units.
I guess the designers had to choose whether they wanted this epic 2-player space opera to be a tactical wargame that takes about 5-6 hrs to play or a strategic wargame with a less detailed battles but could be played in 3-4 hrs. Can't have everything, I suppose.
In the latest AngryJoe Video, they play a tactics card called Bombardment, it was a clash ability that did damage to ground units.
Do you have a link? Couldn't find an Angryjoe Video about Rebellion
http://www.twitch.tv/angryjoeshow/profile
Warning - it is pretty tough to watch with all of the rule errors.
Edited by DeadwolfYea I think that's a bit of missing feature, BUT I can also see why it's something that is confined to tactics cards. If it was 'automatic' then it would make winning the space part of the fight much more valuable, and possibly make ground combat redundant.
Also we don't know the make-up of the tactics deck; it's possible that there's enough bombardment cards that will happen pretty often.
-Will
Yea I think that's a bit of missing feature, BUT I can also see why it's something that is confined to tactics cards. If it was 'automatic' then it would make winning the space part of the fight much more valuable, and possibly make ground combat redundant.
Also we don't know the make-up of the tactics deck; it's possible that there's enough bombardment cards that will happen pretty often.
-Will
In the PC game, orbital bombardments were my go-to tool for planetary conquest. No reason for massive ground armies that would suffer horrible losses no matter the advantage I had...just level the planet from space.
There was a downside though. If your fleet wasn't big enough, you might not kill anything. If they had 1 shield on the planet, you needed a BIG fleet. If they had 2 shields, you couldn't do the bombardment.
Then, if your fleet was too big, you might destroy civilian targets, which would drastically cut into your support on the planet and in the system. A bad bombardment could cause half the system to switch from neutral to enemy supporters.
Trying to replicate that in boardgame form would be difficult. But giving someone the ability to just wipe out ground forces willy nilly would make the ground forces almost worthless.
Even so, a people should have cause to fear a fleet of Star Destroyers orbiting their world.
Yea I think that's a bit of missing feature, BUT I can also see why it's something that is confined to tactics cards. If it was 'automatic' then it would make winning the space part of the fight much more valuable, and possibly make ground combat redundant.
Also we don't know the make-up of the tactics deck; it's possible that there's enough bombardment cards that will happen pretty often.
-Will
In the PC game, orbital bombardments were my go-to tool for planetary conquest. No reason for massive ground armies that would suffer horrible losses no matter the advantage I had...just level the planet from space.
There was a downside though. If your fleet wasn't big enough, you might not kill anything. If they had 1 shield on the planet, you needed a BIG fleet. If they had 2 shields, you couldn't do the bombardment.
Then, if your fleet was too big, you might destroy civilian targets, which would drastically cut into your support on the planet and in the system. A bad bombardment could cause half the system to switch from neutral to enemy supporters.
Trying to replicate that in boardgame form would be difficult. But giving someone the ability to just wipe out ground forces willy nilly would make the ground forces almost worthless.
Yes that matches my recollection as well; I tended to concentrate on space superiority, and ground combat was for mop up most of the time. So basically I agree, to make both combat theaters equally valuable you need to balance the impact, but the balancing factors are different in a board game.
-Will
http://www.twitch.tv/angryjoeshow/profile
Warning - it is pretty tough to watch with all of the rule errors.
Thanks, watched it ... at least the battle at the end of the game ... seems they did something wrong there with the fighting back - or otherwise the attacker would have a massive advantage.
http://www.twitch.tv/angryjoeshow/profile
Warning - it is pretty tough to watch with all of the rule errors.
Thanks, watched it ... at least the battle at the end of the game ... seems they did something wrong there with the fighting back - or otherwise the attacker would have a massive advantage.
I just kinda hate where Joe read the first half of the Rebel card which allows them to find a new base so once the Rebel base the other guy was just kinda screwed into not being able to do anything as Joe moved his army over to him and fired his Death Star from planets away at times.
OMG....where is my "battleship thump?"