Bespin Gambit (Spoiler)

By Mergatronic, in Imperial Assault Campaign

Okay so we have just finished the 2nd mission and I have questions!

In mission number 1 "Reclamation" the Holo cams can draw line of sight and will increase threat if there is a Rebel in it's line of sight. So what if the rebel is standing on the Holo cams space? Can you draw line of sight to something you share a space with or is it like the Rebel is standing "under" the camera?

Also, why are you testing strength against them instead of tech? It doesn't seem to jive thematically. Would that be something developers decided to do because of the balance of tech skills vs strength among the hero characters?

In mission 2....well we had Panic in the Streets. This mission looks to be impossible for the Rebels..

Each turn a Rebel hero can use 1 of their actions to test against foresight. They can strain 2 times to add 2 success. Then for each success they role (plus 2 if they strain) they can move a citizen that many spaces.

Now moving spaces means they ignore extra costs for difficult terrain and all that, but how in the heck can they get 5 civilians into the safe room in 7 turns and keep the imperials out??!!

In order to move the 5 citizens you will need to use a minimum 11 activations (that is the minimum you could use assuming 1 success every time you role and adding 2 strain for the 2 free success...so 3 spaces each turn). You have 7 turns and 27 activations you can use (you can only really get to 3 of the citizens on turn 1). So the best you could do would be turn 3 or 4 if there were no imperials trying to stop you.

This mission is so tight it is almost absurd. Has anyone else experienced this? I mean I had my entire deployment hand on the table because the Rebels couldn't spend any time fighting my imp figures. I had them all flipped (2 were defeated) by the end of turn 4).

In order to defeat this mission the rebels would need to have played it before or is there some combo I am missing that they could use?

Played Panic in the Streets also and we had similar thoughts. Had 2 characters that were good at insight and figured they could handle moving these guys along, but yeah, it was too difficult to balance removing threat and getting these guys in the door. Not to mention, you have to open the door and then close it and not let other imperials in. We got smoked to a very green Imperial player.....not sure how to tackle this mission yet. Will need more playing. Wondering if the imperial really needs double the threat level at the beginning?

The first mission for us came down to 1 die roll, epicly played on both sides.

Played Panic in the Streets also and we had similar thoughts. Had 2 characters that were good at insight and figured they could handle moving these guys along, but yeah, it was too difficult to balance removing threat and getting these guys in the door. Not to mention, you have to open the door and then close it and not let other imperials in. We got smoked to a very green Imperial player.....not sure how to tackle this mission yet. Will need more playing. Wondering if the imperial really needs double the threat level at the beginning?

The first mission for us came down to 1 die roll, epicly played on both sides.

We had the same thought concerning the opening optional deployment. We were also wondering if the citizens should be given and option to move during end of round. Also, Bossk is incredibly tough.

We played the other mission and gave up before the end. There simply isn't enough time and the Imperial player brought Nexu and other units to block the path. The next mission after that was a similar case. Rebels have to run across the map on incredibly tight time limit, Imperial starts with 10 threat (twice the threat level), we decide to bring in Lando with -4 (Murne's ability) price so that Imperial player gets 2 threat, he brings elite Royal Guards and puts Stealth and the other attachment to them that makes them permanently Hidden. To hit them, one needs 1 accuracy with melee weapon and Hidden condition gives the attacker -2 accuracy. So, have to get at least 3 accuracy with melee weapon. Not easy. This makes Biv's Close and Personal worthless against them. And as we have Verena and Davith in the group too, we have very little possibility in killing them. And elite, virtually unkillable royal guards who get a free surge every time they attack are nasty. Lots of stun going around eating away our already sparse actions. In that mission it was also funny that we rolled so badly that a Junk Droid did more damage than any of the heroes. :)

Anyway, the Imperial blocked the corridors with his units and that was it. We had no choice getting close. And this is why I don't like the Bespin campaign. Every mission seems to be filled with narrow paths that the Imperial can easily block. If the rebels can't clear the Imperials out of the way fast enough, the Imperial player has no trouble winning. The Imperial player himself laughed after reading the latest mission description and just said that "You're not going to have any chance in this."

