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Missions (Calculating Chances)


adunaic
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Hi All,

 

I'm new to rebellion ( and this forum). Its a great game and I am slowly getting the hang of it. However I am having trouble with missions. If their is not general (or character) on a planet I can always acheive success.

 

If I am understanding it correctly, If I do a sabotage mission for example I need to have enough decoys whose total Espionage is greater than the detection rating of the troops on the planet. ( I am not sure about other mission types)

 

When there is a general/character on that planet non of my missions succeed (or they have a very very low probability 1/20). What do I need to do to get them to succeed?

 

Also what order should I do things in? Should I sabotage troops before trying to abduct/assassinate the general?

 

Additinally what affects the results of a mission (i.e. what exactly is a characters/generals effecton the troops detection ratings etc.)

 

Example:

General Afyon is on a planet:

Espionage rating: 72

Combat Rating: 76

Leadership Rating: 86

 

+ 6 Mom Calamari Regiments.

Detection Rating 6*20 = 120.

 

 

How many Commandos do I need to sabotage or death commandos to abduct/assassinate.

 

What affect do character (mine) have on my team.

 

I also heard the number (i.e. too large) and average stats affect the result. How do I calculate/estimate these effects.

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Okay, I have a better understanding of this now. I came across this table relating to fleets (somewhere in this forum):

 

Liedership bonus when bombarding a system is counted on the basis of 40:

Liedership 0-39 = x1,

40-79 = x2,

80-119 = x3,

120-159 = x4, and so on.

 

I then made the assumption that the average values for attributes in a group do not matter (as such). You do need to maximise the average, but it is not the key factor. You need as few people in the team as possible. Then I did calculations.

 

The planet had 6 mon cals (Detection Rating = 6*20) and a character (leadership=89) I then assumed that the same multipliers as above applied: 6*20 *3 = 360 detection rating.

 

I then assumed that i only need to beat this with espionage. So I took a group of 8 characters, 4 as decoys and made sure both real and decoy had espionage greater than 360. This worked perfectly. (Although one of my team got captured as i set them to sabotage the mon cal).

 

Things are still unclear from this such as do then teams over all stats count, or do you have to seperate decoy and real. Perhaps some more playing around at some point will reveal this.

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I don't really know for sure how it works, and I could be wrong, but I've always assumed that a decoy roll is ran for every character on the main mission. Which would mean that the more characters you send on the main mission, the more chances to get foiled. So against a well protected target, I send only 1-2 good ones for the main mission, and cram in as many decoys as possible. Seems to work for me.
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