So a small sample, but still good enough to show difficulty.
Mak, Fenn, Diala, Jyn - maybe not the best team (certainly I think Mak to be weak without a better gun)
I played it 8 times solo, but trying to win as both sides.
Rebels managed 3 wins, all on turn 6.
Imperials managed 2 wipe-out wins (all Rebels wounded)
In short the Rebels need to score between:
12 terminal hits (ignoring the outside one) and blow a door (8 hits plus a black die)
and 21 terminal hits (ignoring the outside one).
This will take the vast majority of the turns available to the rebel, so they don't really have the time to clear a path effectively.
if we average 3 hits in an activation, that's something like 11-12 actions required to kill the terminals or blow the doors (3 turns solid).
plus two turns of movement. This is all very rough but you get the idea, the margin for error is very very low, literally a few bad die rolls can stuff the Rebels.
So why beat the starting scenario to death?
Because it's the intro. It sets the pace for new players, showcases the game. etc. Badly, IMHO.
Not sure how to fix it though - I was toying with allowing one extra turn, perhaps two.
The imperial gets his full payouts too. So everyone gets everything.
Or perhaps better to allow say a grand of free kit or some XP to start off.. ?
Thoughts?
Thanks.
Edited by stuuk