How do we fix A New Threat and Fly Solo?

By jomayo112, in Imperial Assault Campaign

I think it was a mistake to make the finales favor one side or the other, the missions that decide the outcome of the entire campaign should be balanced make it truly feel like an ultimate final battle. I think they figured that out with Hoth, but then something wonky happened in Bespin and the finales are a cake walk for whichever side wins the penultimate mission. I believe that that was when the game made big changes to its design team, so maybe that was growing pains. Hopefully the Jabba's Realm finales are mostly balanced compared to each other.

On 2016. 01. 05. at 4:44 PM, dan.roettgen said:

For Fly Solo you could try something like the Leia side mission. Something like he can't be targeted while adjacent to a hero, or maybe gets +1 defense when adjacent to a hero

I would give Han 2 endurance and recovering strain like heroes in missions where he needs to stay alive. Curious about your opinion.

I played Sorry about the mess and 2 elite trandoshans dealt him 10 damage without focus. After running from the right corner of the map so they could shoot han who was adjacent to the door.

It's my first campaign and I didn't know how bad Subversive tactics would be for everyone, especially allies. Though I only had the 1 xp cards.

Rebels can win a New Threat by ignoring all enemies. First hero activates to go the door past Nexu so Nexu cant block him, best to do it with Fenn since he doesnt take strain to do it and has balanced attribute tests. Then the second hero goes near the second door past two probe droids with double move strain, again best if its balanced attribute tests hero like Verena or Mek, and the remaining two heroes go to the elite probe droid but dont open the door to avoid reinforcements in end of round 1. Then they open all doors in round 2 and they should be able to get 1 shot at all terminals, it is important for Fenn and lets say Mek to do theirs first, so the group near Elite Probe droid knows which is the third attribute required so one of them can open the door and second one can move and try to the the test which they are good at. Try to give good weapons to your solo players i.e Fenn and Mek so they can open the door in one attack. Then round 3 just rush to do all the terminals and with some luck and preferably Diala, you can do it.

Edited by UrosK

Play the mission like it would in the app? No round limit timer, but heroes cannot recover damage if they rest unless they use a medpack. Start the mission with 2-3 medpacks and "hide" a couple more in the crates. I wonder how it would turn out?

give han his skirmish card. i have added that to my campaigns for han chewie and IG88

1 hour ago, Spidey NZ said:

give han his skirmish card. i have added that to my campaigns for han chewie and IG88

It will give him a lot more punch while attacking, but I suppose he's still a bit squishy especially in a mission where he needs to survive. But with that being said, giving him his skirmish upgrade card would be my way to go too!

I would actually try with the “super cunning” ability mentioned earlier in the thread. That (2 blocks for each evade) should give him the survivability necessary to even up the mission.

Necro-ing (Miracle Worker-ing ?) this thread as I am about to play A New Threat with a new group. I am thinking of letting the Rebels reveal one terminal of their choice after setup. Still leaves some chance to what rebels are going to focus on the remaining terminals, but doesn’t leave them completely SOL if they guess wrong. I do think that the round limit is really difficult if the heroes don’t have balanced attribute tests and they end up at the “wrong” terminal for ther tests.