Do You Ever Let Your Players Win?

By brettdavis1991, in Imperial Assault Campaign

no the doors were just the threat level in that mission not doubled. Vader and Kayne maybe was double the threat so a static 4-12 for them. woopty doo

The scaling by threat level is for side missions - if the heroes get the mission very early, it needs to be scaled down, because they won't be hitting hard (and have to contend with the Imperial Player getting in the way), if the side mission comes late in the campaign, then its scaled up to be harder since the heroes will likely be doing considerable damage with each hit.

no the doors were just the threat level in that mission not doubled. Vader and Kayne maybe was double the threat so a static 4-12 for them. woopty doo

You'd be surprised. Remember this, just crank out eTrandoshan Hunters and eStormtroopers and you basically win the mission unless your dice rolls suck.

~D

I had a mission where I totally helped the rebels and basically told them what move was optimal for them to make in that situation while they were almost ready to give it up. We had two new players to the game and I crushed them on the previous mission (core campaign first mission, which isn't even that hard). I was afraid they wouldn't like the game too much if they kept getting demolished so I helped them a lot, but I didn't "let them win". Anyways, they got the taste of victory and now I go without mercy on them. :)

I had a mission where I totally helped the rebels and basically told them what move was optimal for them to make in that situation while they were almost ready to give it up. We had two new players to the game and I crushed them on the previous mission (core campaign first mission, which isn't even that hard). I was afraid they wouldn't like the game too much if they kept getting demolished so I helped them a lot, but I didn't "let them win". Anyways, they got the taste of victory and now I go without mercy on them. :)

Are they holding their own, at least?

I'm not sure I really like the idea of tricking Rebel players into winning one time, just to utterly demolish them for the rest of the campaign. Remember, they could decide to quit at any time.

I've given good advice to the Rebel players but for some reason they just have a hard time trusting it. :)

Edited by juice man

I had a mission where I totally helped the rebels and basically told them what move was optimal for them to make in that situation while they were almost ready to give it up. We had two new players to the game and I crushed them on the previous mission (core campaign first mission, which isn't even that hard). I was afraid they wouldn't like the game too much if they kept getting demolished so I helped them a lot, but I didn't "let them win". Anyways, they got the taste of victory and now I go without mercy on them. :)

Are they holding their own, at least?

I'm not sure I really like the idea of tricking Rebel players into winning one time, just to utterly demolish them for the rest of the campaign. Remember, they could decide to quit at any time.

I didn't trick them, I just showed them it was possible to win. I don't think I utterly demolish them, I just said I show them no mercy. But we'll see, I just picked up a 4xp card that gives me 1 surge if the hero has suffered 2 strain.. :D

Oh you're playing ST? Ya you're players won't be back lol

I had a mission where I totally helped the rebels and basically told them what move was optimal for them to make in that situation while they were almost ready to give it up. We had two new players to the game and I crushed them on the previous mission (core campaign first mission, which isn't even that hard). I was afraid they wouldn't like the game too much if they kept getting demolished so I helped them a lot, but I didn't "let them win". Anyways, they got the taste of victory and now I go without mercy on them. :)

Are they holding their own, at least?

I'm not sure I really like the idea of tricking Rebel players into winning one time, just to utterly demolish them for the rest of the campaign. Remember, they could decide to quit at any time.

I didn't trick them, I just showed them it was possible to win. I don't think I utterly demolish them, I just said I show them no mercy. But we'll see, I just picked up a 4xp card that gives me 1 surge if the hero has suffered 2 strain.. :D

I mean, if you threw the game to let them win, then "go without mercy on them," that's basically just tricking them to play the game with you so you can destroy them.

Not saying it's bad to go all out on your Rebels, but if you throw out a lure every now and then just to get them hooked, only to regain full control, that's basically a form of gaslighting. But hey, do what you will- I just worry that your players will get sick of it soon.

