From: chejrc@lure.latrobe.edu.au (John R Christie) Subject: Re: Freedom in the Galaxy In article <1995Nov28.180333.24938@walter.cray.com>, ffej@vega.cray.com (Jeff Nelsen) wrote: > Howdy, > > A friend and I have been attempting to learn the game Freedom > in the Galaxy. It has been great fun. We have both allowed that we > are certainly making many mistakes (QUOTE (paraphrased): "The three > stooges taking over the galaxy"). The concern: so far, it has seemed > almost too easy for the imperials to squash the rebellion. > > So far, we have played only the system and province games. > > Result in the system game: Rebels wiped out to the man. > > Result in the province game: Rebel units destroyed, one > planet put into rebellion on turn 7. > > I have been playing the rebels, and it has seemed really > hard to get anything started without having a large imperial force > breathing down your neck. My friend has commented that even though > he has been winning, there has been no 'feeling of accomplishment' > because it does not seem like he is doing anything. > > Are we doing something wrong, or does all this balance out in the > full galactic game? > From my experience - quite extensive, but with a very limited range of opponents - I suggest the following. (1) The star system game is fairly well-balanced, but rather dull and limited. (2) The province games are a complete gimme for an intelligent imperial player. The rebels do not even have a chance to get started. (3) The galactic (campaign) game is a ***GREAT** game. It is very subtle and well-balanced. The other games should be regarded as stepping stones to learn game mechanics. You should graduate to the campaign game as quickly as possible -- even if you don't have all of the rules completely mastered. What makes the game is the idea of the domino effect, and the restrictions on imperial movement in the early stages. But neither of these things come into the system or province games. The rebel player in the galactic game must concentrate on operations on safe planets (those to which the empire may not send reinforcements), and on trying to set up large stacks of dominoes. Planets in large star systems, or inhabited by more than one starfaring race, are particularly important. It is important to plan carefully. You should be in a position to try for a rebellion or two by turn 3 or 4 at the latest, but it is more important to get "linking" planets around to dissent or unrest, or even off patriotic, so that when trouble does start it will spread a bit, and give the empire real problems. It is perilously easy to launch straight into rebellions by concentrating exclusively on planets already in your favour -- you finish up with 3 or 4 Piorad planets, a Segunden or two, an independent or two, and a rebellion that has completely run out of steam. It is also important to take whatever opportunities you can to build up your cast of characters and possessions. Conversely, the imperial player must play very precisely. Garrison strategic planets carefully, particularly those you might not be able to reinforce because of movement restrictions. Concentrate on diplomacy missions to move loyalty markers to Patriotic -- particularly on planets where domino effects can be disconnected in this way. Run early Coup missions wherever possible. When rebellions do start happening, use your strong leaders to mop up rebel military units as quickly as possible. Hold planets in Rebellion for a while without letting them go into Rebel Control, but only a few at a time. Try to choose a moment to let them go when there will not be a significant domino effect. If you try to hold too many, the whole structure can collapse suddenly and catastrophically. But you are in a position to prevent any particular planet from falling to Rebel Control if you really want to (leave a decent fleet in orbit, and keep knocking out the PDB). Stop Rebellion missions are OK for when you have nothing better for your characters to do, but they really are a last resort (unless you lose a capital planet, when they really must be tried.) Quite different skills are called for. The Imperial player must be neat and pedantic -- no opportunity to crowd and thwart the rebels must be missed. Every detail of the potential situation on every planet must be taken into account. The Rebel player must be able to devise tactics in terms of a general strategic plan. Just moving to likely-looking planets, and trying the obvious missions there, will not be good enough to win. Good luck with the game. It is well worth persevering with. John.