Allies - Worth It?

By macmastermind, in Imperial Assault Campaign

So, here's the thing. I won Chewie from the Spice Job. Every time I want to use him in a mission, I lose hard because the Imps have an additional 15 deployment points to spend out of the gate. You guys all know how much pain 15 points can bring to the rebels from the imps.

In my opinion, Chewie's abilities are IN NO WAY worth the onslaught of dice and abilities from 15 points worth of deployment groups...

Heaven forbid I had won any other allies by then. For us, it's hard enough for the rebels to win on their own without adding an initial 15 extra points of deployment for the imps for an ally that can't activate twice per round and dies fairly quick...

Seems to me that the same goes for any unique allies - because of their cost. Not certain about the ally groups, because we haven't had the experience yet...

What say you all?

Haha.

As far as I'm concerned, Allies are a trap, and I'm the Imperial player. 12 points if the Rebels bring Han Solo? Cha-ching, I'm going shopping. Let's see... today I'll get 2 Trandoshan Hunters and an Elite Probe Droid...

I don't know how this made it through play testing, everything else seems pretty solid. But the fact that I can usually murder Solo in the first round and still have most of those guys still up is amazing. It will be different once the heroes are tougher and can kill my guys before they can go, but for now as the Imperial player, the Rebels can bring as many people to the party as they want.

rebel troopers have seen a good run in my campaign, with Gideon commanding them, i don't get to go on to much of a spending spree as the imperial

rebel troopers have seen a good run in my campaign, with Gideon commanding them, i don't get to go on to much of a spending spree as the imperial

That's why I mentioned the uniques especially. So many points - never works.

We've house-ruled it. Allies are half-price. Haven't tested it yet, but it's gotta be better than the auto-slaughter...

My group hasn't gotten any allies yet. Interested to see if this is everyone's experience.

rebel troopers have seen a good run in my campaign, with Gideon commanding them, i don't get to go on to much of a spending spree as the imperial

That's why I mentioned the uniques especially. So many points - never works.

We've house-ruled it. Allies are half-price. Haven't tested it yet, but it's gotta be better than the auto-slaughter...

I think Gideon's side quest ability also brings the allies in at a reduction of 2 points

rebel troopers have seen a good run in my campaign, with Gideon commanding them, i don't get to go on to much of a spending spree as the imperial

That's why I mentioned the uniques especially. So many points - never works.

We've house-ruled it. Allies are half-price. Haven't tested it yet, but it's gotta be better than the auto-slaughter...

The extra activation and the pain these allies can bring are worth the threat boost as is. If you try your best to keep your allies alive beyond the first turn, you'll find that the extra activation in later turns (once that initial threat has been spent) is a HUGE advantage.

I run as the imperial player in a game with 6 heroes, we've made some adjustments, but I can tell you first hand how huge extra activations are.

Fizz, I hadn't considered that. Probably because any ally I've ever brought has died in the first or second round. Leaving me to deal with the extra elite Trandos with my original line-up.

I think I'm bitter. Do I sound bitter? I think I do...

mac, my group has avoided getting any allies, because like you said, we can see no added value, to giving the Imperial player extra threat to spend from the onset.

I think the ally mechanic may work, depending on the mission, and the open groups, and FFG had to include the "Big Names" so they can say "complete misisons with Luke or Han in your party".

Never had a chance to earn a unique ally just yet, but yes, the thought of giving the Imps 15 threat for Chewie is nightmarish at first thought.

What scares me the most is if the Imp player decides to save the threat instead. Any group we eliminate pretty much comes right back the next turn, and it would feel like a lot of wasted actions/strain for nothing.

If you he'd Gideon's loyalty mission and I believe one other mission which I forget , it reduces the cost by 4 points. It lets you deploy those two rebel troops for the empire getting 2 bonus threat. However, those are two big ifs.