So tomorrow evening my group will be finishing off Operation:Shadowpoint. One thing that worries me its that they their AT:ST will just tear up the entire enemy army... Any ideas on how to prevent that from happening? Or anything else that I should watch out for?
Op:SP final battle
The AT-AT is...
specifically equipped only with anti-air capabilities.
This is called out as being due to the Moff's overconfidence that "no one would dare attempt a ground assault" or somesuch.
In our run through, I had one of the imperial officers call in a lambda shuttle to nuke the AT-ST after a few rounds of the AT-ST chewing up the opposition.
So tomorrow evening my group will be finishing off Operation:Shadowpoint. One thing that worries me its that they their AT:ST will just tear up the entire enemy army... Any ideas on how to prevent that from happening? Or anything else that I should watch out for?
Oh, ha. It helps to read stuff. AT-ST.
- Okay, so for one, I would just give the enemy stormtroopers some missile launchers and have them do vehicle-scale damage starting at 2 (instead of 20 character-scale damage). And give them the Gunnery group skill. Several stormies at once, firing with 3 Proficiency dice and 2 Ability dice, are sure to generate at least a few solid crits on your AT-ST.
- It also helps that their difficulty to hit is at -1 Difficulty die since the AT-ST is Silhouette 3, and likewise the difficulty to hit the enemy infantry units is +1 Difficulty.
- If your players think to use the AT-ST, good on 'em. I've run 2 groups all the way through Operation: Shadowpoint, and neither group used any of the vehicles in the final battle! Although, on both occasions a PC managed to command a squad of Beast Riders and their mounts in battle, and that was pretty epic.
- But if it's still a problem, then yeah there's always the ships that can be used, although I don't know how much damage any airborne enemies could inflict before being decimated by the base's anti-air battery.
So tomorrow evening my group will be finishing off Operation:Shadowpoint. One thing that worries me its that they their AT:ST will just tear up the entire enemy army... Any ideas on how to prevent that from happening? Or anything else that I should watch out for?
Oh, ha. It helps to read stuff. AT-ST.
- Okay, so for one, I would just give the enemy stormtroopers some missile launchers and have them do vehicle-scale damage starting at 2 (instead of 20 character-scale damage). And give them the Gunnery group skill. Several stormies at once, firing with 3 Proficiency dice and 2 Ability dice, are sure to generate at least a few solid crits on your AT-ST.
- It also helps that their difficulty to hit is at -1 Difficulty die since the AT-ST is Silhouette 3, and likewise the difficulty to hit the enemy infantry units is +1 Difficulty.
- If your players think to use the AT-ST, good on 'em. I've run 2 groups all the way through Operation: Shadowpoint, and neither group used any of the vehicles in the final battle! Although, on both occasions a PC managed to command a squad of Beast Riders and their mounts in battle, and that was pretty epi
- But if it's still a problem, then yeah there's always the ships that can be used, although I don't know how much damage any airborne enemies could inflict before being decimated by the base's anti-air battery.
Yeah, there's a difference between an AT-ST and an AT-AT.
Also, Dardano only brings Army Troopers to the fight, so there won't be any stormtroopers. I'll probably bring three groups of three gunnery troopers and have a Lambda be called in if the AT-ST is still a problem. BTW, what would be some good stats for the AA-Gun?
BTW, what would be some good stats for the AA-Gun?
Aside from the suggestions to use it in Indirect Resolution (Abstract Method), you might start with the stats of the aforementioned Retrofitted AT-AT (Fire Arc Up; Damage 5; Critical 3; Range [short]; Linked 1). Adjust as needed?
Edited by awayputurwpn