Shield Generators

By Jaegrik, in Star Wars: Rebellion

Just finished a game with the final battle ending up like this:

Imperial player invades the rebel base planet and manages to kill all of the rebel forces apart from the three shield generators while still having A storm trooper and an AT-ST available and all of the critical hit tactics cards. The rebel player was able to play three cards to block all damage each turn and the imperial player was hoarding the critical hit cards because they were the only way for the shield generators to do damage to the imperial forces. Each round, however, the rebel player was able to redraw the three cards he would have to spend to block the damage before the imperial player could draw them from special icons on the dice, resulting in an endless loop each combat round, with neither side able to kill the other.

I have to say it was an incredibly disappointing ending to an otherwise amazing game, and although we looked up rules on structures and tactics cards we could find no way to resolve the issue. Has anyone else managed to get themselves into this situation?

We also had the same situation but found in the rules that it didn't say tactic cards would be reshuffled back in. So the Generators can only draw you limited extra cards. Eventually, even a lone Imperial trooper will destroy 3 lone Generators.

Edit: I believe tactic cards get reshuffled after combat ends.

Edited by theChony

RRG Pg 4:

– If the only remaining Rebel ground units are structures

and there are still Imperial ground units in the system,

the structures are destroyed.