Okay,
Played a New Threat last night with our gaming group to try and optimize a strategy since we all like to believe this mission is somehow winnable for the Rebels. This is the 8th time I have played this mission, with various people, and various Imperials and I have concluded that winning this mission is HIGHLY IMPROBABLE for the Rebels. Any semi-competent Imperial player just has such an upper hand and can afford to make way more mistakes. The Nexu is always going to go into the East Wing, the fact that they can get 6 additional threat means the 3rd mission can see Royal Guards and Elite Stormies hacking apart early campaign Rebels. The problem with the mission seems both that the board is so large, Rebels don't have enough movement. Taking down the doors takes too many actions (2-3). The elite Nexu starting takes a solid 4-5 attacks to remove from deployment, and then is easily brought back in when the first door goes down.
So yeah, dear FFG playtesters, Please let us know what strategy you recommend or used to win this mission with the Rebels
Okay, now my next gripe, Fly Solo. When you lose A New Threat, you have to play Fly Solo and this mission is just as bad as A New Threat and HIGHLY IMPROBABLE for the Rebels to win. The only way I can see it happening is a couple lucky dodge rolls out of Han. Again, a mission that suffers from too many starting groups on the board, a lot of distance to cover, and only 3 rounds to get to the door. And I still think its a debate whether its better to open the door for Han at full health and have him move further; or have him come out closer to the exit but with only 8 health. Have played this mission 6 times, seen both strategies tried, and neither resulting in close to success.
So little bit about our group, b/c I am not complaining the whole game is unbalanced and the Imperials just dominate this game. Not the case, we have gotten through 3 full campaigns, and started countless other campaigns. We love this game, play a lot! Different people, different imperials, always rotating. We have seen Rebels dominate some campaigns, and Imperials dominate others, but most have been evenly matched. And overall, I believe the campaign is balanced as a whole. And all other story missions, I believe have a nice level of balance also.
The issue here is....the downward spiral that happens when you win Aftermath as the Rebels. Aftermath is a nicely balanced mission and we are about 50/50 on Rebel Imperial wins. However, it has become clear now that losing Aftermath as the Rebels makes for a much more fun and much more balanced campaign, at least allowing the Rebels a chance to win Story Mission 1 and 2. And thats my biggest problem, the campaign structure currently encourages losing of the first mission to make it more balanced. And, if you win Aftermath, the path doesnt change, you will lose A New Threat, and you will then play and lose Fly Solo.
So FFG, just gave us a great errata on nerfing the Royal Guards (Feel like this was a perfect move btw) and fixing some things in skirmish, any thoughts on giving us an errata on these 2 missions? We have tried countless different strategies, different Rebel groups, and still have not seen anything that remotely gives a chance to win these.
As for house rules, wondering if anyone has come up with anything to make these missions more balanced? Our group has discussed changing the Campaign path. If you win Aftermath, you still play A New Threat, if you lose, you play Imperial Hospitality instead of Fly Solo, and if you somehow win, you play Fly Solo. Thoughts?
We have discussed some ideas last night for A New Threat, and making it more balanced. Wanted to see if anyone has tried these? Make doors an interact instead of having to do damage to them? Make the elite Nexu a regular Nexu? Have the Imperial player show you what terminals are where at the start of the mission? Change the "when the door opens" +6 threat to +3 threat? Thoughts?
As for Fly Solo, only option we thought was to increase Hans health by the threat level (4) or double the threat level. Not sure on how else to balance this mission. Okay so, thats my only problem with the original campaign, who's got ideas on how to fix this?