If you are a Rebel player and your group hasn't completed the "Homecoming" side mission yet, stop reading. Savor the surprises.
With that out of the way, I'm the Imperial player in my group, and I'm preparing for the fourth side mission in the campaign. Last week the Rebels won (their third victory in a row, but only on their very last action) to get the Rebel Saboteurs as allies. This week we're moving on to "Homecoming." The stakes are high. If they win, they get Luke Skywalker (Hero of the Rebellion) as an ally. If I win, I get 2 extra influence to spend on agendas.
I'll be starting with 8 threat available for an optional deployment. If the Rebel Saboteurs join the heroes, I'll get another 5 threat. So I'm trying to decide what to use for my open groups.The big question to me seems to be whether I should try to win by deadline (at the end of round 6) or by defeating Luke. It's 17 squares for Luke from his starting point to the terminal to open the garage doors, so that would ordinarily take at least four move actions, or 1/3 of Luke's actions for the mission. From there it's another move to get adjacent to the T-16, and an action to interact with it once the garage is empty enough. So normally Luke would have to spend six actions just completing the mission objectives. Except Fenn Signis could give him extra movement with his tactical movement ability. That could shave one or more actions off that timer.
If I decide to try to defeat Luke, I'm considering some combination of these:
- AT-ST: The reason should be obvious: blue-red-red with targeting computer and lots of good sight lines on the map. Deploy it at the green deployment point on the northwest corner of the map and it will have shots at the Rebels as they approach and go on by. Massive means it doesn't have a problem with its line of sight being blocked, either. Rolling black-black with 15 health, they might see it as a waste of actions to try to kill it. The biggest problem is cost. Even if the Rebels field the Saboteurs as allies, Luke running full speed would get past the deployment point before I could drop the AT-ST, which would then have to chase Luke.
- E-Web Engineer (elite): Like the AT-ST, it has an accurate three-dice attack that can make good use of the long sight lines to quickly put out a lot of damage on Luke. The problem here is its low speed and tripod restriction. If Luke is moving at full speed without stopping to attack enemies, the E-Web Engineer might only get one round of attacks off. Thankfully I could make the most of that with Show of Force, Fire at Will, and Sustained Fire, but it's still a concern.
- Nexu (elite): It's one of the few figures that can nearly keep pace with a running Luke and still make attacks. Red-green is a good attack pool, and it can make Luke bleed even without a surge. Its weakness is its relative fragility. Even if Luke ignores it, the other Rebels could kill it quickly.
- Trandoshan Hunters (elite): The Trandoshan Hunters are all about Relentless and ACP Scattergun. If both figures attack an ally, like Luke, who can't take strain, those two abilities add up to an extra 6 damage. The trouble, like the E-Web Engineer, would be speed. They can't keep up with Luke, especially if he's running full speed and they're trying to move and attack.
If I decide to try to slow the Rebels down, the lineup of likely choices for my open groups changes:
- Royal Guards (both versions): The big things with the Royal Guards are their ability to keep up with Luke and stun him. That can really slow down the Rebels. They also can stand up pretty well to attacks once the garage is opened, trying to hold on long enough for an Imperial victory. If I go the route of playing defense this mission, I see virtually no downside to using Royal Guards.
- Nexu (elite): The elite Nexu is a good choice for this strategy, too, as it can take up space, slowing Luke down. Its attacks also come with an automatic bleed effect, which Luke might spend an action to clear if he's running low on health. The Nexu is still fairly fragile. The smaller health pool is the main reason I wouldn't consider the regular version.
So, what do you guys think of strategy and which figures to field as open groups? Luke is too good of an ally to let the Rebels have him. And I want that extra influence.