Smuggled Goods & Other Mission Broken?

By De Bad Wolf, in Imperial Assault Skirmish

First I felt some of the characters were unbalanced. But now I'm just getting the feeling that its the missions are more unbalanced. I'm not here to bash on the game. Just hoping that maybe these things will get adjusted and want to see if popular opinion supports mine or not.

The main mission I feel is way out of balance is Smuggled Goods. I played against someone who used a combo of Officers and some fast moving models to pick up the smuggled goods. And then he said he declared his move action before picking up the goods and got to move his full speed yet. This didn't sound right to me but there was nothing in the rules to say other wise. He was able to pick up the smuggled goods in the middle and from a corner and return them to the start area and pick up the 3rd behind the door in round one. He also manage to kill one of my units worth 5 points.

He had 35 points at the end of round 1 and there was no possible way to stop him from getting the 3rd smuggled goods back to his start zone. The sad thing is they basically won the game turn 1. Yes I understand that some missions will favor some builds. But this one seems way off. And they can even choose to not attack at all and win in one turn. And most builds wouldn't be able to do a dam thing about it.

Second mission I feel needs work is Lost Knowledge. Again similar situation as the first example. People using officers to push around people and pick up stuff for points and there really isn't much you can do about it. And then I've seen it with Vader and officers. Vader just prances around and takes almost no damage giving no cares you are there. Handing in 30 points while the rest of his buddies guard the terminal.

Third is Raiding Party. The Sand Raider are not worth enough points to force your opponent out of a corner. Twice now I've had people come out kill the closes Sand Raider try to snipe the one closes to me. Then retreat back into the corner. First time I made the mistake of splitting up my army. The second time someone did this they got a lucky range hit and used some cards to take out enough units to give them the lead. And the slow pace of the match we went to time before end of round 2.

I think the other 3 are fine. Smuggled goods and Lost Knowledge just gives out to many points I think for a mission. And the raiding party maybe not enough. Or maybe officers just need to cost more points. But I doubt at this point FFG would change the officer. They would be more likely to adjust missions and rules. Or possible only allow a figure to accept one command actions a round.

So whats everyone thoughts.

Are smuggled goods suppose to effect the current activated movement points?

Should these objectives be worth less points?

Is the Raiding Party Balanced?

Do Imperial Officers need to be tweaked?

Edited by De Bad Wolf

Because of the speed the officers give Imperials have huge advance. The raider mission is fine if they want to stay in that room or go down below you just pick off Raiders and take the lead. You need to try and even the score with the raiders. The mission is fine. The other two you have a problem with are a problem but you can block crates and tokens with Nexu, AT-ST and block movement with them. Stun is another great answer to officers and blast is another way of getting rid of muliti officers at once. Even the act count with your own officers. Count squares you will be amazed at what you will find out about the missions and how you can counter them.

There are command cards like Strength in Numbers, Change in plans, the ready an ally cards to try and off set the officers. Provoke is another great card. If you are having trouble with activations Sit Tight can be a good command card.

Edited by Jonnyb815

I just think the crates in Smuggling goods need to be worth 10 instead of 15 it would force some real conflict in the match.

First they need to reword smuggled goods so that you lose 2 movement points from the moment you pick it up. 10 points would help.

Nexus is an option to block and for 4 points they are fairly decent. They don't have a lot of synergy with most builds. And if you race them out to block your basically sending out 4 points to get slaughtered. Unless the rest of your army is fast as well. I think Nexus are a temporary fix to slightly slow down the mass officer builds.

Objectives are great to prevent people from just sitting in a corner and waiting. This game doesn't have much of a first strike advantage like some games as Warmachine. And I've seen more then a couple builds that benefit from sitting in a corner waiting for their opponent to attack.

You shouldn't be able to get a win or a huge advantage based on objectives alone in 1 or 2 turns. At most you should get is 20 points from objectives and it should take more then 2 turns to do so.

On a positive note. I think get to the ship and the other feel well balanced.

People will quickly lose interest in a game if they sit down and auto lose because their opponent can win regardless of what they do. Oh you brought rock and I have scissors. GG sir.

I hate get to the ship. Just becomes a slug fest centered around the ship. I like the missions that give you different ways to win or lose with varying objectives etc.

While agree with most of your observations, I'm glad you CAN win games without having to kill all your opponents figures. Yes, some maps are more advantageous to "speed" builds, but I find having the objectives are good options to play the game. If not for objectives, you'll just see a bunch of Vaders everywhere smashing the competition.

First they need to reword smuggled goods so that you lose 2 movement points from the moment you pick it up.

Objectives are great to prevent people from just sitting in a corner and waiting. This game doesn't have much of a first strike advantage like some games as Warmachine. And I've seen more then a couple builds that benefit from sitting in a corner waiting for their opponent to attack.

I disagree with these ideas, the movement speed buff is gamey, but if you change this it will just make people game it to pick up as their section action, it lowers your speed but not your movement. Once you've seen this trick once you won't be burnt by it again.

I disagree. with the second as well. I like the objective. They are important enough that you have to fight over them, if you don't you are basically conceding the match. I dislike the movement ones as they strongly favor certain builds and starting zones.

With out the rewording of the movement debuff it allows people to win in about 1 turn. I don't want to give specifically hows its done because every jackel out there will just do it. If FFG designed a mission so that it can be won in a turn with very little effort and not giving the opponent a chance to prevent it is terrible. And it wasn't a one time trick thing. They guy almost told me what was going to happen before it happened. Even going up against him again knowing what he is going to do he will most likely get 30 points no matter what I do and good chance get 45 points again. Getting the 45 points hinges on getting a command card that allows him to move at least 1 space extra. And there are plenty of those. Kudos to the guy coming up with the build and deck to do so. I don't know to many people who want to play games that last 1 turn.

