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Star Wars: Rebellion» Forums » General

Subject: On combats and retreating rss

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Felix Lahaye
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Hi All,

Very simple question.

It seems like there is literally no penalty to retreating. After one round anyone can just announce a retreat.

This coupled with the fact that one may only roll 10 dice, and that damage doesn't stay on units, seems to make it very difficult to wipe out any enemy fleet.

What am I missing?
 
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Doug DeMoss
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The biggest penalty to retreating is often that you "freeze" an inconvenient system if you do.

There are also other issues, like the fact that you MIGHT not have anywhere to retreat to.
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Angelus Seniores
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you only have so many rounds to win the game so spending too much time on limited fights is rather counterproductive.

also, combat is rather deadly, you can normally deal about 30% of your health as damage (roughly estimated) so with even fleets combat will normally only last 3-4 rounds before one side has lost most if not all of its units and can be faster with a bit of luck.

as you can concentrate damage on units, only the big units have some chance to survive, low health units tend to be eliminated fast and opponents pay attention to kill units each round instead of spreading damage that doesnt kill units. so retreating early doesnt keep all units alive

fleets rarely roll all 10 dice as you have to spread out(imperials) or have limited production (rebels), so it isnt a restricting limit most of the time.

a unit can mostly attack only once in a turn, so its not as if you attack for 1 round, retreat, then attack again same turn as you will be stuck with a leader that prevents further action. achieving objectives becomes difficult if you retreat often.

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Dave Weiss
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Combat usually doesn't happen on a very large scale.

The Imps are steam rolling a system and only need 1 round to kill everything or do massive damage.
Or the Rebels are attacking a fleet to kill X unit to complete an objective, and plan to retreat immediately.

About the only time large scale battles happen is at the Rebel base, and then neither side really wants to retreat.
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Private Blinky
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Other considerations on retreating from combat:

- If the Imperial player retreats from a combat that the Rebels initiated, that is enough for the Rebels to declare combat success in a specific combat theatre (or theatres), and may allow the Rebels to claim a specific combat Objective card.

- If the Rebels retreat their ground units and there are still Imperial ground units present in the system, the system will immediately become subjugated and can be used for building and deploying units when the time comes (very potent if the Empire is building a path towards the base and a SSD is set to be deployed that round)

- Retreat units isn't an option for one or both sides under many circumstances (no defending leader, no transport-capable ships present [affects ground/TIEs only], no Imperial retreating if the Death Star or DSUC is present)

So there will be times that combat will occur that will result in total destruction of one side's units just in an effort to deny the other the chance to capitalize on the territory change or cut down their presence, but in a majority of the cases neither side will be willing to take the unit loss if they can avoid it.
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Mike
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The "penalty" is that you have to move your units out of a system you might have preferred to leave them in. Sometimes this doesn't amount to much of a penalty at all, but that's part of the game and I don't consider it a negative.
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David Umstattd
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CaptainHook wrote:
Hi All,

Very simple question.

It seems like there is literally no penalty to retreating. After one round anyone can just announce a retreat.

This coupled with the fact that one may only roll 10 dice, and that damage doesn't stay on units, seems to make it very difficult to wipe out any enemy fleet.

What am I missing?


Hyper drives are super efficient means of instantaneously escaping from combat. The theming of Rebellion takes that into account by having no tactical disadvantage to retreating. Though there are certainly plenty of cards that can cancel or prevent retreat. Just as how in the Star Wars lore there are things that can prevent hyperspace travel.

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