Here's a campaign log for you to use.
Here's a campaign log for you to use.
Many thanks for your work on this. A neat idea to make use of the figures.
Bump, this is falling down to far. I really wish we had this stickied or something.
Anyone who is better with this stuff than me that can write this up in an official looking campaign page format?
So I finished my solo play through of this today, wanted to test it out before trying it with my group and I had a blast. The flavor text draws things together well from quest to quest and the fact you actually get to play these missions makes it worth it to do it at least once. Well done and thanks again, can't wait to try it out with my group.
Edited by FrogTriggerI could probably give it a go. Does anyone have the format they use in the official campaign documents? Fonts, sizes etc?
Also, love this campaign idea. cannot click Like This enough.
Tvboy wins the internets
We did Deadly Transmission (first mission) and the Rebels got stomped without opening the doors. I knew the 6 turn limit was way too little with that much threat but I thought it potentially winnable with excellent Rebel play, but the Rebels instead weren't played terribly well.
Fenn, Gaarkhan, MHD-19, Gideon. Fenn had 2 defensive abilities but no movement ability and had the 3 shot pistol with no mod. Both not having the movement ability and that dumb pistol were big mistakes. Gaarkhan had the red+yellow ax and did the majority of the team's damage.
Round 1: Rebels moved Obi-Wan forward to cluster troopers at the far terminal together for Fenn to blast. I cheerfully charged the rTroopers forward, surrounding Obi-Wan to nullify Fenn's blast and shot Obi-Wan up as allies are always the primary target anyway. eTroopers and Officer followed suit.
Obi-Wan died. Bantha was deployed.
Round 2: Rebels shot at Troopers trying to clear a terminal. Officer killed. Hired guns and Officer deployed to entrance.
Round 3: Rebels focus fired the big wall o'Bantha sitting on a terminal.
Gaarkhan wounded. Bantha killed. rStorm Troopers killed. eStorm Troopers reinforced.
Round 4: Gideon wounded. Hired guns killed. eStorm Troopers reinforced.
Round 5: MHD-19 wounded. Officer killed. Forgot to reinforce eStorm Troopers, 2 left on the board.
Round 6: Rebels opened crates and quit.
As Imperials I was using Subversive and had bought both 1 point cards. The pierce 1 ~bleed attachment on the eStorm was very effective.
Bantha did what Banthas do, a little less damage and soaking than eStorm do but chokeing hallways and just generally being really annoying and shoving stuff out of position, pooping on terminals, and all around being fun as hell to play. At least one of us had fun.
Sounds like your rebels played very very poorly. The DDC is great on Fenn, but only because he gets free movement from his 1 XP card. Did they actually think you would leave the stormtroopers clustered there for Fenn to blast after Obi-Wan activated?
Also Subversive Tactics is generally considered to be OP by the community, so it's not that surprising that they lost. But they get to try for the Alliance Smuggler now, which is a pretty nice little ally to have for only 2 threat.
Sounds like your rebels played very very poorly. The DDC is great on Fenn, but only because he gets free movement from his 1 XP card. Did they actually think you would leave the stormtroopers clustered there for Fenn to blast after Obi-Wan activated?
Also Subversive Tactics is generally considered to be OP by the community, so it's not that surprising that they lost. But they get to try for the Alliance Smuggler now, which is a pretty nice little ally to have for only 2 threat.
Yeah, Rebels did some dumb stuff, but as I said, I'm pretty sure you'd have to play extremely well to even have a chance. 6 turns for that mission is just not enough, particularly with tier 1 equipment. It's definitely better as a late game mission as it doesn't have a lot of +threat events but does have a lot of set deployments.
As for Subversive, it isn't any more powerful than many of the other decks, the community is dumb. Had I taken Military Might's Assault Armor instead I would have beaten the Rebels even worse and not lost a squad doing it.
(For one, Obi-Wan should use Mind Trick to move the imperials away from terminals, not towards them. As far as I remember, a rebel needs to control a terminal to interact with them. Even with that, it is still a hard mission for the rebels, they need to use every synergy they have.)
