Under Siege

By Brev929, in Imperial Assault Campaign

Just played through "Under Siege" as the Imperial Player. WOW! There is a lot going on in that mission.

Questions:

1) When the rules condition says "healthy hero", does that mean a) a hero who has taken 0 damage, or b) a hero who has flipped their card over after suffering more damage than their health on the initial side of the card?

2) Does 'Withdrawal' mean "All of the heroes' cards are flipped over", or "the hero has taken damage in excess of their flipped over (wounded?) side"?

I think we were playing it correctly, but I'm trying to make sure.

Thanks!

Brev

Edited by Brev929

1) The answer ist b.

During a campaign, a hero is healthy as long as he is not wounded.

2) The answer is withdraw occurs when a wounded hero suffers damage equals to his health.

During a campaign, when a wounded hero is defeated he withdraws. The hero is removed from the map and cannot be activated for the remainder of the mission.

And "wounded" is when a Hero suffers enough damage to flip his card to the other side, correct?

Yes.

During a campaign, when a healthy hero suffers damage equal to his Health he is wounded. He discards all damage tokens and flips his Hero sheet to the wounded side. If his strain exceeds his new Endurance value, he discards any strain tokens that exceed his Endurance.

I played this mission last night(as the imperial player). The rebels were doing well, till round 6 when I basically wounded all but one. I could swarm the base and get the points. The problem was the rebel players were too scared to rest, they rather kept on attacking hoping to thin my numbers quickly. Even with some lucky dice rolls I only won on round 8.

I had the almost the same thing happen!

The first two rounds the Rebel players were saying "This is easy. We've got this. Yadda yadda yadda..."

But as the forces mounted, it became increasingly more difficult, and when Round 6 happened and the AT-ST comes out, they were all Wounded except for one, but that was a round away from happening and I had three tokens already. So, they gave up.

Tactically, the Rebels HAVE TO secure two rooms and just hold those as long as possible, but this group was trying to kill all of the IMPs instead. Oh well...

We all had fun, and that was the most important part.

:)

I think it's a mix of both holding 2 and some attacking. You've gotta thin them out a little bit if you want to survive to the time limit. But you definitely want to be resting often, especially when you decide to hunker down and just sit on 2 of them. But yes, you've got to decide on which 2 you want to hold and just sit on them eventually and hope you don't get wounded...

So far, I've played this mission 3 times and always incorrectly. I thought resting meant recovering only 1 strain or damage. So, I might have won handily all of those other times (as rebs)...

So do you have to accomplish the Darth Vader side mission, or is it good since he is included in the listed forces?

Salcor

If Darth Vader is in the starting or reserve groups, you don't need to have earned him as a villain ino rder to use him. If you want to take him in an open group, you need to have earned him through Dark Obsession (either by the heroes not choosing that side mission or by successfully completin that mission as the Imperials.

Under Siege is my favorite mission so far. Like others have said, it just has so much going on.

Didn't want to start another thread but had a question on this scenario:

Played through this on Friday and 'won' as the Imperial Player on turn 8 (I wounded the only hero in one of the last two uncontested rooms with my last activation).

As far as I can tell from reading the end mission conditions that means I didn't actually win right?

As long as the Rebels A: hold on to 2+ tokens past turn 6 and B: aren't forced to withdraw then they win correct?

Its probably closest to a 'tie'. You don't get the bonus for winning before end of T6 and the Rebels don't get the bonus for holding out after T8. Although from what I remember, a tie still plays the mission the Rebels would have gotten had they won, so I guess its a Rebel biased tie? Remember that win/loss don't really matter until the last mission, but there are bragging rights to achieve. ;)

Yeah, there doesn't seem to be a distinction between the Imperial player taking 4 tokens in turn 7 or 8 and not taking them at all.

I think I'd call it a Rebel win, if only because they needed a moral boost after two losses ;)

Hi Guys,

Could there be some more clarification on the end game rewards and conditions for this mission.

My group completed Under Siege late last night and I had a different view on who won and lost from earlier posts.

Our mission ended at the end of round 8.

3 rebels were wounded, none withdrawn.

Imperials had secured 4 rooms however, the 4th was achieved in round 8.

My interpretation was that the Imperials failed. They did not secure 4 rooms before the end of round 6. The also did not force all rebels to withdraw before the end of round 8. (i.e. the Rebel diversion tactics have worked.) Therefore the rewards of influence and the 'scoundrel's' mission are not awarded to the imperial player

.

The Rebels survived till the end or round 8 with all heroes on the board. They succeeded. I declared this as a pure rebel victory.

The context of this mission was to create a diversion while another mission was carried out another group of rebel operatives. Surviving to the end while preventing the Imperials from securing 4 room by the end of round 6.