With out the rewording of the movement debuff it allows people to win in about 1 turn. I don't want to give specifically hows its done because every jackel out there will just do it. If FFG designed a mission so that it can be won in a turn with very little effort and not giving the opponent a chance to prevent it is terrible. And it wasn't a one time trick thing. They guy almost told me what was going to happen before it happened. Even going up against him again knowing what he is going to do he will most likely get 30 points no matter what I do and good chance get 45 points again. Getting the 45 points hinges on getting a command card that allows him to move at least 1 space extra. And there are plenty of those. Kudos to the guy coming up with the build and deck to do so. I don't know to many people who want to play games that last 1 turn.

This can be done I know but it requires basing your build around this, if another map is drawn you will suffer. It's really easy to use two figures to get the center crate but rewording it hurts the other builds more than it helps them. It's pretty simple to get a stun on the figure that is carrying the crate and stop a turn one turn in. At that point it's anyones game. I've played with and against the build you are "keeping secret" (it's been posted on these forums) and it's not as broken as you think, you just need to plan for facing it.

i am not sure this is really right. You can easy get one of the crates turn 1 no matter the build. You just have to be creative of how to hold it. Also getting the right side you want is a key to this mission too.

Right command cards can really help with this too.

Officer + high acts +Guards is it really a secret or RGC ? To be honest I have no clue what build your tallking about since the squares dont add up to get really more than one.It takes two turns to use officers so why don't you just stun. Since it takes two turns you can focus on other crates. Use bait and other figures to block. I don't think its as cut and dry as your making it out to be. Also the Guards are only speed 5. If you are using RGC that build will have trouble getting more than one and spreading out too thin.

One side it takes 7 squares, 6 squares, 7 Squares the other side is 5 door, 6 and 8 or 9 forgot. That means they can only do this trick with one crate maybe two but you should be able to block the movement or stun.

Also if they do take the side thats closer but has doors you have the advantage even though it doesnt seem like it.

Edited by Jonnyb815

My second skirmish game last week, we played the Smuggled goods mission. I had 2 Royal Guards, 1 Stormtooper, 4 Officers, and 2 Elite Probe Droids. My opponent played Rebels and had no chance in that mission. We finished in 2 turns, only because he blocked one of the crates, making me have to kill one of his figures to get to it. The probe droids with mobile and combo with the officers are way too fast. I ended up scoring 30pts for 2 crates and killing Jyn and one group of Saboteurs. The mission seemed really broken.

At this point, I would not make any Imperial list without a base of 4 Officers. They are just too good for the action economy, activation count and figure count.

Stun is a temporary answer. Ok I stunned the guy now what. Not kill him. Because if you do your opponent can just run up and grabs the goods and gets it even closer to the start zone.

And I would like to understand more about how being on the other side of the door to one of the smuggled goods is an advantage.

Edited by De Bad Wolf

Stun is a temporary answer. Ok I stunned the guy now what. Not kill him. Because if you do your opponent can just run up and grabs the goods and gets it even closer to the start zone.

And I would like to understand more about how being on the other side of the door to one of the smuggled goods is an advantage.

Count squares and stun is really powerful even though your not killing them because your slowing them down forcing them to do different tactics.

The mission is unbalanced but your thinking that the officer builds can only win it are not fully accurate.

Edited by Jonnyb815

Stun is a temporary answer. Ok I stunned the guy now what. Not kill him. Because if you do your opponent can just run up and grabs the goods and gets it even closer to the start zone.

And I would like to understand more about how being on the other side of the door to one of the smuggled goods is an advantage.

Being on other the other side allows you to get the center crate in with two card activations using no help from command cards. The door also blocks them from stopping you in that area unless they want to open it it goes both ways. This mission is gamey and often won by crates but thats the point, fight over the crates to win. I do think they should be 10 points instead of 15 but it's not as broken as people are making out, I've run plenty of imperial builds without 4 officers beating those that have it. Its not the end of days.

Stun is a temporary answer. Ok I stunned the guy now what. Not kill him. Because if you do your opponent can just run up and grabs the goods and gets it even closer to the start zone.

And I would like to understand more about how being on the other side of the door to one of the smuggled goods is an advantage.

Being on other the other side allows you to get the center crate in with two card activations using no help from command cards. The door also blocks them from stopping you in that area unless they want to open it it goes both ways. This mission is gamey and often won by crates but thats the point, fight over the crates to win. I do think they should be 10 points instead of 15 but it's not as broken as people are making out, I've run plenty of imperial builds without 4 officers beating those that have it. Its not the end of days.

Being on the side with the door you can run a royal guard or the champion out to the middle. Yes the royal guard will need a slight boost from a card. In my game the guy did it with fleet foot and a royal guard. No officer needed. He used officers to push a Royal guard to the other two. Being behind the door there was no way to pursue the royal guard after he activated picked up the goods behind the door after moving two spots and then heading 3 spots back and around the corner.

If your behind the wall your only 5 from the door so you have to use a group to open the door and the grab the crate. Then use gideon or officers to move back. You can use officers or gideon to get the other two and have more shooting lanes to stop them. I like the outside better than the inside even though your 6,7,7 away vs 5,6,9.

The fleet footed Guard move is where Stun comes into effect. You use a group to finish the person and pick the crate up with the other person. Also with stun now they can only move half speed and need to clear the stun. I feel a lot of people will pick the inside and let you setup second since a lot of people think the inside is better.

Also there is the probe droid trick from the outside. You also need to know that you can go right at them turn one if you want your only 7 squares from each other hmmmm Elite Sab Blast to stop them...and you can get to the door and open it in one turn vs them with two unless they have command cards.

I think Rebels can do just fine on this map but you need to know the spaces and save spaces you can attack from.

Edited by Jonnyb815