Return to Hoth: Threat missions

By Leveton, in Imperial Assault Campaign

I'm getting ready to run a campaign of Return to Hoth, and I just want to make sure I understand how to use threat missions correctly.

So, after The Battle of Hoth, you draw two normal side missions and two threat missions. At that point, the Imperial player gets the banes associated with those two threat missions.

When the Rebels complete a threat mission (whether they or the Imperials win), the associated bane is discarded. No new threat mission is drawn to replace the completed threat mission, and as a result, no new bane comes into play.

Do I have all that right? The underlined part is the one I'm least confident on.

You are completely correct in all of your statements, as far as I understand the threat mission rules.

(I'm happy for anyone to correct me though)

I also think that's correct, from my understanding of the rules. Sometimes the post-mission instructions of the Story Mission will instruct you to put a new threat mission into play (even if you already have 2 in play).

I found the threat missions to be annoying. The banes are irritating, and as the rebels we never felt motivated to do the threat missions, mostly because we don't have all the time in the world to run this campaign and wanted to get on to better things.

In the end we decided to take them out of our campaign and let the imperial player re-cost IG-88 to 8 points instead.

Wait, the Threat missions don't add to the campaign length, right? You just do them in place of side missions. Do you mean you just wanted to do more interesting missions, as in, ones that would give you upgrades for your character?

Also, how did you work out the impact of Banes and Boons on the story missions? Did you just treat it as 0 Banes and 0 Boons?

I had missed that additional threat missions will show up. A quick flip through the rulebook shows that only happens at the end of Return to Echo Base, and it happens regardless of whether the Rebels win or lose. Am I still missing anything, that anyone is aware of?

the threat missions don't add time to the campaign, my hero group have found them irritating but not game breaking. adds to the whole pressure of the empire theme

Threat missions have been fun in my campaign. when it comes to the side mission choice, the heroes are often weighing up the pros and cons of each mission. I lay all the rewards out on the table for each mission so they can make better decisions. and lucky for them they have already done 2 of the 4 hero specific side missions and we are about half way through.

the threat missions don't add time to the campaign, my hero group have found them irritating but not game breaking. adds to the whole pressure of the empire theme

They're a 14 threat swing in the final mission. That is pretty game breaking.

the threat missions don't add time to the campaign, my hero group have found them irritating but not game breaking. adds to the whole pressure of the empire theme

They're a 14 threat swing in the final mission. That is pretty game breaking.

have not finished the campaign yet. what is this 14 threat swing?

There is a point in the finale where it tells you to check how many Boons the heroes have saved up. The results tell you what to do with a certain deployment.

If the rebels have 0 boons, the Imperial player deploys Dengar for free. If they have 1 boon, Dengar turns around and walks away. If the heroes have 2 or more boons then they actually gain Dengar as an ally they control for the rest of the mission. Since Dengar's cost is 7, that is what Union means by a 14 threat swing. When my group played the finale, the rebels had 1 boon at that point and Dengar left. It would have been nice to have him in my squad but I don't think it was game breaking by any means.

Ahh yeah, that twist. i read up about it, as my rebels are going to play it soon. nope not game breaking at all.

Ahh yeah, that twist. i read up about it, as my rebels are going to play it soon. nope not game breaking at all.

So 14 threat isn't gamebreaking for you? I think you must be posting in the wrong forum, this is for Imperial Assault.

Ahh yeah, that twist. i read up about it, as my rebels are going to play it soon. nope not game breaking at all.

So 14 threat isn't gamebreaking for you? I think you must be posting in the wrong forum, this is for Imperial Assault.

it is not as big of a deal as you think it is. you're funny

Edited by Spidey NZ