After round 6, the only way the imperials could have declared a victory was if the managed to force all 4 rebels to withdraw.

I awarded the rebels a victory and game them the XP and Credits. Then I awarded that bonus that all players get right at the end.

That's how I interpreted it as well.

As the IP I secured the 4th site at the end of round 8, which to me triggers the 'at the end of round 8' end of mission result regardless of the capture.

Just so there's no confusion for future readers, the errata covers this. The Imperial Player gets to choose the order simultaneous mission rules resolve.

In the Rules Reference Guide, under Conflicts: Conflicts in a Campaign:

• If multiple mission rules would resolve at the same time, the Imperial player decides the order of resolution.

In this instance, the Empire gets to choose who wins.

BTW I just played this on Friday as the Imperial, it seems hard to get the ''win by round 6'' ending.

I was vs 1 Rebel person controlling 2 heroes(Wookie and Diala) and I thought ''this will be cake he can't control 5 with only 2 chars'', but he rushed out from round 1 to kill me outside before I even got in. Then as I deployed my reserves and the rounds advanced he only retreated back inside, while still delaying me. My 2 open groups where the Elite Trandoshans( I figured the close quarters would benefit a lot and the extra strain also, since I am Subversive Tactics) and Elite Royal Gaurds.

I only had 2 points by round 6 and then he just double healed each turn while on the last ones so it was impossible to wound him with the extra health(legendary) and 2 activations(4 heals if he chooses) each round, even when I stunned and bled the heroes(to try and make him waste moves) they can double heal(quad per round) cuz they don't leave their space. I mean I won in the end with all you get,but it was on round 8 and I thought getting the round 6 was cake. He also got lucky with 1 box and had the AoE stun grenade and that got 4 of my figures but it just seems that getting the round 6 ending is to hard and vs 4 players it seems even worse.

I don't think I misplayed and my open groups I think where good. They where both 2 figure groups which I figured help covering more terrain on top of their ability sets.

I won Aftermath and I also won the side mission for the saboteurs(barely), this was our 3rd mission, which I barely won in the end.

Did anyone get this at 6? how? any suggestions for the future?

Deleted.

1rst time posting and I needed some authorization thing and my message went through 2 times.

Edited by Methens

We just finished this scenario.

I was Imperial, the heroes were 4 players playing Gaarkhan, Jyn Odan, Diala Pasik and Fenn.

I have won both Aftermath and High Moon before this, and got the Combat Medic and Show of Force cards of my tree, as well as Fire at Will Agenda and Infection (which didnt come into play yet, obviously)

I won the game by getting the 4th token at the end of turn 6, but never managed to kill even one player. I just wounded 3 of them , making it impossible for them to contest rooms.

My players set up everyone standing next to a chest, opening them for the money and items first turn. This is a good idea, since its a) 200 credits for free, and b) you need every item, and will never have the time later on.

My open groups were an Elite probe droid and the grey Nexu. Both of these turned out to be absolutely crucial to my game.

Note: As Imperial, it seems as if you start with 0 threat in this scenario, and get 3 per turn. this means you have to make do with your pathetic initial forces.

Basically, I used the officer to move the e-web towards the eastern door, blasting it open first turn, and getting a solid hit on Diala who stood behind it..... but she rolled the full dodge. Ah well. Stormtroopers put some wounds on her, but that should have been the last time anything really hit her for the rest of the game.

I spawned the Nexu as soon as I was able, and he move-pounced to the northern door, taking it halfway down.It then pounced down the corridor, splitting the rebels 2 and 2. Diala and Gaarkhan kept holding the first room next to the east door for the entire game despite my best efforts, whereas Jin + Fenn are just not beefy enough to hold the hallway vs. elite probe, nexu and later on a royal guard.

Combat Medic is just brutal in this scenario. 1 threat is almost always worth healing 4+ wounds if you do it right, especially since later on reinforcements take too long to enter the fray.

As info, I choose the AT-ST, which never did anything, and would strongly recommend an infiltrating unit instead for anyone who plays this as the Imperial.

All in all its a great scenario, but even with excellent dice luck, I never felt like I was fighting a close call. I think the two most important, if somewhat fun-draining tactics are: focus-fire characters with black defense dice, use Bleed and Stun on your open groups to suck up actions, and most importantly, always try and LoS-block Quickdraw from Jin. She has to use it at the beginning of an activation, after all... otherwise that ability alone is your downfall.

Now my group picked the Han Solo Ally mission instead of Infection, so I get the Royal Guard Champion.... awww yea.

This was the dumbest mission ever

Someone blows a hole in the side of the house with a tank and you don't notice because you're fighting the rabid dog? Give me a break!