RoH: White Noise

By JA_42, in Imperial Assault Campaign

Hello

Just a "rhetoric" question.

Can any imperial player win the "White Noise" mission (I mean, if rebel players aren't blind :) )?

Or is it an "officially" mission for Rebel and win XPs (as the doors bonus can be interpreted)?

Just to know, cause seems impossible to discard even 2 computers...

What do you mean by "the doors bonus can be interpreted"? Do you mean the last bit of text if all the doors are destroyed? If so, then "no". That's just an "additional reward", regardless of which side actually wins.

Imperial spend their first turn blasting a door, while placing a token on the western side, opening a deployment point on that side. If the imperial player saved his threat, then a flood of imps come in and make it a fight.

White Noise is one of the few missions where wounding the rebels is not a victory condition, so it will always play until the terminals are discarded, or end of round 8.

Edited by Fizz

Come on... have you played it or jujst read it?

cause my group (core players) with Loku, Verena, Droid and Fenn was instoppable!!!

level threat 3

FIRST TURN

imperial can open a door AND discard a first computer (the only one in the game)

Rebel start to wound snowtroopers.

nothing to deploy, but you show where you'll arrived

SECOND TURN

imperial try to damaged doors

rebel finish your group and go to the future new entry point

you deploy a trooper group AND the E-web (from scenario)

THIRD

you destroy a door with e-web

Rebel trample your few forces

At this point, you start to create a second entry, but the few capability to deploy avoid any strategy! and officer are so "tender" for rebel blaster! Imagine to "teleport" near a computer, waiting 1 turn and hope about no lethal damaged, and destroy the computer the next turn??? Even the Wampa is just for fun, without any stress!

Come on, it's impossible without any unbelievable non-Gaussian dices results!

Even a second Computer seems impossible!

Just Destroy the door (4, with 8 live points and black die as defense... so pretty as an heros) is a challenge...

the funniest part is about the event "when each rebels is wounded", that give 3 move points to officers at the start of each turn... I supposed that if we can wound every rebel, it's turn 7! and without any officer ;)

So, maybe its "just" a rebel's mission, pretty as an ambiance interlude

Come on... have you played it or jujst read it?

Funny, I was considering asking that of you.

It had a similar reaction to you when I read the mission initially but when I played it it came totally down to the wire. Basically deploy the officers in pairs and have one order the other to move next to the terminal and the rebels have to kill it that activation or lose the terminal. The northern terminal can also deploy an officer adjacent to a terminal. I still think the mission is rebel favored but it's certainly winnable.

Edited by Norgrath

Yeah, I had to intentionally play it easy on the Rebels because dropping multiple officers with a screen make this an auto-win for the Imps. I still won, I just made sure it wasn't a "kick them in the head" win.

We played the mission and the imperial player won. Not really by a huge margin, but very clearly. It's one of the harder missions for the empire and if the imperial player is running a class deck that starts out slow (TS, PT or goodness forbid IL) it doesn't help either. But it's not as one sided as A New Threat.

Really???

But, during first turn, of course could (try) to destroy one computer, but later???

end of turn 1, no deployment

turn 2, rebel finish to defeat your initial troops. End of turn, your spawn 2 officers and e-web

Turn 3, rebel have 4 attacks (because they see where you put your neutral token) to kill one officer!!!! Statistics are for rebels

turn 4, 5 or 6, have one or 2 new opportunity for the second or last computer, EVEN with 4 rebels attacks to begin!

It's totally unbelievable for my point of view, except with very non-experimented rebel players

First turn attack one or both doors and try to get the rebels to either split up or to commit to a side.

Then either evade them or pick the side you are more comfortable with (preferably with both doors open).
End of round 2 spawns the e-web you should still be up on activations.

From there on out it depends what the rebels actually do.

I think I got... one, if any terminals in this mission. It does seem really hard for the Imperials. Not unimaginably so, but very much in the Rebels favour, because the mission is so reliant on the very fragile Imperial Officers. From what I remember you don't really get enough threat at this point to deploy elite officers, who have a little bit of a chance of surviving a Hero activation, so you have to rely on the squishy normal ones, who tend to die if looked at harshly (unless properly supported with troops... which if you are doing that you are not replacing your killed officers and so can't do anything about the terminals).

I could have got the doors, but I didn't want to meta-game it, and I wanted to give the main objective a shot, so I left it too late. I think the intention is that the rewards get split (so the rebels get some money, the Imperials get some influence), but in my game the rebels got all the victory stuff, which represented a BIG amount (1200 credits, I think, as well as the extra xp).

I was using Precision tactics, to be fair.

From my memory of this mission, I have no idea how you're all talking about getting a computer on turn one. That seems to be impossible, from how I remember it - or at least, it must rely on very high damage rolls when shooting the doors, plus the heroes being too distracted to notice what you're trying to do.

It's sure as hell not easy for the Imperial player. Sure, if I could throw in nothing but Imperial Officers with all the threat I ever get, then maybe. Since that's not an option, due to model and card limits... one hero can kill two rOfficers standing near each other, trivially easily. The next hero kills the eOfficer, and probably still has an action spare. The other two heroes just go for crates or rest or do laps of the facility or, well, whatever they feel like, since they don't ever need to worry about killing anything, except three very fragile models.

I didn't get the destroy-the-doors bonus, either. I could have done, easily, if I'd known about it - but it's hidden away at the end, with the win/lose consequences, which I don't have time to read when I'm setting up the mission. Why doesn't it say, in the first part of the mission briefing, "if the Imperial player destroys all the doors he gets a bonus"? I had no idea it was even an objective for me until it was too late.

