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omegalazarus

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  1. Disclaimer: You are free to think/imagine however you like. In war games, I mainly see these "it doesn't make sense" logic issues as a lack of thinking about the game as abstract in a way. If you see it representative, then yes. it makes no sense. You move ships in. They get destroyed. Story over. However, if you think about it even a little, this game (as most are) is heavily abstracted. So, your round of space combat and fleet movement isn't move fleet. fight. fight again. one side dies. Its more a setting to the abstract concept of moving in a force to land troops and fight in space. The result is the overall result of this. Just because you move two plastic transports in and both die, does not mean you moved 2 GR-75's in alone and they were shot entering the system. It means that you moved in a fleet with a primary purpose of troop transportation and that the fleet was rendered ineffective within the system (meaning remnants of detached ships left independently or that they all stayed on planet hiding out). The main thing to remember is that no one said that the board shows you what happened in detail. So, if a rule doesn't make sense with how you think it should happen, you are probably imagining it in an unfounded way e.g. wrong (only because, in a game, the creators are imagining it correctly since they made it).
  2. Do they not just move the base when you get close (or when you don't)? I see base hopping as a good way to destroy the validity of old information. Each time the base moves, the empire only knows its not on the probe cards and where he currently has ground forces (not where he used to, which is important). When I get close to the base, Rebels just move it. Since they can try once a turn, they usually get a valid spot quickly. I definitely can't see winning IMP on turn 4 outside of luck (lucky ground troop mission happens to be on rebel base planet) or apathy (rebel player sees you close last turn, but chooses not to move base). Since you can't chain your fleet movement, the IMP is a very slow machine. It's easy to move the base around as often as needed.
  3. Ah, yes. Well, if you can avoid 'fight in a box' which is what I call almost any game that requires teaming up with a lover, power to you. I suggest Keeping the decisions separate, but at the beginning of the turn, discussin overall strategy for the turn with each person getting final say in their area. IT is hard for me to explain, but I use it as an opportunity for each player to basically say "Independent of anything else, I want to do this this turn." and the other player says the same. THEN, knowing what they both want, they either 1 stick to it in whole (if it can all be done) 2 Stick to each most important thing and bend in others (if there is overlap of needed resources) 3 Totally rework what's going on. (if all objective and resource allocations conflict) I find that generally, 2 is what happens which is good. ex. (of an early turn with, say, 4 Leaders) Gen. - I wanna investigate these 3 planets with boots on the ground and attack over here. Adm - I need to draw project cards and increase loyalty here and here. Gen. - Okay, I really want to look at this planet most for whatever reason. Adm. - I want the project cards, because planets that aren't blown up are the worst. Hmmmmm - Okay, lets do both of those. Two leaders left. Gen - Boots on this planet? Adm, Sure, but I still get loyalty mission here Both - Agreed! Kumbaya m'lord, Kumbaya! One of the keys to this working is simply setting it out as a template to be followed. that way, going into the game, each player knows that they can have final say to a chunk of resources and need to give final say to a chunk. That give and take alone, usually sets the tone for the compromise of the other resources. Hopefully, this helps and works for you.
  4. I assumed it was using round in the standard game way like you have a turn when we each have a turn that's around there are several rounds in a phase.
  5. I find that the Rebels and the Empire are both OP, compared to a planetary militia. So, I think they are evenly matched against each other.
  6. Try DEATH STAR! Yes, Death Star. Ladies and gentlemen, Death Star is the cure for what ails you. It will balance the humours and cut out the threads of dischord like a Medical droid cuts away a tumor. Death Star is the one and only solution to the problems that you face daily. Why, the lady of the house will be so glad to use Death Star, she'll forget that you stayed out late playing Sabaac the other night. And, sure, the man of the house can solve is own problems, but he's busy. After a hard days work in the Spice Mines of Kessel, why not let Death Star take care of that noisy itch of discontent. Death Star, with its patented super laser can remove unsightly rebel bases and add a smooth political complexion to any Empire. Ask your local Motti about Death Star. You won't be disappointed. Emporer Phaze "[Death Star will] help skew it in your favor." Some Old Wizard "That's no moon." Admiral Motti "[Death Star is] the ultimate power in the universe. <cough> <gasp> <sputter>" Always consult your Medical Droid before using Death Star or any other Space Station to completely destroy a planet. If unsightly rebellions continue or increase with use of Death Star, please consult your local Sith Apprentice. Loss of Death Stars plans to rebel forces voids warranty. If the Rebels have obtained a complete technical reading of this station, it is possible, however unlikely, they might find a weakness and exploit it.
