Just kicked off this mission from the Twin Shadows campaign with a couple of friends (I'm the Imperial).
Just wondering... if C3-PO is activated and then subsequently defeated, can he be re-activated again?
Just kicked off this mission from the Twin Shadows campaign with a couple of friends (I'm the Imperial).
Just wondering... if C3-PO is activated and then subsequently defeated, can he be re-activated again?
Yes, you can reactivate him since there is a provision in the briefing that the rebels may interact with C3-PO to activate him when it is deactivated.
Yes, he can be reactivated. The mission rule says that when defeated, C-3PO stays on the map, loses damage and conditions, and becomes deactivated. Which means he can be reactivated with the same rule as before.
Let me know if the rebels have any success at all in this mission. 1st time we ran it they got whooped before even opening the doors. It was so lopsided we ran it again to see if they could change tactics and improve. Second time they opened the door, but never even attacked Kayn before they were all wounded. Skill levels are even between our players, so it really seems stacked against Rebels.
Just played through this one last night (as part of the Twin Shadows mini campaign). I was the IP and we played with 4 Rebel Heroes (Diala, Mak, Biv, and Saska).
For some history, we recently completed the core campaign (first time playthrough) and I (as the IP) lost every mission except the Han Solo side mission. There were a few that was close (especially the finale), but still... not a great win/loss record. LOL
Anyway, I also lost the first mission of the Twin Shadows campaign (although THAT one literally came down to a single attributes test die roll before Diala would have been blasted into a wounded state and handing me the win). For Past Life Enemies, I CREAMED them. They were able to finally open the door and groaned when Kayn was revealed (with all of his health and trooper bodyguards). I was even questioned about the round limit and if that was lifted now that the new mission goal was revealed. Nope. Round limit is still in effect unless the mission lifts that (which I don't think I've seen yet) just like they can still lose if they all get wounded. They just got a little too distracted with all the imperials on the board. Admittedly, I had great die rolls and they collectively seemed to be doing less damage than normal, so... perfect storm and all that. I think Kayn ended up getting 1 damage applied to him before his firing squad ability helped take down the last non-wounded Rebel (Biv) near the end of Round 5. In hindsight, they agreed that they just weren't all on the same page this time. They didn't coordinate their attacks, so they were still taking imperials off the board here and there, but the heavy troopers (and the elite troopers I put in play with the optional deployment) stuck around the entire time as they never were able to kill off both from a single deployment card. The couple of extra threat from the terminals added to the 4 threat I would get each round was plenty to reinforce those troopers back and occasionally add a probe droid. I don't know that I've ever had as many figures on the map as I did at the end of this mission (once the Tuskens, Kayn, and the 3 additional troopers came in). 3PO took out a terminal and opened the door (while getting deactivated once).
One of the problems (that I saw) was that one of the players was trying to play Saska for the first time. She seems a tricky one to play and she didn't seem all that effective (in both this mission and the previous). I guess we'll see if things change this weekend when we finish up the last two missions in this campaign before moving on to Return to Hoth (which came in yesterday!).