A new threat

By scott80, in Imperial Assault Campaign

Hi all,

We just played a new threat today, which ended up as an imperial victory. What are players thoughts on this one for the rebels?

With three terminals so far apart and not too much time to get there, I'm interested what strategies rebel players have used to go for the terminals and what success they've had?

With our game, we (the rebels) tried to focus on the top and bottom left terminals and then move to the last. Seeing this, the imperial player built up forces (with three probe droids) around the last terminal and took out the unwounded players going for the third terminal (using the probe droids move and attack door event to great effect), and eventually wounded all four players.

This one seemed very tough for the rebels, so I'm interested what others impressions of it are?

Edited by scott80

It is a very tough mission for the Rebels. Almost a punishment for winning Aftermath.

Looking at the board and hearing that Round limit, you obviously have to split the party. All you can do is look at the hero traits and send heroes with "Good" tests by themselves. ... and hope.

Hope the IP doesn't figure out he can spawn a Nexu in that 2x2 room. Hope he doesn't let you have One terminal and move all droids to defend the other. Hope you simply don't flub your rolls.

Diala and Gaarkhan tend to do well alone, by virtue of her Dodge dice (maybe you have Defensive Stance if you didn't purchase a 1 XP ability) and by his sheer Health Value. Mak has good attributes, but he's squishy. Fenn is good solo. Jyn is like Mak and needs some luck to make it through and use her good attributes. Gideon is always coupled with another.

You've had one side mission before this, if you have an ally, leave him at home. The extra figure sounds great, but the IP gets to place those extra forces anywhere, and your additional figure can only help one terminal.

Diala's 1 XP abilities can both be used well here.

The last time my group did this, we completed in time to avoid the General, but it was not without some degree of luck. We sent Gaarkhan north, Mak and Gideon west, and Diala east. Diala was able to keep a Nexu at bay with some Full Dodges and so opened her door and moved to roll on the terminal. I recall Gideon had to move from Mak to help Gaarkhan, and we barely made it.

I view this mission as punishment for winning "Aftermath".

Admittedly, we narrowly lost having chosen some questionable tactics, but the mission is still a huge uphill fight for the Rebels without solid tactical choices and good dice.

it is a split up mission indeed. the furthest terminal away should be activated first (the room at the bottom of the map, down the grassy corridor with the Nexu.)


my rebels split into 3 teams, garkaan and fenn by themselves. jyn and mak in a small team.


it forces imperials to split up too, which can be handy


(it is hard, as you don't want tests are where.)

it is a split up mission indeed. the furthest terminal away should be activated first (the room at the bottom of the map, down the grassy corridor with the Nexu.)

I disagree, the hardest terminal is the the one with the 2x2 room.

It's the only terminal that can be blocked. The other terminals are much more difficult to block (even if a figure is standing on top of it you can interact if you can get adjacent).

In our game, our IMP spawned a Nexu in the 2x2 room, and killed our last character, losing us the game

We had no problem getting the other two terminals, since in this game you can just run past characters. We brought Rebel Saboteurs to this mission, which was a mixed bag.

I'd definitely bring in an Elite Ally if you managed to get a different one, since they automatically get 1 success for each action no matter what the test type is.

The terminal down the Nexu hallway we thought would be the hardest, but it was the easiest. It's pretty hard to block all 7 spaces surrounding/on the terminal. Even the other terminal has 5 spaces you must block. But the one in the 2x2 room can be blocked with a 2x2 character.

Edited by jnad83

it is a split up mission indeed. the furthest terminal away should be activated first (the room at the bottom of the map, down the grassy corridor with the Nexu.)

I disagree, the hardest terminal is the the one with the 2x2 room.

It's the only terminal that can be blocked. The other terminals are much more difficult to block (even if a figure is standing on top of it you can interact if you can get adjacent).

In our game, our IMP spawned a Nexu in the 2x2 room, and killed our last character, losing us the game

We had no problem getting the other two terminals, since in this game you can just run past characters. We brought Rebel Saboteurs to this mission, which was a mixed bag.

I'd definitely bring in an Elite Ally if you managed to get a different one, since they automatically get 1 success for each action no matter what the test type is.

The terminal down the Nexu hallway we thought would be the hardest, but it was the easiest. It's pretty hard to block all 7 spaces surrounding/on the terminal. Even the other terminal has 5 spaces you must block. But the one in the 2x2 room can be blocked with a 2x2 character.

cool, good feedback. I guess my rebel palyers blasted through any blocking imperials in the 2X2 room. it was just the distance traveled in the further rooms that were the problem