Smuggled Goods-Broken?

By adman67, in Imperial Assault Rules Questions

Over the weekend I attended our Regional Championship and went 3-1 in the opening rounds of play. Made top 4.

My issue is that I then played the scenario Smuggled Goods and basically lost by the end of turn 1 and there was absolutely nothing I could have done about it. There was no issue of tactical play, no combat, nothing. My opponent had 30 points sealed before I was even finished moving all my units.

I played a rebel list and he had imperials.

He was able to move his RG with officers and then during thier activation, move, pick up a crate and then finish thier full movement. Even though the card states a model carrying the crate has reduced -2 speed when carrying the crate. At least that is what I believed and argued for but to TO said that was not the case, that it kicked in when a model carrying the crate starts it's activation while carrying. What, does the crate get heavier as time goes on? The modifier should take place immediately.

Anyway, I find no fault with my opponent. He had a great list and he payed the scenario to his advantage and played to win.

My issue is how FFG can create a scenario that one player can basically win by the end of turn 2 in a premiere event such as a Regional Tournament.

I have been playing the game since it was released in December and concsider myself a decent player but that was just a silly situation. I never complain and was able to circle the wagons but it was purely a defensive situation in trying to prevent him from killing ten points worth of units. I was able to get jyn over to the third crate and back but lost a unit trying to screen her. It was only a matter of time.

I am hoping that there has been similar feedback and FFG listens or at least acknowledges that there is a need to make some changes to that scenario. Even making the crates worth less, like 10 points each, would at least guarantee some sort of play between opponents.

He was able to move his RG with officers and then during thier activation, move, pick up a crate and then finish thier full movement. Even though the card states a model carrying the crate has reduced -2 speed when carrying the crate. At least that is what I believed and argued for but to TO said that was not the case, that it kicked in when a model carrying the crate starts it's activation while carrying. What, does the crate get heavier as time goes on? The modifier should take place immediately.

Here is the thing. The modifier does take effect immediately. But the modifier affects Speed not Movement Points . So if you use your move action first and then pick the crate up, you still have your full speed worth of movement points. Every subsequent move action (including orders from officers) will be affected, however.

So the imperial player made a 100% legal play and the TO was correct, though for the wrong reason. It has nothing to do with when a model activates, but when a model uses it's Move action.

This scenario definitely favors builds with high speed values and having a lot of officers in play. Crates could have probably clocked in at 10 or 12 points each.

Unfortunately (or fortunately, depending on how you look at it), the rules are the rules and your opponent played legally and the TO made the correct call.

Definitely sounds like legal play, yes.

That said, it also definitely feels like Royal Guards are probably overpowered, or undercosted, depending how you look at it. Speed 5, health 8, stun, block aura... that should cost more than 4 per figure.

Thanks for the answers! That does help.

I was in no way trying to say that my opponent did anything illegal or tried to pull a fast one. He is actually a friend of mine and we have played many games of x-wing together before although this was the first game of IA, so no concerns there. It was really just the ruling on the movement and the scenario in general; how it could be set up for a potential win like that.

I am getting over it. It was more that I was not aware that was how the movement was affected that made me upset, not his play or even the position of the TO.

This helps though so thanks and lesson learned!

Same deal for me. I played at the FFGC regional tournament here in MN against a 4/4 (Officers/Royal Guards) list. In this mission and my opponent was able to leap frog all his dudes, grab all 3 crates and beat me in 2 turns, 45-2, without killing a single one of my figures. (My 2 points came from killing an exposed officer turn 1). He spent the first turn ordering all his guys into position, and the second turn moving them all back. Game took longer to set up than it did to play, and was completely disappointing.

Those crates should not be worth 15 points. 8 seems a bit more in line with other objectives in other missions. 10 points tops. Or add more lower value crates. Either way, not fun.

Hey all, I was the imperial player on the other end of this game. I just wanted to throw my hat in here. My list is designed to ignore objectives and turtle up hard, but because I happened to have an officer and RG, I knew I had a shot at taking the goods. After considering the spaces and speed I would need to make it work, I knew he had no chance of stopping it with the tools he brought. Since I could get the RG behind the big red box in the middle, I knew he wouldn't be able to take pot-shots to try to snipe the RG out. Because of that, there wasn't much he could do before the RG activated, moved, grabbed the box and walked home.

