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Subject: running out of pieces? rss

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Daev Brown

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Finished our first two games yesterday, and noticed both the rebels and empire were running out of pieces to build. It doesn't seem like the game came with enough landspeeders, AT-ATs or AT-STs... anyone else have this problem? I couldn't seem to find anything in the rule book to definitively say whether you shouldn't be able to build any more of those units once you run out of pieces. Does anyone know?
 
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Derry Salewski
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it's in the rulebook.

you are limited by the components. it's a feature of the game. now you can see how it might affect strategies!
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Jacob Williams
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It definitely says in the rule book you are limited to the components...
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CD Harris
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Daev78 wrote:
Finished our first two games yesterday, and noticed both the rebels and empire were running out of pieces to build. It doesn't seem like the game came with enough landspeeders, AT-ATs or AT-STs... anyone else have this problem? I couldn't seem to find anything in the rule book to definitively say whether you shouldn't be able to build any more of those units once you run out of pieces. Does anyone know?


Units are component limited. But, you can destroy units on the board to free them up to go in the build queue if need be (which isn't actually as unlikely as it sounds--as the game progresses, there's a decent chance you have units far from the main action you really don't need any more, especially for the Imperials). RR, p. 06:

Quote:
Units: Units are limited to those included in the game. A player cannot build a unit type if there are none available.

During step 5 of the Refresh Phase, a player can destroy any of his units that are on the game board and return them to the supply.
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Sebastiaan Ringoot
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If you really run out of several types of pieces, then you're not playing agressive enough. This game does not reward building up forces.

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Marcel van der pol
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Daev78 wrote:
Finished our first two games yesterday, and noticed both the rebels and empire were running out of pieces to build. It doesn't seem like the game came with enough landspeeders, AT-ATs or AT-STs... anyone else have this problem? I couldn't seem to find anything in the rule book to definitively say whether you shouldn't be able to build any more of those units once you run out of pieces. Does anyone know?


The amount of components limit how many Star Destroyers, X-Wings etc you can have on the board. You cannot have more than you have components.

From a strategy point of view this game is NOT a classic 4X game like Twilight Imperium or Eclipse. There are only two sides and the victory conditions don't reward treating this game as a classic 4X game. Building, turteling forces and holding territory are most likely loosing strategies for the Empire against a Rebel player who knows what he is doing.

Remember: the game has a limited amount of turns and if this limit is reached the rebels will win (even without scoring Objectives). The game focusses on the story of the Rebels wanting to survive long enough to trigger a massive public revolt against the Empire while the Empire wants to crush the Rebels by finding and eliminating the leadership, coordination and focus of the Rebels (made tangible by the Rebel base).
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Jason Sherlock
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marcelvdpol wrote:
Daev78 wrote:
Finished our first two games yesterday, and noticed both the rebels and empire were running out of pieces to build. It doesn't seem like the game came with enough landspeeders, AT-ATs or AT-STs... anyone else have this problem? I couldn't seem to find anything in the rule book to definitively say whether you shouldn't be able to build any more of those units once you run out of pieces. Does anyone know?


The amount of components limit how many Star Destroyers, X-Wings etc you can have on the board. You cannot have more than you have components.

From a strategy point of view this game is NOT a classic 4X game like Twilight Imperium or Eclipse. There are only two sides and the victory conditions don't reward treating this game as a classic 4X game. Building, turteling forces and holding territory are most likely loosing strategies for the Empire against a Rebel player who knows what he is doing.

Remember: the game has a limited amount of turns and if this limit is reached the rebels will win (even without scoring Objectives). The game focusses on the story of the Rebels wanting to survive long enough to trigger a massive public revolt against the Empire while the Empire wants to crush the Rebels by finding and eliminating the leadership, coordination and focus of the Rebels (made tangible by the Rebel base).


Something that many people don't think about is that for a military force to be combat effective, there needs to be a proper logistical support system for them. This includes command and control infrastructure (leaders, reconnaissance, information systems etc), and also materiel.

In modern militaries, the "Tooth to Tail" ratio is somewhere around 2-5 support personnel for every fighting man.

So keeping supplies (food, ammo, etc), billeting, equipment maintenance, C3i, transport and a number of other support functions requires a major infrastructure. Thus, there are unit caps that just reflect how large of a military the Empire can afford and the Rebels are able to support.
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