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Star Wars: Rebellion» Forums » Strategy

Subject: Thread of Combos rss

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Alex M
United States
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I realize this forum is full of various commentary on combinations of certain actions, cards, etc, but I think it'd be nice to have a consolidated list of interesting Combos, particularly if it's not exactly intuitive.

To clarify: A combo for this thread is a series of specific actions (specific action cards, mission cards, build deployments) to set up for an amplified result -- particularly a powerful unforeseen/surprise result.

A lame and obvious example:
Optional Name is Optional
Rebel
Requirements: Rapid Mobilization + Contingency Plan
Play Rapid Mobilization twice in a single turn using Contingency Plan in order to change Rebel Base location and then move units from another location to defend it/stage from it.


A better example:
"The Calrissian Shuffle"
Rebel
Reqs: Undercover action card + Lando or Obi-Wan + anticipated Imp mission system + a free Reb Leader
Use Lando/Ben early on in a turn to move units; or achieve a mission in a system where you still want to move a Fleet. When Imp player plays a mission at another system, use Undercover action card to vacate Lando/Ben from current system to a new one, enabling movement (or a second movement) of the Rebel Fleet they shared a position with by a subsequent Leader.


An un-intuitive example
"Not Retreat, Offense in a Different Direction"
Both
Reqs: Leader + Fleet capable of surviving 1 round of combat and is still effective + Enemy Fleet + no adjacent friendly units or friendly systems to system of combat
Attack (or bait an attack) with a Leader, move all units into the combat so no units remain in the originating system, survive 1 round of combat without destroying the enemy Fleet.
Retreat to a desired system to effectively move a Fleet 2 movement spaces (and scout 2 systems if Imp ground units in Fleet). Creative circumstantial move to get past a forward deployed Rebel Fleet blocking access to the Rebel Base -- or just to achieve 2 moves in general. Exceptionally obnoxious if Rebel attempts a preemptive strike against an Imp Fleet poised for a hidden Rebel Base attack, only to see the Imp Fleet retreat INTO the Rebel Base system (as long as none of the Reb units came from the SYSTEM the Rebel Base is located on).
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Elihu Feustel
United States
Indiana
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Rapid mobilization plus Contingency plan won't work. RM won't return to your hand until the end of the command phase, after you have used Contingency plan.
 
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Witold G
Poland
Bytom
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daringly wrote:
Rapid mobilization plus Contingency plan won't work.

It's been officially confirmed that it will. Rulebook only states it's the card's ability that is resolved at the end of turn.
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Mike
Canada
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daringly wrote:
Rapid mobilization plus Contingency plan won't work. RM won't return to your hand until the end of the command phase, after you have used Contingency plan.

Incorrect. Check official FAQ under "Mission and Action Cards." Also, there's nothing on the card that says it stays out of your hand until the end of the command phase, that's just something people do sometimes so they don't forget to resolve it.
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Elihu Feustel
United States
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Perf wrote:
daringly wrote:
Rapid mobilization plus Contingency plan won't work.

It's been officially confirmed that it will. Rulebook only states it's the card's ability that is resolved at the end of turn.


Thx. Good to know my calling it out wrong was wrong (and I can use this). Getting a new base with instant forces there is potent.
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Yan P.
Canada
Calgary
Alberta
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For the rebels - there is often little reason not to target the same system for missions, each successive icon adding protection or likelihood of success to subsequent missions.

Exemples - you start off with a hit and run or somesuch with Chewie. Thereafter, you can run your infiltration and sabotage missions in the same system with little fear of capture.

Or, hit and run with Chewie, followed by infiltration by Leia (four fists for defense from capture), followed by an incite revolt by Mon Mothma (five diplomacy, four fists). Strong.
 
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Lex Major
Canada
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Rapid Mobilization + Plan the Assault

Relatively basic. Makes it easy to get a more massive fleet en route to the final assault, since RM is resolved in the Rebel Base space, but PtA specifically disregards leaders in the base for movement.

For instance, great to get a few more X/Y-wing on a Death Star Assault...
 
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Doug DeMoss
United States
Stillwater
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Except that RM goes off at the end of the action phase, so leaders get returned in between anyway.
 
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JohnnyC Waytobe
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I used Han's action card to recruit Chewy on Kashyyyk, then later used Wedge to play Wookie Uprising in the same system - Chewie's new presence added 2 successes and 3 dice!
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Doug DeMoss
United States
Stillwater
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JohnnyCwtb wrote:
I used Han's action card to recruit Chewy on Kashyyyk, then later used Wedge to play Wookie Uprising in the same system - Chewie's new presence added 2 successes and 3 dice!


Doesn't work that way. From the Rules Reference:
Quote:
If the mission card has a leader portrait on the topleft
corner of the card, its owner gains two additional
successes if one of the leaders assigned to this mission
matches this portrait.


Note that the pictured leader specifically has to be assigned to the mission. You do get the 3 dice, but not the 2 successes.

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Yan P.
Canada
Calgary
Alberta
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A nice one is Trade Negociations with Mon Mothma, followed by Incide Rebellion with Leia, on a nice plump world like Corellia. You take away Imperial Loyalty and build units, and follow up with clearing it from Imperial presence.

Or, use it on a subjugated world in order to build there that turn.
 
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