Star Wars : Rebellion comes to mind, at least if you play the rebels at harder difficulty settings (at lower settings, the rebel fleet has got enough teeth to wage a conventional war early on)
The game is asymetric : The Empire has more powerful units (a Star Destroyer squadron can wipe out the entire rebel fleet if the Alliance does not flee most early battles), very good officers, good but expensive troopers, and a strong position in the rich core sectors. But they fight from a fixed position (they are forced to defend the capital at all costs), their best ships and soldiers are expensive and long to produce, and they have trouble garrisoning every conquered planets.
The Alliance has a good starting (and hidden) position in the poor, undevelopped outer rim, their heroes are mostly spies, commandos and diplomats, they have efficient and inexpensive fighters (and the fact that their fighters have hyperspace means they deploy them very quickly while the imperial fighters are still launching), and their HQ is mobile, meaning they can fight from hidden positions and escape imperial raids.
*There is no fixed front (sectors can have planets from both sides)
*covert ops (sabotage enemy installations, murder/abduct leaders, incite riots and rebellions on enemy-held planets, destroy planetary defenses before an assault...) is an important part of the game,
*information is key (if you want to strike an enemy target - fleet, officer, troops- you need to know where it will be, and what are the system's defenses. On the other hand, you want to know where the enemy fleet will strike to evacuate your assets before the imperial forces get you into a desperate "battle of Hoth" situation, or if Vader is currezntly infiltrating one of your systems),
*hyperspace jumps means you can't corner an enemy to a decisive battle in the early game but you can force them to flee to a faraway place where they won't be of any use for quite some time.
*And raids allow you to whittle down the opposition and fade. Especially if you play the rebels, who bases their battle strategy on cheap but efficient fighters, but very unimpressive capital ships. The rebels can afford to lose fighters in droves, while an imperial destroyer is a formidable opponent, but very vulnerable when its Tie squadrons have been whittled down, and its loss is crippling
Of course, playing Empire on easier settings means you'll be in a more conventional "find and crush the rebel scum" scenario, but there is still plenty of guerilla opportunities to be had when transports full of spies and special operatives enter in a rebel sector.
Post edited February 01, 2017 by Kardwill