Spoiler: "Incoming"

By Leveton, in Imperial Assault Campaign

My group will be playing the "Incoming" mission (Campaign Guide, p. 33) tonight.

It looks like this is a mission that really could go either way. If the Rebels reveal both of the wrong terminals, they'll have a really hard time getting everything done by the deadline. But if by luck they go to the correct two right away, it will be really hard to stop them. And my Rebels are pretty good at Insight and Tech tests. Fenn is the only one in my group who doesn't roll three dice for one of them. Diala can grant rerolls, and Jyn and Mak both have abilities to become focused on their own.

I'm certain that proper use of Bombardments will be key if I am going to win the mission. I know I'll need to drop one where it will create a new deployment point, probably fairly early on. I don't think I can say exactly when I should use it to deal damage and when I should use it to stun. I'll just have to look at that on the fly.

For my open groups, I'm pretty sure I want to bring the elite Trandoshan Hunters and regular Royal Guards. Stun, bleed, strain, and they're fairly durable.

The big question mark is whether the Rebels will bring Luke as an ally. I don't think he's a big help this mission, since he can't interact with the terminals. But having him would help the Rebels clear out my figures.

I fail to see a question here....even in the spoiler tags...

Sorry, I guess I just forgot that part.

Any advice from anyone who has run this mission? The Rebels have won 4 in a row, and I want to get some momentum back. At bare minimum, I need the middling rewards rather than a complete (and fast) Rebel victory.

I think in this situation, you want to bank your threat. Sure, you can get more deployment points with the bombardments, but you should certainly establish the first time that the bombs are for dealing damage, and then surprise them with a deployment point in round 3 or 4, once you can really drop some hurt. Focus on taking pot shots and keeping your dudes alive while slowly dealing damage until you have them in a perfect position and then threat dump a perfect deployment. Royal Guard and Elite Royal Guard will be great open groups, or possibly an Elite Nexu, or maybe an Elite E-Web since you'll be at close range. Something that will let you rain down damage fast.

surprise them with a deployment point in round 3 or 4

But the fact that bombardment can create new deployment points is part of the rules you read to the Rebels when making the first bombardment. Other than that, it looks like pretty good advice. I might try elite Royal Guard and elite E-Web, but I still think elite Trandoshans and regular Royal Guard might work well, too.

surprise them with a deployment point in round 3 or 4

But the fact that bombardment can create new deployment points is part of the rules you read to the Rebels when making the first bombardment. Other than that, it looks like pretty good advice. I might try elite Royal Guard and elite E-Web, but I still think elite Trandoshans and regular Royal Guard might work well, too.

Good point. I was going to say that deployment points are hidden information, but in this case, they are not. The rules state that only the Deployment points on the mission’s diagram are hidden information. That only slightly adjusts your base tactics. I would mess with your players by overtly counting spaces from each newly created deployment point, just to screw with them. Make them think you're going to use deployment points that you have no intention of using at all. Then surprise them with the deployment point you really plan on using.

Edited by Fizz

I just wish the order was turned around, so you could bombard to create a new deployment point, then immediately deploy units to it. But as it is, you increase threat, deploy/reinforce units, THEN do end-of-round effects like bombardment

The big question mark is whether the Rebels will bring Luke as an ally. I don't think he's a big help this mission, since he can't interact with the terminals. But having him would help the Rebels clear out my figures.

page 5 RRG
• Rebel allies are not heroes. During their activation, they cannot interact with crates or rest. Rebel allies can perform only one attack each activation, and follow all other rules for non-hero figures.
Allies can interact with terminals and mission tokens and elite ones should and can even succeed if they require 2 successes at the cost of having to interact twice (which can be twice during the same activation)
page 7 RRG
• Only heroes roll dice for attribute tests. If an elite figure is required to perform an attribute test, it automatically receives 1 success. If a regular figure is required to perform a test, it automatically fails the test.

Wait, I thought allies could only interact with things if it specifically said they could. "The Spice Job" specifies that Chewbacca can interact, and I had to look up what happened when he did, because he doesn't have a strength attribute.

...

Oh, because those were non-terminal tokens.

Well, it didn't end up mattering last night. The Rebels didn't bring an ally after all. They won because by pure dumb luck,

Mak was standing right where the blast door appears. I had enough stuff out there that I could have boxed him out if he hadn't already been right there , but I guess I should have anticipated better. It didn't help that a wounded Jyn got a perfect roll her first time trying to reveal a terminal, AND it was the right one.

On the bright side, they only got the bare minimum of rewards for winning. No crates (and no valuable goods), they didn't finish it early enough to get the bonus rewards, so I got an extra influence.

Up next in our campaign, Generous Donations, our final side mission.