Luxury Cruise

By Union, in Imperial Assault Campaign

Well, we just found out how poorly maps with only 1 spawn point work. Fenn's kill count was absolutely obscene.

What threat level? How upgraded was Fenn? Was it Havoc Shot?

Saving threat for a few rounds and deploying a Nexu and a bunch of other figures at once should be one workaround for cases when rebels start to patrol the known deployment points.

(I haven't played the mission yet though.)

Cant take Scum figures in Luxury Cruise.

I mentioned Nexu to take space around the deployment point, so you can deploy other figures further away and avoid blast. If mercenary figures are not allowed, that part is naturally out of question.

What threat level? How upgraded was Fenn? Was it Havoc Shot?

4 Threat, Fenn had Rebel Elite. Anything he didn't get Jynn would finish off. Imps had Cloaking Devices which made it a bit harder, but it still ended up being like shooting fish in a barrel. It would take dropping 3 squads of troopers at once to not have them all killed but it's impossible to save up that much threat. The mission needs another spawn point, it was so frustrating it had the Imperial player throwing things.

Are there any other "open" single deployment point maps?

Are there any other "open" single deployment point maps?

In core The Source also only has 1 point active at a time. If the Rebels play it right they can be on top of the deployments, but if they haven't played the mission before this is really unlikely.

I got squashed on this map. The dice were completely again me at the start. I used Fenn too, but this was the second mission, and he isn't very upgraded. But let me make sure I understand this correctly. When a door is not locked to a faction, they don't need to interact to walk through it, correct. I know there is one map were Rebels can shoot through the door, but we were playing that the door didn't hinder Imperial movement. The elite Stormtroopers and the officer came rushing down ended up taking Mak completely out of the game by the time the Royal Guards showed up. Like I said, bad dice. I never thought to camp the spawn point, but I will try that. Still, in this case, I don't think it would have gone my way based on how much damage I took early on due to bad rolls. Also the Imperial player brought in Heavy Stormtroopers. I assume it is ok to bring in a unit from Twin Shadows in a core mission open group. Those royal guards with 5 speed and their ability to separate and guard two different non-guardian units makes everything hard to kill. Maybe we'll try it again.

If a door isn't locked it still requires and interact to open it

Unless it specifies that a faction can ignore it for movement or line of sight