Got my RitR and started to study the rules. Our group had to postpone the start of our campaign to December, but still it was quite fun to begin with basic considerations for the strategy part of it.
First of all, while it is all about moving plastic ships and making „pew pew“ sounds, in the long run it is also a game about resources in the form of strategy effects and rewards in upgrade cards possibilities and points to spent for the cards. After studying the map there seems to be a standard choice for the Empire:
First Empire base to Montross.
It is the only eligible system with 30/15 Squadrons and another reward (offensive retrofit) with 10/5. So it is the most valuable world and even if you don‘t find it attractive for your personal fleet builds, it would be stupid to give it to the Rebels.
Note that you cannot start on a border world nor in a sub area ( Hutt Space and the Mandalorian Sector).
First Rebel base to Smuggler‘s Run with 24/12 Squadrons.
Even if you don‘t play heavy squadrons you can always refit squadrons for halve into something else, so the high point value of this worlds alone makes them prime choices.
Next thing are resources, resources, resources.
Resources let you get rid of the fleet conditions and -more important- let you build more bases!
If you are playing with 6 players (so a team has 3 Players and 3 bases) your team can have 2 resources and build another base in edit: round 2.
There are 6 worlds with resources:
Mygeeto in Sector I
Felucia in Sector II
Kessel in Sector III
Sullust in Sector IV
Bespin and Mustafar in Sector V
Lothal as Border World (II/III) cannot be choosen at the start of the game.
So it seems to be that this seems the natural opening moves. Ranking this six worlds depends on your needs for your desired fleet, but I guess it comes down to this starting systems.
Thoughts?
Edited by KaLeu