Uwe A. Redjac
Depends a lot on situation
I would like posters thoughts on the best use of your military units in this game.
Depends too much on which scenario you play and if it is the Galactic Game at which point of the game.
Starting of with the Galactic Game: The Rebel Player has no units. And one problem of the original game was he had a hard time changing that. This has been one of my main concerns to change with my overhaul.
Impperial Player: I use them to discourage Rebels to set foot on certain Planets with Mission Groups: Capitals, Home Planets as well as a few selected Secrets. Two mobile units in Orbit so at least it looks like as if they could affect two shifts on the Detection Table, i.e. bluff they are all Veterans with a Patrol. A good deal of them will be and the rest will be a Line with a Patrol.
The Lines and Veterans carry a Milita along. During Reaction Moves this allows to follow with 4 Surface Strength Points after Detected Rebel Characters. The net effect usually though is that the Rebel Player avoids these planets as there more than enough other Planets he can work on. Which was the point of the whole exercise: keep the Rebel off the best Planets.
What is left of good units (usually all my Elites) is divided as mobile reserves over all the Capitals to react to Rebellions within the same province from there.
Nice also: put a spare Militia on Coup sites to discourage the Rebel Player attempting Coups. Some of those will get lost to 'Raid Enemy Forces' but they are cheap and the loss in Force Points is neglegtible.