Leaders

By Scoundrel, in Star Wars: Rebellion

if a leader is "coincidentally" present at a battle or a mission being attempted, can i use them? or rather; do i have to? Or do only the leaders, that are assigned to the battle or mission in question count? by this i mean the assigned leader(s) attempting the mission or activating the system for the battle and opponents leaders that are assigned as "opposers" of the given mission or battle.

Does this make sense? : )

lets say I'm dark side and vader ends up doing something on naboo. then later that same turn a attack naboo with a diffenret leader. can i then use vader who is "coincidentally" there (by my homegrown terminology here) in that battle?

All leaders in a system count, unless they are captured or in carbonite. Remembering, in combat, you ONLY collect tactics cards for the highest value, (probably different leaders for each theatre) and the dice in a mission caps at ten.

yeah one tactic I see that needs to be nerfed is to use an empty planet as a mission activation site keeping the rest of your planets free. I mean there was one planet right next to an imperial fleet with 4 rebel leaders and imperials can't really go in and capture or stop more than 1. Honestly I think if there was any word on a meeting between 4 top enemy leaders that place would risk getting raided.

yeah one tactic I see that needs to be nerfed is to use an empty planet as a mission activation site keeping the rest of your planets free. I mean there was one planet right next to an imperial fleet with 4 rebel leaders and imperials can't really go in and capture or stop more than 1. Honestly I think if there was any word on a meeting between 4 top enemy leaders that place would risk getting raided.

If a rebel player is doing this, then they are not using attack style mission cards like sabotage, or infiltration that require them to be placed on an imperial plant.

This cuts their choices if they are only playing safe cards, which is why I am careful (especially early game) from using heroes on imperial planets.

Capture is BRUTAL for the rebels as it is.

yeah one tactic I see that needs to be nerfed is to use an empty planet as a mission activation site keeping the rest of your planets free. I mean there was one planet right next to an imperial fleet with 4 rebel leaders and imperials can't really go in and capture or stop more than 1. Honestly I think if there was any word on a meeting between 4 top enemy leaders that place would risk getting raided.

If a rebel player is doing this, then they are not using attack style mission cards like sabotage, or infiltration that require them to be placed on an imperial plant.

This cuts their choices if they are only playing safe cards, which is why I am careful (especially early game) from using heroes on imperial planets.

Capture is BRUTAL for the rebels as it is.

Sure but again shouldn't there be something that if there are 4 commanders in a secret meeting an enemy can take over the planet and prevent those commanders from being retrieved for the next turn? They are not captured and when you send a "rescue" force over there they will add in their battle cards but it does make piling up your commanders on one place a bit risky.

Edited by Marinealver

if a leader is "coincidentally" present at a battle or a mission being attempted, can i use them? or rather; do i have to? Or do only the leaders, that are assigned to the battle or mission in question count? by this i mean the assigned leader(s) attempting the mission or activating the system for the battle and opponents leaders that are assigned as "opposers" of the given mission or battle.

Does this make sense? : )

lets say I'm dark side and vader ends up doing something on naboo. then later that same turn a attack naboo with a diffenret leader. can i then use vader who is "coincidentally" there (by my homegrown terminology here) in that battle?

Each time a mission is revealed, an available Leader from the pool can be added to Oppose (assuming it's not a Reveal Mission, like finding a new Rebel Base), so multiple Leaders from both sides can accumulate on a system, as well as participate in each subsequent Mission on that system. So Leah launches a Mission, and Palpatine opposes. Then Vader launches a mission to the same system, so Vader and the Emperror perform the Mission, and Luke opposes alongside Leah.and so on.

As for Combat, you may only add a Leader to a system about to enter combat, if there are no Leaders with Tactics already there. If you've already got a 1 Space/ 1 Ground Tactics Leader present in Naboo when the Emperor activates the System for an invasion, you can't respond by adding Jedi Luke. You're stuck with who is already there. But, everyone that's already there can be used when determining how many Tactics cards to draw.

yeah one tactic I see that needs to be nerfed is to use an empty planet as a mission activation site keeping the rest of your planets free. I mean there was one planet right next to an imperial fleet with 4 rebel leaders and imperials can't really go in and capture or stop more than 1. Honestly I think if there was any word on a meeting between 4 top enemy leaders that place would risk getting raided.

This sounds like another one of these crazy hypothetical scenarios that would never happen, that this forum loves inventing.

I'm going to assume by "empty planet" that you mean a system with no units (rebel or imperial), and no loyalty to the rebellion (thus making it of negligible tactical value). So I have two questions for you.

1) What four missions are the rebels playing here that leave the system "empty"? All the missions that come first to mind, either change the system's loyalty or bring in units. Certainly by the time four leaders have performed missions there, this system has become a strategic resource.

2) let's say you're right and the Empire wants to break up the party. Imagine they send a bounty hunter. Don't you think Boba Fett would have a harder time opposed by four heroes than by one? Even on Hoth (let's ignore that it was the rebel base and of paramount value for the moment), Vader was there to capture a leader. There were six leaders on that base (Luke, Han, Chewie, Leia, Wedge, Rieekan) and none were captured.

