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Lord Abadeer

Rebel Help

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I'm new to the game and frustrated with the rebels. I played against the Republic and the entire game his red saves negated 90% of my damage whereas his attacks wiped whole units even behind cover. His keywords popped up everywhere and nimble did nothing. I found myself just waiting for my hero and AT-RT activations so I could actually do damage and feel like I was playing.  Is this how rebels feel even at high level play? I just want to feel like I can win instead of watching my opponent remove all my minis from the table.

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Do you have an army list you usually use? If we see that, we can help with strategies and maybe provide some suggestions for tweaking the list if needed.

Clones are tough and hit hard, but are few in number. They are also relatively new to the game so we’re still figuring out counter plays.

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Fire supporting clones are going to kill a whole Rebel squad each turn, denying your ability to out activate him... it's a pretty hard counter to your faction. 

Plus, you'll need the actual good Rebel units, Leia, Sabine, Tauntauns...

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@Lord Abadeer
"I'm new to the game and frustrated with the rebels. I played against the Republic and the entire game his red saves negated 90% of my damage whereas his attacks wiped whole units even behind cover. His keywords popped up everywhere and nimble did nothing. I found myself just waiting for my hero and AT-RT activations so I could actually do damage and feel like I was playing.  Is this how rebels feel even at high level play? I just want to feel like I can win instead of watching my opponent remove all my minis from the table."

Rebels have higher passive offense (black dice) than Imperials (white surge), lower passive defense (white surge vs red dice), and their comparable infantry are slightly cheaper (40/44/48 vs 44/48/52).

Republic combines both the higher passive offense (black no surge dice) of Rebels and the higher passive defense (red no surge dice) of Imperials, and of course, cost more than the Imperials (52/60). Presumably the third Republic corps option would split that cost difference at 56 points.

Anyway, the true weakness of the Republic is their extreme lack of anti-armor capacity. AT-RT flamers are a significant threat to a Republic Army simply because they can absorb all those normal hits (or force the Republic to churn and burn any and all aim tokens, rendering them weaker on subsequent attack rolls). So, if you have them, but none of them are flamers, I'd suggest you try revising that loadout for a game or two and see how much pain you can inflict.

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