Probably using Imperial Officer and Sustained Fire.
Sustained Fire and actually Force Choke. The two damage and strain is sometimes better than rolling against a white die. Plus its ranged without having to move.
~D
Probably using Imperial Officer and Sustained Fire.
Sustained Fire and actually Force Choke. The two damage and strain is sometimes better than rolling against a white die. Plus its ranged without having to move.
~D
I've been using IG-88 in an attempt to lose missions and the last mission his massive crapitude plus some intentionally bad moves managed to JUST BARELY lose it for me on the Rebel's last action. Had I used decent deployments instead the Rebels would have either wounded out or not had enough actions. Success!? Down side is that Rebels don't really feel like they're achieving 12 points of success when they kill 1 fairly ineffectual model.
Edited by UnionI've been using IG-88 in an attempt to lose missions and the last mission his massive crapitude plus some intentionally bad moves managed to JUST BARELY lose it for me on the Rebel's last action. Had I used decent deployments instead the Rebels would have either wounded out or not had enough actions. Success!? Down side is that Rebels don't really feel like they're achieving 12 points of success when they kill 1 fairly ineffectual model.
Why are you "trying" to lose missions?
An eternal truth with campaign is that about one-third of players say "this is broken, it's impossible for the Imperial player to win, the Heroes are too good!", about one third-say "this is broken, it's impossible for the Heroes to win, the Imperial player has too many advantages!", and about one-third are somewhere in the middle.
Just as the local and regional meta affects the skirmish game, a campaign group's personal meta will affect what is effective in that campaign.
As an Imperial player, I find it very difficult to justify saving up large amounts of precious Threat, over several turns, to take a Villain. If I don't keep putting bodies on the board, then by the time the Villain arrives, the Heroes have killed everything else and can focus all their attacks on the Villain. (In the main campaign, General Weiss died in less than a turn, and Darth Vader only got one activation before he too was defeated. That's how strong the Heroes get).
But, I am fully prepared to accept that other people's experiences may be different. For me, for these reasons, I just don't generally bother with Villains - I get "boss" characters in the climactic missions anyway FWIW. OTOH, the Rebel players have rapidly learned that it's not often worth taking Allies, either; sure, they could take Chewbacca, but if they do they'll gift me two free Stormtrooper squads and a Probe Droid, so they very rarely do. In a sense, that's part of the balance: Allies and Villains are two sides of the same coin, and different gaming groups will get different results from each. You could almost look on Villains as a direct antidote to Allies: oh, you chose to take Chewbacca after all? Well guess what, I only need three more Threat to get Vader.
When viewed in that light, "OMG the RGC as a Villain is way overcosted" is simply the wrong way to look at it. Sure, you could change the rules to make Villains easier to obtain and/or more effective... but you'd have to do the same for Allies, too. It's easy to look at your own options and declare everything is underpowered, but take a look at what the Heroes can do too. They're thinking pretty much the same.
I think many of the Villains are overpriced, while this is fine, I still think it sucks a little bit.
Was FFG to careful with them?
I'm VERY weary of house ruling stuff so I don't know how to approach it.
Might talk with my friend whom I play the game if we can change something.
I've decided to try reduced cost allies and villians for the campaign. My reasoning is that you must earn the right to bring one of them, but then the opposing side can bring in an equal skirmish value worth of figures for free. Earning something should give you some sort of benefit.
I'm tentatively going with a 1/3 cost reduction (final cost rounded up) to all allies and villains. This would bring the never used high cost figures down to a reasonable level while not reducing the cost much on the already cheap figures. For example: Han from 12 to 8, Vader 18 to 12 but Rebel Troopers with Gideon reward would only go from 4 to 3. I want those allies and villains on the board, IT'S FUN! I have also considered only applying this to the unique allies and villains instead of all of them, but for now I think it will be all.
I think with this change the only figures left that are still sub-par (for the campaign) are Han and IG-88. I am considering giving Han a +evade/+block (like Boba) and letting IG-88 ignore figures for LOS (like the assassin droids) and maybe even adding a blue or green die to attacks.
I would prefer errata but am okay with house rules in the interests of fun.
Thoughts?