Thing is, if we had swapped deployment zones, I wouldn't have been able to pull this off anyway. I could have made a crazy mad dash for the other two crates however. That's kind of what displeases me about the scenario, too much of it can be determined by your starting zone. Having a few spaces more or less around turn 2 or 3 is not so much a big deal, but being a space or two off on objectives than can be reached in turn 1 is a big no-no. The map layout heavily favors the desert deploying player even if they don't rush it, simply because they have better return/escape options.

OP got shut down with the fast 30 points, but let me tell you, he made me work for those last 10, hard. The game was pretty sealed, however. We both knew 4 minutes in how that game was going to go.

Edited by PlayerNine

Yeah, I play imps a lot (rebels more often now) and I've done the same thing rushing an RGC or RG out to snag two crates very quickly. And agreed Desert side has a huge advantage.

I wonder, would it help if the player with starting Initiative did not also get to pick their starting deployment zone? Seems awfully strong to not only choose where you start but also get the first action from that chosen position.

I wonder, would it help if the player with starting Initiative did not also get to pick their starting deployment zone? Seems awfully strong to not only choose where you start but also get the first action from that chosen position.

This is actually one of the few games out there where I really, really, really don't want to have to go first. Going first in the 2nd and 3rd round is very important.

It is absolutely no problem to get the 30 points within 2 to 4 activations.

4 activations:

Starting position upper left.

1. Officer: Moves one Royal Guard next to the crate at the ship.

2. Officer: Moves the Royal Guard Champion next to the crate down left.

Royal Guard Champion: Declares a move action, picks up the crate, moves back.

Royal Guard: Declares a move action, picks up the crate, moves back.

3 activations:

Starting position upper left.

1. Officer: Moves one Royal Guard next to the crate at the ship.

2. Officer: Moves one Royal Guard towards the crate down left. He will be within Reach of the crate.

1. Royal Guard: Declares a move action, picks up the crate, moves back.

2. Royal Guard: Uses "Urgency", declares a move action, moves next to the crate, picks up the crate, moves back.

There will be a command card called "Single Purpose" coming with R2-D2, allowing you to use the same ability twice.

2 activations:

1 Officer: Plays single purpose, moves one Royal Guard next to the crate at the ship, moves one Royal Guard towards the crate down left. He will be within Reach of the crate.

1. Royal Guard: Declares a move action, picks up the crate, moves back.

2. Royal Guard: Uses "Urgency", declares a move action, moves next to the crate, picks up the crate, moves back.

That being said, the rest of this army will take care of the 3rd crate, that is behind a door for the opponent. If you don't want to rely on command cards, you have to use a figure with speed 6 (the RGC), one figure with Speed 5 (one RG), and two officers. Three more Officers (one of them elite) and the other RG should be able to get the 3rd crate before the opponent, who still has to open that door. This is only 36 points worth of deployment cards.

This mission as well as the holocrons mission become all lot more balanced, when you use the following house rule:

Retrieving tokens

Some missions allow figures to retrieve specific tokens on the map. In order to retrieve a token, the figure must control the token and perform an interact while on or adjacent to the token.

You cant use urgency for that, since using a special action requires you to use the full movement allovance before going on to another action, so if you used urgency, you would then have no movement left, after picking up the crate, fleet footede would work.

You cant use urgency for that, since using a special action requires you to use the full movement allovance before going on to another action, so if you used urgency, you would then have no movement left, after picking up the crate, fleet footede would work.

Holy smokes, this is 100% correct. I was very wrong on this.

I think, that's not correct. Urgency reads: "Gain a number of movement points equal to your Speed + 2." That's just the same like a move action.

For this to be correct, I should read: "Move a number of squares equal to your Speed + 2."

I think, that's not correct. Urgency reads: "Gain a number of movement points equal to your Speed + 2." That's just the same like a move action.

For this to be correct, I should read: "Move a number of squares equal to your Speed + 2."

Page 3 of the Rules Reference Guide:

"If movement points are gained as part of a special action, they must be spent immediately during that action."

Since the points are "...spend immediately during that action", Urgency would actually trigger To The Limit after the movement is finished. Emphasis mine.

Ah ... OK ... sorry.