Ally side missions and their difficulty vs reward is insane....

By PinkTaco, in Imperial Assault Campaign

*possible spoilers*

Im on my first campaign as rebels and ive tried both the han solo and luke skywalker side missions and im literally stunned at how difficult they are, and their reward.

For example, In luke's homecoming mission *spoilers obviously* i did the math.. and if you moved as far as you could every turn you wont even REACH the terminal until turn 4. that leaves only 2 turns to complete the mission with all the spawns on the map. And good luck doing that in such a way the imp player cant auto focus luke the whole time. You better pray your dice rolls on top notch to be clearing out imperials on the way because if you arent killing 1-2 imps a round you aren't going to make it. The imp player had 2 groups of stormtroopers, a trandoshin grp and probe at the start. I see how this mission could maybe be a 50/50 win rate (coming down to dice rolls only) and i could forgive that if the reward was at ALL worth it but its not. You have to perform in this EXTREMELY difficult mission, only to get a reward that rewards the imperial player if you ever use it? is that a JOKE?!

So if I use luke after finally winning him on some extremely difficult mission, he's completely negated by the 10 threat the imp player gets to use, to spawn groups that could kill luke all by themselves with extras left over actually increasing difficulty of the mission.

What in the hell is the point in ever using the allies? lol.

Edited by PinkTaco

question does your maths include double moving luke ?

Unique rebel allies definitely seem like a red herring in this game, no matter how hard or easy they are to earn. I don't think I've ever seen someone say "yeah, we brought Luke/Han/Chewy on our last mission and that won it for us!" while I've seen a lot of "we brought Luke/Han/Chewy and then the imperial brought out extra Guards/Trandoshans/RGC and killed off our ally in one round and then curb stomped the rest of us."

question does your maths include double moving luke ?

question does your maths include double moving luke ?

allies are only allowed to move and attack like imperial minions

Which does include double moving.

Rules Reference Guide Page 3


Actions

During a figure’s activation, it may perform two actions. The

available actions are Attack, Move, Interact, Rest, and Special.

• The figure is not required to perform both actions.

• Each action must be resolved completely before the figure

performs its next action.

• Special actions are denoted on components by the A icon.

A figure can choose to spend one of its actions to resolve a

special action from one of its cards. If an ability has two A

icons, it costs the figure two of its actions to resolve this ability.

-- When a special action contains multiple attacks, or a move

and an attack, it still only requires the listed number of

actions to perform.

• Movement points can be spent before or after performing

an action. If movement points are gained as part of a special

action, they must be spent immediately during that action.

• A figure can perform the same action multiple times during

the same activation except as follows:

-- A non-hero figure can use only one of its actions to perform

an attack per activation.

-- A figure can perform each special action only once per

activation.

• Numerous game effects allow figures to attack, rest, interact, or

perform a move without performing an action.

Related Topics: Activation, Attacks, Movement, Interact, Rest

Huh, I'd totally forgotten about this bit:

If movement points are gained as part of a special

action, they must be spent immediately during that action.

That sure makes Fenn's Tactical Movement and Gideon's Mobile Tactician a little less flexible.

Huh, I'd totally forgotten about this bit:

If movement points are gained as part of a special

action, they must be spent immediately during that action.

That sure makes Fenn's Tactical Movement and Gideon's Mobile Tactician a little less flexible.

Tactical Movement isn't a special action.

Oh, true.

We just finished the Rebel Sabotourmission:

We absolutely steam rolled the IP. This our first side mission with threat level 2. By the second turn we had the sabours freed, by the third they were wailing at the door with about 2dmg per attack, then the door got knocked down the Ip could do nothing to stop us from smashing the terminal in there. The sabotours seem pretty cheap and very good at what they do.

The cheap allies (troopers, saboteurs) do seem worthwhile; it's the expensive uniques (Luke, Han, Chewy) that don't seem worth their threat cost, unless maybe it's on a mission where the Imperial is only allowed 1 open group and you believe they've chosen a cheap one; then the excess threat might not do them much good. But on most missions, +10-12 threat right off the bat is huge for the Imperial.

Huh, I'd totally forgotten about this bit:

If movement points are gained as part of a special

action, they must be spent immediately during that action.

That sure makes Fenn's Tactical Movement and Gideon's Mobile Tactician a little less flexible.

Tactical Movement isn't a special action.

But the movement points still need to be spent immediately. So it functions the same way way even though they don't cost an action and is given through exhausting a card.

RRG pge 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.

I think it depends if Fenn uses it on himself or someone else. If someone else, then yes they must move immediately, because it's "movement points gained when not your activation." But if he uses it on himself, I think he can bank them for later in his turn, since it's still his own activation and Tactical Movement is not a special action.

In our campaign so far the Rebs got crsuhed during the LUke SM but they suceeded in the Chewie one. As the Imp side I won the Genreal Weiss Forced Mission. They Luke one is insanly hard.

I agree for getting movement points for himself, because, as the rules states, it has to be used immediately if it's not the figures activation. Clearly, if giving to himself, it's his activation.

At least with Luke's mission, you get extra health for him. Han is toast. Nobody wins Han. Unless the Imperial just doesn't know how to play the game...

The only rebel I can consistently win is Chewie, and he costs SO MUCH to play that he never gets played... That's a shame...

At least with Luke's mission, you get extra health for him. Han is toast. Nobody wins Han. Unless the Imperial just doesn't know how to play the game...

The only rebel I can consistently win is Chewie, and he costs SO MUCH to play that he never gets played... That's a shame...

Same for us... Han is impossible to save

and Chewie are really great, but too expansive!

"my" rebels never choose him, even for final (and they don't need him in fact :) )