We have been playing around a bit with a campaign in my new gaming group, namely trying characters out and teaching the game, and I find myself having to try really hard to not absolutely destroy the rebels. We have played the first mission aftermath maybe 3 times as well as the side mission for Luke (homecoming I think... The one in his expansion pack) and I find I need to not use my class card, 'forgetting'to reinforce, not using special abilities, and rolling off the table to change the results in order to not completely demolish the rebels. I still have won every game by a wide margin... What are some ways to give the rebels a chance? Maybe running 5 rebels?
Do the rebels ever win?
There is a post on the from page asking if Imps ever win. Overall I feel as if your friends are not playing well or completely aware of the rules if your missions are as lopsided as you suggest.
There is a post on the from page asking if Imps ever win. Overall I feel as if your friends are not playing well or completely aware of the rules if your missions are as lopsided as you suggest.
We were actually discussing this when we played just last night; the fact that the Imperial player is supposed to be the only one that have read the campaigns (the "STOP if you're a Rebel player do not read past this point" bit in the Campaign Book) it's really important that the Imperial player understands and plays/deploys/triggers etc correctly, and it is equally important that the rebel players have a firm grasp/understanding of the core rules for abilities etc. If either part fails their part/task then it'll be a bad game and possibly a bad experience.
Now, bear in mind that it's still all pretty new in this game and some might just be plunging into the game and there will be a lot learning as we go along.
So far it's been my experience that one simply must make an effort to "stay alert" and know the rules and understand the keywords etc.
Spoiler alert:
Like at our game where we discussed a thing about a mission with DV in it, where the Imp player had saved up threat in order to make DV a beast to defeat, when it happened to be totally wrong and instead the Damage needed to inflicted was related to the Mission Threat Level .
Anyways: as mentioned above; most of us are still learning this stuff
There is a post on the from page asking if Imps ever win. Overall I feel as if your friends are not playing well or completely aware of the rules if your missions are as lopsided as you suggest.
I originally came to this forum to ask for advice on this issue. I did see that post but as my point was oposite I felt as though imperials with an issue similar to mine would see this and post things they have done to level the playing field.
We did get pretty much all the rules correct. The only thing I got wrong was melee with reach cannot reach to attack an object and focus is only the first attack (this didn't help me except once when I did it with the engineer). The only house rule I used was that if a person was standing on a terminal then adjacent can melee it but range cannot hit it as I thought that was a bit odd.
They tend to play more for objectives rather than as a hack and slash, so I thought they would have no issues. The real issue is the amount of damage I could dish out with a full stormtrooper group on a turn. Also if they didn't take out the whole card they were in for a bad time. That reroll is vicious and they don't have a bad set of attack die. The engineer, on our first play through, wounded Garkaan as soon as the door opened, and I wound up wounding all the heros on turn 5. At this point they learned they could not play just to objectives as well as the need to focus a single group to complete destruction. It is extremely punishing giving up an action to rest.
I hope there are missions that favor the rebels. We have not progressed that far as we replayed the first mission to try all the rebels. At this point I feel as if there are missions that could be difficult later but I could just save agenda cards...
We've found the game to be pretty tough for the Rebels, once the imperial player knows what they're doing. We've had two campaigns so far between me friend Tim and myself, and it's Imperials 2, Rebels 0.
Rebels can be very deadly, but they need to play as a team and strategize well, if they just run straight in and dont bother to come up with a game plan and stick to it (adjusting as needed as a team) then the imps will indeed win, Likewise the imperial player needs to fully read the campaign mission, and decide how to spend his threat or how to use his troops to the fullest advantage for him. I have played the intro mission aftermath twice and won the first game because the jedi run past the troops in round 1 or 2 and opened the door giving me a very big advantage (not gonna say what it is to avoid spoilers).
the one we did today i won only because I managed to blockade all my troops in front of one terminal so the rebs couldnt get a clear shot at it. It came down to the final round and the terminal was more then half damaged.
So yeah i think if the rebs can work together they can win, and if the imp can avoid mistakes they can win. I find it to be pretty balanced. Even if it does not seem like it at times (IE the beginning few rounds of under siege)
There is a post on the from page asking if Imps ever win. Overall I feel as if your friends are not playing well or completely aware of the rules if your missions are as lopsided as you suggest.
The engineer, on our first play through, wounded Garkaan as soon as the door opened, and I wound up wounding all the heros on turn 5. At this point they learned they could not play just to objectives as well as the need to focus a single group to complete destruction. It is extremely punishing giving up an action to rest.
Just to clarify. By wounded, do yuo mean that Gaarkan was reduced to 0 HP, then had to flip his card, or are you saying he took damage?
Because I believe the winning condition is that all the Rebels need to be "Wounded" which means they have all suffered HP that reduces them to 0 once. Once a hero reaches 0, he flips his card over and continues playing but is considered "Wounded."
To get Gaarkan to "Wounded" would mean inflicting 14 HP of damage, if I remember the card correctly.
I'm going to counter with...If your Imperial Player cannot roll less than two dodge in any defense roll, you are probably going to lose.
We replayed the starter mission twice because it was just such a bad time for everyone. We also discovered we played the scenario for four player characters (we only had three at the time)
Even still....we barely made it to the end. It was also simply due to the GM (Imperial player), letting one of us re roll the final attack. The second game had gone nearly as bad as the first. We worked together, but none of us could hit anything that game.