Subject: Re: Freedom in the Galaxy From: Chris Dodd Eric Bruenner wrote: > I've just acquired a copy of Freedom in the Galaxy, Avalon Hill > version. I have no prior experience with the game, and currently > try to learn the rules. Now I'm interested in hints, errata and all > kinds of opinions. For example, I've heard somebody say that the > game was not balanced, and the Rebels don't have a chance to win > (my first impression is rather the other way)? Well, its definitely imbalanced in favor of the imperials, but I wouldn't say the rebels have no chance (maybe 70/30). This is somewhat conterbalenced by the fact that the rebels are much more fun to play. If you're having trouble with the imperials her are some tips: The basic strategy is to try to tie down the rebels so they can't move around too much and can't stay in the same place either. Try to maximixe the number of `shots' you get on the detection and search tables to hurt the rebels rather than trying to get an autokill result on one rebel stack -- they'll just run away. Eventually you'll get a lucky roll and hit them. You need to be slow and methodical about things; try to cover all the possible ways the rebels can move and above DON"T OVERREACT to any rebel success. The rebels have a huge advantage in running missions, as they have more characters, possesions, and other advantages. So they will succeed in turning planets against you and starting rebellions. That's ok, just don't let them spread. Control the domino effect and NEVER let a planet become rebel controlled. This is quite easy to do -- you just need one veteran in the orbit box to shoot down the PDB. Military: by far the most cost effective units you can buy are the 3-4 veterans. By the mid-game, you should have every one in the conterset on the board. Line units are too slow to be useful, and Patrol units are almost totally useless except as decoys. Elites are great but expensive. In general, keep your troops in the orbit box. Only fight on the ground when you have overwhelming force. Troops on the ground are vulnerable to sabotage and assassination, not to mention the fact that rebel troops usually get 1 or 2 favorable shifts for terrain. Your troops are generally better in space, plus, units in the orbit box give you favorable modifiers for detection and may be able to blow up rebel spaceships as they move. At start, for each province, improve a few important PDBs (up and maybe level one, almost never 2). Capitals, home planets, and important secrets. Then, buy a mix of veterans and militia units so that you have exactly one unit per planet. On you first move, be certain to move at least one veteran to the orbit box of the province capital as a reaction force -- from there it can go to the orbit box of any planet in rebellion and shoot down the PDB if needed. In the first province, build a few extra veterans and maybe an elite as your `fleet'. Tis fllet should move slowly around the board, following the strategic assignment. When there are rebels in its way, step on them. Over the first 5 or so turns, build more veterans, and try to add 1 veteran per turn to the fleet (the rest stay back as `reaction force' in provincial capitals and/or guard important spots. > The action deck seems to be of central importance. I'm wondering if > somebody has made a statistical analysis (how probable is a mission to > succeed in each type of Environ), and/or written a little software to > emulate it? success letter counts: terrain A B C D E F G H I J P Q R S T Urban 2 3 5 4 3 5 5 3 4 1 4 1 4 5 2 Special 1 4 5 3 3 6 4 3 3 1 4 1 5 5 2 Wild 1 5 4 3 3 5 4 3 3 1 5 1 5 5 2 Chris Dodd chrisd@reservoir.com