One of the options when a door is opened is "Each Probe Droid may move and attack." Do I need to fully resolve each Droid before moving on to the next one? And these actions aren't considered "activations" for the purpose of Jyn's interrupt, correct?
Imperial event in A New Threat
No, they will not activate Jyn's ability, as it is an interruption and not an activation.
The probe droids will have to make their move and attack actions in that order, but you can attack before spending any movement points (if you spend them at all) if you are already in a good position.
I don't think they need to perform the actions in that order, otherwise the wording would be "may perform a move and then an attack" instead of "may perform a move and an attack".
But, you are correct that in this case, you could not "split" the move and attack action:
"Movement Points", RRG, Page 20:
If a figure gains movement points when it is not its activation, those movement points must be spent immediately as an interrupt or be lost.
Edited by FizzThanks for the help, I'd have missed the bit about having to use the movement points all at once. Mission is a go in 20 minutes!
Did a New Threat yesterday. The rebels (Gaarkhan, Mak, Gideon and Fenn) were utterly annihilated. They've got to split to get all the terminals, but if they split wrong (or in my case, waste time playing with the Stormtroopers and the kitty) they're dead. I hate to imagine what it'd be like with less than four heroes.
It's actually quite a good one to bring allies on if they have them.
Seriously that door to the small 2x2 room should have a "Beware of the kitty" -sign on it.
We are about to run this on Saturday, and I am allowing my Rebel group to bring 6 heroes so I can stop bringing my C- game and bring my A+ game like I usually do. It's gonna be awesome.
Here kitty, kitty, kitty, kitty.
... I am allowing my Rebel group to bring 6 heroes so I can stop bringing my C- game and bring my A+ game like I usually do. It's gonna be awesome.
Are you giving yourself a threat increase at all, or are you confident enough to handle 6 players + potential allies on the printed threat levels?
I'm pretty confident I could take them with all 6 heroes, or at the very least really make them work for the victory, but I guess we'll see on Saturday.
In my group, I was banned from ever playing the Overlord ever again in Descent. My players still are traumatized by the Sea Of Blood campaign, and I am fairly certain that certain rules for D2e and even IA are because of what I did with exploding skeletons, and banking threat. (There is a reason Probe Droids explode at the end of a round instead of on command). My players were cautious and weary at the prospect of playing Imperial Assault, even though I promised a "kinder, gentler, Empire". After annihilating the heroes in Aftermath (when turn 6 started, they had a 0% probability of victory, and they knew it), and then completely destroying them in Loose Cannon in about 3 and a half rounds, my players called me on my claims of a kinder, gentler Empire. After some debate, we decided to replay Loose Cannon. The Rebels won, but only on the very last action and very last attack roll at the very end of round 7.
I have found that if I don't pull my punches, I tend to steamroller the heroes which then leads to demoralized and frustrated players. But, on the flip side, if my players *know* I am pulling my punches, they call me on it because they know what I am capable of. So it's a balancing act, really. That said, I find it much more challenging (and in some aspects entertaining) to hide the fact that I pull my punches, as opposed to the difficulty of forcing myself to actually pull them. Don't get me wrong, I never "throw" a game. But sometimes I will be more forgiving when it comes to order of actions, or allowing a hero to recover from a tactical mistake, or I will "remind" them of a special ability they aren't using to their fullest potential, or remind them of an ability I have that is not hidden information but just has not been used yet, or I will intentionally not choose the "100% victory probability move" in favor of a riskier move that lets the dice decide.
To balance things out, we are going to make the following changes:
- End of mission credit rewards per hero capped as if only 4 heroes are playing.
- +1 XP Bonus for Imperial Player if more than 4 heroes present.
- Threat Level Increase: Five Heroes: +1. Six Heroes: +3.
We'll play it out and make adjustments on the fly. Perhaps I wont need the increased Threat Level, or maybe I may need more?
We decided against a threat grant and an optional deployment at the beginning so that there would be a more steady flow of threat and hostiles. In addition, the bonus XP will allow me to gain more upgrades than I normally would, which will come in handy against all those rebels.
I'll let you guys know.
STUFF.
I am eager to find out how this went. Also how do you run your Imps to win the Aftermath scenario? Admittedly, this is my first foray into this type of ruleset, but of all my friends, I'm the most experienced gamer. And I have the game.
I've had some challenges winning against the Rebels.
So, we ran A New Threat last night with six heroes and the following adjustments:
- Gave the 2 "new" heroes 2 XP each to catch them up.
- Any mission that states " when all heroes are wounded " as a victory condition is read as " when four heroes are wounded ".
- End of mission credit rewards per hero capped as if only 4 heroes are playing.
- +1 XP Bonus per mission for Imperial Player if more than 4 heroes present.
- Threat Increase: +3 per turn.
Without giving any details away, the game had ended on the last Hero activation of round 5, where the rebels won. I had three of the six heroes wounded. So, not as close as I would have liked it to be, but still gave them a run for their credits. One thing about A New Threat is that this mission is weighted for the heroes, they have to earn their victory, but nevertheless, it is a very easy mission for them to accomplish. Even if they only had 4 heroes, and I had none of the adjustments, I think the rebels still would have won the mission, though, probably not by the end of round 5.
The next mission we played was Diala's Temptation side mission. Before the mission started, I needed to verify that the threat increase was a flat boost, or an actual Threat Level increase. We decided (at first) to just call it a boost and let it fly. First imperial activation I was able to wound Jyn with my E-Web (yeah, she tasted the rainbow), but after that, the rebels were able to pretty much drop anything I sent their way (the Royal Guards with Assault Armor were able to wound the wookie, but that only made him mad). When the final scripted event happens in this mission, and after I deployed what was in reserve, we had a discussion about Threat Level again. We made the determination that based on that event, it made more sense that the Threat increase per turn should be a Threat Level increase, and continued the fight. Even though I had Restorative Supplies in play, I chose not to use them, knowing that the very next turn was most likely going to be the last turn. Even though I said I would bring my A+ game, I intentionally pulled this punch, knowing my players would not notice it. Diala became wounded, leaving her with only one "Diala Token" left. Again, it boiled down to the very last hero needing to do just one single wound, and it he did not, they would lose. The rebels were *BARELY* able to make the last wound, and they won the mission. Again, another very very close game.
In future games, we have ruled that the threat bonus is actually a Threat Level bonus, however, this threat level bonus only applies to the Imperial player (there are some missions that give the rebel players advantages based off Threat Level). My rebel players also thought that the initial setup seemed lacking, and that there should be some sort of threat increase + resolve an optional deployment at the beginning of the game in addition to the Threat Level boost. While I do make them fear Imperial Figures, after round two when they have most likely eliminated most the imperial models.
But time was up, and we had to call it quits for the night, so that will be a conversation for another time.