I had a mission where I totally helped the rebels and basically told them what move was optimal for them to make in that situation while they were almost ready to give it up. We had two new players to the game and I crushed them on the previous mission (core campaign first mission, which isn't even that hard). I was afraid they wouldn't like the game too much if they kept getting demolished so I helped them a lot, but I didn't "let them win". Anyways, they got the taste of victory and now I go without mercy on them. :)

Are they holding their own, at least?

I'm not sure I really like the idea of tricking Rebel players into winning one time, just to utterly demolish them for the rest of the campaign. Remember, they could decide to quit at any time.

I didn't trick them, I just showed them it was possible to win. I don't think I utterly demolish them, I just said I show them no mercy. But we'll see, I just picked up a 4xp card that gives me 1 surge if the hero has suffered 2 strain.. :D

I mean, if you threw the game to let them win, then "go without mercy on them," that's basically just tricking them to play the game with you so you can destroy them.

Not saying it's bad to go all out on your Rebels, but if you throw out a lure every now and then just to get them hooked, only to regain full control, that's basically a form of gaslighting. But hey, do what you will- I just worry that your players will get sick of it soon.

You don't know what you're talking about.. Gaslighting, really?

I never threw the game, I showed them that this mission was not lost and if they thought more about it, they could win it. I showed them a move they did not see and it gave them a chance and they actually won the mission. How is this a trick? It just shows them that the game is not impossible even after they got wrecked by triggers on two different missions.

I give tips to my opponent every time I play a game and see them struggling because they are new. But hey, that means I must be some kind of sociopath manipulator.

Oh you're playing ST? Ya you're players won't be back lol

I play Subversive Tactics almost EXCLUSIVELY with the exception of using Black Ops IF there are at least 2 melee characters (so basically I take Black Ops against Davith and Gaarkhan as I don't like Diala cause of that blue die on Shu-Yen's she tends to hit on stealth too often ) and they still manage to pwn me. The only mission I consistently win is A New Threat. And even then I've still lost that mission before. And I roll pretty well. Usually better than them.

Maybe it's cause they're all veteran D&D 3.5 players who are super tactical. They've made some comments that all their characters basically get Running Attack and some other feat for free cause of the rules for movement which I guess really helps them out with their strategies? They say normally they don't have that ability and they don't want to waste builds getting it so they don't. And then building an IA character is so much simpler than a 3.5 character and after a few missions you really know which XP abilities and Heroes are the best.

Also for open groups I mostly use Royal Guards. They seem to be the most bang for the buck and speed 5 and 8 hp really helps me double move to ruin a Heroes chance of getting to an object within a time limit. Everyone says eTrannies and eStorm but I've consistenly gotten better mileage of Royal Guards and eRoyal Guards.

It does kinda bother me thematically tho wtf are the Emperor's Royal Guard doing literally everywhere I think I will give eStorms and eTrannies another chance

Edited by aRandomBoardGamingDude

You don't know what you're talking about.. Gaslighting, really?

I never threw the game, I showed them that this mission was not lost and if they thought more about it, they could win it. I showed them a move they did not see and it gave them a chance and they actually won the mission. How is this a trick? It just shows them that the game is not impossible even after they got wrecked by triggers on two different missions.

I give tips to my opponent every time I play a game and see them struggling because they are new. But hey, that means I must be some kind of sociopath manipulator.

I hope I've been pretty open about the fact that you're certainly free to play however you want. Obviously I'm not at your play sessions, so I can't say for certain what the vibe is. I just figured that, as a fellow Imperial player, I could give you some tips, and vice versa. Sorry if I struck a nerve.

Well if your Rebels are the experienced players and are playing to optimize their build versus having fun and exploring new heroes then ya go ahead and try and crush them. But I thought in your original post you were worried about players leaving that is why I had to laugh about playing ST.

I don't have the time or energy to dig back through this thread but best of luck to you in your campaign.