Why not just hide in Mon Cal system

By chriscook, in Star Wars: Rebellion

In a demo game in which the Imperial player was given a Superlaser Online card to start and pointed towards the system, yeah.

But as far as actual game play goes, you aren't going to often find an opposing player wasting early game actions to destroy a planet for no reason other then "Lols".

Well, not an opposing player that is worth playing a 3-4 hour strategy game with.

Edited by ScottieATF

How was Display of Power performed turn 1? It's not in your starting hand? Have we been playing wrong

Your starting hand is 6 cards - the 4 basic missions and 2 from the top of the deck.

Just won a game by placing my base on the wookie home world Kashyykk (however you spell it).

Empire never knew it was under it's nose the whole time. Experienced imperial players might steer clear due to Wookie uprising card as well :D

I would just get too nervous about that place as a Rebel Base locale. It's so close to the Imperial starting points, and I like to use Uprising as a way to spring an attack behind Imperial lines. It just makes the Empire either ignore the planet for Sunjugation purposes, or invest a ton of Ground Troops to keep it safe, but either way I'm dropping a small garrison (one Stormtrooper should do) down to inspect it if I'm Imperial.

Also heard Kashyyyk is a popular destination for trigger-happy Imperials to play their first game of Rock-Paper-Death Star. (Death Star beats rock and paper)

I love that game! :D

How was Display of Power performed turn 1? It's not in your starting hand? Have we been playing wrong

Your starting hand is 6 cards - the 4 basic missions and 2 from the top of the deck.

Cheers, we missed the drawing two.

I think it is dangerous to place your rebel base in a populated system (Mon Calamari), because there are quite a few Imperial missions that can change the loyalty of the populous systems on turn one. If the Empire gains the loyalty of a system and the rebel base in located there, then the rebel base is revealed immediately, regardless if there are any units in the system. This could make for a very short game. I think the location for the rebel base should be the remote systems, just like the movies.

I think it is dangerous to place your rebel base in a populated system (Mon Calamari), because there are quite a few Imperial missions that can change the loyalty of the populous systems on turn one. If the Empire gains the loyalty of a system and the rebel base in located there, then the rebel base is revealed immediately, regardless if there are any units in the system. This could make for a very short game. I think the location for the rebel base should be the remote systems, just like the movies.

But MC is in a corner, and a fleet can only move 1 space at a time. I often find it is a VERY GOOD thing to have the base revealed mid game, let the Empire begin moving its forces, then move the base before the attacking fleet gets there. Then the Empire has to start all over again!

Edited by Stone37

MC *can* be a great location. If you had it dealt as a starting planet, and if the Empire didn't get dealt Saleucami, and especially if they *also* didn't get dealt Mandalore, then MC is suddenly 3 jumps from the nearest system, Mygeeto. However, you're still likely to get the Imps playing a "gain loyalty" card on it and stripping yours, which though it won't reveal the base, will make you have to get it back in order to protect the planet. I'd still expect the Imperial player to bee-line for it.

MC *can* be a great location. If you had it dealt as a starting planet, and if the Empire didn't get dealt Saleucami, and especially if they *also* didn't get dealt Mandalore, then MC is suddenly 3 jumps from the nearest system, Mygeeto. However, you're still likely to get the Imps playing a "gain loyalty" card on it and stripping yours, which though it won't reveal the base, will make you have to get it back in order to protect the planet. I'd still expect the Imperial player to bee-line for it.

Again, this isn't a bad thing...

Another advantage in knowing which way the Imperial Navy wants to move is how easy it can be to sabotage them. Remember, a fleet can't move out of a system that contains an allied leader. If you know the Empire wants to move a fleet, target that system with a sabotage mission! If they attempt to stop it, they will not be able to move that fleet. If they let it become sabotaged and assign a leader to clear the marker later that round or next, you've still succeeded in slowing the Empire down by taking away a leader from another task.

