ok so I'm playing through this for the first time and theres something i don't get. If empire can remove a sabotage counter each turn with R&D mission with no check or roll (rules say "resolve" just happens, right?) how is sabotage ever going to be strong? and how is the objective cut supplylines, that says you complete it by having three sab counters in play, ever going to happen?
that indicates I'm doing something wrong.
I mean, were in second turn and empire player has 5 leaders=5 actions and thats only going to get better so obviously hell always be able to cancel one san counter per round for the rest of the game if he wants.
What am i missing?
(please help asap) : )