Rebelstar: Tactical Command (Gameboy Advance)

Mission 12 is an evil git. Basically, I’ve to pick a squad of five (given that I only currently have five chars, it’s not tough), equip them and then defend the base from an invasion. First attempt I made resulted in a humiliating massacre. The enemies are all invading from the North and I made the mistake of trying to protect as many areas as possible.

There’s another squad already deployed that I can commandeer.

I think that I’m going to do is lay down some strong defensive positions with chain-gunners and grenadiers and then get the more agile scout-types to do a spot of gorilla warfare – harry the enemy from the back to force them to work on two fronts. The sandbags are proving ineffectual against the enemy grenadiers as well, so I think a well placed sniper or two might be required to take em out. If only it was possible to get a bit of altitude :-/

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Rebelstar: Tactical Command (Gameboy Advance)

Aaargh! That’s another lunchtime been completely devoured. Mission 11 (I think – I keep losing count) involves recovering some bots from an empty factory. Needless to say, it doesn’t stay empty for long.

Anyway, I have a whole wheen of the little beggars all powered up and armed to the teeth. I only have one human with me, but at least I’ll have a little lee-way as I’m able to use the bots as cannon fodder. One problem, though, is that my bloke took a hit early on and isn’t doing great on the health or morale front……. bet you I have to do this one over again.

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Rebelstar: Tactical Command (Gameboy Advance)

Still on the rescue mission – it’s a little tricky. The map is pretty big and there seem to be quite a few nasties lurking around. Also, having a bigger team (5 squad members now) makes each turn take a good deal longer to work out.

Unlike games like Laser Squad Nemesis, which are structurally similar, Rebelstar is a lot more story driven – meaning if you lose one character it’s game over. As a result, the in-battle save system is pretty much essential. You can, however, only have one save at a time so saving every turn isn’t a good idea. It’s pretty much a spot on balance.

A nice addition to the mechanic is the morale system. If a characters moral points hit zero, they’ll begin to panic and you can’t control where they’ll run to. Morale can be restored by getting one of the chars with some leadership skills to do a “Rally” on them. Characters also receive morale boosts by defeating enemies. It adds a fair amount of depth to the gameplay.

I’ve a tendency to play very defensively at the moment – I need ot get the lazy beggars out of the bolt hole they’re in and start stabbing some green things.

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Rebelstar: Tactical Command (Gameboy Advance)

Muhh – romping through chapter 8. Thank god for mid-battle saves, cos each level takes and age (to do well). Carlos has joined my little gang and we’re currently on a most unprecedented expedition to rescue some silly bint who got herself captured.

Fortunately, said silly bint has MAD MEDICAL SKILLZ, which is just as well because I managed to let the other silly bint on my team take a faceful of GREEN MUTANT DEATHRAY ZAP.

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