Drawn In

By slaptac, in Imperial Assault Campaign

Wow...What a Mission!

My group played this one last weekend and it was a long, drug out, shoot em up. I think we clocked 8 rounds lasting 2.5 hrs on the time and every bit of it was a nail biter! The flow of the battle went back and forth with grace...one minute the Rebels where out numbered, and the next they where wading in a ball pit of stormtrooper armor, and then I surged back with Units everywhere! It was a bloody chess match that came down to the last turn. 3/4 Rebels where wounded and I forgot to close a door and trap one of the Heroes in the Thunderdome (I had at least 5 units that had a clear shot) and they managed to escape with the Plans...again.

I guess all I'm saying was this mission was awesome! Anyone else feel the same...or have any missions they just had a Ton of fun on!?

So hyped because this mission is on our next up! The rebels will be punished accordingly with my newfound means of production ;)

So hyped because this mission is on our next up! The rebels will be punished accordingly with my newfound means of production ;)

It was a blast. And I'm way jealous of means of production! Our group has managed to offset our side missions (I wond all the Rebel ones and they won all the imperial ones) so neither side has any of the way cool stuff...

*SPOILERS*

I had a different outcome. On the first turn, everything went to pot for the imperials, with mek 2-shotting the turret at the end of the hall, 4 troopers wiped out, and landing a grand total of 2 hits, it was looking grim. However, the mission swung COMPLETELY when Mr. Baller came out. I think he got a total of 4 swings in the round he came out (move+brutality for 2, executor for 1, and executive order for 1). The two melee heroes got wounded very quickly, and only Mek was left unwounded. That didn't last for very long. Man that champion with a bit of support could almost solo all 3 heroes, it was a bit gross.

Yeah the Champ is bad news for the Rebels. Unfortunately he didn't make a huge impact in our game. They managed to avoid killing anyone around him so I didn't get to use his interrupt, and They stayed spread out enough that I could never use Brutality. The worst part is they didn't do it intentionally to avoid his moves...just kinda happened. I was a volcano of rage on the inside, but kept it cool on the outside so they wouldn't know it was getting to me!

I just played this one last night- and as the Imperials absolutely crushed the rebels. I think part of the reason is our style of play though… we embellish the core campaign rules and add a bit more of a D&D feel to the game, with occasional skill checks for the rebels, and the biggest thing is ‘fog of war’ where rebels have to have line of site on a tile to see what is there – the game board is NOT all setup at the beginning. For this mission the setup story states the pilot quickly shows them a schematic of where they need to go, so I had them do a skill check (wrench) to see if they remembered what was behind doors. Only 2 of 4 heroes passed, so they only had knowledge of the two closest rooms. First few rounds they dominated, wiping out the e-web gunner and most of the stormies. I fled down the hall with a few storms that escaped around the corner, and basically built my reserves hidden down the hall around the corner. When their melee came down to take out the 3 rd terminal, they had royal guards and probes waiting for them. Coupled with the elite officer they made quick work of their first target. By the time turn 5 ended the remaining rebels had managed to make it halfway down the hall, I opened the side door and flanked them with the royal hero with the imp officer close behind = bloodbath. Took out the final hero turn 6 with ease! Excited to play the next jailbreak mission with the trash compactor…might have to fashion a quick trash monster to use in game…

Holy cow!!! This was a cool mission to play!

After effortlessly dispatching my initial stormtroopers they head left with Mak and Jyn to get rid of the first terminal. (Area without deployment points.) they managed to open the door and got to the terminal. My E-Web (with Savage Weaponry) took some potshots against Jyn while they were still in the hangar area doing some damage and surgical strike straining. They opted to mostly take strain during my "Prey on Doubts". Subversive tactics kept their strain high and forced them to carefully plan their actions. Weary target struck Gideon (to prevent command+masterstroke) and Gaarkhan (limit dmg abilities) occasionally straining Jyn to prevent quick draw silliness.

Then they make a mistake. Jyn and Mak were still in the left area with the terminal when they sent Gaarkhan and Gideon to the right to take care of the terminal there. Gideon was hiding in the hangar corner by the door while Gaarkhan went full stride to the right.

End of round... I close the door between Gaarkhan and Gideon... Deploy with my remaining 9 points of threat an elite stormtrooper squad to the right hand room with the terminal.

Mission. Incapacitate Gaarkhan at all costs.

Dice are hot. Gaarkhan has to move to get to range to troopers. He heavily wounds a stormtrooper but fails to kill it. In return I cause serious damage to Gaarkhan and bring him to the brink of wounding with surgical strike and strain him with weary target at the end of the round. Next round Gideon is reunited with Gaarkhan and they decide to destroy the second terminal.

Bad timing. Gaarkhan hits terminal with reach (we allow this) and destroys it with his last action and cleaves a stormtrooper giving one a focus to another in the group.

Royal Guard Champion arrives right behind Gaarkhan! I equip him with the meanest possible upgrade I have...Imperial Industry (reward from Means of Production). A self-healing, stun-bleeding damage machine? Hell yes! I activate the RGC and move him between Gaarkhan and Gideon. Brutality ensues and Gaarkhan is wounded stun/bleeded. Gideon suffers the same. Stun bleeding and strained with being almost wounded. I laugh when I close the door leading to the corridor where Mak and Jyn are trying to regroup with Gideon and Gaarkhan.

