Edited by The GasThe R5 droid is retarded, in play it trundles around at it's speed 3 going for crates while the heroes end up on the other side of the map around 3 corners and the items it finds in the crates... magically appear in the controller's hands. Stupid, stupid stupid. Having the droid find some grenades several rounds of running away but having the hero immediately throw them was the most awkwardly stupid thing we've had for everyone at the table.
Opinions on Bespin?
My Bespin set arrives tomorrow and while I'll be running Twin Shadows first, I want to jump in while this conversation is happening and ask if it is possible that an Imperial player playing as a "nice GM" can make this campaign work or if it is just totally broken (not by throwing it, I just mean not being cutthroat). Also, I have 5 players interested in playing - would the presence of a 5th Rebel balance the scales?
I must be a rarity that I try to help the players win. I don't lay down for them, but I don't try to crush them either. As I said in another thread, I'm glad that "nightmare" version of the game exists, but I don't play with hard core players, and as I look at it, they are the heroes. Now, that being said, it is only heroic if it defies the odds, but I like the odds to be only slightly against them most of the time.
On the subject of R5. I think having the players have instant access to crate supplies is a little too much, but I think not being to trade is ridiculous.
My Bespin set arrives tomorrow and while I'll be running Twin Shadows first, I want to jump in while this conversation is happening and ask if it is possible that an Imperial player playing as a "nice GM" can make this campaign work or if it is just totally broken (not by throwing it, I just mean not being cutthroat). Also, I have 5 players interested in playing - would the presence of a 5th Rebel balance the scales?
Twin Shadows is hard but will come down to skill or dice. It's possible to lose as the Empire without being obvious. There are a couple issues with it but overall it's very good.
Bespin however... even the worst Imperial player playing against expert Rebels is going to stomp them flat regardless of dice rolls and it's impossible to throw a game without obviously doing it.
Lets look at "Shady Dealings" from TS, it is the equivalent mission to "Panic In The Streets" from BG, both being the 2nd mission played if you lost the first. Both also have a 7 round time limit, both require moving to objectives and both require a lot of attribute tests. Both require killing Imperials if they are in certain locations. Shady Dealings is a very tough but doable mission, as a Rebel you might lose it through no real fault of your own thanks to the dice, but you'll never feel like you never had no chance of winning. Panic In The Streets however feels like a loss as soon as the map is set up.
"Shady Dealings" (SD) It is one of the problem missions from TS I mentioned, and the problem being it has 4 attribute tests and the mission ends on an attribute test. Ending a mission with an attribute test means that what should be a balanced mission that ends close to the time limit, is ended on the luck of an attribute test, which makes the game feel more like just the gamble on the roll of the dice than anything. PITS actually improves on this by not ending with a test and by letting you spend strain to get auto-successes on the attribute tests, but unfortunately it also requires more tests, so that's a bit of a wash.
Anyway, SD starts with 16 threat on the board, PITS starts with 26. SD gives 12 additional threat during play, PITS gives 17. 10 starting threat is a huge difference right off that bat, that is the equivalent of two ISB squads dumping 8 wounds or so into your group every single round for the entire game. SD also starts with that threat directly in front of the Rebels, and is easily killable, PITS hides it and requires move actions spent to deal with it, making this 10 point disparity even greater. The additional threat for SD is also spread out more where as it all comes at once on round 3 for PITS.
SD is a smaller map, you can reach all objectives with 4 move actions and a bit of strain plus 2 to open doors BUT you also get an ally to open doors for you or take attribute tests, so 10 Rebel actions are spent "doing the mission" rather than fighting and that can potentially be as low as 4 thanks to the free ally. PITS meanwhile requires the Rebels spend a minimum of 13 actions, plus strain, moving, dealing with doors and hustling citizens, AND penalizes the Rebels for fighting in view of citizens which can cost additional actions or threat AND requires additional actions killing any Imperials in a certain area.
Map structure plays a part here too, with PITS having lots of corridors to choke and doors to block it's very easy for the Imperials to even unintentionally screw up the Rebels and cost them extra actions with positioning. This is why I mentioned Fenn in a previous post. If you have Fenn with blast 3, this is pretty much a map made in Fenn heaven.
Anyway a very similar TS mission that is hard but doable has 28 threat, makes the threat easier to deal with by positioning, 10 required actions, and a free ally to reduce the action requirement. BG meanwhile has 43 threat, 13 or more required actions with strain cost, has a mechanic that penalizes the Rebels with more threat or required actions, allows the Imperials to easily choke point the Rebels or block doors, and more easily allows Imperials to force having to kill Imperials.
