... a direct quote from one of my players...
So, I'm currently running the Operation Shadowpoint add-on for the AoR Beginner's Game, having started there a half-dozen sessions ago. My players have played through the majority of the suggested adventure seeds, and are ready for the final showdown. They have, however, thrown me a bit of a curveball in terms of derailing the plans for the final showdown. Context (with spoilers) under the Spoiler link:
Last session we played through the Recon Patrol seed, and they duly captured a scout and brought him back for interrogation. With some impressive talking from the Soldier and Diplomat characters, they shook the Scout's confidence in Moff Dardano and had him spill his guts on the Moff's plans to retake Whisper Base, including the ship types that he would come with (i.e. not Imperial warships, big enough to carry an AT-AT and a few TIEs, small enough to put down in a clearing in the forest near-ish the base, etc).
Now, I've modified the campaign somewhat but generally stuck to the baseline seeds given in the Shadowpoint pdf; I did expand on their visit to Iziz to give them a run in with the local underworld. My players have done an excellent job of keeping under the radar of the "local" Imperials, using lots of misdirection to put the blame for their more spectacular events on other parties - criminal underworld, off-world forces who may or may not be rebels, Beast riders, etc.
Upon hearing the Moff's plans, instead of launching into a plan to defend the base as I expected, my Soldier player leans back and points out that the local Imperials are spooled up about smuggling, criminals, etc, rather than Rebels. They also have no inkling of anything unusual happening out in the jungle near Whisper Base. I agree with that assessment. The player turns to the Engineer character and suggests he does a bit of slicing - he has numerous alerts added to the Imperial system that there is a major smuggling operation underway in the next 24 hours, that there is a Medium Transport involved, and that any ships matching said description and/or acting unusually should be stopped and searched, especially for stolen Imperial weaponry (say an AT-AT and TIEs). The engineer player rolls a Triumph with a couple of advantages...
Anyway, to my question: My players have a knack of using their heads to throw major wrenches into planned encounters way before they happen - the last encounter of Whisper Base lasted long enough for the Ace character to roll an AT-ST gunnery attack check on an unarmoured personnel-scale target due to their foresight (or complete blind luck, depending on how you look at it).
In this case, they've prevented the Moff from turning up with anything resembling heavy weaponry, turning the climactic fight for survival into something much more closely matched, even accounting for their hero status.
Do any other GMs have any advice here? I'm tempted to push things through with the Moff's forces significantly reduced, as their actions have had a major effect, even at the cost of reducing the drama. To hand-wave around their critical thinking seems like a bit of a cheat.