Star Wars Rebellion Combat Rules

By: Dennis B. B. Taylor

Star Wars Rebellion: Getting Down and Dirty in Combat

Introduction

Welcome to the exciting world of combat in Star Wars Rebellion! I’ll be your guide as we dive into the thrilling clashes between the Rebel Alliance and the evil Galactic Empire. In this article, we’ll explore the key rules and strategies that will help you emerge victorious on the battlefield.

Understanding the Essential Concepts

When it comes to combat in Star Wars Rebellion, there are a few important concepts you need to grasp. First, each unit in the game has a combat rating, which determines how effective they are in a fight. It’s important to take this into account when deciding which units to deploy.

During combat, you and your opponent will alternate playing tactic cards, which represent the unpredictable nature of battle. These cards can be used to influence the outcome of engagements, so choosing the right cards at the right time is crucial.

Finally, let’s talk about morale. Units in Star Wars Rebellion are not mindless drones; they have their own morale, and it plays a significant role in combat. Units with low morale are more likely to retreat or surrender, while those with high morale will fight with greater fervor.

The Combat Sequence

Now that we’ve laid the groundwork, let’s walk through the combat sequence step by step.

1. Declare Planets for Combat: First, you’ll need to decide which planets will be the battlegrounds for combat. The attacking player selects one planet to attack, and the defending player can choose to counter-attack on a different planet.

2. Deploy Units: Once the planets have been chosen, both players secretly select and deploy their units onto the respective planets. It’s crucial to strategize and think about the strengths and weaknesses of your units.

3. Reveal Units: With the units deployed, both players simultaneously reveal their forces. This is where the clash truly begins!

4. Compare Combat Ratings: Take a look at the combat ratings of the units on both sides. The player with the higher combat rating gains an advantage in the upcoming battle.

5. Draw Tactics Cards: Now it’s time to draw tactic cards and prepare to unleash their power. Each player draws a number of cards based on their units’ abilities and plays them strategically to tip the scales in their favor.

6. Roll the Dice: The heart of combat lies in the roll of the dice. Both players roll a number of dice based on their units’ combat ratings, and these rolls determine the outcome of the battle.

7. Resolve Damage: Analyze the dice rolls, compare the damage dealt, and resolve the effects. Units may be destroyed, retreated, or forced to surrender, depending on the results.

8. Recover: After the battle, both players have a chance to recover some of their units and regain lost ground. This is the time to regroup and plan your next move.

The Art of Strategy

To master combat in Star Wars Rebellion, you must be a strategic genius. Here are some key tips to help you devise your winning strategy:

1. Unit Composition: Build a balanced force with different types of units. Infantry, vehicles, and starfighters each have their own strengths and weaknesses.

2. Tactic Card Management: Use your tactic cards wisely. Hold onto powerful cards until the perfect moment. Remember, timing is everything!

3. Morale Manipulation: Keep an eye on morale. Weaken your opponent’s units by diminishing their morale and bolster your own forces by boosting morale.

4. Scouting and Reconnaissance: Gather information about your opponent’s units and strategy before engaging in combat. Knowledge is power!

5. Adaptability: Be flexible and adapt your strategy to the changing battlefield. Take advantage of any openings or weaknesses in your opponent’s defenses.

Conclusion

Now that you have a solid understanding of the combat rules in Star Wars Rebellion, it’s time to put your knowledge into action. Remember, victory in combat depends on careful planning, clever card play, and a dash of luck. May the Force be with you as you lead your faction to triumph!

Hey there! So, let’s talk about what happens when you move your units to a system that has your opponent’s units. It’s time to resolve a combat! Here’s what you need to do:

  1. Get a Leader: If I don’t have a leader with tactic values in the system, I can choose a leader from my leader pool and put it in the system.
  2. Get Tactic Cards: I draw tactic cards based on my leader in the system (if I have one). I draw space tactic cards equal to my leader’s space tactic value (blue), and ground tactic cards equal to my leader’s ground tactic value (orange). If I have multiple leaders in the system, I only use the highest value for each type (space and ground).
  3. Have a Combat Round: We have a combat round where each unit gets to make one attack. To have a combat round, we follow these steps:

    Imagine a fierce battle among spaceships and ground units, a clash of power and strategy. In this thrilling game, each player takes turns making their moves, hoping to outsmart and overpower their opponent. Let me walk you through the different stages of this intense conflict:

    1. Space Battle: I take the lead and command my ships, delivering an attack with all the might in my fleet. Then my opponent retaliates with their own powerful assault from their ships. We only proceed to this step if both of us have ships in the system. It’s all about using our wits and skills!
    2. Ground Battle: Now it’s time for the ground units to shine! I carefully strategize and direct an attack using all of my ground units. My opponent follows suit and launches their own attack with their ground units. This stage is only initiated if both of us have ground units in the system. It’s all about deploying our forces wisely!
    3. Retreat: After putting up a good fight, we both have the option to retreat our units from the system. It’s a chance to regroup and rethink our strategies. Starting with me, each player makes their choice.
    4. Next Round: If both factions still have units in the same theater, whether it’s space or ground, we continue the combat with another thrilling round. The battle is not over until one of us emerges victorious! If only one faction remains, the combat comes to an end. It’s a fight to the end!