So we've had SD come down to die roll twice, one win, one loss. We've had it lost by wounding out the with really bad Rebel play coupled with really bad rolls. PITS on the other hand... 3 dead Rebels on turn 5 thanks to 15 extra threat and the Rebels not having the time to deal with that threat thanks to more actions required to get the mission done. Horrible.
So far we have votes for awesome and totally broken . You'll have to see for yourself which one it is for you. (And see that you play the missions correctly.)
To be fair, the opinions are good to great and then union whose mom was apparently murdered by the expansion.
I know you are running a pbf of the campaign, what's your thoughts?
I know you are running a pbf of the campaign, what's your thoughts?
We started the Bespin Gambit campaign with an additional intro mission, so can't say yet. We'll start Reclamation soon. Ask again in a few months.
To be fair, the opinions are good to great and then union whose mom was apparently murdered by the expansion.
To be fairer, I've played the expansion campaign twice, as well as every other campaign twice, once each as a Rebel and Imperial, and most people saying it's good probably haven't even played it once. I've also given you a very explicit example of how one of it's missions is bad and shown exactly why in comparison to another mission. So take that for what it's worth...
Edited by UnionBespin arrived today from the Cool Stuff sale, along with Bossk (can't wait till I get Greedo). I hope to have a chance to play this weekend, even if it some solo play. So I hope to have an opinion soon.
My Bespin set arrives tomorrow and while I'll be running Twin Shadows first, I want to jump in while this conversation is happening and ask if it is possible that an Imperial player playing as a "nice GM" can make this campaign work or if it is just totally broken (not by throwing it, I just mean not being cutthroat). Also, I have 5 players interested in playing - would the presence of a 5th Rebel balance
Twin Shadows is hard but will come down to skill or dice. It's possible to lose as the Empire without being obvious. There are a couple issues with it but overall it's very good.
Bespin however... even the worst Imperial player playing against expert Rebels is going to stomp them flat regardless of dice rolls and it's impossible to throw a game without obviously doing it.
Lets look at "Shady Dealings" from TS, it is the equivalent mission to "Panic In The Streets" from BG, both being the 2nd mission played if you lost the first. Both also have a 7 round time limit, both require moving to objectives and both require a lot of attribute tests. Both require killing Imperials if they are in certain locations. Shady Dealings is a very tough but doable mission, as a Rebel you might lose it through no real fault of your own thanks to the dice, but you'll never feel like you never had no chance of winning. Panic In The Streets however feels like a loss as soon as the map is set up.
"Shady Dealings" (SD) It is one of the problem missions from TS I mentioned, and the problem being it has 4 attribute tests and the mission ends on an attribute test. Ending a mission with an attribute test means that what should be a balanced mission that ends close to the time limit, is ended on the luck of an attribute test, which makes the game feel more like just the gamble on the roll of the dice than anything. PITS actually improves on this by not ending with a test and by letting you spend strain to get auto-successes on the attribute tests, but unfortunately it also requires more tests, so that's a bit of a wash.
Anyway, SD starts with 16 threat on the board, PITS starts with 26. SD gives 12 additional threat during play, PITS gives 17. 10 starting threat is a huge difference right off that bat, that is the equivalent of two ISB squads dumping 8 wounds or so into your group every single round for the entire game. SD also starts with that threat directly in front of the Rebels, and is easily killable, PITS hides it and requires move actions spent to deal with it, making this 10 point disparity even greater. The additional threat for SD is also spread out more where as it all comes at once on round 3 for PITS.
SD is a smaller map, you can reach all objectives with 4 move actions and a bit of strain plus 2 to open doors BUT you also get an ally to open doors for you or take attribute tests, so 10 Rebel actions are spent "doing the mission" rather than fighting and that can potentially be as low as 4 thanks to the free ally. PITS meanwhile requires the Rebels spend a minimum of 13 actions, plus strain, moving, dealing with doors and hustling citizens, AND penalizes the Rebels for fighting in view of citizens which can cost additional actions or threat AND requires additional actions killing any Imperials in a certain area.
Map structure plays a part here too, with PITS having lots of corridors to choke and doors to block it's very easy for the Imperials to even unintentionally screw up the Rebels and cost them extra actions with positioning. This is why I mentioned Fenn in a previous post. If you have Fenn with blast 3, this is pretty much a map made in Fenn heaven.
