Tabletop Simulator

Tabletop Simulator

Star Wars: Rebellion (DevKev-Test)
DevKev  [developer] 25 Dec, 2021 @ 12:29am
Recruits
I'll add a panel prompt for recruits right before the build step each refresh phase.

If a recruit is sitting in a system with loyalty during the step, that player will be prompted to replace each eligible recruit with a ground triangle.

Then building/deployment will occur which could introduce new recruit deployments for next round.

I asked several questions to the designer for clarification. I'll post the answers when I hear back.

Questions are:

1. Does sabotage block recruit deployment? I assume yes.

2. Does sabotage prevent recruits from being upgraded to combat unit. I assume no because theyre already deployed.

3. I assume recruits cannot be transported, and are removed if a system is destroyed.

4. I assume recruits stay in a neutral system round to round, until a refresh phase when the system finally gains loyalty.

5. Recruits can deploy to any (unsabotaged) populous system. Imperial units do not blockade recruits from deployment. Correct?

6. If #5 is correct, then a subjugated system with Rebel loyalty and recruit(s) would trigger combat during the refresh phase. Since the recruit replacement is technically part of the deployment phase, does (a) Combat trigger after both players have finished deploying? Or (b) resolve Combat right after the recruit replacement before new units are deployed?

7. If recruits can be transported, I assume they cannot be retreated (because they are non combatants).
Last edited by DevKev; 25 Dec, 2021 @ 12:57am
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DevKev  [developer] 25 Dec, 2021 @ 12:55am 
Answers are:

1.sabotage blocks recruit deployment (but not replacement).

2. Sabotage does not stop recruit replacement (but does block recruit deployment).

3. Recruits can be transported by either rebels or imperial.
They are destroyed like any other ground unit if system is supeelasered.

4.Recruits stay as is, round to round until a system the are in gains loyalty.

5. Correct. Imperial units do not prevent recruit deployment.

6. Rebels replace recruits first, and deploy, then resolve any combat before imperials deploy.
Last edited by DevKev; 25 Dec, 2021 @ 1:23am
DevKev  [developer] 26 Dec, 2021 @ 5:41pm 
The script now handles Recruits.

At the start of the Deployment step of the Refresh Phase:

If there are Rebel Loyal systems with any Recruits present, the Rebel Player is prompted to replace them with Orange Triangle/Ground Units.
If this triggers combat, the players will be prompted to resolve the combat. The Rebel player should deploy remaining units and resolve the combat before the Imperial player deploys their units. (Note the Rebel player will not be able to deploy Rebel units to the combat system because the existing Imperial units blockade it. The Recruits will have to win, die, or possibly retreat).

If there are Imperial Loyal systems with any Recruits present, the Imperial Player is then prompted in the same manner.
Champion 27 Dec, 2021 @ 8:56pm 
Question for Iantinian - Once the loyalty is obtained, must the Recruits turn to Ground Triangle Units or may the Recruits remain Recruits to be deployed on a subsequent turn?

If must, I suggest - "On subsequent deployments, it must be replaced by a..." rather than the current language of - "On subsequent deployments it is replaced by..."

If may, I suggest - "On a subsequent deployment, it may be replaced by a..."

Currently, you can deploy a Recruit during the recruit deployment stage of the refresh phase.
DevKev  [developer] 27 Dec, 2021 @ 9:03pm 
I'll ask him. I interpreted it as "must". Even if it is "must", technically, the Rebels could keep the Recruit as a recruit. The Recruit is also an Orange Triangle, so they could just swap a Recruit out with another Recruit. (Only Imperials would be required to replace the recruit).
Last edited by DevKev; 27 Dec, 2021 @ 9:52pm
Champion 27 Dec, 2021 @ 9:08pm 
Agreed, but doesn't seem like that loop should be an option if its a "must". Otherwise, working great.
DevKev  [developer] 28 Dec, 2021 @ 3:11pm 
Iantinian responded. The Recruit replacement on subsequent rounds is not optional. He did not originally intend for Rebels to be able to re-choose Recruit, but said it is "Yes, it is logical".
Champion 28 Dec, 2021 @ 8:20pm 
Cool. I'm making additional suggestions with that in mind
lightsdeath 6 Jul, 2023 @ 9:49pm 
Are recruits intended to count as rebel units for the objective cards like cut supply lines, since they could be placed on imperial worlds with little to know counter play from the imp player?
DevKev  [developer] 6 Jul, 2023 @ 10:58pm 
@lightsdeath. I had to think about this one. They are one of the more complex units in WFL. My first impression was no, but on second thought, they are Rebel units until trained, so I think they would count. I'm not the author of WFL, and I'll ask him for clarification, but here's how I would handle it. The objectives are played at the start of the Refresh Phase, before deployment, so the Rebel player could not simply drop them and score instantly. It would not be until the next Refresh Phase that they could be scored with Cut the Supply Lines, giving the Imperial player a full round to react. There are only a few things the Imperial player can do to counter. Some things that come to mind are: For subjugated worlds, they can deploy a transport (if able, and not already there), and transport either the recruits out to a non-imperial world, or the Imperial ground out to flip the system to neutral. If the system is imperial loyal, they could try to transfer them our, or simply suffer the objective and welcome the new recruits to the dark side. Units tend to be fewer and precious to the Rebel player. Sacrificing them to the dark side to score an objective is good, but they can only score it once. The Imperial player will be stronger with free troops that didn't use up their deployment counts, and the rebel player's defense will be that much weaker with fewer troops. Both the Imperial and Rebel players will have to watch for and prepare to counter those strategies, just like they do with sabotage markers.
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