Yeah Subversive Tactics isn't stronger than the other decks - certainly not stronger than Military Might. It's just more annoying IMO.
(For one, Obi-Wan should use Mind Trick to move the imperials away from terminals, not towards them. As far as I remember, a rebel needs to control a terminal to interact with them. Even with that, it is still a hard mission for the rebels, they need to use every synergy they have.)
It might be a good use for the 3rd terminal once you've decided to stop fighting and start rushing the objective, but wasting actions on terminals rather than threats on the first couple rounds is a mistake. The Rebels had the right idea they just executed it wrong. It has to be done on figures that have already moved to shove them together for Fenn's blast to get them off the board.
The Imperials start with 23 threat on the board, more than enough to wound out a hero per turn, reducing their Speed in a mission that requires lots of movement, and easily win the game. By the end of turn 2 it will be 32 threat if the Rebels don't do something. That is enough to wound out two heroes per turn.
I made it easier on the Rebels by choosing a Bantha which is an under performer in Campaign, unlike Skirmish where it can get several big boosts. This also meant 6 less threat on turn 1 dealing damage to them (Bantha is almost always a very poor, if fun, idea in campaign.)
Obi-Wan has the best defense and isn't a loss condition for the Rebels, he's also melee only and needs to be up front. I think that may have been their thinking, but keeping allies alive until near the end is almost always the best strategy.
Obi-Wan going last in the first round will almost certainly guarantee getting the first terminal in the first activation of round 2 without "stopping fighting". (Mind Trick does not take an action like you're aware.) When the objective was to get imperial figures away from the terminals, Obi-Wan doing the opposite apparently didn't help the rebels win the mission.
Obi-Wan going last in the first round will almost certainly guarantee getting the first terminal in the first activation of round 2 without "stopping fighting". (Mind Trick does not take an action like you're aware.) When the objective was to get imperial figures away from the terminals, Obi-Wan doing the opposite apparently didn't help the rebels win the mission.
Interacting with a terminal is an action. If you're doing that as your first action on round 2 rather than getting enemies off the board with it, you're slitting your own throat. I wounded the Rebels out (we didn't play the 6th round I just gave them 2 crates, had we played I'd have wounded out their last hero) without them wasting ANY actions interacting with terminals. Obi-Wan is good late game to stop RG from standing in front of a door which could shut the Rebels down, but early game his ability should be used to help you kill.
With that mix of heroes the Imperials only need to do 48 damage to win. With 32 threat on the board at the end of round 2, that isn't even slightly hard and with a 6 round limit the Rebels don't have actions to waste on resting. The Rebels need to clear as much as they can as fast as they can in the first couple rounds.
Did the smuggler mission. Imperial win but it was reasonably close. Only Gideon was wounded, they simply ran out of time as their final sprint failed due to stormtroopers stepping in the way. Had the Rebels not opened crates or wasted a couple actions with Gideon and MHD-19 making useless shots it might have been a win. I didn't use agenda or class cards at all. Fenn had the blast mod on his 3 shot gun and his movement ability which meant he was able to kill a heavy storm trooper squad before they even acted and overall was fairly effective this mission. Gaarkhan had strain problems as Gideon didn't have the strain removal ability and ended up being a bit of an under performer after the first round.
I think this mission plays significantly easier at 3 threat that we played it at during a campaign than the 4 we played it at this time.
Finished this up and it was 4/0 for Imperials.
Obi-Wan mission was impossible for the Rebels. Even had they not messed things up, it is just too hard given the time and stuff on the board. This might work better later in the campaign when the heroes are better geared.
Smuggler mission was winnable but very hard. This would probably be easier earlier in the campaign as the Imperials getting 3 threat rather than 4 would be pretty noticeable.
Inquisitor mission could potentially be on the easy side if the Rebels knew the hidden information. My players didn't know about the event, over extended and lost because of it. It's short, playing it once spoils it and it's pretty luck based, but it's an okay mission.