Anyway a very similar TS mission that is hard but doable has 28 threat, makes the threat easier to deal with by positioning, 10 required actions, and a free ally to reduce the action requirement. BG meanwhile has 43 threat, 13 or more required actions with strain cost, has a mechanic that penalizes the Rebels with more threat or required actions, allows the Imperials to easily choke point the Rebels or block doors, and more easily allows Imperials to force having to kill Imperials.
So we've had SD come down to die roll twice, one win, one loss. We've had it lost by wounding out the with really bad Rebel play coupled with really bad rolls. PITS on the other hand... 3 dead Rebels on turn 5 thanks to 15 extra threat and the Rebels not having the time to deal with that threat thanks to more actions required to get the mission done. Horrible.
Wow my cousin must be good! Before this all he had done was TS with two heroes. With four he is going 3/4 and up to the finale! The only one he lost was the Isb infiltrators mission! One thing I do recommend for imperial players though, is go thematic in open groups. It tends to balance things and makes it way more fun! Ie few royal guards and no Trandos on Hoth (they're ectothermic and would not have the energy to fight).
One thing I do recommend for imperial players though, is go thematic in open groups. It tends to balance things and makes it way more fun! Ie few royal guards and no Trandos on Hoth (they're ectothermic and would not have the energy to fight).
RG are too expensive to even get into play most times, so not playing them isn't really thematic advice so much as common sense. I think I may have put them into an open group once. Maybe.
Hoth's arctic conditions are no more problematic for trandoshans than they are for humans. Don't wear the proper gear and die. They have things called environmental gear, also space ships, blasters and such. If them being afraid of a little cold was enough to stop them, they wouldn't be known as some of the most fearsome hunters in the galaxy, they'd be a laughing stock.
Edited by UnionI would just like to say about the second and third missions that herding civilians in Panic in the Streets and slamming doors on Imperial units in Freedom Fighters were both a lot of fun playing as the Rebel player.
Anyone that complains about Panic in the Streets being too hard is probably doing it wrong. As long as you place your heroes so that they are moving multiple civilians with each action and spending strain for extra successes, it is not difficult to get them all into the room and lock the doors within the time limit. It's a challenging mission but not unwinnable by Rebel players that are paying attention to the rules and optimizing their interact actions.
Freedom Fighters was a hard mission, but it was also so much fun being able to put doors anywhere on the map to block and trap the Imperial player's movements, that was a very innovative mechanic.
The first mission did play out a little too much like Aftermath, and although it was not hard to beat, there are some confusing rules that could have been done better. The option to attack the cams with melee weapons should have been removed altogether, as weak players are going to try to do that instead of just performing a strength test and get frustrated when they fail, which makes this an unnecessary noob trap. It was passable as an introductory mission, but a little bit of a let down after Return to Hoth's innovative mission design, but the later missions in Bespin make up for it. I beat the first mission on the final turn, but I conceded so I could play Panic in the Streets because I wanted to try Murne's cam droid and to see if it was as hard as everyone was saying.
As for complaints about it being too easy for Imperials to clog up important hallways, Murne has multiple abilities to push imperial units out of the way, and Davith can move through an enemy unit without penalty using Force Speed, so this is only a problem if the Rebels ALLOW it to be a problem. This is in addition to Diala's ability to push units, Gaarkhan's ability to ignore movement penalties with Charge, and Fenn being able to punish clumped groups with Blast, there are plenty of options for getting around this problem. Everytime the imperial player tried this against me, I just used Murne to push 1 figure out of the way and then Double Agent with False Orders to move another figure out of the way and clear the path.
Edited by TvboyAnyone that complains about Panic in the Streets being too hard is probably doing it wrong.
Congratulations on your Imperial player rolling over and handing you the win. If you look at the numbers it's one of the hardest missions in the game. But go on believing you're awesome rather than math.
Anyone that complains about Panic in the Streets being too hard is probably doing it wrong.
Congratulations on your Imperial player rolling over and handing you the win. If you look at the numbers it's one of the hardest missions in the game. But go on believing you're awesome rather than math.
And speaking of shady dealings that one is a bad example, as the whole mission is geared to highlighting Saska's abilities. If you have toolkit and can keep her alive, the mission isn't too bad at all.
Here's the thing man, you can talk about math all you want but every time you post you very clearly have a lot of emotional energy on this which means that the math comes off as little more than pseudorational justification for an emotional conclusion.
Anyone that complains about Panic in the Streets being too hard is probably doing it wrong.
