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  1. I was playing this game yesterday as the rebels with the expansion missions, I was caught in a bind, when my opponent systematically kept dropping off tie fighters on systems I had loyalty. This, of course, left me without possibilities of producing units and placing them anywhere. Whenever I got loyalty on a new planet, the empire would show up shortly thereafter and drop off one tie fighter. I had the Leia card, that allows me to find a mission of choice, and I figured, that using this would allow me to destroy a Tie-fighter somewhere, and let me get back in the game. But there are no missions in the RotE-deck that let's the rebels destroy ships. You get two cards that allows you to jump from the base to a system with ships, but those are "Attempt" missions, and if you are getting hammered on production, you don't have much to spare. Anyone else experience this? Anyone know how to counter it?
  2. Baxie

    Removing damage

    Is it correct that with the new cinematic rules, the attacker doesn't get to save any ships in the first round of combat? This is a HUGE disadvantage for first strike Rebel attacks, and works a huge deterrent for the rebels to even begin an attack... Seems weird to me
  3. Love the game, hate all the sorting and distributing. So I was thinking of a way to sort everything into to "set" that each player can then take and setup his/her faction, and when we are done, pack up and put back into the box. As is I have bags for everything. Loyalty markers, rings, dice, heroes and miniatures... it's a mess, really. So I was looking around the web, and I know that there are places you can buy stuff that works as an insert into the box. This isn't really what I am looking for, as I want to have RotE included in my new setup. The units are in large plastic bags, and the same goes for standees. Loyalty markers, rings and time/rep markers are ok. It is basically about the cars. So I am looking for Card boxes. Boxes for cards of two different sizes, sleeved. The large and the small. I would prefer it, if it was one unit, but I am pretty handy with a gluegun. Obiviously a Star Wars theme would be preferred. Also if I can find a cool box-thingie with room for damage, loyalty, sabotage, time/rep markers as well as rings, in a SW setting, that'd be cool. Anyone got any ideas?
  4. Baxie

    Rings are destroying the standees

    Yes. Sort of. This was my idea. When RotE is out, I'll scan the rings, print them and make a version, that will "snap" to a leader.
  5. I love this game, but sadly the design of the standee bases is slowly destroying it. The cardboard standees are being damaged by the bases. The state of the standees gets continually worse when attaching and unattaching rings to the different characters. Have anyone had ideas to counter this? Thinking a lot about magnets lately
  6. This isn't a question about rules, as it quite clearly states in the rules, that damage markers are removed after combat, but why have they included so many of them? It seems like it is supposed to be permanent..
  7. Certain actions cards are meant to be played during the "Assignment" phase. (Our darkest hour etc.) We have been playing them wrong (at least I think we have), since we have played them and resolved them during the assignment phase (Before going to the action phase), but I have seen others describe how they play them as a normal mission. Using them as a regular mission doesn't really make sense to me, as you will slowly learn which cards are available to each leader, so even if you wont be able to counter them (As none of them are "attempt" missions), your opponent will be able to plan ahead, knowing this. Our reason for doing this is the Ozzel-mission (I forget the name) which is absolutely useless, when played in this way, since it is just a "move" card, that allows you to move fleets from adjacent systems into the system where he resolves his mission. How does this make any sense?
  8. Sorry. That was a typo. She deployed two transports on Nal Hutta and one on the other planet.
  9. My opponent was based on Kessel, and after having won space combat, and lost ground combat against her, she still had 4 rebel troops in the system, while I was controlling space with two star destroyers and a few TIEs. At the end of the turn, she deployed Rebel Transports in Nal Hutta and another system (The one below Kessel. The name eludes me.). Next turn she transported another 8 troops and 2 Airspeeders into Kessel. As I have understood the rules, both Transports dies due to Space Combat, but since there are no opposing imperial forces on the ground, her troops just joined the others, and I ended up losing the game two turns later, after having lost another space battle. I don't see a problem here, as fortifying your base is a perfectly legit strategy, but it does seem ... weird.
  10. Baxie

    Cheat sheet?

    A friend of mine printed some "cheat sheets", where you can mark the places you have had your forces visit, and the probe-cards you've drawn. Nicely printed and laminated, so it can be wiped clean and everything. But... is this considered helping or cheating?
  11. Baxie

    Exact Order of Combat?

    Sort of. We do: Player 1 (attacker) rolls dice. Player 1 assigns damage. Player 2 (defender) rolls dice. Player 2 assigns. damage. Player 1 plays a card. Player 2 plays a card. Player 1 plays a card. (repeat till no more cards are played) Both players remove casualties. Repeat for ground. Then decide if there is retreats. Repeat.
  12. Baxie

    Combat order?

    So. If I have understood the rules correctly, when you attack somewhere, the order of business is: One round of space combat One round of ground combat Possible retreat Repeat (Yes?) This... in my opinion, doesn't make a lot of sense. Mainly because this means, that I would invade a planet with two assault transports filled with storm troopers, and win the ground combat, even if the rebels were guarding the planet with several fighters, corvettes and mon-cal cruisers. I have been using another combat system, wherein the attackers has to win space combat in order to land troops on the planet. What do you think about this?
  13. Turn 2. Was on Mon Cal. Was hit with the "Long Range Probe" (I think it was called).
  14. Quick questions, and I do apologize if I've overlooked something. Is it correct, that the only way to rescue your captured leaders as the rebellion is through the mission card "Daring Rescue"? And: Would it be possible for the Imperial player to capture leaders in the rebel base field, when the base hasn't been revealed? So far I have treated this as a no, because I have treated the Rebel base as if it wasn't a system. But I think this may be wrong. Again. I apologize if I've overlooked something.
  15. I bought the game yesterday, and I absolutely love it. However, I worry about the life of my cardboard-standees. Learning the hard way, that the plastic bases shred the cardboard of the standee, I took a more cautious approach, but the bases are hard on the standees, and having to take them out and put them back in, when applaying the rings, makes me worry, that the standees wont last very long. Anyone have some advice for this?