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  1. Patriarch

    Harsh Rules Video Tutorial

    I really like the Harsh Rules videos. These are pretty good, but one fairly major mistake is that he has the Rebel player select the location of the base by drawing a probe card at random from the deck, rather than actually selecting the location by choosing from all the probe cards, then shuffling the remainder.
  2. Patriarch

    Some rules questions

    Sort of. If the attacker retreats, and removes all his space and ground units, the defender cannot retreat. There must be at least one unit (ground or space, doesn't matter which) to retreat from. If the attacker retreats, but leaves behind any TIEs or ground units, then the defender can retreat.
  3. Patriarch

    Rise of the empire / shield generator

    Useful for playing "Tow Cables" round after round to take all his AT-ATs down... as long as you have surviving speeders to do so.
  4. I've just gone for these, and the ship stands as well.
  5. Patriarch

    Cool pic from BGG IA & Rebellion cross-over

    That's a really cool idea. And a good use for the figures if you bought two core sets for Legion.
  6. Patriarch

    Best Gameplay To Introduce New Players?

    Essentially 1 and 3 are the same. The team rules more or less are the same, but specify which team member gets the final say if they can't agree on various decisions (generally based on which board elements the player is sitting close to). The only significant changes are the rotating turn order for using leaders (Rebel admiral, Imperial admiral, Imperial general, Rebel general), that team members can "pass" independently, and that planning is discussed semi-openly, so it's hard to plan complete surprises.
  7. Yep, and as long as the Golan turret is still there firing, the other structures are immune from this effect.
  8. Normally, you pick your tactic card simultaneously with your opponent, so you have to guess what card he will take. If you have the option to take an additional card, you can do so already knowing which card he took, and react accordingly. In this case, you put your first card down, and collect all your other cards. You can now immediately play any one of those. At the end of this combat round, those two cards will be in your discard pile and the rest will be in your hand ready to play.
  9. The Yoda reroll is a separate thing from leader rerolls. It's a one-off per combat, and can be made in addition to the rerolls that the leader gives you. It is different in that you can only use it once per game round (so in this specific case, once in the entire combat, and therefore not in any mission later that round), but could be used to reroll a die which you had already rerolled as a leader.
  10. You are right, that is a difficult one to give a straight answer to. It would be rare to have more than one Star Destroyer or AT-AT in a battle, as these units are difficult to produce, and the Empire can't afford to concentrate its power too much. Some battles are only just one or two troops against each other unless the Empire comes to wipe out a Rebel strong point. If the Rebels have been turtling, and the Imperials work out the base's location with time to spare, the game is set for a larger battle with maybe a dozen Rebel units and perhaps twice that many Imperials. That is a rare occurrence though, maybe two or three times that's happened in games I've seen.
  11. Patriarch

    Question-Rebel base

    And to add, if the Rebel base is revealed to be in a neutral system, it doesn't automatically make that system Rebel loyal. The Rebel Base space can still contribute its icons to the build queue (if there are no imperial units in the now-revealed Rebel base system), but can't deploy units to the base in the Refresh phase. The system is treated like any other system for deploying units there - it has to be Rebel loyal and free of Imperials.
  12. Patriarch

    Rebel Expansion Deck vs. Core Deck

    I've won a few times as Rebels in RotE; but this was with the Imperials using their new mission deck as well. The Rebels rely on being a bit lucky with their objective draws I think, even more so in the expansion since you can't predict which ones you will draw. Losing the diplomacy missions really hurts here; having to transport units to the target system means sacrificing a Transport, assuming you have left one in your base. I think the Rebels increasingly rely on their leader missions, plus the more familiar Build Alliance and Sabotage. By turn 3 you should be aiming to get an average of 1-2 reputation per turn. If you can't plan for that, or the objective and mission decks aren't cooperating, you are very unlikely to win.
  13. Patriarch

    Rebel Expansion Deck vs. Core Deck

    I'm of the same opinion. The good stuff you gain (Reconnaissance, Behind Enemy Lines) doesn't make up for the good stuff you lose (Plant False Lead, Public Uprising, Incite Rebellion).
  14. It's disadvantageous to the Rebels. They can't take out the DSUC on turn one unless the Empire lets them - the Rebels would have to throw in most of their fleet, even if the Empire didn't reinforce the 4 starting TIEs on set up. Best case for the Rebels is that they lose half their starting fleet, and now 2 of their objective cards are completely useless. The "stretched" Empire argument doesn't hold up. There will always be one weaker starting system for the Imperials even in the base game. The Rebels don't have the resources to attack more than one; with the new rules, sneak attacks are much harder than before. The Empire is now positioned to take Utapau or any Rebel starting system (except Mon Calamari in rare games) on turn one. I think the new set up would have been more balanced if the Imperials had to do the DSUC set up on a random remote system rather than picking it; and that they couldn't increase the starting "bodyguard" units to use this as a base to move off from.
  15. Patriarch

    Cinematic Combat cards

    The only time you don't play an advanced tactics card is if your opponent played the appropriate card on you last turn. In either case, you aren't given a choice whether to play one or not; if you are allowed to play one, the you must.