Congratulations on your Imperial player rolling over and handing you the win. If you look at the numbers it's one of the hardest missions in the game. But go on believing you're awesome rather than math.
And speaking of shady dealings that one is a bad example, as the whole mission is geared to highlighting Saska's abilities. If you have toolkit and can keep her alive, the mission isn't too bad at all.
I justified why it is a good example, you've done nothing to contradict any of what I said.
Hard to avoid being directly antagonistic with this kind of post, but I'll try. The forums have an ignore feature. Click on your name in the top right corner of the forum, then "Edit my Profile". On the left you'll see "Ignore Preferences".
I have two names (now) on my list. It makes the forums...a much more pleasant place. ; )
Hard to avoid being directly antagonistic with this kind of post, but I'll try. The forums have an ignore feature. Click on your name in the top right corner of the forum, then "Edit my Profile". On the left you'll see "Ignore Preferences".
I have two names (now) on my list. It makes the forums...a much more pleasant place. ; )
Yeah, but sometimes I still click on them to view people's posts.
To be fair, the opinions are good to great and then union whose mom was apparently murdered by the expansion.
^^This made me laugh. If I had been drinking chocolate milk, I'd of snorted it out of my nose haha.
But enough of that. All valid points. Union is definitely a "hardcore" enthusiast who plays to win. Me on the other hand, it depends on what I have in mind when running my campaigns with friends.
I must be a rarity that I try to help the players win. I don't lay down for them, but I don't try to crush them either. As I said in another thread, I'm glad that "nightmare" version of the game exists, but I don't play with hard core players, and as I look at it, they are the heroes. Now, that being said, it is only heroic if it defies the odds, but I like the odds to be only slightly against them most of the time.My Bespin set arrives tomorrow and while I'll be running Twin Shadows first, I want to jump in while this conversation is happening and ask if it is possible that an Imperial player playing as a "nice GM" can make this campaign work or if it is just totally broken (not by throwing it, I just mean not being cutthroat). Also, I have 5 players interested in playing - would the presence of a 5th Rebel balance the scales?
I do the same thing. Last night we finished Twin Shadows (after I created an 11 mission campaign with it instead of just the 4). I usually go "easy" on them during side missions and then during the main story missions, go hard on them.
Canyon Run for example, it didn't even matter. Between eTrandoshan Hunters (using Inspiring Leadership) they were doing 5+ damage a hit. I could usually Wound a hero turn 1 if not turn 2.
But in the end, we did Infiltrated and I could have easily beaten them due to some awesome rolls. The initial eOfficer rolled 4 X's on the dice. Yes...4 X's. And when they went for slicing the Hyperdrive, MHD-19 (who was focused)...rolled zero Surges on 4 dice for Tech test. So some bad rolls for the heroes got them behind early on. I spent a lot of Threat on bringing in big named guys towards the end and just focused on trying to make two of the Wounded Heroes withdraw completely. In the Hanger I only brought in 1 rStormtrooper and 1 rImperial Officer. Eventually got IG-88 over and Kayn Somos was 1 movement point short of being adjacent. So at End of Turn 6, the Rebels won.
It's funny watching my friends bicker at each other time to time when things go awry and it's fun when they get that "come from behind" victory. I def play to allow them a better chance to win.
~D
Anyone that complains about Panic in the Streets being too hard is probably doing it wrong.
Congratulations on your Imperial player rolling over and handing you the win. If you look at the numbers it's one of the hardest missions in the game. But go on believing you're awesome rather than math.
A lot of players are incorrectly believing that Rebels can only move one civilian per action, which would make the mission unplayable. As long as the rebels are moving 2-3 civilian with each special action and spending strain for bonus movement on the civies, the mission shouldn't be unwinnable.
So Union, were you playing the mission correctly, or were you only moving one civilian at a time?
Well we just wrapped up Bespin. I loved it. Imperials won the final mission but rebels won a few along the way.
It seemed balanced and enjoyable to our group. We had 3 rebel players who have played all campaigns and expansions together so that may help.
So far we have votes for awesome and totally broken . You'll have to see for yourself which one it is for you. (And see that you play the missions correctly.)
To be fair, the opinions are good to great and then union whose mom was apparently murdered by the expansion.
I know you are running a pbf of the campaign, what's your thoughts?
-
then union whose mom was apparently murdered by the expansion. - Oh i did laugh hard!!!
Hard to avoid being directly antagonistic with this kind of post, but I'll try. The forums have an ignore feature. Click on your name in the top right corner of the forum, then "Edit my Profile". On the left you'll see "Ignore Preferences".