Greedo mission was pretty fun. It's winnable but can be quite tough even for tier 3 equipped heroes. I could see a party with squishier heroes getting wrecked as the Imperials will be throwing a lot of damage out each round. Fortunately with no time limit the Rebels can use rests without causing a loss.
I've thought about just painting some of them in that force ghost form. Yeah, even Greedo.
Are their time stamps on characters?
I've thought about just painting some of them in that force ghost form. Yeah, even Greedo.
I thought about doing that too, but I also wanted to use these characters for skirmish and I couldn't really find a great tutorial for painting force ghost minis, so I'm glad I was able to pain these figures in their more interesting alive color palettes.
Are their time stamps on characters?
No, there are only time periods on the side missions that would award you those characters. For example the missions that award Han Solo as an ally, "Sorry About the Mess" from the Core and "Hunted Down" from Twin Shadows are only usable in full-length campaigns that are time period 2-4. This is to symbolize that Han Solo was active off-screen and available to help out some no-name Rebel Heroes during those time periods, the time periods before and after A New Hope, but during the events of Empire Strikes Back and onward, his activities and location was always accounted for or he was incapacitated and couldn't have possibly have joined the a random team of Rebels.
Here is a rough estimation of what the time periods in the game symbolize, based on the cards and campaigns we've seen so far.
1: Early Empire, the years following Ep III. Rebels would likely go here.
2: Time period leading up to and during the events of A New Hope, EP IV.
3: Time period immediately following the Battle of Yavin in EP IV. Time period of the campaign in the core box.
4: The 3 year time period between A New Hope and Empire Strikes Back.
5: The Battle of Hoth and events of Empire Strikes Back. The time period of the Return to Hoth campaign.
6: The time period between Empire Strikes Back and Return of the Jedi. Most likely the time period of Jabba's Realm campaign since Jabba is most likely still alive. Although this means Boba Fett will be unavailable during this campaign.
Edited by Nurgle236: The time period between Empire Strikes Back and Return of the Jedi. Most likely the time period of Jabba's Realm campaign since Jabba is most likely still alive. Although this means Boba Fett will be unavailable during this campaign.
Im just going to use the Characters however and try invent my own narrative. kind of like how the Game Rebellion works. same universe, different things happen
Why should Boba Fett not available during that campaign? When Jabba is, he is. Their deaths were not more than a few minutes apart.6: The time period between Empire Strikes Back and Return of the Jedi. Most likely the time period of Jabba's Realm campaign since Jabba is most likely still alive. Although this means Boba Fett will be unavailable during this campaign.
SPOILERS!?!?! Jeez, some people...
Next you're gonna tell me Bruce Willis was dead all along or something?!?
(/jk)
Why should Boba Fett not available during that campaign? When Jabba is, he is. Their deaths were not more than a few minutes apart.6: The time period between Empire Strikes Back and Return of the Jedi. Most likely the time period of Jabba's Realm campaign since Jabba is most likely still alive. Although this means Boba Fett will be unavailable during this campaign.
SPOILERS!?!?! Jeez, some people...
Next you're gonna tell me Bruce Willis was dead all along or something?!?
(/jk)
LotR Star Wars crossover card game confirmed (and Half Life 3)
Why should Boba Fett not available during that campaign? When Jabba is, he is. Their deaths were not more than a few minutes apart.6: The time period between Empire Strikes Back and Return of the Jedi. Most likely the time period of Jabba's Realm campaign since Jabba is most likely still alive. Although this means Boba Fett will be unavailable during this campaign.
He probably means that while they are both alive during this time period, Fett is still busy on the trip from Bespin to Tatooine.
And while Fett could be present at Jabba's Palace during the campaign, it would seem odd (to me anyway) from a storyline standpoint that the Rebellion is taking help from Jabba while Han is just hanging there on the wall.
Can you please create a PDF version of this campaign?
Can you please create a PDF version of this campaign?
Yes, I am currently working on it.