I admit that our group (Biv, Davith, Murne, Verena) isn't exactly balanced as it's very melee heavy and ranged attackers would have easier time hitting the enemies.

We played the other mission and gave up before the end. There simply isn't enough time and the Imperial player brought Nexu and other units to block the path. The next mission after that was a similar case. Rebels have to run across the map on incredibly tight time limit, Imperial starts with 10 threat (twice the threat level), we decide to bring in Lando with -4 (Murne's ability) price so that Imperial player gets 2 threat, he brings elite Royal Guards and puts Stealth and the other attachment to them that makes them permanently Hidden. To hit them, one needs 1 accuracy with melee weapon and Hidden condition gives the attacker -2 accuracy. So, have to get at least 3 accuracy with melee weapon. Not easy. This makes Biv's Close and Personal worthless against them. And as we have Verena and Davith in the group too, we have very little possibility in killing them. And elite, virtually unkillable royal guards who get a free surge every time they attack are nasty. Lots of stun going around eating away our already sparse actions. In that mission it was also funny that we rolled so badly that a Junk Droid did more damage than any of the heroes. :)

Anyway, the Imperial blocked the corridors with his units and that was it. We had no choice getting close. And this is why I don't like the Bespin campaign. Every mission seems to be filled with narrow paths that the Imperial can easily block. If the rebels can't clear the Imperials out of the way fast enough, the Imperial player has no trouble winning. The Imperial player himself laughed after reading the latest mission description and just said that "You're not going to have any chance in this."

I admit that our group (Biv, Davith, Murne, Verena) isn't exactly balanced as it's very melee heavy and ranged attackers would have easier time hitting the enemies.

Do you think when FF playtest the new mini-campaigns they assume you will use both new heroes? I agree that Bespin seems very heavily weighted in the Imperials favour (which makes sense considering the time period in the trilogy) but my Rebel group was completely de-moralized by turn 2! That doesn't make it much fun to win when they just give up on the 2nd turn!!!

A couple of rule additions or changes would probably make things easier.....but yeah it's tough to gauge as there isn't much feedback on the forums yet either!

In mission number 1 "Reclamation" the Holo cams can draw line of sight and will increase threat if there is a Rebel in it's line of sight. So what if the rebel is standing on the Holo cams space? Can you draw line of sight to something you share a space with or is it like the Rebel is standing "under" the camera?

Object and figure in the same space are considered adjacent for Blast and Cleave only. So by RAW a melee attack into the same space would not be possible but a ranged attack would be.

Because line of sight can be drawn through both the attacker and the target, you always have line of sight to the object in the same space.

Edit: Actually I forgot / missed the FAQ.

MELEE ATTACK

The first bullet of "Melee Attack" on page 17 should read:

"Melee attacks can target a hostile figure or object adjacent to or

in the same space as the attacker."

Edited by a1bert

In mission number 1 "Reclamation" the Holo cams can draw line of sight and will increase threat if there is a Rebel in it's line of sight. So what if the rebel is standing on the Holo cams space? Can you draw line of sight to something you share a space with or is it like the Rebel is standing "under" the camera?

Object and figure in the same space are considered adjacent for Blast and Cleave only. So by RAW a melee attack into the same space would not be possible but a ranged attack would be.

Because line of sight can be drawn through both the attacker and the target, you always have line of sight to the object in the same space.

Interesting....makes the mission more difficult if they can't "hide" by sharing space with the camera, but it might be a good house rule to play with :)

We played the other mission and gave up before the end. There simply isn't enough time and the Imperial player brought Nexu and other units to block the path. The next mission after that was a similar case. Rebels have to run across the map on incredibly tight time limit, Imperial starts with 10 threat (twice the threat level), we decide to bring in Lando with -4 (Murne's ability) price so that Imperial player gets 2 threat, he brings elite Royal Guards and puts Stealth and the other attachment to them that makes them permanently Hidden. To hit them, one needs 1 accuracy with melee weapon and Hidden condition gives the attacker -2 accuracy. So, have to get at least 3 accuracy with melee weapon. Not easy. This makes Biv's Close and Personal worthless against them. And as we have Verena and Davith in the group too, we have very little possibility in killing them. And elite, virtually unkillable royal guards who get a free surge every time they attack are nasty. Lots of stun going around eating away our already sparse actions. In that mission it was also funny that we rolled so badly that a Junk Droid did more damage than any of the heroes. :)

