We're covering all the missions in the campaign, not playing through it the normal way. We'll cover 2B next, then 3A, 3B, and 4. To cover the campaign thoroughly, we need to look at every mission.
Wait, if the Rebels won, why are you moving on to T2B? Shouldn't you be moving on to T3A?We're moving on to the next mission soon. Does anyone have a good idea as to how to win T2B as the Rebels? It seems really rough to me.
I want to know how you handle 4 then
because there's goodies for the rebels depending on how many missions they have won before. Winning all 3 before basically ensures win on the last if you field Biggs and that Cargo that will make the CR90 an obstacle that adds 3 dice instead of 1.
I think we'll make an assumption based on how the missions shake out; if Rebels have an advantage in a mission, I think we'll assume they won it... Or we might look at it twice, trying the last mission with max bonuses for each side. I think the Rebels are going to have a rough time either way, based on my read of the mission. Although that depends on the Imperial deployment tactics more than anything else.
For T2b, can't give much advice here since in our campaigns Rebels always won T1. But I think judging from the description it should be fine, bring firepower.
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Wedge Antilles (29)
Crack Shot (1)
R2 Astromech (1)
Integrated Astromech (0)
Rookie Pilot (21)
R2 Astromech (1)
Integrated Astromech (0)
Rookie Pilot (21)
R2 Astromech (1)
Integrated Astromech (0)
Total: 75
First turn, get 3 energy, place them into weaponry (2 in single turbo, 1 in quad), then get 3 energy from gas containers. Burn 1 energy during main gun attack to attack with 5 dice. 2nd turn get 3 energy again, have 5 energy at disposal -> put into weapons again or recover shields. Intercept main attack force with all your x-wings, try to block and of course focus fire on bomb carriers/heavy hitters. That's what I would do, not sure it would do it but yea. Love to hear how to turns out. Definitely bring a squad that has firepower so you can take stuff down, maybe block stuff to deny actions. Not sure if 4 A-Wings would cut it though.
I've already played it once and drilled it a number of times as Imperials flying against 100 points of rebel fighters (X-wings) instead of 75, flying two TIE miniswarms, which can reach firing range in two turns. Dead CR90 each time. The CR90's position and lack of shields is just really hard to overcome as the Rebel player, as far as I can tell. And let's not talk about what the mission would be like if the Imperial took Phantoms...
Not to say that it's an auto-win for the Imperials. But I think you'd have to make bad list choices and go up against a well-built maximum aggression list (like the one you suggest) to lose as the Imperial.






