A New Threat

By pallen97, in Imperial Assault Campaign

Spoilers (obviously...)

Has anyone had the Rebels win this mission, or even come close?

We played this last night and the Rebel forces got slaughtered. It wasn't even close. They split up the party to take care of the two closest terminals and still had two heroes wounded by turn 4. Before General Weiss showed up, they had already decided that it was impossible to win and decided to go for supply crates. Then Weiss showed up and the last two heroes went down (with only one crate gathered).

When I read the reward section, which states that there's a Rebel bonus for finishing before turn 5 is over, that got a room full of chuckles. Without splitting the party three ways, how would that even be possible? And how could an Imperial player not swarm and wound/kill the two heroes going solo?

I'm curious what kind of Rebel tactics have worked in this mission. Has anyone beat this one?

"Run Luke, Run"

heroes need to focus on the mission objectives. Even if it implies to do it under heavy fire.

Our game ended when the last rebel got wounded right after making a failed attribute test on the last terminal. So it is possible. Just requires every trick in the book they have and a bit of luck with the terminals. Best tactic would probably be to bulldoze to one terminal and then split. Double movements and ignoring enemies will most likely give better results.

People seem to forget their true objectives. The rebels really do not have the luxury of smacking any extra enemies along the way really.

My group played this and the rebels won... on turn 5.

:angry:

We didn't get the bonus for finishing before.

We play a 3 hero party and we split up 3 way. The secret is speed, cooperation and focus (on the mission... and focus token :P )!

Edited by Alarmed

The rebels have to split up for this mission. The real trick for the Imperial player is to guard that southern most terminal until you can bring <spoiler removed> into play to supplement the defense. Make sure that when you are reinforcing, you are doing so in such a way that buys you time to get past round 4.

Edited by Fizz

I wonder if having a 3-hero party isn't a big advantage in this scenario. Being able to split the party three ways (which my players didn't try) and doubling up on the activations of the hero taking the longest route would certainly buy them some breathing room.

Thanks for the replies, everyone. I'm glad to see that some groups didn't have as much trouble with it.

Edited by pallen97

Playing a 3 rebel party does make it easier on the rebel, however, be aware that the extra activation token must be passed on If possible. This means one hero cannot hog them, it has to be transfered, unless there is no one else left. Secondly, the hero with the extra activation cannot use it until all other heroes activated . that's not a big hurdle for a good group, but it's in the rules, the IP needs to enforce it for his own good. (so no Garkhan charging the stormtroopers, then attacking, then charging the door and using two strain to move and attack the next victim unless he choses to go 3rd and 4th on the round he has the token.

Like I said, cooperation is key. We used "move object' to great effect here by placing the wookiee closer to his "target, then moving him even closer by activating the jedi first. Presto: Wookiee starts 3 spaces closer to the path that leads to the terminal he chose as target. On his turn, he moves and charges!

It came down to the wire in my game (I'm running the Imps). The group split up and went their separate ways. The wookie went to the Southern most terminal solo and I managed to withdraw him at the very last moment! All the other Rebels where so far away, they didn't have the time to get to the terminal.

Also I didn't hardly use Weiss...by the time he was deployed the Rebels were so scattered I couldn't move fast enough to shoot at any of them...really bummed me out.

In order be gain jut a single shot out of Weiss I think you need an officer ready to command him, otherwise he is just too far away. I doubt he will ever be game turning though

As the rebel player I was using two heroes and completed it in under five turns, , there was a lot of running, one of the heroes was wounded just before she took the last test, I got lucky on the tests and passed them first time even though they turned out to be the non specialism for each heroe. I had taken the skill upgrade for the jedi and had use the force from my first side mission but didn't need them.

Playing as the empire the heroes split up to cover two objectives, the wookie was traped in west room by eweb outside but other pair got from the east room to the south before the general was on. Really I can't see his arrival where he does have any effect on the outcome, if the heroes are crossing the centre of the map turn six they aren't going to make it anyway .its just fun to get a big model on that early and scare the heroes a bit, neither the general or at st has appeared again in either campiagn so far.