Anyway, the Imperial blocked the corridors with his units and that was it. We had no choice getting close. And this is why I don't like the Bespin campaign. Every mission seems to be filled with narrow paths that the Imperial can easily block. If the rebels can't clear the Imperials out of the way fast enough, the Imperial player has no trouble winning. The Imperial player himself laughed after reading the latest mission description and just said that "You're not going to have any chance in this."

I admit that our group (Biv, Davith, Murne, Verena) isn't exactly balanced as it's very melee heavy and ranged attackers would have easier time hitting the enemies.

So, interestingly enough, we had a different experience on the mission after Panic in the streets. The Rebels completely dominated that mission. We had Murne, Davith, Mak, and Verena. Mak had No Escape and it crippled Bossk at the end. We split up in 2 groups on this mission and that was very effective.

In order to move the 5 citizens you will need to use a minimum 11 activations (that is the minimum you could use assuming 1 success every time you role and adding 2 strain for the 2 free success...so 3 spaces each turn). You have 7 turns and 27 activations you can use (you can only really get to 3 of the citizens on turn 1). So the best you could do would be turn 3 or 4 if there were no imperials trying to stop you.

Are you accounting for the fact that a Hero can push multiple citizens with a single action? It's each citizen within 3 spaces of the Hero gets pushed for each success.

And do you realize that doors are locked to Imperials? As soon as you get the last citizen into the room, just shut the doors.

The elite royal guards with Stealth and True Shadow honestly sounds like your Imperial just had it out for you. That's not a combination that one just stumbles into, he had to save 2 of his 3 starting XP to be able to have that combination by mission 2, and probably decided to do it after seeing that you had chosen 2+ melee characters. Imo, that combination against 2+ melee heroes will break ANY mission. Were you playing against the errata'd Royal Guards that don't get +1 block from each other?

Are you accounting for the fact that a Hero can push multiple citizens with a single action? It's each citizen within 3 spaces of the Hero gets pushed for each success.

No, we thought it was a single citizen. This might be the main issue we had.

And do you realize that doors are locked to Imperials? As soon as you get the last citizen into the room, just shut the doors.

Yes, but taking one action to open them and one action to usher in the civilians, you leave the door open for the imperials to get in.

The elite royal guards with Stealth and True Shadow honestly sounds like your Imperial just had it out for you. That's not a combination that one just stumbles into, he had to save 2 of his 3 starting XP to be able to have that combination by mission 2, and probably decided to do it after seeing that you had chosen 2+ melee characters. Imo, that combination against 2+ melee heroes will break ANY mission. Were you playing against the errata'd Royal Guards that don't get +1 block from each other?

Yeah, Mergatronic had it out for us :)

Are you accounting for the fact that a Hero can push multiple citizens with a single action? It's each citizen within 3 spaces of the Hero gets pushed for each success.

No, we thought it was a single citizen. This might be the main issue we had.

And do you realize that doors are locked to Imperials? As soon as you get the last citizen into the room, just shut the doors.

Yes, but taking one action to open them and one action to usher in the civilians, you leave the door open for the imperials to get in.

The elite royal guards with Stealth and True Shadow honestly sounds like your Imperial just had it out for you. That's not a combination that one just stumbles into, he had to save 2 of his 3 starting XP to be able to have that combination by mission 2, and probably decided to do it after seeing that you had chosen 2+ melee characters. Imo, that combination against 2+ melee heroes will break ANY mission. Were you playing against the errata'd Royal Guards that don't get +1 block from each other?

Yeah, Mergatronic had it out for us :)

Only because I care! Thanks for the clarification Tvboy. I do save up my starting xp for better imperial class cards as a habit. Helps me keep up with the Rebels as they tend to advance and equip much quicker. It wasn't elite RG either just the basic but they are bad enough even with the errata. I also managed to get my entire hand of deployment cards (I also had ISB for the extra Officer) on the board and just flooded the area.