So yeah... Pretty devastating victory even though at first they mopped the floor. RGC came to 11 wounds during the rebels "everything but the kitchen sink - all out" attack. After that. Brutality - self heal, elite officer executive order attack - more selfhealing.

MVP: Royal Guard Champion "Carnor Jax" equipped with Imperial Industry. Absolutely devastating monster. Along with subversive tactics max strain AND Exploit Weakness (allows attack of resting figure or move as an interrupt).

We did play the exploit weakness wrong (allowed to attack any figure) but rectified it later. I think the mistake was only done once.

The rebels were "Captured"!!!

Edited by Krankenstein

@Krankenstein, If only they had the Kitchen Sink...

Edited by slaptac

"Drawn In" is our next mission, and as Imperial player, I've just read the description.

One point focus my mind : about rebel that withdrawl. They become a figure with only one action, move. So, they have no more endurance nor live points?

Can they be targeting by something (an attack, special action, ...)?

Can they block line of sight?

I've read really quickly this morning (last game was yesterday, Spice job, rebels win with last heros activation at the end of round 5), but don't find any information about the "consistency" of this withdraw heros...

Thnaks a lot

Since there is no effect to damage further an incapacitated hero and that it can only perform a move action and nothing else, I don't think stats are relevant. Should a number for a stat be needed, I'd use the stats on the wounded side of the card.

For your other questions, the answers are in the rules reference guide, page 14 :

Incapacitated
[...]
• The figure remains under the control of the same player.
• The figure does not restrict movement or block line of sight. Other figures cannot end their movement in a space containing an incapacitated figure.
• When a figure is incapacitated, it discards all conditions, and conditions cannot be applied to that figure.
• The figure cannot suffer damage or be targeted or affected by attacks, abilities, or any game effect except as specified by the mission’s rules.
• The figure can still be pushed by a massive figure ending its movement in the incapacitated figure’s space.
Edited by Mad Malade

"Drawn In" is our next mission, and as Imperial player, I've just read the description.

One point focus my mind : about rebel that withdrawl. They become a figure with only one action, move. So, they have no more endurance nor live points?

Can they be targeting by something (an attack, special action, ...)?

Can they block line of sight?

I've read really quickly this morning (last game was yesterday, Spice job, rebels win with last heros activation at the end of round 5), but don't find any information about the "consistency" of this withdraw heros...

Thnaks a lot

Right, move is all they get, and from what I understood they only get one activation too. So they can move their wounded speed, once per turn. I imagine They still Block LOS, but they are useless to attack anymore since they can't be removed from the game.

Major perk to this is they won't be able to attack terminals anymore! That helps the Imp w/ area control, which in this mission is a big advantage!

THANKS Mad Malade

everything is in this book, I'm VERY impressive about work of FFG teams (still before, but now, it's amazing!)

My pleasure. There is so much to this game, it's not always easy to find the answers we need. The community here is really great for this.

I played this with my group last night.

They managed to clear out the troopers pretty easily in the first two turns, but I also was able to focus fire Mak and wound him. I moved my officer and eweb out the the right to set up an ambush. The heroes went left first and took out the terminal there while I just banked threat. After they took out the bottom two terminals the royal guard champion came out swinging and incapacitated Mak and wounded Jyn. They tried to rush Gaarkhan over to the last terminal on the right to finish it off, but at that point I had enough threat to bring out Vader and finished Gaarkhan off with a force choke.

I played this with my group last night.

They managed to clear out the troopers pretty easily in the first two turns, but I also was able to focus fire Mak and wound him. I moved my officer and eweb out the the right to set up an ambush. The heroes went left first and took out the terminal there while I just banked threat. After they took out the bottom two terminals the royal guard champion came out swinging and incapacitated Mak and wounded Jyn. They tried to rush Gaarkhan over to the last terminal on the right to finish it off, but at that point I had enough threat to bring out Vader and finished Gaarkhan off with a force choke.

Wow, that sounds dirty. Jax and Vader on the board at the same time? Ewwwwww....but excellent (insert evil laugh). If you had some extra Royal Guard out on top of that...what is that like the 'I Win' button of IA?

curious, what 4 deployment cards did you guys choose? I was thinking:

- officer (for the part when Jax shows up so he's moving even faster)

- elite stormtrooper (why not? more troopers)

- royal guard (protection for everyone and with assault armor they get incredible tough)

- ...

aaaand for the last slot I'm hanging in the balance between the probe and elite royal guard, don't know if i get the threat for it. Elite E-Web? I just realised I haven't tried that guy yet in this campaign.

My skill deck is imperial might (but I made some baaad purchases, those grenades are useless.)

Edited by derroehre

curious, what 4 deployment cards did you guys choose? I was thinking:

- officer (for the part when Jax shows up so he's moving even faster)

- elite stormtrooper (why not? more troopers)

- royal guard (protection for everyone and with assault armor they get incredible tough)

- ...

aaaand for the last slot I'm hanging in the balance between the probe and elite royal guard, don't know if i get the threat for it. Elite E-Web? I just realised I haven't tried that guy yet in this campaign.

My skill deck is imperial might (but I made some baaad purchases, those grenades are useless.)

The grenades can be used to clear focus.