Agenda side missions: are they easier for the empire?

By Tauntaun, in Star Wars: Imperial Assault

I was considering if it's worth spending influence on agenda side missions. They can go wrong, wasting influence or even reinforcing the rebels. The reward may be interesting, but are they really worth 3 influence? Are they balanced to favor empire and pay back for the cost? Or are they a gamble and a risk of helping out the rebels instead of hindering them?

Edited by Tauntaun

I'm away from the game right now but I think I remember looking through these and I don't think they have many, if any, rewards for a Rebel win (but I might be thinking of forced missions) so for the Imp losing them is not as big an issue. Certainly better than losing a character side mission where the Rebels get goodies.

Not sure if they are harder; it just might be there's more upside win or lose for the Empire.

Plus it's one fewer side mission they can do to get their rewards so there's that right there. Unless they just skip it and the Imp player automatically gets the reward.

They can't be too hard or the rebels would always skip them. Skipping them just gives a reward but an Imp win gives that reward plus more and it's one fewer side mission for the Rebels to get their goodies. It would be a poor choice not to skip them if indeed they are extremely hard for the Rebels to win.

I suppose the point in the campaign is a deciding factor too. Buffed rebels with a lot of wins/xp/equipment might take it on to try to deny the Imp player and waste his influence. If they have not been faring so well and have not optimized they might shy from it, especially if they are eyeing a juicy side mission reward they want.

If you think they will just skip it but you really want them to play it to then maybe don't spend the influence. If you think they'll skip it and that's what you want, go for it.

The one for Vader is worth it IMO but there are other ways to get him. I would check the reward for synergies with your plans to see if a given Agenda side mission is worth the influence. Also see what you might deny your Rebels maybe even late in the campaign when they only have one side mission left to play.

Of course it's relative to the other cards you drew and if you've been getting a lot of wins and influence.

Edited by usgrandprix

All the Imperial Side Mission have the same rewards:

Imperial player wins

Imperial player gets 1 XP, 1 Influence and the "Mission Reward"

Rebel player gets 1 XP and 100 credit/hero

Rebel player wins

Imperial player gets 1 XP and 1 Influence

Rebel player gets 1 XP and 200 credit/hero

The "true" advantage of an Imperial Side Mission is that it "eats" a Side Mission slot.

The "true" advantage of an Imperial Side Mission is that it "eats" a Side Mission slot.

True, I was not considering this aspect. Thanks!

The "true" advantage of an Imperial Side Mission is that it "eats" a Side Mission slot.

True, I was not considering this aspect. Thanks!

This is exactly why. You're forcing the Rebels to decide if they want to go after a juicy side mission, like getting the lightsaber, but if they do, then you get an unchallenged Agenda through that gives you Vader as an ally (for example).

You're making selection of the Side Missions for the Rebels more of a game than just deciding if they want to add Han or Chewie to their ranks this turn. Now its a real dilemma. How bad do you want to go after that Shadow Suit? Is it worth the negative consequences with letting that Imperial Agenda go through for free? If you do the Imperial Agenda, it's 1 less Side Mission you can go after for potential benefits down the line.

What about forced missions? They are very expensive and don't eat a side mission slot. How are they balance wise? Have you found them worth the cost?

Forced Missions:

If the Rebels win, they get nothing.

If the Imperial wins, he gets the Reward.

Forced Missions:

If the Rebels win, they get nothing.

If the Imperial wins, he gets the Reward.

That does not answer the question of whether the forced missions are worth it :

the main problem I have with them is that it is easier to recoup your 4 points agenda if you are already ahead. If you are behind, there is a higher chance the outcome of the mission is : Rebels get 200 creds (supply crates), and Empire lost 4 agenda points. If you are ahead, then you have a higher chance to succeed, which will make things even harder for the Rebels afterwards.

I find this system a bit weird (as it further unbalances the game).

What about forced missions? They are very expensive and don't eat a side mission slot. How are they balance wise? Have you found them worth the cost?

The benefits for the Imperial player for playing a forced mission, like "Wanted" for example;

  • Force the Rebels to play a mission that gives them zero benefits if they win; no xp/credits are awarded
  • Force the Rebels to play a mission that gives you something awesome if you win, the "Old Wounds" reward
  • Your odds of success are higher because the Rebels don't get to spend XP/go shopping before the mission starts

Now, whether or not this is worth it for you is in the eye of the beholder. "Old Wounds" can certainly hamper the Heroes' ability to harm your precious mooks and you could start playing with tougher-to-wound groups in your open slots to really make it hurt.

It comes down to a few factors; you're not totally in control of what comes off that Agenda deck each time you go to the Imperial Upgrade Stage. If I had the chance to go for "Wanted" and "Dark Obsession" on the same draw, I would personally grab the "Dark Obsession" to "force" (in a roundabout way) the Rebel players to attempt to block my attempt at a free Vader ally.

If I drew into some less-than-useful-at-the-moment cards, "Wanted" might be the way to go, at least to get the potential for that Reward out sooner, especially if you can catch the Heroes at a point where they start to save up the credits and xp for a bigger purchase, but haven't yet made it. You'll nail them at that sweet spot where a previous mission has gone by and nobody upgraded their character, but you've gained something via Influence/XP on your end. Tip the scales a little your way, then lay that Forced Mission down for the kill.

  • Your odds of success are higher because the Rebels don't get to spend XP/go shopping before the mission starts

For an agenda forced mission it will be played after the upgrade stages so they will be upgraded. But they do not get upgrade stages before the next mission after the agenda forced mission.

For a story forced mission it is played immediately, before any upgrade stages. Then they do upgrade stages (which could potentially entail an agenda forced mission).

Edited by usgrandprix

Forced Missions:

If the Rebels win, they get nothing.

If the Imperial wins, he gets the Reward.

That does not answer the question of whether the forced missions are worth it :

the main problem I have with them is that it is easier to recoup your 4 points agenda if you are already ahead. If you are behind, there is a higher chance the outcome of the mission is : Rebels get 200 creds (supply crates), and Empire lost 4 agenda points. If you are ahead, then you have a higher chance to succeed, which will make things even harder for the Rebels afterwards.

I find this system a bit weird (as it further unbalances the game).

Forced Missions have (for now) a maximum of 2 crates, so to get 200 credits Heroes must be very lucky (normally 100 credits).

I don't thnik there is an absolute answer to your question.

Forced Missions are always a gamble, but in general, they are good for the Imperial if he's already "stronger" than the Rebels (higher chances to succeds).