I think this mission is very do able for the heroes but if you fail a few skill tests (which is easy to do since you don't know which test it will be) if them imperial player is able to target one hero or group then they could be in a lot of trouble.

I played it this weekend and it was the most unbalanced mission I've seen so far. Makes we wonder if the campaign is made so that when one side wins, it has a harder story mission next. Because the diversion version of the mission seems really hard for the Empire (the one we play if the Empire wins Aftermath).

Anyway, the wookie was very unlucky, and placing a Nexu in the room with four spaces offers a good delay for the IP. Maybe opening a door with 3 probe droids surrounding Jyn wasn't the best move for the rebels either... :lol:

I have been running the campaign with me as Imperials and my gf playing two heroes, Gaarkhan (with extended hilt to give reach) and Diala. She was nervous to split up at first and went to the north room with both. Opening the door with Gaarkhan placed the Nexu in the room, while Diala dealt with the elite probe droid. After taking two rounds to get the first terminal (she had lost the side mission before and was a little gun shy to risk too much) she decided to split up, sending Diala to the east room, and Gaar to the south. Her room triggered the stun challenge, which she passed, his triggered the move the probe droids, trying to get them closer to him (probably should have gone for threat). Both characters ran past the nexu in the path to the left rather than attacking, trying to get to the door. I didn't deploy for a while until I could afford threat to put two squads of storm troopers in (probably a mistake, thought I'd have more time, and a walker, which apparently didn't think it was an important enough mission important to show up for).

She managed to beat the mission in round 4, only killed one probe droid and the nexu I put in the room, ran past everything else and only got the crate in the south room. Overall I think ignoring fights and lucky rolls were the key. She got lucky with terminal/hero combos too, three dice for every test. But even if she took an extra round Weiss couldn't have gotten to them in time. Using strain for extra move points was a factor as well, getting her in range of terminals and doors quick and saving actions for interacts.

Too bad, I was looking forward to surprising her with Weiss' deployment. I was going to use a german accent and everything.

Overall we are loving this game, shes not normally one for something so technical but shes very good at it.

Edited by Borgatt

Excuse me for bumping the thread, but in my case my heroes were slaughtered because I had to split them and they suffered a lot of bleeding state.

Also (and this is my question), the imperial player said that the doors (5 life points, +1 defense), once the received the 5 hits, they needed another extra action of the heroes to be opened.

I did not argue with him but reading the rules now I'm not so sure this is right. The rules specify this in the faq about 'locked' doors, but in this mission they are sealed doors. Perhaps I'm misunderstanding, but for me it's way too difficult with one hero to bash the door (at least one turn), then use another action AND having a droid/nexu on your back giving you Bleeding state and damage

Can you confirm me if the doors needed an extra action to be opened? Or if the 5 hits means the doors should be opened directly?

Thank you :-)

After you did enough damage the door is gone. There is no extra action.

Edited by Stragen

Saska makes this mission very winnable if she has tool kit. I'm sure with Saska and Force Adept on Diala this mission is probably easy.

Our PBF group won this mission pretty decisively with Saska in our group. You can review the game turn-by-turn.

https://boardgamegeek.com/article/20209723#20209723

Saska makes this mission very winnable if she has tool kit. I'm sure with Saska and Force Adept on Diala this mission is probably easy.

Our PBF group won this mission pretty decisively with Saska in our group. You can review the game turn-by-turn.

https://boardgamegeek.com/article/20209723#20209723

Glad to hear this, I had a theory that Saska would completely swing the balance of this mission; excited to hear that is how it played out.

Thank you very much. In this mission the IP said that the hero's needed an action to open, my mistake for not reading the rules myself. I feel cheated :-)

Watch us get stomped!