STAR WARS™ Rebellion

STAR WARS™ Rebellion

MoKuS Nov 3, 2020 @ 11:20am
Dose sending a batch of spy increase the chance of detection?
I am sending a batch of Bothan Spies for espionage but they all get arrested. Does sending a batch of them increases the chance of detection? Should I send them one by one?
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Showing 1-11 of 11 comments
Are you using decoys?
MoKuS Nov 3, 2020 @ 12:52pm 
Originally posted by Twitch.tv/TheCrazyPsychopath:
Are you using decoys?
No. What is that?
jtordoff Nov 3, 2020 @ 3:43pm 
on the mission screen there is a tab on the upper right hand side, press that and it gives you another screen with two columns, the right is for the actual crew for the mission and the right column is for decoys
MoKuS Nov 3, 2020 @ 7:58pm 
Originally posted by jtordoff:
on the mission screen there is a tab on the upper right hand side, press that and it gives you another screen with two columns, the right is for the actual crew for the mission and the right column is for decoys
Sorry which is one is which? Both cannot be right.
jtordoff Nov 4, 2020 @ 6:00am 
Left is the main crew that do the mission and the right are the decoys, sorry got to proofread better :)
MoKuS Nov 5, 2020 @ 6:42pm 
Another question: What attribute makes a decoy a better target?
Thorbalt Nov 10, 2020 @ 8:59am 
Originally posted by MoKuS:
Another question: What attribute makes a decoy a better target?

Espionage is for spy
Combat is for sabotage/abduction

For named units (acquired from recruitment missions) you want to use the ones who have 70+ in either as the main force and have produced units be support. So its usually best to do something like Chewbacca and 3 infiltrators go in to destroy something and have another 3 or 4 as decoys

Missions take up to 20 days (depending) and every day they have a check for failure. A decoy will absorb that check to keep the mission going but will be destroyed/sent back. If there is a general on the ground it makes your mission harder to complete
MoKuS Nov 11, 2020 @ 7:38pm 
Originally posted by Thorbalt:
Originally posted by MoKuS:
Another question: What attribute makes a decoy a better target?

Espionage is for spy
Combat is for sabotage/abduction
So a decoy with better espionage is better for espionage and likewise for combat in case of sabotage or abduction.

Originally posted by Thorbalt:
For named units (acquired from recruitment missions) you want to use the ones who have 70+ in either as the main force and have produced units be support. So its usually best to do something like Chewbacca and 3 infiltrators go in to destroy something and have another 3 or 4 as decoys
Ok. Thanks.

Originally posted by Thorbalt:
Missions take up to 20 days (depending) and every day they have a check for failure. A decoy will absorb that check to keep the mission going but will be destroyed/sent back. If there is a general on the ground it makes your mission harder to complete
Ok. Thanks.
erdan Nov 19, 2020 @ 6:27pm 
Leadership to instill uprising/empire is quite effective with its starting character to make rebel planet rebel!
Note, all character get increases in stat when they succeed in a mission. Sending weak character with a stronger one to get a success and an increase. Difficulty of diplomacy mission depends on the current loyalty. You can send character with a poor diplomatic stats if they are close to full loyalty to help them increase. Its slow but it can help build more decent late game diplomat.
erdan Nov 19, 2020 @ 6:37pm 
Additional info, an enemy commander/general on a planet makes it very hard to do any operation on the planet. The same goes if there is an enemy fleet in orbit, and even more crazy if there is a admiral on the fleet. You need at least 5 decoy if there is a planet general, not recommended if there is more than that (fleet).
2 Bothan spy is almost a guaranteed success on a undefended planet. 1 has about 70% chance of bringing back info. I never found that sending 100 of agent doing an operation would increase the detection chances. Most operation will take a lot less time to succeed if you go overkill. If you ever have a fleet with 20 saboteur above an enemy planet you can usually get a 2 day sabotage success (unless foiled if there is a General down there).
MoffCH Dec 16, 2020 @ 10:12pm 
There are game FAQ’s on https://gamefaqs.gamespot.com/pc/198776-star-wars-rebellion/faqs
Including strategy guides. My experience was the more defending troops the more decoys you need to send. The more troops in a mission, the higher the chance of failure. If just sending generic spies I send 3 spies with one as decoy. The decoy needs to have high espionage to foil counterespionage. Sabotage and abduction missions need high combat. Han and Chewbacca supposedly have a bonus when used together with no other troops. Han moves very fast when alone or only with NPC’s (other named characters) but not when combined with generic troops.

Edit: if there are a lot of defending troops, especially assigned generals and admirals the mission is almost a guaranteed failure. Target commanders first for abduction. Also, Luke is really flaky; expect him to be lost a lot in the mid game. He either goes off to Dagobah or is instantly captured if he gets near Vader. The upside is when you eventually rescue him or he escapes he’ll get a big jump in his stats.

Last edited by MoffCH; Dec 16, 2020 @ 10:18pm
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