So last week my buddy and I played mission 2 of the Will of the Empire campaign from the Raider; "Mission R2: Ion Tempest"
He played Empire and I played Rebels; he won on round 3. (Actually I think technically he would have won on round 4; but I had a 2nd ionized ship at range 1, and there was nothing I could do about it, so he would have won by the end of the activation phase of round 4, so I conceded at the end of turn 3.)
Now, making allowances for one's favorite gaming company to flubb something up once in a while, let me just tell you this mission is a total fubar design.
Here is what the rebels are looking at:
1. Massively Outgunned. You get 130 pts. against somewhere in the neighborhood of 170-180 Imperial Pts. In my case, my opponent had won the first mission, so had the free upgrade, plus the Raider's title, came to 176 196 points. So I was out-pointed by 46 66 points. I don't think I need to point out what a huge discrepancy that is.
2. Unfavorable Special Rules. The Ion Storm special rules have an equal chance of affecting each faction, however, having ionized small ships is by far worse than an ionized huge ship, which merely yields one fewer energy in the subsequent round. Plus, the special rules play directly into the Imperial Victory condition.
3. Unfavorable Deployment. The rebels have to field all their small ships after the Raider is placed, but before the Imperial small ships are placed. Since the location of where the raider will go is hardly a surprise, the deployment rules favor the imperials.
4. Unfavorable Victory Conditions. Given that the rebel victory condition is 'destruction' based,and you are out-squad-pointed by almost 30%, and given that the Imperial victory condition has special rules that help it to be achieved, the Imperials are at an advantage when it comes to getting their victory conditions met here.
5. Unfavorable Initiative. A minor point, but just for a kick in the nuts, the designers also saw fit to give the Imperials the choice of who gets initiative. Thanks.
I can't explain why, but this mission just really chaffed my ass something fierce.
So, here's a friendly scorched-earth tip to any rebel players about to do this mission. Since you will lose, instead of letting that happen, force a draw by only taking 1 ship. Pick a nice fat Corran Horn build and pump him up with every possible upgrade. Since the imperial victory condition requires 2 captured ships, he cannot win (unless you flee the battlefield...do not do that).
Giggle maniacally as you go immediately to mission 4, where you at least stand a chance of winning.
Edited by Rocmistro