Hi all,
I'm curious about whether I played Desperate Hour correctly. Because if I did, then...wow is this mission ever absurdly imbalanced under certain circumstances! Here's the sequence of events. It's a bit long, but it's also a bit of an after-action report as well, so if you like that sort of thing:
(Our first campaign run; we were house-ruling that only Core Set stuff was included. Also, spoilers. Of course. ; )
1) Heroes start in their spot. Spend their first round slaughtering my eStormtroopers and rGuards. It took them 3/4 activations, primarily because they rolled poorly in their attacks. I get a bit of damage in, but really it's minimal. Mission start is solidly going their way. They know the Mission Progresses when the door opens, and they go to open the door, then go "Wait! Usually bad things happen when we do! Let's not do that as our last activation!" (I'm so proud of my padawans, they have learned well! : )
2) I poker-face it, even though I was reeeeally hoping for an end-of-round Weiss activation, to get some revenge in. ; ) I don't deploy at the end of the round, figuring it would be foolish to with only at most 12 threat (I have Imperial Informants hidden). Also, I know Weiss is coming.
3) They open the door. Weiss makes his entrance. I give him Assault Armour. The player that blasted the door open gets one attack (I think?), and then he's done. Weiss takes his activation, which I use to move and attack Finn, then tap Show of Force and Sustain Fire to get a second, Focused attack, almost but not quite wounding him. Weiss is stunned, and done.
4) The players spend their last three activations defeating Weiss, which they know Progresses the Mission. Their decision base was actually reasonable--by the end of the round, their mission was 1/4 over, and it only progresses! However, we agreed afterwards, that this basically ruined the mission for them.
5) Weiss is gone. I get my eOfficer, eGuards, and rStormtroopers. I basically split them between the two spawn points. I made a nice dramatic moment where I took the AT-ST off the board (we were using it as Weiss rather than the token, because I don't own Weiss), then put it right back on. "I'm dead serious" I say, with an evil grin. They groan. I read the flavour text, and then dramatically pause when Weiss gets interrupted and their 'pilot' takes over. The looks on their faces is priceless, as I explain that it's theirs to play with and how it works.
6) Because this all happened at the end of the fourth hero's activation, we rule (correctly, I'm sure), that the AT-ST gets its one action. It attacks, and the dice they chose don't roll a blast, but still kills the eOfficer.
So far, so good. Tense mission, some nice swings in dramatic effect, everyone's engaged and having a blast. But then, things go to complete crap:
7) I now have eGuards and rTroopers. I activate the eGuards. Move one out from the corner where he was behind the cover of two rStormtroopers (at range 5 or 6 of Jyn, so she can't Trick Shot LoS), step up to Jyn, and attack her. Stun her. She can't attack back (with that xp ability of hers). She can't Quick Draw. When I realize this, I...realize I now have An Opportunity.
8) I focus fire on Jyn and Finn, and get them both to wounded using up all of my rStormtroopers and eGuard activations. Which...kind of sucks, for them. Because now it's the end of the round, and:
9) I have 24(!) threat--12 from the end of Round 2, 6 from High Value Target, and 6 from Imperial Informants. I bring out: eStormtroopers (costing 8, and giving them Combat Veterans and Assault Armour), eNexu, rStormtroopers (5 cost), and an eProbe Droid. In addition to the other rStormtroopers and eGuards I just got for free.
10) The players take one look at the board and realize (correctly, I think) they can't really win, even with the AT-ST helping them out; all I have to do is wound two more heroes. So, since they know how the Mission Progresses, they attempt one last Hail Mary action, and their forward guy full-out sprints to the tile that triggers the Progress Mission. Their hope is maaaaaaybe it'll be something actually helpful for them.
11) If you know the mission, then...well, we decided it wasn't worth playing through it, after that point.
So. Just to make sure: did any of that break the rules? In retrospect, I may have swung the hammer a bit *too* hard, with the 24 threat. But still, that was the only secret card played up to that point.
We discussed it after, and I realized that if I had it to do it over again, I would have warned them they...might not...want to kill Weiss with their last activation in a round. This was my first time playing an IA campaign as well though, so I didn't even realize all the implications until the moment was upon me, the pieces were in place, and I was figuring out what I should do with them.
These are pretty good players. I've been playing Skirmish, had about 16 to 20 games so far, and I've lost 2 or 3. I've played at least 10 tournament games (with the same trooper list, though the command card selection has evolved), and I have yet to be defeated in a tournament. I say this not to brag, but as a preface for: going in to the finale, the players were "plus one" on their wins (one of the missions we collectively called a draw, since they got six out of twelve tokens). I only played 'lightly' for one or two of the early games, then started playing my best when I saw I didn't need to hold back any more--and they still ended up winning more than they lost. I did make quite a few mistakes during these missions, some of them rather silly ones. But the challenge was there, for all of us. However, I kind of feel like my campaign win was just...handed to me. On a silver platter. But anyways.
They were on the clock (8 round limit), so their decisions really did made sense to me. And if they had waited until next round, then failed to kill Weiss with their first hero's activation, Weiss gets TWO MORE attacks yet again, one of them focused! As one player said: "We were making sound tactical decisions based on the information we had at the time. When the game (bleep)s you over *for making the right decision*, that's just bad game design."
We all had fun for the majority of the campaign, so many of us will be continuing on to the next one in a month or two, but as another player put it: "It's a shame that the campaign ended so anti-climatically."
Thoughts? Comments?