What starting units will you use?

By NukeMaster, in Star Wars: Rebellion

With the new expansion starting units that empire gives up a completed Death Star and 1 AT-ST for 2 Tanks, 2 Strikers and a Death Star after 3 rounds. The rebels give up 1 X-wing, 1 Y-wing and 1 trooper for 1 U-wing and a Vanguard.

In my opinion both look to be weaker starts. Do you like the new start? When would you prefer this over the original?

Definitely the new start. In general, most of the changes to the game brought on by the expansion are improvements to the base game in terms of balance, theme, and fun. Fantasy flight basically had exponentially more data and feedback from players after releasing the base game. Using this feedback they looked for ways to make the game better and I think this is one of them.

33 minutes ago, g07h4xf00 said:

Definitely the new start. In general, most of the changes to the game brought on by the expansion are improvements to the base game in terms of balance, theme, and fun. Fantasy flight basically had exponentially more data and feedback from players after releasing the base game. Using this feedback they looked for ways to make the game better and I think this is one of them.

I respect your trust that they have improved the game, but they did give the option of using the original start. Ideally it would be a strategic decision. For the sake of argument I here are some reasons I would not want to you the new starting units as imperial:

  • If you don't commit additional resources to defend the DSUC, the rebels could decide to place all of their space units in a neighboring system and destroy it as the very first play of turn 1.
  • The first 3 turns are when the Death Star is the most powerful. By going with the new starting units you rob the DS of its time as the ultimate (unchangeable) power in the universe.

10 hours ago, NukeMaster said:

I respect your trust that they have improved the game, but they did give the option of using the original start. Ideally it would be a strategic decision. For the sake of argument I here are some reasons I would not want to you the new starting units as imperial:

  • If you don't commit additional resources to defend the DSUC, the rebels could decide to place all of their space units in a neighboring system and destroy it as the very first play of turn 1.
  • The first 3 turns are when the Death Star is the most powerful. By going with the new starting units you rob the DS of its time as the ultimate (unchangeable) power in the universe.

Well, the rebels won't have enough troops first turn to take it out. Your dsuc will have 4 tie fighters defending it. Rebels get 3 fighters and a Corvette. Tie fighters have that advanced tactic card that deals 2 damage whenever they outnumber rebel fighters. Also I'm guessing you'll put at least an assault carrier and a few more ground units on the planet. It won't be that easy for rebels to take out dsuc.

Edited by g07h4xf00
On 8/12/2017 at 11:22 PM, g07h4xf00 said:

Well, the rebels won't have enough troops first turn to take it out. Your dsuc will have 4 tie fighters defending it. Rebels get 3 fighters and a Corvette. Tie fighters have that advanced tactic card that deals 2 damage whenever they outnumber rebel fighters. Also I'm guessing you'll put at least an assault carrier and a few more ground units on the planet. It won't be that easy for rebels to take out dsuc.

Rebels also get tactics cards. I'd like to see someone math it out. It'd probably be a suicide mission but possibly would still destroy the DSUC

Being able to destroy the DSUC right out isn't that big of a deal to me. Having it sidelined for 2-3 turns is. It's a very powerful piece early on as the Imps can bully with it. With it under construction, the Imps lose that powerful piece, and are forced to defend it. Instead of being super aggressive, now you need to leave some forces behind to defend a weakness. And by the time it hits the table, the rebels are several rounds closer to having the plans. I don't feel that the AT-ST for 2 tanks and two strikers makes up for that loss.

The Rebels are a straight up loss. Losing 2 fighters and a trooper for 1 weaker fighter and a vanguard is a loss.

I think that's why you have to use both sets of units if you use either. Empire gets weaker but so do Rebels. Basically it's a setup early in the history. More around the Phoenix Squadron era than the original trilogy