Side Mission: High Moon <Spoilers>

By Fizz, in Imperial Assault Campaign

If you are a rebel player, stop reading now. This information is for Empire players only.

Many bothans will die, if you steal this information.

So, I'm looking a the mission "High Moon" and I have come to the realization that it is ENTIRELY POSSIBLE for the rebels to win this mission in a single activation. Granted, this would involve careful planning, and a plausible Imperial mistake, but it is entirely possible.

Here is what would need to happen:

Rebel Turn:

Activate Jyn.
--Spend 2 strain to move towards comlink
--Action 1: Interact with comlink.

>Game effect: Deploy Szark and other models.
>Game effect: Jyn tests (eyeball) and passes. Gets a free shot off on Szark deals damage at least *4 damage.

--Action 2: Jyn attacks Szark, deals at least *3 damage.

Imperial activation:

--Activate Szark
>Game effect: Jyn interupts: Uses Fast Draw, deals at least *3 damage, kills Szark.

Mission win: Rebels.

*Szark gets bonus health equal to threat level x2. This would put Szark at 10 health (base 6 +4) at Threat Level 2. We assume that Jyn's damage output will increase with the threat level, as at threat level 5, Szark will have 16 health, and Jyn should be able to deal 16 damage in three attacks that late in the campaign.

The mistake here would be that the Imperial player would want to activate Szark first to get the healing chance as well as getting him out of LOS. However, being in Jyn's LOS allows her to Fast Draw him, giving her the possible kill shot she needs to end the mission.

A better first activation in this case would be to activate the E-Web, and move him north a couple squares to block LOS to Szark, allowing him a chance to escape and heal.

Please keep comments inside spoiler tags. The rebels do not need this information.

Edited by Fizz

This is the next mission we're running, and I realized as soon as I looked at the map that this is a possibility. My plan for this is to use my optional deployment at the start to spawn an extra Nexu, and use the starting Officer to move the E-Web into place. Will this work, or should I spawn an extra Officer and keep that E-Web moving, or save my threat (we're at Threat Level 2 for this mission) for some Stormies or a Royal Guard group?

Edited by ThatJakeGuy

I like to resolve my optional deployments with "nothing" and bank the threat and save it for future turns, leaning on the advantage of surprise. You can also use threat to heal Szark, so once you get him out of LOS of Jyn, you can have him hide in the cantina and heal him up.

You could use your first activation on the officer in the south to move the E-Web, blocking LOS to Szark, and then you'll have a possible "Taste the Rainbow" possibility, which is always good.

Since the green deployment points are on the north and south sides of the cantina, if you make Szark hide inside the cantina, then that will force the heroes to run up the middle, and you can pincer them in from both sides.

For Open Groups, I would take more troopers (they are cheap and effective) and possibly a probe droid or two. I assume i will be short on threat for this mission in later turns so you need to bank on cheap, effective distractions.

Edited by Fizz

I ran this last week with my group. It was the first side mission they ran so Threat level was 2 (and auto doubled to 4), so he had 12 HP. So, it was (nearly) impossible for him to die on turn 1.

Also, remember the following

1. Hide inside the cantina if he is hurting.
2. Run 2-3 figure units (troopers, guards, and other Hunters) give the rebels a handful. Also, they are useful to block movement - in fact for an entire turn I used and move my Nexu to block the Rebels from joining the fight (true I got lucky and rolled several Dodges).
3. The guy can heal himself.

Edited by emmjay

But Szark only has 6 health base, not 8. At threat level 2, his health would be 10, not 12. The Trandoshan hunter that represents Szark in this mission is a regular card, not an elite card. It is quite possible for Jyn to do 10 damage in 3 attacks. (assuming the aforementioned situation of her taking the first action, passing the test, and Szark activating first, on Jyn Quick Drawing him down).

Sure there is some luck that has to be drawn on, but those rebels just blew up the Death Star, and I bet that was like, a one in a million chance. I'm not taking any chances.

Edited by Fizz

I am not sure the description is correct in this scenario. It seems to be implying that Jyn is getting 3 actions. I do not believe she can move, interact and attack in the same activation.

She should get 2 actions where she can either move (potentially spend strain to get more move points and move further) and then interact or attack.. not both..

or am I missing something here?

See RRG actions (p3) Movement (P19)

Jyn only gets two actions. One to interact, and one to shoot Szark. (Second attack)

She uses strain to gain 2 movement points (not an action) and moves 2 squares to the commlink (also not an action). Remember, that moving is not an action, and neither is spending strain to gain movement points.

Mission rules allow her a chance to get a free shot on Szark by testing (eyeball). (First Attack)

If Szark then activates, Jyn's Fast Draw special ability gives her a third, and potentially game winning third attack.

Edited by Fizz

Fizz. my concern is that spending strain to get movement points does not allow you extra movement actions. just more points to spend.

So

Action 1 is Move - i essentially get x movement points to move about the board.
Action 2 is Interact

I can spend my movement points to get to the terminal. I can suffer strain to get more movement points if required.
Interact
Then spend more movement points if there are any left to continue my move

But I do not get another action...

All that is allows is

Action 1 (get Move Points for moves)
Action 2 Interact

Strain just adds to move points available.

I think the RRG is fairly clear on this..

ah you are mixing the move action with moving

the move action just gives you movement points equal to your speed stat and is not moving

spending strain to gain movement points is not an action or moving and does not require you to have already used the move action

moving is spending movement points to move and is not an action

Sorry, Johnjbestpia, but you misunderstand the rules. Spending strain to gain movement does NOT require you to take a move action. Performing a "move" action only gives the figure movement points equal to its speed. Movement itself is not an action.