Honestly, if destroying a computer was a single special action, I reckon our game would have been pretty close (but still tough on the Imperials). As a double special action, I had no chance whatsoever - even when I got an Officer into position, the heroes were then always able to kill him easily, before he could activate. The heroes spent most of the game making jokes about slaughtering every Imperial Officer in the sector, because they kept turning up only to die immediately. I destroyed one computer, basically because the heroes started to think "what if he gets a massive Threat boost in the last two turns?" and backed off to concentrate their defence on only two out of the three computers. (Of course, there is no such massive Threat boost, so they needn't have worried). Oh - and then when I did destroy the computer, all the heroes got a buff! Thanks so much.

I mean, I'm not that bothered - you win some, you lose some, I'm one game ahead so far in our campaign (mainly due to side missions, the story missions seem very easy for the Rebels so far). And even if I didn't enjoy a game I lost, it's four times as important that the heroes have fun than I do, anyway. But, yeah, I don't really see how the Imperial player is supposed to win this one, with the rules as-is.

Edited by Bitterman

The mission, I feel, favors the rebels and for the Imperial player to win he has to use somewhat questionable tactics.

Open groups: A nexu is a must-have with other cheap stuff, e.g., hired guns.

1st turn:

As others have said, it is possible to get the first computer if rebels do a mistake. They can block the movement of officers at their will. Nonetheless, the bottom computer should be the main objective for the IP to setup the game for what is going to happen. If rebels deny the bottom computer, IP should threaten to take the top but change his mind in the following turns. Ideally, you would want to lure the heroes to the bottom, exchange fire, but so that your snowtroopers stay alive. I have found you should keep the snowtroopers stacked next to each other even vs. likes of Verena.

When the EWeb arrives:

Deploy this to the top-left corner with preferably an elite officer. The next and quite likely the only computer you need to take anymore to win is the middle one. If the rebels are around to deny, the natural thing to do is to have a bigger looking threat elsewhere on the map, or just have them lured away before deploying. The Eweb can be used to protect your officers but better use for it is to shoot down the top door, though the range is an issue.

Following turns:

Ideally you got the mid and bottom computers. If not, you may not have to find a way to get them immediately. One possible course of what can happen is rebels frightened of you taking two computers leave other parts of the map and guard the last (top) computer with all the heroes. This is what you want. This scenario plays out like this: You will use the rest of your alive forces and the wampa to take down the doors still on the map. Then, you wait until the 7th or so turn and at the end of it use all the threat you have gathered to deploy 3 officers next to the last (top) computer. The rebels cannot possibly kill 3 officers with two rebel actions. You may be able to do this even before the rebels get to throw dice to remove your tokens from the spawnpoint. Otherwise, there is that bit of gamble to this.

many points:

- THANKS A LOT for your precise post, very appreciate

- my players never be distract nor do some mystake :( Rebels scum! :)

- for the first turn, officer A give order to officer B to move; next, officer C give order to officer B... So, if you choose the right officer B :) he's in front of a computer (start play with droid and with troopers to hope destroy the door, of course)

- I love NEXU, really... but I can't play it on hoth (I know, I'm a fuc.ing dreamer :) )... in this point, should be an errata, with an habitat? no? cause it's really ugly to imagine a nexu on Hoth (or an imperial's pet? )

once again, thanks a lot, and I haven't any problem with this type of mission (very Rebel Balance...), it was just to be sure (and maybe, FFG, put some information in this way, just to be sure ;) sort of "this mission could be very very difficult"

Just to interject, there's nothing keeping you from using a Nexu on Hoth. Wampas and Tuskens have habitat requirements, but no other units do.

Just to interject, there's nothing keeping you from using a Nexu on Hoth. Wampas and Tuskens have habitat requirements, but no other units do.

He knows, it's a self imposed flavor restriction (at least I think it is).

Ohhhhh, gotcha.

yeh, my own personnal rules (but could make sense?)

- for the first turn, officer A give order to officer B to move; next, officer C give order to officer B... So, if you choose the right officer B :) he's in front of a computer (start play with droid and with troopers to hope destroy the door, of course)

I sometimes wonder if I'm playing the same game as you guys.

When we played this mission, the first thing the first Rebel player did was move into position, then shoot and kill an Officer. It's pretty easy for them to do so (basically the Imperial player has to roll a dodge, there's no other way to stop it). I took an activation, then the second Rebel player moved into position, and shot and killed another Officer. So much for turn one.

The way you describe it, the heroes have to basically intentionally throw the game by not attacking the Officers, even though it's trivially easy to kill them (and blindingly obvious that that's the most straightforward winning tactic). I guess if the players are that generous, this is a winnable game for the Imperial player. If not... it seems pretty tough.

- for the first turn, officer A give order to officer B to move; next, officer C give order to officer B... So, if you choose the right officer B :) he's in front of a computer (start play with droid and with troopers to hope destroy the door, of course)

I sometimes wonder if I'm playing the same game as you guys.

When we played this mission, the first thing the first Rebel player did was move into position, then shoot and kill an Officer. It's pretty easy for them to do so (basically the Imperial player has to roll a dodge, there's no other way to stop it). I took an activation, then the second Rebel player moved into position, and shot and killed another Officer. So much for turn one.

The way you describe it, the heroes have to basically intentionally throw the game by not attacking the Officers, even though it's trivially easy to kill them (and blindingly obvious that that's the most straightforward winning tactic). I guess if the players are that generous, this is a winnable game for the Imperial player. If not... it seems pretty tough.

Yeah, Fenn + Gideon can pretty much wipe out all the starting Imps without too much trouble. I lost at least 5 officers that mission, but won easily enough. Wampas make great meat shields.