Oddly enough, I am going to have to agree with Marinealver this time. And, oh look, there is a game mechanic for it. Play the detained and captured cards. Two leaders don't come home... assuming you succeed, of course.

OOps, you can't play capture in a system with no imps. Not sure about detain, tho.

EDIT cuz I am an idiot

Edited by Hersh

Oddly enough, I am going to have to agree with Marinealver this time. And, oh look, there is a game mechanic for it. Play the detained and captured cards. Two leaders don't come home... assuming you succeed, of course.

OOps, you can't play capture in a system with no imps. Not sure about detain, tho.

EDIT cuz I am an idiot

Detain can be played in any system. Also, Collect Bounty (Boba Fett's +2 mission) allows capturing in any system.

yeah one tactic I see that needs to be nerfed is to use an empty planet as a mission activation site keeping the rest of your planets free. I mean there was one planet right next to an imperial fleet with 4 rebel leaders and imperials can't really go in and capture or stop more than 1. Honestly I think if there was any word on a meeting between 4 top enemy leaders that place would risk getting raided.

If a rebel player is doing this, then they are not using attack style mission cards like sabotage, or infiltration that require them to be placed on an imperial plant.

This cuts their choices if they are only playing safe cards, which is why I am careful (especially early game) from using heroes on imperial planets.

Capture is BRUTAL for the rebels as it is.

Sure but again shouldn't there be something that if there are 4 commanders in a secret meeting an enemy can take over the planet and prevent those commanders from being retrieved for the next turn? They are not captured and when you send a "rescue" force over there they will add in their battle cards but it does make piling up your commanders on one place a bit risky.

Capturing one leader at a time is pretty harmful to the Rebels as-is. Something like this would be decisively unbalancing, no matter how thematic it might seem.

Plus, over the course of the game, the Imps can take out 3 leaders (capture, carbonite, and dark side), one of which goes to their side, so the Empire then has a 9 to 5 leader advantage. Talk about a "power play"! Add in the Detain mission for a turn, and the ratio goes to 9 to 4!

Detain basically ties up one of your leaders this turn so that you can tie up one of your opponents leaders next turn. Its annoying for the Rebels but its basically a one for one trade, with the Imperials getting to choose the trade.

The Imperials really need an action advantage over the Rebels to have a chance at winning. They have so many fleets to move and they still need to do missions and get some blocking in. The rebels tend to just have zero to one fleets to move each turn so they start with an advantage in the area of leader availability.

Detain basically ties up one of your leaders this turn so that you can tie up one of your opponents leaders next turn. Its annoying for the Rebels but its basically a one for one trade, with the Imperials getting to choose the trade.

The Imperials really need an action advantage over the Rebels to have a chance at winning. They have so many fleets to move and they still need to do missions and get some blocking in. The rebels tend to just have zero to one fleets to move each turn so they start with an advantage in the area of leader availability.

If you are detaining just to detain, it's not very useful. As with everything else in this game, timing is critical.

Detaining the best leader that can counter your capture attempts may make capturing an enemy easier.

Detaining the best navy or army leader on their team the turn before you plan a massive navy or army battle might give you an advantage in that battle.

Detaining someone that you want to capture next round may make sure they stay put for that attempt.

Detaining by itself is somewhat pointless, but detaining in combination with something else can be effective.

Detain basically ties up one of your leaders this turn so that you can tie up one of your opponents leaders next turn. Its annoying for the Rebels but its basically a one for one trade, with the Imperials getting to choose the trade.

The Imperials really need an action advantage over the Rebels to have a chance at winning. They have so many fleets to move and they still need to do missions and get some blocking in. The rebels tend to just have zero to one fleets to move each turn so they start with an advantage in the area of leader availability.

If you are detaining just to detain, it's not very useful. As with everything else in this game, timing is critical.

Detaining the best leader that can counter your capture attempts may make capturing an enemy easier.

Detaining the best navy or army leader on their team the turn before you plan a massive navy or army battle might give you an advantage in that battle.

Detaining someone that you want to capture next round may make sure they stay put for that attempt.

Detaining by itself is somewhat pointless, but detaining in combination with something else can be effective.

Yes that's all true and I find it a useful card. It is good to keep in mind that its a 1-1 trade, so don't just do it.

Possibly a stupid question, but do leaders count as units? For example if you have the objective that requires X amount of rebel units to be out there, do your leaders count towards that total, or is it just things represented by the plastic minis?

Possibly a stupid question, but do leaders count as units? For example if you have the objective that requires X amount of rebel units to be out there, do your leaders count towards that total, or is it just things represented by the plastic minis?

I don't believe so. A captured leader is moved like a unit, but doesn't count as a space a unit is taking up. All you need to transport them is a capital that can transport. My assumption is that they wouldn't count as a unit for that objective.