"Actions", RRG, Page 3:

  • Numerous game effects allow figures to attack, rest, interact, or perform a move without performing an action.

"Movement Points", RRG, Page 20:

  • Any time a figure gains movement points, they are added to the remaining total of movement points that figure possesses.
  • Spending movement points is not an action and may be done at any time during the figure’s activation. They can be spent before or after performing any action but cannot be spent while resolving an action.
  • During a campaign, a hero can suffer 1 (strain) at any point during his activation to gain one movement point. He may do this up to twice per activation.

    This means that if you have 0 movement points, and you spend two strain to gain 2 movement points, you now have 2 movement points. No action required.

Edited by Fizz

Fizz,

I believe I see your point and agree with your description. But I can't help but feel that this is somehow broken from an intent perspective. (but maybe not) - that you should have to "create the move point account" via the move action before you can start accumulating move points.

I do see that the strain->move point process can happen at any time during the activation. and thus those points should be available to be used. prior to any actions taking place. It just doesn't feel right...

You do not need to use a move action before "strain movement". You can strain move two spaces and attack twice. It is intentional. Is it unbalanced? Most certainly not. Those two movement points are very expensive.

Finally played High Moon. This is EXACTLY what happened. The rebels spent five rounds killing everything I could throw at them, then one round resting and getting position before calling out Szark. Jyn took her reaction shot: 3 damage, performed an attack: 3 damage, and then reaction shotted Szark when I went to bring him closer to Imp forces: 4 damage. The combination of insane attack rolls from Jyn's GG Blaster and a few Evade only results from that **** black die resulted in Szark dying like a ***** in two activations.

On a side note: SCREW DOUBLE REST ACTIVATIONS. I had Jyn and Mak at one health, but then they went and double rested. I know it's inefficient on timed missions, but in this case that double rest saved them both TWICE from wounding. It seems unbalanced. It eliminates all the hard work I have put into positioning and focusing a hero.

Edited by ThatJakeGuy

On a side note: SCREW DOUBLE REST ACTIVATIONS. I had Jyn and Mak at one health, but then they went and double rested. I know it's inefficient on timed missions, but in this case that double rest saved them both TWICE from wounding. It seems unbalanced. It eliminates all the hard work I have put into positioning and focusing a hero.

Exploit weakness from subversive tactics is pretty nice. Of course you might not be using the SV class. Double rest plays in your favour if you still have troops nearby. It also gives you additional threat. But I know it is annoying as hell!

We played this last night (Me being the Imps). And those dumb rebels spent the first 5 rounds trying to eliminate all of my guys. By that time I banked enough threat to drop in royal guards and and keep my storm trooper supply full and running. I had two rebels wounded by this point, and they realized that things weren't going quite as well as expected so they decided to call whats his name. Jyn got her shots in and did 5 damage (out of 12). I healed (for 3) and ran him to the bottom of the map to hide. After that I ran in the Elite Thrando's and destroyed the remaining rebels w/o breaking a sweat! They totally biffed their plan here and I had enough power units on the board to split their focus in many different directions..making it almost too easy!

I have to give credit to one card in the Subversive tactics deck (Insert name here) That allows you to trade damage for strain. That card my friends...is boss for Animal (Read "Wookie") Control. Never once used charge on me the whole match, and that is a victory in itself!

If you are a rebel player, stop reading now. This information is for Empire players only.

Many bothans will die, if you steal this information.

So, I'm looking a the mission "High Moon" and I have come to the realization that it is ENTIRELY POSSIBLE for the rebels to win this mission in a single activation. Granted, this would involve careful planning, and a plausible Imperial mistake, but it is entirely possible.

Here is what would need to happen:

Rebel Turn:

Activate Jyn.

--Spend 2 strain to move towards comlink

--Action 1: Interact with comlink.

>Game effect: Deploy Szark and other models.

>Game effect: Jyn tests (eyeball) and passes. Gets a free shot off on Szark deals damage at least *4 damage.

--Action 2: Jyn attacks Szark, deals at least *3 damage.

Imperial activation:

--Activate Szark

>Game effect: Jyn interupts: Uses Fast Draw, deals at least *3 damage, kills Szark.

Mission win: Rebels.

*Szark gets bonus health equal to threat level x2. This would put Szark at 10 health (base 6 +4) at Threat Level 2. We assume that Jyn's damage output will increase with the threat level, as at threat level 5, Szark will have 16 health, and Jyn should be able to deal 16 damage in three attacks that late in the campaign.

The mistake here would be that the Imperial player would want to activate Szark first to get the healing chance as well as getting him out of LOS. However, being in Jyn's LOS allows her to Fast Draw him, giving her the possible kill shot she needs to end the mission.

A better first activation in this case would be to activate the E-Web, and move him north a couple squares to block LOS to Szark, allowing him a chance to escape and heal.

Please keep comments inside spoiler tags. The rebels do not need this information.

When the imp activates szark, he could have/should have just healed the threat level of 4 health before jyn does her quick draw ability.

Just finished this mission and rebels wiped the floor.

First round they cleared the troopers, Nexu, Eweb, officer and most reinforcements.

Then they called out Stark and almost managed to kill him (did 11 out of 14) damage. He ran and survived end of out, got healed by Restorative Supplies and the other effects nut it was way too late. Not nearly enough pressure on the rebels

Wow what a thread bump!

Have there been any custom printable deployment cards made for Szark?