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Star Wars: Rebellion – Rise of the Empire» Forums » Strategy

Subject: How to kill a Stardestroyer on T1 rss

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jooice ZP
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in the base-game killing a SD on T1 was possible but quite difficult.
Obviously it was done in conjunction to drawing the appropriate objective(and to create a an imperial-gap in 1 corner of the galaxy), the Empire had to arrange their units to prevent such a case while not leaving weak links in other places. This often left the DS without many Tie-fighters because they were required as a killing force with the SD.
Most of all tho, sending a leader as the empire was the best way to prevent unwanted destruction, having the tactic cards and the ability to retreat was huge.

Now with the expansion a leaderless army still gets to us an advanced tactic card each round, the Imperial odds have become better. To make matters worse for the rebels they lose a Y-wing and an X-wing in the exchange.
It is possible that it is too risky to attempt on T1 if you are the rebels, but I figured it was worth discussing.

I think that trying to defeat the DS in 1 battle round is virtually impossible (barring an amazing roll of critical hits), but since we are assuming the Empire will choose not to send a leader (since his leader/fleet still has an objective for this round - like capturing Mon cal), the rebels can try to accomplish the task in 2 battle rounds.

So lets say the Empire has a SD and 3 Tie fighters (an assault carrier would help kill the rebels, but it's action card wouldn't and i am also assuming the rebels wouldn't attack such a strong fleet).
The most the rebels can send are the 3 fighters a corvette and a shuttle.
it is safe to assume the empire will play the tactic that will prevent the 2 red hits. that means the rebels need to ensure the survival of the Y-wing to round 2 (to play it's own deal 2 red damage card), so what are the Rebel options:

1. flip the battle order to allow lightsabers to save rebel ships and prevent imperial blocks.
2. use the escort card to try and save as many ships in round 1, bidding your time while the empire 'wastes' their deal 2 red damage card.
3. cancel the imperial tactic card - seems like a worse option then #2.
4. prevent the empire from blocking damage - again seems like a good way to lose your own fleet in round 1.
5. Deal 2 damage right off the bat, hope for as many additional wild-hits. if the empire didn't play the prevent card you have a chance - but you probably won't survive to round 2.

thoughts?
 
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David Umstattd
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I think we should take a step back and analyze the question beyond the question: can the Rebels attack the empire turn 1 and seriously hamper their efforts and or score a point?

I think so. Even though that likely will never be to destroy an ISD.

You see in the alternate setup the empire almost gets one less system in the sense that they get a DSUC that they have to protect and it can't be placed in any of their 5 starting systems. This spreads them far thinner and even with the reduced rebel fleet size the Rebels can still do serous damage turn 1.
 
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David Umstattd
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Remember in space the empire has no access to their cancel card turn 1. Rebels get free reign on space tactics cards till the empire builds an interdictor.
 
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Chris Morris
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I think the just as important question is: Can the Rebels destroy the DSUC on Turn 1?

I managed to do that in the game I played as Rebels with the expansion and it definitely hampered my opponent as he was unable to build another in the game. Sure, I didn't get the points for destroying it, but it did mean I didn't have to fear it the rest of the game.
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