    So, are you ready to embark on this thrilling voyage of tactical warfare? Brace yourself for an adrenaline-pumping experience as you navigate through the stages of the battle and make each move count. Your destiny awaits, and victory lies within your grasp!

    Resolving an Attack

    When I want to attack, I need to roll dice and deal damage to my opponent’s units in that theater. To figure out what happens during the attack, I follow these steps:

    1. #image.jpgRoll the Dice: First, I roll dice that match the color and quantity of the attack values of all my ships or ground units that are participating in the attack. I’m allowed a maximum of five red dice and five black dice for each attack.
    2. Take Combat Actions: After rolling the dice, I can take any number of combat actions, one at a time. There are two types of combat actions:
      • Play a Tactic Card: I can play a tactic card from my hand and use its ability. I can only target units in the theater I’m resolving, and the card will be discarded after I use it. If the card has the ?? icon, I’ll need to discard one of my ?? dice to use the ability.
      • Draw a Tactic Card: I have the option to discard one of my ?? dice to draw a tactic card from the tactic deck of this theater. I can use tactic cards either during the same combat round or save them for later in this combat.
      • Assign Damage: Once I finish resolving combat actions, I have to decide where to assign damage. I can do this by placing the dice or cards next to the units. It’s important to note that damage can only be assigned to units in the theater I’m currently resolving. The icons on the dice can be used in the following ways: Star Wars Rebellion Combat Rules UltraFoodMessHit: I can deal one damage to a unit that has a health value matching the color of this die. Star Wars Rebellion Combat Rules UltraFoodMessDirect Hit: I can deal one damage to a unit that has either a black or red health value. Let me give you an example. TIE Fighters roll black dice. Any ?? rolled on black dice can be assigned to my opponent’s unit in that theater if it has a black health value – specifically, only X-wings or Y-wings. However, it’s important to remember that black ?? cannot be assigned to units with a red health value, like a Corellian Corvette.

      If you’ve ever played a game called The Importance of Strategy in Combat, you know that it’s important to understand the rules and gameplay mechanics. Today, I want to talk about two important concepts that are key to mastering this game: block damage and destroying units.

      1. Block Damage: In this game, the opponent has the ability to play tactic cards that can block or remove damage assigned to their units. This means that if damage is blocked, it doesn’t affect the assigned unit and is simply canceled out.
      2. Destroy Units: Another important concept in this game is the destruction of units. If a unit has taken damage equal to or greater than its health value, it is destroyed and returned to the supply. However, if the unit has not yet attacked in that combat round, it is not immediately destroyed. Instead, it is marked on the faction sheet to indicate that it will be destroyed at the end of the combat step (either space battle or ground battle). It’s important to note that the unit still attacks as normal during that combat round. If a unit is assigned damage that is less than its health value, damage markers are placed under the miniature to keep track of the damage. This damage remains throughout future combat rounds and cannot be removed. At the end of the combat, all damage markers are discarded.

      Understanding these concepts is crucial to success in The Importance of Strategy in Combat. By mastering block damage and the destruction of units, you’ll be well on your way to victory!

      Retreat

      When I retreat from combat, I move my leader and all of my units from that system to an adjacent system, just like when I normally move or transport them.

      If I don’t have a leader in the system, I can’t retreat. And if the Imperial player has a Death Star in the combat, I can’t retreat any of my units.

      When retreating, I have to go to a system that either has my own units or one of my loyalty markers, if possible. I can’t retreat my units to a system that has my opponent’s units or a system that my opponent used to move units from in order to start the combat.

      Combat Example

      So, here’s what’s happening. First, Darth Vader over there on the Imperial side activates the Yavin system. He moves one TIE Fighter and one Star Destroyer. Cool, got it? Then, the Rebel player decides to join the party by adding Jan Dodonna to the mix. They take him from their leader pool and put him in the system. Both leaders are pretty good at space tactics, so each player draws two space tactic cards (you can’t see them here, though).

      Alright, now it’s time for some action. The Imperial player takes the first swing. They roll two black dice and two red dice. Nice roll! Moving on to combat actions.

      Alright, the Imperial player discards a die to use a tactic card from their hand. The card they choose can deal one damage to two units, so they give one damage to each Rebel fighter. Ouch!

      Now, the Imperial player assigns the black die to the Y-wing. But hold up, the red die can’t be assigned to fighters because they don’t have a red health value. Makes sense, right?

      Now it’s the Rebel player’s turn. They attack with their ships. They roll one black die and one red die. Not bad. They decide not to perform any combat actions this time around.

      Okay, now the Rebel player assigns their black die to the TIE Fighter. The Imperial player doesn’t block this damage, so the TIE Fighter is a goner. Bye-bye!

      And just like that, both the Y-wing and the TIE Fighter are destroyed and taken out of the game. Back to the supply they go. If there were ground units involved, they would fight it out next. But in this space battle, it’s the end of the road for these poor ships.

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