FatDaz wrote:Yeah every game I've had has been to the wire but always seems to fall for the rebels!
First thought every turn should be "how to I achieve/progress an objective this turn"
Sabotage lot (every turn if possible, certainly on build phases, Subjucted system are a pain to fix...if you do it in a loyal system they can use the starting mission to clear and get a project)
This helps control where the Empire can deploy - use your units as well (you don't have to control both theaters e.g. a single x-wing over a mass of ground units will count, or a single trooper under a fleet of Star Destroyers) to further this. If they're unit light countering this can be a real pain. You have lots of "spawn 3 units" type cards, or deploy. They have little. They have to waste units/moves trying to break/overcome this. It's also galling "I'm not wasting a move to kill one trooper....although he is blocking 2 builds..."
Build Alliance (Every-turn if possible...don't necessarily worry about the unit bonus...)
Keep in mind the build turns - position yourself to get most out/hinder Imps most on those turns.
Target your plan of hinderence - the ratio of ground/space units can be key. If you can make it so they make lots more of one than the other it really unbalances them (Keep thing transports and Star Destroyers out of play especially) particularly when trying to get their units to break your blockades or invade your planets.
Infiltrate a lot (helps choose.target your objectives and get the the 2 and 3 cards quicker)
Do missions in areas you know the Imperials will want to move out of - they either oppose and hold up their movements, or let you run unopposed.
Remind me where you live? We should play