Great game, just got the expansion, even better. But over the life of the game, the Imps have barely won. I think only once actually. Are Rebels just easier to play? What are your experiences?
Are Rebels better?
According to all the data collected on polls and recorded games both sides are nearly equal in likelihood to win overall.
However within specific metas its common for either side to win more often than the other due to player style
I haven't been able to play too many games, but in my case, I won all the ones I played as the Empire and was able to win only one as the Rebels, so quite the opposite of what happens in your games
Hmmm, very interesting.
I only play with 1 friend, so I believe we learn a lot from each other, and may have overlooked specific strategies. We feel empire is quite overpowered (due to our playstyle, not actual balance) so I'm interesting to hear how you win often as rebels.
The main problem for us is that almost no matter what, the rebels just run out of time and lose to getting the base destroyed. Specifially we have problems completing objectives as rebels, as the first 3-5 turns often go without completing any objectives, and there just don't seem to be enough time after that, almost no matter what the rebels do.
The rebels often play with one less leader, due to always having one captured (due to infiltration most of the time)
How do your games fare?
In my games it seems the rebels win more often than not, they can do just enough to score a couple of objectives and turtle it out.
Edited by Ou1975On 9/30/2017 at 7:56 AM, LemonheadPrime said:Specifially we have problems completing objectives as rebels, as the first 3-5 turns often go without completing any objectives
Rebels need to be flexible with their plan, so that they can score objectives. If you start with a combat-related objective (or want to plan for that direction), try to get a good board position to secure that early. If you have system-based objectives, do what you can to get (and keep) your loyalty increasing.
In both cases, you'll want to not be a sitting duck for the full might of the Empire. If attacking, strike fast and then get out. Otherwise, don't leave your fleet too exposed. If you try to go toe-to-toe with the Empire on fighting, they'll win; they churn out a lot more plastic on the board than the Rebels.
On 9/30/2017 at 7:56 AM, LemonheadPrime said:The rebels often play with one less leader, due to always having one captured (due to infiltration most of the time)
Sending a leader in alone, deep into imperial territory, is a risky gamble, especially if you think the Empire is sitting on a capture mission. You might be better off skipping Infiltration, if that's the only leader you're exposing.
Alternatively, try to send several leaders to the same imperial system to complete multiple missions, which should in turn help with opposing the capture. And/or send Chewie along as bodyguard.
The rebels are easier as they have a much more straight forward strategy while the empire has a lot to manage. Lots of troops and movements they have to consider. One wrong turn for the empire can really cost them the game. This also makes for a bigger learning curve. Because of that a good rebels player has the advantage I think, but certainly the empire can win.
We seem to have rebels winning the most. mainly because the imperial player can't get ground troops to the rebel base fast enough. Gives the Rebels a big advantage.
yes
Wow! we must have bought different games then..., from my experience I won only once playing the rebels and out of sheer luck!!!!
The game has an amazing visual and playing pieces; its mechanics are fun and well developed but, as it is now you have to be a masochist to be playing the rebels..., pitty.
Going to the boardgames cupboard, probably wont touch it again....
the rebels always win in my playgroup. we are trying to find a winning strategy for the imps but it seems impossible. we are even considering to place the marker further back at the start of the game.
Edited by Scoundrelbad wording
On 4/21/2019 at 12:44 PM, Scoundrel said:the rebels always win in my playgroup. we are trying to find a winning strategy for the imps but it seems impossible. we are even considering to place the marker further back at the start of the game.
For the Imperials, don't fall into the trap of assigning lots of cool missions. Concentrate more on spreading out and suffocating the rebels, whilst keeping your production up. Every turn, at least half of your leaders should be moving fleets around. The others should be trying to keep production up, or otherwise frustrating the Rebel's attempts at scoring objectives. If the Rebels have nowhere to run, you should be able to build up enough units to go and crush them.
And in the base game, make sure the Death Star has lots of TIE fighter bodyguards.
yeah, about that; we had an imperial win on monday. And what we did was to move aggressively towards denying the rebellion killer first turn with 3 mon cals going to the build que. That failed btw as mon mother went away on a temporary alliance to utapau (iirc) first turn.
BUT from then on imps just spread an searched and searched and RDed for SSDs and went all space. They found the base and before rebs could move away the combo of were the bait and veers action card (or is it vaders? im more of a rebels player) where you move a bunch of guys directly to a system to do battle, sealed the deal.
it was very satisfactory even though I lost : )
also, in winning this way we realized that the imps actually have several routes to victory. torture seems legit too and spending more time on thwarting rebel moves could work too. the essential thing seems to keep production up, though.
Veers' mission "Planetary Assault" that teleports a ground army? Yeah, that one beat me last night 😡
The torture route seems riskier to me because it's not enough to find the base, you have to be able to win a space combat and a ground combat in it. If you don't have a large enough combined force in that area of the map and been aggressively smothering all the escape routes, the Rebels will mobilise away long before you get there. Doing a successful torture game demands too much from your leaders to spread out enough IMO.
On 4/25/2019 at 7:37 PM, Patriarch said:Veers' mission "Planetary Assault" that teleports a ground army? Yeah, that one beat me last night 😡
Beat me at the weekend. Round 3, followed by the mission/action asking if my base was in the region. Constantly on the run aftetwards and didn't recover.
I beat the Imps the previous game, I went on the offensive and nearly blew away the incomplete DS round 1, first action of the game. I went full on assault instead of concentrating on missions - Imps didn't even find the base that game.