I have two names (now) on my list. It makes the forums...a much more pleasant place. ; )
@Union, have considered the possibility that you are simply better than your rebel players? I've found that this game can really highlight a skill differential, if one exists. It is true that it seems to default to imperials winning but that's simply because imperials are on the defensive most of the time. A good player against a mediocre player will most of the time result in the better player winning, no matter which side he plays.
We got totally crushed last night in "Panic in the streets" by the Imperial. He had all deployment cards down at the end, coz we couldnt keep up with removing (some sh*tty dice rolls) troops AND move citizens.
Optional deployment in the beginning with elite stormies (-1 deploy due to endless ranks) with the +2hp attachment was a major pain.
We tried to play around the panic mechanic and yes, we knew we could move all neutrals within 3 spaces. Recpapping this over and over again, I dont see a way to win this mission?
Has anyone done it? To me it feels utterly broken.
We tried to play around the panic mechanic and yes, we knew we could move all neutrals within 3 spaces. Recpapping this over and over again, I dont see a way to win this mission?
Has anyone done it? To me it feels utterly broken.
It is utterly broken as are most of the Bespin missions. The Imperial player has to literally hand you the mission which means it's no longer a game, it's playing pretend.
Anyone that complains about Panic in the Streets being too hard is probably doing it wrong.
Congratulations on your Imperial player rolling over and handing you the win. If you look at the numbers it's one of the hardest missions in the game. But go on believing you're awesome rather than math.
A lot of players are incorrectly believing that Rebels can only move one civilian per action, which would make the mission unplayable. As long as the rebels are moving 2-3 civilian with each special action and spending strain for bonus movement on the civies, the mission shouldn't be unwinnable.
So Union, were you playing the mission correctly, or were you only moving one civilian at a time?
Yes, typically moved 2 or 3 civilians.
Did YOU play properly and spend an action to get the civilians to move or were you doing it for free?
When I was Empire I let the Rebels double move the civilians (ignored the limit of once per activation on special abilities) because I saw just glancing at the mission it was stupidly impossible. However that wasn't anywhere close to enough help as the real problem was the amount of threat on the board and the fact that the Rebels didn't have Fenn to do his blasts.
I only played "Panic" as Empire. When I went through Bespin as a player, I played and lost it's equivalent mission on the "win" branch, the equally screwed up, "Reclassified." I don't see a way of winning either "Panic" or "Reclassified" as Rebels without either exactly the right party and knowing the mission ahead of time and good rolls, or by having the Empire hand it to me. As the Empire I don't see a way to lose without throwing the mission or spectacularly bad rolls or maybe Fenn + Gideon taking 6 figures off the board each round with blasts.
We tried to play around the panic mechanic and yes, we knew we could move all neutrals within 3 spaces. Recpapping this over and over again, I dont see a way to win this mission?
Has anyone done it? To me it feels utterly broken.
It is utterly broken as are most of the Bespin missions. The Imperial player has to literally hand you the mission which means it's no longer a game, it's playing pretend.
Anyone that complains about Panic in the Streets being too hard is probably doing it wrong.
Congratulations on your Imperial player rolling over and handing you the win. If you look at the numbers it's one of the hardest missions in the game. But go on believing you're awesome rather than math.
A lot of players are incorrectly believing that Rebels can only move one civilian per action, which would make the mission unplayable. As long as the rebels are moving 2-3 civilian with each special action and spending strain for bonus movement on the civies, the mission shouldn't be unwinnable.
So Union, were you playing the mission correctly, or were you only moving one civilian at a time?
Yes, typically moved 2 or 3 civilians.
Did YOU play properly and spend an action to get the civilians to move or were you doing it for free?
When I was Empire I let the Rebels double move the civilians (ignored the limit of once per activation on special abilities) because I saw just glancing at the mission it was stupidly impossible. However that wasn't anywhere close to enough help as the real problem was the amount of threat on the board and the fact that the Rebels didn't have Fenn to do his blasts.
I only played "Panic" as Empire. When I went through Bespin as a player, I played and lost it's equivalent mission on the "win" branch, the equally screwed up, "Reclassified." I don't see a way of winning either "Panic" or "Reclassified" as Rebels without either exactly the right party and knowing the mission ahead of time and good rolls, or by having the Empire hand it to me. As the Empire I don't see a way to lose without throwing the mission or spectacularly bad rolls or maybe Fenn + Gideon taking 6 figures off the board each round with blasts.
