So we just finished the Bespin Gambit mini-campaign recently and it was the first campaign where the Rebels got pummelled.
4 straight Imperial victories, no “came down to the last roll/activation” moments.
While we all agreed that the two new heroes are great additions to the game (alongside the official retirement of the Twin shadows heroes) and a lot of the missions were super fluffy, we always felt bogged down and couldn’t find a balance between completing objectives and eliminating deployment cards.
Heroes: Murne, Davith, Saska and Gideon
Imperial class deck: Imperial Black ops
Mission 1: Reclamation. All four heroes wounded before opening a single door. Heroes atrocious at testing fist (and Saska decided to save XP so no tool kit). Intimidating mission setup: stormtroopers, wing guard, officer, optional deployment + tight corridors = ![]()
Mission 2: Panic in the streets. Couldn’t get a single citizen into the safe room. We were able to move them pretty efficiently (was even aware that you can move multiple citizens) but imperial force was far too overwhelming. Intimidating mission set up: officer, probe, trandoshan hunters, wing guards, optional deployment + tight corridors = ![]()
Mission 3: Freedom fighters. Couldn’t free the last citizen. Clogging up hallways and blocking doors = ![]()
Mission 4: Hostile Takeover. Moved Blaise a bit but all heroes easily wounded. Felt we needed more time. Freeing Lando triggers optional deployment and Bossk. Sweet goodness! For some reason, taking Blaise hostage still allows him to attack and use optional deployment ability. Seriously?
Final thoughts:
- We definitely didn’t have the best hero makeup but we thought we’d do okay. Gideon and Murne might have been support overload. Some good synergy with Gideon’s command and Murne’s solidarity. And oh Saska. It’ll be tough to bring her to the table again. I know there’s a bunch of threads out there already about her.
- Strategic redeployment and True shadow are wickedly annoying class cards!
- Imperial player used all the hidden agenda cards in the finale. I’m pretty sure a house rule is in order (as suggested by members in other threads). When you’ve got 4 in play and like 6 hidden plus unknown mission triggers… it’s a little much
- Bossk as the secondary baddie is hit and miss. Really fun to see him in action but a white defence die Imperial villain cancels out some genuinely good Rebel planning. It’s a luck mitigation game of course, but it was still hard to see Saska’s 12 damage attack go to waste. Good for skirmish play, but not so much when he’s a focus in missions (Hello, Diala!)
- Small, narrow maps bring out the worst of IA in my opinion. It’s just so difficult to move around the map, take out enemies and spend precious actions on attribute tests with so many figures on the board. Felt like the Imp player really has to adopt the DM role in this campaign (we’ve been fine in previous campaigns with both sides playing competitively)
- I’m sensing that Verena and Fenn will really shine here
- Narrative was really good here, and missions felt like Star Wars. Trying to carbon freeze Blaise just brings a smile to everyone’s face. Seeing Darth Vader as a reserved group in Cloud City’s secret is awesome. ![]()
Any success stories or tips for future Bespin playthroughs?
Edited by Armandhammer