  7. There seems to be some confusion about when you attempt/resolve the new mission that contingency plan gives you. I think it is over several turns, like so Rebel assignment phase - Assign CP, Assign Starter missionA (example) Imperial Assignemtn phase - Empire assigns whatever ---- Rebel command phase - Rebel reveals Starter missionA (with appropriately skilled leader) and attempts/resolves it Imperial command phase - Empire does whatever on their turn Rebel command phase - Rebel reveals Contingency Plan (CP) (with appropriately skilled leader (logistics) and immediately places that leader (or leaders on CP) onto a starter mission (secret to the EMpire for now) Imperial command phase -Empire does whatever on their turn Rebel command phase - Rebel reveals Starter missionA to be the mission and attempts/resolves it with the leader/leaders that were originally on CP Imperial command phase -Empire does whatever on their turn So, if you are re-using a mission, then the whole rebel process takes three of their command turns. One for the starter mission, one for the Cp, one for the re-do of the starter mission. At no time do you get to reveal two missions in one turn (i.e. - reveal the CP and then reveal and do the new mission as well) IS this correct? Or can the rebel reveal CP and immediately attempt a new mission in that same turn (withouth the Empire doing a turn or revealing or activating?
  8. Whatever's going on, it's clear he serves under Moff Schroedinger. Yes, ladies and gentlemen; Motti is Schroedinger's Admiral.
  9. Just fyi, there are usually some board games going on as well, but not as many as table top minis games.
  10. The best I've found is vinyl or those office use presentation board. Get either and put a little wipe of tacky glue on the bottom of your bases and your ships don't slide around every time you tap them with a ruler. Mouse pads are lousy for that. Fantasy flight cautions against sickness in their tourney pdf, but their mats are terrible for that.
  11. Oh, I just want to chime in as a player to say that I think putting all that info on the card is a hassle to me, a an opponent. Having played all manner of table top minis games, I can say one big deal that I LOVE about x wing and Armada is the amount of info on the board. Make no mistake, info on the board is for your opponent, not for you. It's so they don't have to do mental gymnastics to see which fighter is almost dead or is a tough guy ace. When you centralize that info out of the play dorks, you are doing them a disservice that will, at best, show the game (by constant questions and references) and atworst disadvantage them (if they don't want to deal with asking the same questions a hundred times).
  12. That works. The problem I've had for d6 (or dX for many games) is that they can change accidentally. If that's not an issue, yay! Also, it fits with the visuals of the game. The only way to keep this from happening is to out it out of the way, which might lead to forgetting to update this. I just put this thing on the board, so I am always aware it's there. Basically, this can be good if you are veeeeery forgetful.
  13. Hey guys. Here is an easy upgrade/conversion that you can do to keep track of turns and fighter activation. I don't know about you guys, but I have yet to play a game that gets the of turned every time. Here is something you can make with a spare speed counter and a few minutes with markers. Fill in the black 0. Paint our white marker a 5 and 6 equidistant the 4 and 1. Color in all numbers amending blue and red. Start with blue in the 1.
  14. Other tools could easily give advantage only to certain builds (like a template made with some certain specific purpose like chaining X monement with X range. Even a normal tape measure allows easier spatial recognition since it uses standard and familiar units, unlike the asymmetric ranfe rule. There are many reasons to restrict measurement to this one type of tool. Do you have explanations for the other things i mentioned? I think each of them makes the point valid, especially the differences in the tourney sheet.
  15. Sunday morning tournament added to Nashcon, as well.
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