Loose cannon

By CaesarCovi, in Imperial Assault Rules Questions

OK, just got finished playing this mission (pg. 10 - campaign guide) and it feels like we may have screwed I up. Since I literally walked all over the rebel scum, I was hoping for some clarification on a couple of things:

1. While Mak is in the AT-ST, does he behave like a hero (rest to heal, suffer strain, attack twice, etc.) or is he considered a figure with an activation card (subject to the restrictions of non-hero figures in campaign play)

2. Really confused by the special setup: does this mean that the Imperial player can choose to double the treat level of the mission in exchange for boosting the AT-ST's health?

3. When does the special setup happen? Start of game only? Can the imperial players deploy all his open groups then? Or does the optional deployment happen at the end of each turn?

Thanks in advance for your help!

OK so after re-reading everything again, here is how I think the 'special deployment' for this mission should have gone;

1. You get a special 'start of game' boost to your treat equal to twice the treat level of the game

2. You can spend that treat with an 'optional deployment' right then and there or you can bank the treat for later

3. During each turn's end phase you gain treat again based on the mission's treat level and then you can spend your treat by performing an 'optional deployment' or keep banking it

Can anyone confirm that this train of thought is correct?

Your last post is correct.

Note that at some point in that mission you stop gaining threat

Your last post is correct.

Note that at some point in that mission you stop gaining threat

Yeah, that much I saw - stops at the end of turn 3. Now I just have to figure out how to deal with Mak in the AT-ST before we (most likely) replay this mission in a couple of weeks.

Best I can figure, he is not treated as a hero when in the AT-ST and is subject to Imperial-style campaign restrictions (can't double attack, can't use exaustion to move, etc). Otherwise I am not even sure how I would tackle restricting exaustion on a figure that has no stamina in his stat line (without even getting on the subject that, no matter how much I 'exert' myself on my car's gas pedal, I just can't seem to make it go faster than its top speed).

Edited by CaesarCovi

If he at any point suffers strain he will take damage instead.

A combo of stun and the atst awkward ability should make it easier

I had to deal with this last night, i ruled that as the campaign guide makes the AT-ST a rebel figure (ie not an ally) he could double attack but as the AT-ST has no endurence he cant suffer strain and as he is represented by the deployment card he couldn't use abilities or skills.

I have run this mission twice now as the Imperial player. The first time, I won in 3 turns (and as my rebel players know, I could have won in 2). The second time, I lost on the very last die roll for the very last activation for a rebel on Turn 7 ( if any of my rebel players are reading this, they'll tell you that I pointed out to them a few times where I could have flat out won it much sooner, but decided not to bring my A+ game, which admittedly, made the game much more fun to play).

That said:

Mak's AT-ST is *NOT* a rebel figure. It follows the same rules as allies. So the AT-ST cannot rest, cannot double attack, cannot suffer strain (takes damage instead), cannot use any of the abilities on Mak's Rebel Hero Card.

For all intents and purposes, Mak is not on the table at all until the AT-ST is destroyed.

The mission says you use his activation to ready and activate the AT-ST deployment card. That wording along with Mak not being deployed strongly implies the AT-ST is its own complete unit with the rules and stats that normally apply to deployment card units. If it were meant to be a hero unit it would have said that mak is deployed in the AT-ST or similar.

How the hell did you manage to deal that much damage in two turns Fizz?

They moved the AT-ST forward and hid behind it, so I bum rushed the Hanger tile and then focus fired the complete and utter balls off the AT-ST. Once you down it, the Royal Guard Champion goes nutbar, and that opened up my LOS for my other units. Also used my optional deployment for an Elite Officer and had him make the champ do even more damage.

How the hell did you manage to deal that much damage in two turns Fizz?

I could imagine doing it with a couple of probe droids if the players didn't clear them before I had a chance to detonate them. Dealing direct damage to the AT-ST that it doesn't get to roll those two defense dice seems to be the key.

Royal Guard Champion hits like a Mack Truck on steroids that is arm curling Arnold Schwarzengger in one bicep, and Sylvester Stallone in the other.

Sorry to resurrect an old thread but I just played this as the imperial player last night. I DESTROYED the rebels. it was not even close. I focus fired the ATST with just about everyone and had it dead mid round 2. I deployed heavy stormtroopers with my bonus threat at setup on one of the side green deployment spots in the hanger. The E-web drop at the end of round 1 on the other side hanger green deployment drop along with 2 rounds of the RGC beating on it with Show of Force....it didn't stand a chance.

Once it was dead the RGC only had about 6 damage on him so i took the extra move and attack and wounded Dalia, who the regular Royal Guard squad had already softened up. Mak was wounded from the 10 damage from the ATST explosion and Dalia was already wounded and all the rebels had managed to kill was the 1 imperial officer that gets hung out to dry in the beginning and 1 of the Royal Guards. I dropped a probe droid with my 3 threat at the end of round 1. By the end of round 3 all heroes were wounded and i won. I felt bad for the rebels in this one, this mission seemed very very lopsided. i think pulling this mission much later in the campaign would have served them better.