Is Stun too strong?

By patrickmahan, in Imperial Assault Campaign

Does anyone feel like Stun might be too strong? Especially compared to the other conditions Bleed and Weaken.

When a Hero has Stun, it's not that big of a deal. The Imperial player has plenty of actions to spend and can only attack once anyways. However when the Imperial Player has Stun (usually via Royal Guards), Stun becomes a huge deal. The Heros have 8 actions max per turn. That means each time you Stun a hero you are essentially taking away an 8th of their turn and in campaign's every action counts... the Rebels mostly have little room for error, room that is usually spent by a bad dice roll during attacking or doing an attribute test.

Compared to bleed (1 strain per action) and weaken (less surges and less anti-surges), Stun (can't move or attack till spending an action) seems much much more powerful.

I'm currently running a new campaign, and I'm going to try to refrain from using Royal Guards and their stun ability, to see just how more successful the rebels can be. (So far I've won both core campaign and twin shadows.)

Let me flip the question, without stun, does the imperial player have anything that can't simply be ignored by a rebel team hell-bent on blitzing to the objective? Having a unit that stuns means "fight me or I will continue to punish you for the rest of the mission"

Let me flip the question, without stun, does the imperial player have anything that can't simply be ignored by a rebel team hell-bent on blitzing to the objective? Having a unit that stuns means "fight me or I will continue to punish you for the rest of the mission"

That is what I intend to find out in the current campaign. (Un)fortunately I don't think my rebel playgroup has that kind of mentality. They are pretty bloodthirsty and usually don't blitz till the final rounds.

I would say no and yes to your respective questions.

Stun IS more powerful than bleed or weaken but it's harder to inflict: Royal Guards do it (and have a higher opportunity cost to do it than other things I'm mentioning since they can surge for 2 damage), so do Elite Officers (Wampas will too) (Note that these are expensive when compared to the options for other conditions). Imperial industry lets any unit do it but that's a difficult reward card to get. Arc Blasters can but it has a 1/6 chance against most heroes. Aside from that you're limited to pay per use agenda cards to stun.

Bleed has trandoshan hunters, nexu (which don't even need to surge), Elite Wampa's, savage weaponry and probably some other stuff that I haven't remembered.

Weaken has tuskens and will have snowtroopers and versatile attack (although that costs threat to use).

In practice this isn't obvious because... Royal Guards.

Even without stun if the rebels don't kill anyone then imperial troops will have enough firepower to wound all of the heroes (or at least force them to slow down and rest).

I'd say no.

Additionally, as the game develops, I think there are going to more options for the heroes to counter the stun effect.

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Gaarkhan also has a skill that can remove 2 damages or a condition for 1 strain, so he is pratically immune to stun.

Obviously stun is by far the best condition to inflict to a hero, but other than the (let's be honest) OP royal guards, there aren't many pratical and reliant ways to inflict it.

Well... I can only speak from my own experiences, but Stun wins games for the Imperial player.

Royal Guards. Seriously, once you get to Threat Level 3, the Heroes can expect to reliably see these guys every single mission. Every one. If they don't start on the board, then that "twice the threat level" business puts them there. To say nothing of the rebels bringing their precious allies. Even if those don't happen, they are worth waiting for.

And Imperial Industry? The one and only time I've ever seen the Rebels win that was when they had Gideon and Luke on their team so they could just wallop those doors. Other than that, it's never been close.

So is Stun too powerful? Against the Imperials, as has been said even by the OP, no, because they have plenty of guys and often don't care since they can only attack once anyway. Against the Rebels? Perhaps only once a round... but if you have 5 figures on the board stunning them and the Rebels start every round Stunned... then there is no way they stand a chance.

I do think stun is very powerful against the Rebels, and I honestly dominated the Darth Vader finale with my arc blasters (Rebels didn't even make it to the last room). However, on Arc Blasters I think stun is fine. Same with on elite officers, and even Imperial Industry (tough mission, but at least a shot to have the imperial not get this).

My biggest gripe is the Royal Guards get stun. I don't think it should be an option for them. but a unit that has 5 speed and reach and stun and really high health for its deployment cost, and a way to get focused, and a way to get better defense. Overpowered obvi's. But I think the biggest problem with them is the ability to stun.

Although, I will admit I am curious to see if we see any changes to whats good and what isnt with all the new characters and the new campaign. Depending on how creative they got with the missions, could play out very differently.

Edited by jomayo112

Stun is not op in my opinion, it is a fantastic method of forcing your rebel players to concentrate on the objective in hand rather than running in and blasting *everything*....far too often i sit as the imperial player and think "you guys are totally gonna get stuck and fail unless you ignore these puny stormtroopers" etc

Stun is only too strong if every character can do it. This is part of why the royal guard builds are so powerful in Skirmish. Stun can be devastating to the rebel heroes in the campaign but only if they allow it, several heroes have abilities than can get rid of conditions, not to mention we soon have a medic droid coming, I can only assume he will have something to help. I plan stun units once in a while against my rebels and they are smart enough at this point to know, ("Oh a royal guard pair, we kill them then ojvective"). Sometimes they'll even plan out two of thier heroes to delay or wipe up the stun machine and send the other two to complete the mission.

I wonder if OP realizes stun doesn't stop resting, interacting with terminals/crates, or any special action that doesn't involve that character moving or attacking. So Gideon can still use Command while stunned, Saska can use unstable device, etc. You can also force push a character that is stunned, since that is not voluntary.

Good Rebel players can plan ahead to mitigate the effects of stunm

I wonder if OP realizes stun doesn't stop resting, interacting with terminals/crates, or any special action that doesn't involve that character moving or attacking. So Gideon can still use Command while stunned, Saska can use unstable device, etc. You can also force push a character that is stunned, since that is not voluntary.

Good Rebel players can plan ahead to mitigate the effects of stunm

Yes I do.

I'd say no.

Additionally, as the game develops, I think there are going to more options for the heroes to counter the stun effect.

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Environmental hazard suit and MHD-19’s Bacta Injector wave hello!

I also vividly remember one mission where Gaarkhan used Wookie fortitude to get rid of stun, move, and interact with a terminal to win the mission during the game’s last activation.

Overall, stun is perfectly fine in campaign.

Sorry skirmish players lol