[Last Line][RoH][Spoiler] choose your reinforcement

By JA_42, in Imperial Assault Campaign

Hello

So, in this mission (the last one before big ending mission), we must create a reinforcement wave...

Imperial players, what was your selection? Or your deception? Experience? Tips?

My first reflexion could be

wampa elite 8

nexu elite 6

somos 10 (previously win)

and my open

officer elite

nexu or wampa

any comment?

Do the rebels roll white or black defense? Who are they? Which class deck do you have?

The map looks big, so melee (Wampa) might suffer from that.

Nice questions...

so, the 3 Hoth heroes and Fenn

defense : 2 black, 1 white and 1 black that can add a white (Fenn)

My class deck is the "regular" one from hoth, so pierce 1 for every one, +1 accuracy, re roll, ...

It's a big map, but I will use the 3 officer and wave appear when destroy some point, where probably rebels will be adjacent... what a surprise to lose a point AND that a Wampa appear, ready to trample :)

BUT it's very good point...

For attacks: The rule of thumb is: Quality attacks against the black die, multiple attacks agains the white die.

Wampa and Nexu can only attack once per activation/round. Squad Training and other rerolls are very powerful. So, I would consider a regular Stormtrooper group (or maybe an elite Wing Guard group) and a regular HK Assassin Group, but only if I can deploy where Fenn doesn't defeat them with one or two Havoc Shots. (Does he have Rebel Elite, and/or Under-Barrel HH-4?)

If I expect to deploy near Fenn, regular Hired Guns, unless they go to the waves (elite Wing Guard 9, HK droids 8, elite Hired Guns 6).

Trandoshan Hunters are always good.

But that's just me. The atmosphere/feel and previous missions of the campaign will affect which groups to use too, as well as the exact class cards and agenda cards.

CONCENTRATE ON THE TANK!!! It was awesome when I played!

I played that the other night. i got beaten the heck out of by the rebels. you don't get a lot of threat given to you. put the bigger units in the reinforcement piles. i had my hand filled with 8 and 11 threat options, and i had trouble using them. like stormtroopers and low cost stuff and rush the points.

I had trouble getting to the first defense post they blocked me in the choke corner.

but once that defense post goes, it starts to steam roll, i just did it too late and the rounds were over.

*the vehicle rule, for movement, is you have to stop when entering a space with a hostile? I thought it was you can move up to your number, and when you end in a space with hostile. you cant move again in your activation?

Edited by Spidey NZ

No, a figure does not need to end movement when entering a space with a hostile figure. A figure needs to end movement to take an action. Only a massive figure can end movement on top of other figures (and blocking and impassible terrain, but Mobile can do that too).

Only if the massive figure does end movement on top of other figures (and thus causes other figures to be pushed), it cannot move in the same activation.

Edited by a1bert

JA_42, how did the mission go for you? What did you think? If you were to do it all over what would you do differently? We are playing it for the first time later this week and I'm tired of the Rebels always winning. Any suggestions would greatly be appreciated.

hello Lone24Wolf

this mission was...a disaster :/ from memory, they kill/destroy/trample/FaitCacaDessus(#FrenchJoke) (just erase false choice... or keep it all :) ), so managed every thing I can "summon" :)

not a joke, they was gathering on my entry point, and destroy in one turn ATST, Tank, Somos... and I can't each turn enter a big miniatures ... They do same with any 3 miniatures card :/

I just destroy ONE tower, never seen the door :) (by the way, biggest and heaviest than any imperial star destroyer door)

I even drop before the end...

This group (3 hoths heroes AND feen) was terrible... BUT forget to be humble :)

Last mission, they're so sure to win that... I Win :) :) :)

So, just be courageous AND play as if you really try, as it's impossible to win... and give them a foolish powerfull sensation...

Hate to necro this, but I've got a similar question and this mission is coming up soon for me.

4 Rebel heroes: Mak (White die), Vinto (White Die), Fenn (Black Die), Murne (Black Die). Likely heroes will also bring Jedi Luke (white die)

Here is my plan:

1st Reinforcement Group (closest to Imp spawn)- rHeavy Troopers- Plan on sending these to next checkpoint. Will focus on Rebel heroes if present, dealing blast damage to checkpoint. Otherwise, simply focus on checkpoint.

2nd Reinforcement Group- Rancor- Will send directly to Siege Wall to do damage (I know he'll block the wall, but I can move him out of the way after his attack the following round. He'd be a heavy hitter.

Alternatively, I can use him on the heroes. Thoughts?

3rd Reinforcement group- rHired Guns and rNexu- Hired guns to fill out the Imp ranks a bit, Nex for its speed, attacks, and conditions.

Note: I'd consider swapping groups 1 and 3. I like 2 where it is, but if there's an argument to be made against it, I'm all ears.

Any thoughts on these? Still working on ideas for open groups.

I really want to bring Weiss, as I like to play thematically and he's been a sort of bro to Sorin in this campaign. Plus, he needs to get his revenge for the Core campaign's loss. I can reduce his cost by 3, and I'm running armored onslaught, so he's not an entirely bad choice. Plus, he hits like a brick, and you need that in this mission.

For other open groups, I'm deciding between trooper swarms to increase my presence on the field to more than just big scary stuff, or officers to increase my movement.

Any advice is appreciated!

On 7/28/2017 at 11:55 AM, subtrendy2 said:

Any advice is appreciated!

I haven't played this mission yet, and it will likely be a while before I do. That said, if you think it's likely their going to start by giving you 12 threat you could probably make really good use of that forward green deployment point. Elite Stormtroopers (for example) would have a 23% chance of taking down the first check point on your first activation assuming they don't rush someone to protect it, and if they do it's a chance to get started on wounding whoever went in there.

17 hours ago, Uninvited Guest said:

I haven't played this mission yet, and it will likely be a while before I do. That said, if you think it's likely their going to start by giving you 12 threat you could probably make really good use of that forward green deployment point. Elite Stormtroopers (for example) would have a 23% chance of taking down the first check point on your first activation assuming they don't rush someone to protect it, and if they do it's a chance to get started on wounding whoever went in there.

Well, they have Murne with Company of Heroes so unfortunately they get a nifty discount on Jedi Luke, but that extra 8 threat could still be big.

22 minutes ago, subtrendy2 said:

Well, they have Murne with Company of Heroes so unfortunately they get a nifty discount on Jedi Luke, but that extra 8 threat could still be big.

Yeah, eJets get that same 23% chance if you can trigger Fly-by, and using Explosive Munitions you can boost that to 46%. You even get to save 1 threat. And they have the Vehicle trait so you can use the -3 threat agenda (saving 4 instead of 1) and give them Reactive Armor for the health boost for 18 total HP.