Playing Reclassified with my RL group tonight. What was the issues with this mission for the Rebels?
We tried to play around the panic mechanic and yes, we knew we could move all neutrals within 3 spaces. Recpapping this over and over again, I dont see a way to win this mission?
Has anyone done it? To me it feels utterly broken.
It is utterly broken as are most of the Bespin missions. The Imperial player has to literally hand you the mission which means it's no longer a game, it's playing pretend.
Anyone that complains about Panic in the Streets being too hard is probably doing it wrong.
Congratulations on your Imperial player rolling over and handing you the win. If you look at the numbers it's one of the hardest missions in the game. But go on believing you're awesome rather than math.
A lot of players are incorrectly believing that Rebels can only move one civilian per action, which would make the mission unplayable. As long as the rebels are moving 2-3 civilian with each special action and spending strain for bonus movement on the civies, the mission shouldn't be unwinnable.
So Union, were you playing the mission correctly, or were you only moving one civilian at a time?
Yes, typically moved 2 or 3 civilians.
Did YOU play properly and spend an action to get the civilians to move or were you doing it for free?
When I was Empire I let the Rebels double move the civilians (ignored the limit of once per activation on special abilities) because I saw just glancing at the mission it was stupidly impossible. However that wasn't anywhere close to enough help as the real problem was the amount of threat on the board and the fact that the Rebels didn't have Fenn to do his blasts.
I only played "Panic" as Empire. When I went through Bespin as a player, I played and lost it's equivalent mission on the "win" branch, the equally screwed up, "Reclassified." I don't see a way of winning either "Panic" or "Reclassified" as Rebels without either exactly the right party and knowing the mission ahead of time and good rolls, or by having the Empire hand it to me. As the Empire I don't see a way to lose without throwing the mission or spectacularly bad rolls or maybe Fenn + Gideon taking 6 figures off the board each round with blasts.
Playing Reclassified with my RL group tonight. What was the issues with this mission for the Rebels?
The Rebels have a lot of ground to cover, 6 rounds to do it in. The Imperials have a lot of threat to stop them with, know where the Rebels have to go, and have tight corridors that can be easily blocked even without being a **** and taking a Nexu as The Duke's pet.
It is technically possible to win this on round 1 with the right characters and Imperial screwups, but realistically it's possible on 2 if you have some ability to cover 8 spaces with 1 move like Diala throwing and Davith, or Gideon giving extra moves etc. It would take some pretty bad play by the Imperials though and also taking a fairly big gamble that will quite probably end up with one of your heroes withdrawing on turn 2 rather than winning.
Edited by UnionI would really love to see a post here about a successful completion of "panic in the streets" as rebels
I know this is an older thread, but my play group is just getting around to this mini campaign. I am playing as Imperials for Bespin. We have played every campaign before this (Core, Twin Shadows, Return to Hoth) at least once (twice in the case of Core and Twin Shadows), and we have alternated the Imperial player during those playthroughs.
To be fair, we've had a lot of missions come right down to the wire, and, without specifically checking, I'd guess the win-loss ratio is pretty close to 50/50. That notwithstanding, I think its fair to say that we really like this game, but whoever is currently playing the Rebels often gets frustrated at the "guessing game" of each mission. For example, sometimes rushing to objectives is great. Other times it leads you into a death trap. Sometimes splitting up is required. Other times it leads you into a death trap. Sometimes ignoring most Imperial figures is required. Other times it leads to you being completely overwhelmed. Although I've heard some say that the mission briefing provides context clues into strategies, I think it also sometimes sets up red herrings. Often, by the time the Rebels realize "the one strategy to rule them all" for a particular mission, its too late to pivot. We've concluded that these scenarios are generally NOT balanced the first time you play them, but might seem more fair on re-plays. One particular disappointment with our group is that, with the exception of both times we played Twin Shadows, all of the finales have gone in favor of the Imperials and none of them have been particularly close. However, although we did replay the core campaign and Twin Shadows, that was mostly because our game group shuffled around. Now that we have a set group, no one is really interested in revisiting a campaign just to see if the missions are more balanced when the ball isn't quite so hidden. All of this is one of the main reasons why our group really hopes the App isn't lost in limbo. We would GREATLY prefer this as a full co-op. But I digress.
With regard to Bespin, the Rebels are 0-3 this campaign, and Freedom Fighters was the first time in over 60 plays I had a rebel player openly blurt out "that mission sucked." A lot of that was frustration after a loss, but its clear that my group feels like Bespin is the most poorly balanced campaign so far.