3 hours ago, Uninvited Guest said:I'd say none of the Core decks are particularly weak, but MM certainly is the most straight forward. It's just easy for beginner Rebels to warp their head around when you compare it to Subversive Tactics, and easy for a beginner Imp to wrap his or her head around when compared to Technological Superiority.
I would have to second this. Military Might is extremely powerful, I would argue it is the strongest or at least one of the top 3 strongest IP class decks available.
Combining Assault Armor with Combat Veterans makes both regular and elite Stormtrooper extremely threat efficient and significantly more durable. This in conjunction with all of the offensive capability of the deck such as Sustained Fire, Show of Force, Shock Troopers (if you can afford it) makes it very well rounded.
12 hours ago, Deadwolf said:That mission is all about controlling the board and if the rebels can efficiently do so, they win. But to do that, relies on several factors including luck (especially on the terminals), how good your heroes are in the early game, as well as party tactics (especially how they use the terminals).
Regarding the first mission in RTH, I've also seen it go any number of ways. I've played as the Rebels with a relatively new IP and seen it go strongly in favor of the Rebels and I've also played it twice as the IP and seen it end in a really close Rebel victory one time and a landslide Imperial victory the other.
Side note: I find RTH to be a really fun campaign. Maybe this is because the campaign is slightly tilted towards the Rebels and being the most experienced person at the table playing as the IP, it presents a fun challenge and makes the missions a lot closer. The only downside is that you see a lot of the same content every time due to the way the threat missions work but they're fun missions and they fit into the theme of the campaign - they almost feel like story missions actually.