I'm in the opposite camp. I say that you can't do a mission in the Dagobah System if there's no Dagobah System on the board. The Destroyed System marker completely obscures the system and the name. There is a reason you're hiding the system. It's now "Destroyed System" as far as I'm concerned.
And I'm very sure your camp is wrong.
Why?
Because if your camp's interpretation is correct, it means that the optimal Imperial player strategy should be: blow up Dagobah as soon as possible .
It doesn't matter whether the Rebel Base is or isn't there. What matters is preventing the Seek Yoda mission.
The effects of this are pretty clear: if the Seek Yoda mission cannot be resolved, the Rebel player:
- does not gain the 1 re-roll per round ability (Seek Yoda)
- never gets a 3/3 Leader with 5 Mission Icons (Luke Skywalker (Jedi))
- can never eliminate Palpatine and Vader (Return of the Jedi)
- has one less 2-point source (Return of the Jedi)
... and so it is in the best interest of the Imperial player to blow up Dagobah regardless of whatever the Rebel player does.
As a consequence, you end up with a situation where the Rebel player's optimal counter-strategy is completely ignoring Dagobah's existence and never recruiting Luke.
Is that really the kind of Star Wars game you want?
I disagree with you completely. I'm not talking about the initial question about destroyed systems, but what the imperial strategy should be.
There are 3 or 4 system specific missions, and all of them are fairly powerful.
Using your logic would mean the Imps would want to blow up multiple planets at the start of the game. This would likely occupy the DS for the entire game, and open the Rebels up to a 3 or 4 point objective gain at some point.
But lets say we simply consider the Dagobah system and it's mission.
Starting the game and destroying Dagobah would require a lot from the Imperial player. Actions to move the DS, actions to acquire and use the laser. You'd be throwing away half your actions in the first couple turns just to complete this objective.
This is time when every action is critical, and the DS is better used to bully the heck out of the Rebels while they don't have a way to stop it.
You might be preventing them from upgrading 1 leader, but you are using a lot of actions to do it, giving the rebels a lot of unopposed actions early in the game, giving up the use of your DS while it's indestructible, and giving the rebels at least 1 objective point.
Ensuring an objective point for the enemy while also giving them a big advantage in early action efficiency and failing to use your unstoppable force is just poor play all around. You choreograph that kind of move against a rebel player with any kind of sense and they are going to run you over early on, securing other objectives asap.