Recap: A Close Imperial Victory in Star Wars Rebellion | Giant Fire Breathing Robot

Recap: A Close Imperial Victory in Star Wars Rebellion

Image via BGG user W Eric Martin

Star Wars Rebellion continues to be impressive. Most impressive. In our second game, I took the role of the Rebels and my previous opponent saddled up with the Imperials. It was a noble fight, and it came down to the wire. The Rebels would have won at the end of the turn, but the base was destroyed moments before victory.

Star Wars Rebellion. I had big plans as the rebels. Big plans. I had an idea of where to establish my base and some tactics I would play. But the starting setup for the Imperials was unbelievably good. I mean, just outrageous. The five systems that they started on were within two steps of every system on the board. Crazy! As the Rebels, I got to start with Mon Calamari, which was helpful. But it was also an early target.

My initial plan was just to sabotage system after system. I stuck with subjugated systems so that it would be more difficult to clear the sabotage. That backfired a little bit because he simply ignored them. After all, it typically only cost him one TIE or stormtrooper. I probably would have been better served simply by sabotaging the loyal systems and forcing him to repair.

But I also used infiltration a bunch to go through the objectives. Those level I objectives are not great. They are relatively hard to accomplish and, for the effort, provide only one reputation point. Still, I was able to grab the few I could do and mill down to the lower objectives. I consistently moved the reputation bar closer. And, thanks to Admiral Dodonna’s planning, I was able to leap a huge force of fighters into the Death Star’s system and take it down with the Death Star plans. That was a nice reputation boost.

Unfortunately, my luck ran out when it counted. After capturing a leader (something that was attempted against me nearly every turn), the imperials tried to turn them to the dark side (which I prevented) and forced me to name three systems, one of which had the base. That was brutal. From then on, I had dudes on the Rapid Mobilization mission and I thought if they got close, I’d zap out of there.

But I didn’t know that the Empire had one last trick. There’s a card that allows them to warp ground troops to any other place. An AT-AT, AT-ST, and two troopers. Ugh. I did not know that. They landed on my base and all I had was five troopers and a speeder. The worst part was, that we were in round six and the reputation was on round eight. And I had a “start of refresh” card that I could complete to get one reputation. In other words, I would win at the end of the turn. If only I could defeat the battle.

It was glorious. I kill the chicken walker and the troopers. But, oh that AT-AT proved to be my undoing. On the final roll, the walker had one life left. Both of my dudes were dead. All I needed to do was roll a direct hit or a saber to do the final damage. If it died, I would win. … One blank, one regular hit. The rebels lose.

Still supremely fun, and I keep thinking back to other opportunities I had. What if I’d rapidly mobilized out as soon as I had to reveal one of three potential bases? What if I had attacked his Death Star Under Construction, even though it was heavily defended, and used Death Star Plans (which I had)? There were definitely opportunities for me to snag a win, but I was surprised by that one card and was lulled into a false sense of security since I thought victory would be mine at the end of the turn.

Such a fun experience, though. The gameplay is intelligent and exciting the entire time. Again, this was completed in about three hours, maybe slightly less. But I could have sworn it was a 90 minute game at most.

Also Played. War of the Ring, New York 1901, and Pax Porfiriana.

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