Stalling the rebels

By bonro001, in Imperial Assault Campaign

Howdy all!

Your friendly Imperial player here, looking for suggestions from folks on how to stall or otherwise block/delay those pesky rebels. On our current map we do have a few choke points, but thinking they can just move through. Any ideas on a good slow down strategy?

Thanks in advance!

Rob (Hoping to finally win a mission!)

Three things come to mind.

1. Block corridors - units like the nexu are very good at this. Similarly, if you know a hero needs to go somewhere, strategically place your units in such a space that wouod force an extra movement points.

2. Block objectives - If you can wall off an objective, or place a large unit in such a way that forces the rebels to kill it.

3. Spawn units that are threats. There are some missions with fairly tight round timers, in those missions you can stall simply by reinforcing/deploying units and if the rebels attack them, that means they arent progressing the mission.

But it should be noted that a blocking/slow down strategy is only good on certain missions and maps and I also dont believe you should ever employ it as a primary strategy and only use it if it is going to be the only way you win.

Edited by Deadwolf

4. Deal damage to make the heroes rest. If possible, concentrate on one already activated rebel so it will be easier to defeat (wound) that hero. Don't underestimate the power of Squad Training.

5. Stun and Bleed them. Bleeding and Stunned requires actions to remove.

6. Use figures that the rebels need to spend two attacks (or other resources) on to defeat. Once the rebels can one-shot regulars, use cheap figures instead.

7. If you are short of threat, save up and then deploy a lot of figures at once. Try to match your deployments to deployments from events.

8. Change your playstyle. The rebels will think you have something coming up and they progress more carefully than they need to. :D

Most lose speed when wounded. Focus fire a slower hero to wounded and things get much easier for you.

Can't open a door if you can't stand beside it. Stick a couple troopers in front of a door and the Rebels have to stand and fight. Bonus points if it's two officers who can cower behind each other while shouting taunts at the Rebel scum.

Trandoshans are expensive but they can both strain an enemy and bleed them which is a dirty combination as it forces rests and removing the bleed.

Imperials are fodder, position them where the Rebels want to go, not where it's safe for the figure. If the Rebels stop and fight, you've succeeded.

Keep a trooper safe in the back to make reinforcements cheaper, and keep spamming those reinforcements, troopers can do a lot of damage. Nexu and Trandoshans are also very effective at forcing rest - Nexu have that inherent bleed...

+1 to the trooper recommendations, squad training your regular Storm Troopers has to be the most consistent damage in the game. Pair that with the right class, say upgrades in Military Might, and you have a cheap, deadly and annoying death squad for 6 threat. In the early rounds you are guaranteed to replace one a round at 2 threat, and in the later rounds you can **** near re deploy them each round at 5.

Don't waste them, but don't be scared to leave them out in the open. As others have said, they are easy targets to one shot and that is one less option they spend doing the objectives. Then at the end of the round, you replace that figure and start over. I like to leave mine staggered through a hallway (watch out for way of the sarlacc or other multiple attack abilities though) and force the Rebels to 'run the gauntlet'. Spend actions to kill them, or just try and deal with the damage, either way it is a win win for me.

The other great suggestion is conditions like bleed and stun. I find weaken to be pretty weak (*snicker*) in comparison to bleed and stun. Apply those two as often as you can (Nexu, Royal Guard, Trandoshans (in that order of preference IMO)) and it will be a total turn waster. Nothing is more frustrating for your Rebels than having to spend half their turn clearing a condition.

And a bonus suggestion is to buy the Hired Guns expansion. If you don't have it yet these guys are a great cheap alternative on missions where regular Storm Troopers are already included (which is often in the core). Particularly early on, their Parting Shot ability allows them to attack after being defeated. Very annoying for your Rebels and again puts them in an even worse position than before when deciding to attack. "Well if I kill him I wasted a turn and he still gets to hit me, but if I leave him he hits me anyway.."