The Rebels should always be acting (not reacting). Sometimes the best way to gain the upper-hand is to force the Empire into a predictable situation. Then, when the time is right, hit and run!

Edited by Stone37

Another advantage in knowing which way the Imperial Navy wants to move is how easy it can be to sabotage them. Remember, a fleet can't move out of a system that contains an allied leader. If you know the Empire wants to move a fleet, target that system with a sabotage mission! If they attempt to stop it, they will not be able to move that fleet. If they let it become sabotaged and assign a leader to clear the marker later that round or next, you've still succeeded in slowing the Empire down by taking away a leader from another task.

You know, I am a fair smart man. Yet EVERY SINGLE TIME my daughter and I play she gets me on this. At least twice a game.

Mon Cal is a big target for the imperials, and I wouldn't be surprised if one of the first things on the agenda is using the super laser on it.

Moving planets isn't a full proof plan either. You have limited options (Max 8 probe cards I think), and some of those might not be available if they are already occupied by the empire.

You're probably limiting your options by starting there. That's all I'm saying.

Having played a few games, starting close to the Empire's capital is extremely satisfying when my opponent throws all their resources to the four corners of the board. :D I haven't paid for that decision yet,but I'm sure I am in for a surprise.

Still base evacuation is a Clutch card, also Ryloth and Mon Calmari are some of the furthest systems away so of course those would be the first system the Empire will go to (along with dropping storm troopers on each planet just to be sure.

MC *can* be a great location. If you had it dealt as a starting planet, and if the Empire didn't get dealt Saleucami, and especially if they *also* didn't get dealt Mandalore, then MC is suddenly 3 jumps from the nearest system, Mygeeto. However, you're still likely to get the Imps playing a "gain loyalty" card on it and stripping yours, which though it won't reveal the base, will make you have to get it back in order to protect the planet. I'd still expect the Imperial player to bee-line for it.

Actually, gaining Imperial loyalty in the rebel base's system will REVEAL the rebel base (Page 11 Rules Reference, second line).

Edited by iandimitri

I think it is dangerous to place your rebel base in a populated system (Mon Calamari), because there are quite a few Imperial missions that can change the loyalty of the populous systems on turn one. If the Empire gains the loyalty of a system and the rebel base in located there, then the rebel base is revealed immediately, regardless if there are any units in the system. This could make for a very short game. I think the location for the rebel base should be the remote systems, just like the movies.

But MC is in a corner, and a fleet can only move 1 space at a time. I often find it is a VERY GOOD thing to have the base revealed mid game, let the Empire begin moving its forces, then move the base before the attacking fleet gets there. Then the Empire has to start all over again!

The rebel base can be revealed there turn one, if the Imperial fleet lands a troop turn one from Saleucami.

I think it is dangerous to place your rebel base in a populated system (Mon Calamari), because there are quite a few Imperial missions that can change the loyalty of the populous systems on turn one. If the Empire gains the loyalty of a system and the rebel base in located there, then the rebel base is revealed immediately, regardless if there are any units in the system. This could make for a very short game. I think the location for the rebel base should be the remote systems, just like the movies.

But MC is in a corner, and a fleet can only move 1 space at a time. I often find it is a VERY GOOD thing to have the base revealed mid game, let the Empire begin moving its forces, then move the base before the attacking fleet gets there. Then the Empire has to start all over again!

The rebel base can be revealed there turn one, if the Imperial fleet lands a troop turn one from Saleucami.

This is true (in some games), but the Rebel player does not pick the base's location until the Imperial player has placed all their forces on the game board. If the Empire controls Salucami and has placed a considerable force there, MC might not be a good starting location.

Edited by Stone37

I can't believe this thread is still going 2.5 weeks later when it was a silly question to start with.

Can we all just agree that there's NO system the rebels should ALWAYS pick as their hidden base? (Obviously)

If you agree, please do not reply. Give the comment a like maybe? But I really want to see this thread die like a rancor crushed by a metal gate.

Edited by KoalaXav