HotAC: Pride of the Empire

By Stoneface, in X-Wing

Just finished getting beat up by this scenario. Using the game rules, this was the 4th scenario to be played after Local Trouble, Secure the Holonet and Defector. Outnumbered 3.5:1 it was BRUTAL! Has anyone had any luck beating this by the book?

Part of the problem was suboptimal red dice but our trouncing can't be solely blamed on reds; the greens were worse. The fur ball around turn 4 proved to be the turning point from a possible win to NFW. Getting trapped by all the Ties, bumping and losing actions then getting shot at by 4 to 6 ships at close range was horrible.

I'd appreciate any help.

The game rules say you draw 2 cards and pick one (p28). I think you guys may have been misreading the mission selection rules. You don't have to play the missions in order once you start a story arc. Playing a Part 3 mission as your 4th mission was probably just well beyond your capabilities. Up to 4 Elite TIE Defenders is brutal for a group that low level. If you notice, most of the Part 1 and 2 missions don't throw as many Elite or upgraded TIEs at the players, because it's assumed those missions are likely to be played before the players get too far into their experience accumulation.

I mean, my group bumped the difficulty by always drawing 1 random card (no choosing between missions), but it sounds like you guys took it a step further, perhaps accidentally. When you beat Secure the Holonet, you weren't required to move on to Defector. You were supposed to shuffle Defector into the Mission Deck, and draw as normal for the next mission.

The game rules say you draw 2 cards and pick one (p28). I think you guys may have been misreading the mission selection rules. You don't have to play the missions in order once you start a story arc. Playing a Part 3 mission as your 4th mission was probably just well beyond your capabilities. Up to 4 Elite TIE Defenders is brutal for a group that low level. If you notice, most of the Part 1 and 2 missions don't throw as many Elite or upgraded TIEs at the players, because it's assumed those missions are likely to be played before the players get too far into their experience accumulation.

I mean, my group bumped the difficulty by always drawing 1 random card (no choosing between missions), but it sounds like you guys took it a step further, perhaps accidentally. When you beat Secure the Holonet, you weren't required to move on to Defector. You were supposed to shuffle Defector into the Mission Deck, and draw as normal for the next mission.

Thank You for pointing this out! Completely misread that section. This makes much more sense now and I must be getting dotty in my old age. It also explains some other questions I've had especially about the AI ungrades and their appearance.

I don't feel so bad now about getting our collective butts handed to us last night. Aside from losing we kicked a lot of Imperials off the board and weren't doing to bad until the furball mid board. No place to go and no way to get there. It also explains the victory point allocation on the mission cards.

Once again, thanks for pointing this out. Seems so obvious now but it's something I never would've found on my own.

Have a couple of questions specifically about the Pride scenario. There are PS 1, 2 and 3 pilots on the field. When numbering the ships, do you number by squad or by PS? Also, if they move in PS order, then the mixed squads of Defenders and Ties don't move in formation, correct?

This next question is rather strange but I have to ask. On turn 1, do the Imps roll defense dice? It was asked sort of tongue in cheek last night and we played it that they did but I'd like confirmation.

The guys will be happy to know that last night isn't going to count.