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  1. The dial and actions didn't, but the game around them did slightly. The evade action works a bit differently and is slightly less good than it used to be.
  2. Almost certainly silicone sealant - the sort of stuff you can line windows and showers with. It's the stuff I used when I put washers in my bases. A bugger to do at the time, but totally worth it.
  3. Try this Cinematic Combat.pdf
  4. 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.
  5. Veers' mission "Planetary Assault" that teleports a ground army? Yeah, that one beat me last night 😡
  6. I'll try again tomorrow. The document is at work 😉
  7. 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.
  8. Yes they can - larger units can be saved one turn to the next if they aren't overwhelmed with damage. If I send a pair of Star Destroyers or AT-ATs into battle I will expect to be rolling some lightsabers next round to repair some of the damage picked up in round 1. Also, if the defender uses his combat card to hit single-wound units (fighters, troops) before the dice are rolled, the attacker's lightsabers can be used for those units. The attacker can also swing the order of battle around if he is willing to pay the price (using his card to do that, whilst the opponent chooses a card with a different benefit). The pendulum swings to the defender in the cinematic rules, however it is overall balanced for a number of reasons. The attacker has chosen to do this attack, with resources from whatever systems could reach, and therefore presumably is expecting to win. The defender has to sit there and take it. The attacker always has a leader for rerolls, the defender may not. What has changed is the cost/benefit of whether he wants to attack with the resources he has. In the base game the Rebels could always send their fleet out on the opening turn and have a reasonable chance of taking down a lone Star Destroyer for an easy objective if they were lucky enough to start with that card. This is no longer the case; the Rebels need to do more planning and marshal their forces for most "combat" objectives. To me this is a significant improvement in the strategic game as well as the combat itself.
  9. Does this help? It's long but exhaustive. However once you've played a few rounds it becomes natural. Cinematic Combat.docx
  10. It has to be the card you recruited from. No, you don't show your opponent the card, so he can't be sure which card you got. However when you later play the card for its effect, you will show the card to your opponent. Any cards you don't play will still be in your area at the end of the game, in theory that's when you'd show them to your opponent. If you were playing with a (non starting) leader that you couldn't show an action card for, then you lose the game regardless of how it unfolded. In reality, you wouldn't be playing with people who would do that on purpose...
  11. 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.
  12. 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.
  13. 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.
  14. That's a really cool idea. And a good use for the figures if you bought two core sets for Legion.
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