Generous Donations

By KennedyHawk2, in Imperial Assault Campaign

One round of shooting with an e-web is all I need to wound a hero.

Yeah sure, often it will be, but 1 wounded hero isn't enough.

Mak shoots down the top door with his first action, strains inside and has LoS to the E-Web anywhere you can put it (unless you put it in the corner from where it can't attack either), then Ambushes it. The E-Web Engineer can't attack Mak, because of Covert. The RG's try to stun Mak, and are then dealt with by other rebel heroes.

Very fanciful and not at all realistic. You've had your heroes deal with a door, 2 guards and get a shot in on the e-web, PLUS everything that got spawned on their heads from last round... WHILE having to use move actions to get into line of sight, all in 1 round.

More realistically the e-web with better range and with a guard hidden behind it is going to wound out the hero who had to come far enough into the room to attack the guard who walked up to Mak, stunned him, then walked back into cover. While wounding that hero, the e-web will have recovered the damage Mak did to it.

Next round with 2 block + black it's very likely to live through one hero attacking it, allowing it to wound out a second hero or kill the first, meanwhile the guard or guards can step out and stun more heroes and oh look reinforcements are starting to arrive, did that mean old officer get that Nexu to start bleeding out your heroes again?

When I played this I absolutely destroyed the Rebels. If you don't play your troops like suicidal lemmings this mission is a bloodbath for the Rebels.

Edited by Union

I did not say it happens on round 1 (I thought it was obvious). It happens perhaps on round 3 or 4, starting with the first action of the first activation shooting down the door. This guarantees that once the rebels are inside and deal with the imperial forces there, they can upload and the imperials have great difficulty in 'stealing' any terminals.

Admitted, this was a PBF at threat level 4 ( https://www.boardgamegeek.com/article/20217565 ) where I was 1 damage away from wounding Fenn twice, and some dodges from the rebels, so it could've went better, but I managed to wound everyone during the last round. Military Might helped but not was not enough.

(Now looking at it, with all the stuns dealt the rebels played this very well. But they had very good class cards and items by then as well.)

Edited by a1bert

The Rebels were hurt by what they didn’t know in this mission. They took Wookie Warriors with them, and that 8 Threat allowed me to deploy good reinforcements on Turns 2 and 3, and I was able to wound Gaarkhan and Saska. (When I first played this scenario as a Rebel sniper, we got 9 of 12 credit tokens and benefited from a healthy Gaarkhan and Mak storming the doors. I learned from this and as the Imperial player, wounded the tech and the wookie first.)

Then they proceeded to slowly mop up and consolidate – the E-Web never fired a shot! :wacko:

They felt the time crunch by turn 4 and busted down the north door with the allies, then breached in the south door with Gaarkhan and Saska on turn 5. They rushed Saka in, thinking they needed to get the virus uploaded and then flee. So I was able to disable all three terminals in 2 turns.

It was a letdown for them. They had taken out a good amount of Imperial Troops, yet still ended up losing in a bad way. I will probably get another Imperial Mission reward out of them during the last Side Mission time frame.

This is a great game! But if a weakness has been revealed it can be that knowledge is such a valuable thing. The only clue they get is a throwaway comment by the contact “it might take a while for the virus to upload”… I love the flavor of it, but it meant that they were screwed when they opened the door and loaded the virus with two wounded heroes.

A military vet in my group will not let go of two other weaknesses in Imperial Assault and the new movie -- “the LOS makes no sense” and “this new canon SW stuff does not exist, Heir to the Empire is the real story”. :P

We just ran this mission and I have to add my voice to the choir of complaints that this thing is quite broken indeed. I had to play incredibly stupid as the Imp to give the Rebs a fighting change and make the mission fun (like, chosing badly which group to activate and basically "forgetting" that I could destory terminals), and even then I "won" very comfortably. (By "winning" in this scenario -- which basically has no winners -- I mean that I controlled the game and chose to end it when the Rebs had scored 5 Neutral Tokens just to be nice; I could have ended things before they got a single token, which would horribly unbalance the campaign going forward).

I really like the premise of this mission but I cannot see how this thing is not broken. On the plus side, the AT-ST was there just for show and couldn't do anything as the heroes hid inside the complex, which is a good and atmospheric way of using it, especially early in a campaign :)

PS: What does "LS" stand for? (The original poster says this very difficult for the "LS to win"; I'm curious what this is an abbreviation for :D )

Edited by angelman2
6 minutes ago, angelman2 said:


PS: What does "LS" stand for? (The original poster says this very difficult for the "LS to win"; I'm curious what this is an abbreviation for :D )

Given the context, I'mma say "Light Side".

Kind of a weird term for the Rebels, but I guess it works. Kind of reminds me of the Free Peoples and Shadow Player names used in War of the Ring, for some reason.

20 hours ago, angelman2 said:

which would horribly unbalance the campaign going forward

This is the main problem with this mission. If the mission swings really hard toward one side or the other, it can break the rest of the campaign. It wouldn't be a bad idea to house rule the rewards for this mission so that if one side dominates, it doesn't have such a large impact.

It would be a good idea to cap the rewards at something like 1200 credits if the Rebels get all the tokens and something like 4 influence if they get none of them.

There is a JR mission called Perilous Hunt that also has the reward of " Credits ":

But the reward for this one is almost too tamed down. For the Rebels, it essentially is the same as winning an agenda side mission which is pretty weak. As a Rebel player, picking a mission for "Credits" you would hope to get more credits than you can get from any non-credits side mission.

Edited by machfalcon
Multiple spoiler tags in the same post like to nest themselves