1 vs 1 Campaign balance (Twin Shadows Spoilers)

By Talonbane Cobra, in Imperial Assault Campaign

I am assuming before I post this that I'm going to get "THE GAME IS PERFECTLY BALANCED YOU ARE PLAYING WRONG" comments, what I am interested in is how to play right in that case so just stick with me.

I've already played the main campaign through 1 vs 1 (I as the imperials) and I felt sometimes like the missions were sort of assuming the game had 4 heroes.

The Legendary upgrade feels sometimes like it's impossible for imperials to wound everyone before the heroes run and get the job done, and sometimes it feels like with only 2 heroes it's impossible to complete the objective in the time limit.

We had fun in the original campaign though but honestly I had to fudge the final mission to help the heroes because my opponent took the run and try and do the objective approach he had felt was necessary on previous missions.

"The mission will advance when the first door opens" *Runs and opens first door* "The mission will advance when the second door opens" *Runs and opens second door* Resulting in Darth Vader showing up without him having killed anything else.

It meant I actually managed to wound an incapacitate one of his 2 heroes and he had one guy left to deal with that.

Anyway my point here is in the first Twin Shadows mission he once again ran and opened doors. then ran to the computer console and had the thing done before Boba Fett had even shot anyone and it doesn't seem like with 20+ health and the fact they can spend an entire activation resting to heal it back that in missions like that its even possible for imperials to make a dent.

Are they just supposed to win the first mission? Is there a way to play I'm just doing it wrong?

Or is there a rule I'm missing?

One of the main issues I have with this game is there's no difference between shooting and fighting in CC and you can just move about freely with no locking in combat, maybe if imps could lock down the heroes in cc it would be slightly better, I love the dice system but at the same time I feel like it's missing something to differentiate combat and shooting.

Anyway that's my piece said.

Thanks.

I would very much urge you to play with 4 rebel heroes. Reading through the TS campaign it seems it would swing even more wildly between easy and hard with less than 4 Heroes. You should use the Legendary or Heroic stuff only if there is no other possibility (like when demo-ing the game).

I'm in a similar situation and there's no way the Rebel player is going to try and manage 4 heroes. That option is off the table, so does anyone have any strategy to help?

I'm in a similar situation and there's no way the Rebel player is going to try and manage 4 heroes. That option is off the table, so does anyone have any strategy to help?

Yeah I thought the same thing. They say use 2 for a reason, becasue it's different to manage.

In playing the main campaign, I can only think of one time where the Rebel player rushed the doors. It seemed fair, honestly. She won because she had a good sense of when to shoot and when to run.

I am, however, not taking any chances. In the TS I'm going to be using subversive tactics to try and cripple and slow down her dynamic duo of Biv and Gaarkan.

I'm in a similar situation and there's no way the Rebel player is going to try and manage 4 heroes. That option is off the table

Then you will have to be content with less than optimal balance. There is no "easy" way out of this.

You can try to recruit another player and have each of them play 2 heroes if 4 heroes for one player is too much to handle.

I'm in a similar situation and there's no way the Rebel player is going to try and manage 4 heroes. That option is off the table

Then you will have to be content with less than optimal balance. There is no "easy" way out of this.

You can try to recruit another player and have each of them play 2 heroes if 4 heroes for one player is too much to handle.

So be it, Jedi. I am the better player anyways. :-)