Campaign help. I keep loosing

By plunkenat0r, in Imperial Assault Campaign

Hi all,

I've been playing the campaign for a while now and it has been lovely and balanced, but the tide has slowly been turning in favour of the Empire to the point where I don't think I can come back. I am playing the Rebels and have now lost the last 3 missions and I don't see it turning around any time soon given the current game dynamics.

I'm just wondering if there are some common rookie mistakes you know of which I may be making or am I missing out on some obvious upgrade combo's?

We have completed 6 missions (including 3 story missions and some side missions). The empire just seems so strong now with the endless ranks card upgrade.

What really lets me down is I seem to burn stamina pretty quick. Is there a way to regenerate it without resting?

My characters are Gideon, Garkhaan, Diala and Fenn.

Thanks in advance.

Hi all,

I've been playing the campaign for a while now and it has been lovely and balanced, but the tide has slowly been turning in favour of the Empire to the point where I don't think I can come back. I am playing the Rebels and have now lost the last 3 missions and I don't see it turning around any time soon given the current game dynamics.

I'm just wondering if there are some common rookie mistakes you know of which I may be making or am I missing out on some obvious upgrade combo's?

We have completed 6 missions (including 3 story missions and some side missions). The empire just seems so strong now with the endless ranks card upgrade.

What really lets me down is I seem to burn stamina pretty quick. Is there a way to regenerate it without resting?

My characters are Gideon, Garkhaan, Diala and Fenn.

Thanks in advance.

Some of the item cards that you draw from crates let you heal strain, but the big one you may be missing is that any time a hero attacks they can use one of their surges to heal one strain. This can be really powerful, since depending on the situation you may be better off healing a strain versus using the weapon's surge abilities.

Have you gotten Masterstroke on Gideon and Rebel Elite on Fenn? Those 2 combo particularly well together, letting you clear out swathes of enemies in a couple of activations. Other really important abilities for your team are Tactical Movement for Fenn, Force Throw for Diala and Mobile Tactician for Gideon. This allows your characters to generate extra movement without spending actions.

As for dumping strain, Gideon's side mission reward lets him remove strain with his command ability, Diala's Battle Mastery allows her to hand out focus whenever she rests, Fenn has Adrenaline Rush, and every hero has the ability to spend a surge while attacking to recover a strain.

Yes, Battle Meditation for Diala. Force Adept and Force Throw are her best cards though.

One thing new players tend to do is fight Imperials. Focus on the mission and only fight when necessary.

Gideon can pull 2 strain per turn off Gaarkhan. Fenn can pull a strain off himself with Lone Wolf. A surge can be used each attack to remove a strain. Diala will generally rest off her strain and give a focus. Your group shouldn't be having any strain problems even if you've picked low surge weapons.

As others mentioned, Endless Ranks sucks. It does nothing on a reinforce, only deployment.

First of all make sure you guys are not making any rules mistake. As mentioned above, "Endless ranks" allows Empire to bring in 3x rStorm for 5 vs.6, it does not allow Empire to bring in 1x rStorm for 1 vs. 2. I highly suspect it's the latter case because that card is pretty bad once you read it carefully

some tips/strategies for Rebel:

Gideon: get Masterstroke then Command away

Garkhaan: get Unstoppable and try to be the first one wounded to get that extra +2 dmg. Otherwise (if Imperial player is smart), get Brutal cleave

Fenn: Rebel Elite is amazing: 1 strain to blast 2 means Stormtroopers will drop like flies, don't forget surge-recovery and lone wolf, also Fenn's 1xp Tactical Maneuver is the best campaign card imo

Diala: 2 possible builds (support or heavy-hitter). Support -> go for Force throw, Force Adept, Battle meditation, Defensive stance. Heavy-hitter -> go for Way of Sarlacc then get a weapon that can cleave. During my last playthrough my Rebel player killed off 11(!!) threats worth of units in a single action using WoS due to Shu-Yen's lightsaber

One thing new players tend to do is fight Imperials. Focus on the mission and only fight when necessary.

I think better advice is to only fight just enough to keep the enemy numbers at manageable numbers. The best measure I've heard is to always defeat the threat levels worth of enemies at least, that way at least the empire isn't just stocking up on ever greater numbers of troops.

Edited by lowercaseM

Only fight when necessary should not mean to ignore the imperials.

Usually the first round and a half should be spent clearing out as much of the imperials as efficiently as possible. Of course also with the objective in mind (don't move the wrong way to reach the imperial groups).

Then you can concentrate on the objectives and take out threat as you go along. And at some point really go for it, regardless of getting hit (only one hero needs to be healthy to win).

Edited by a1bert

One thing new players tend to do is fight Imperials. Focus on the mission and only fight when necessary.

I'm going to have to disagree with this. My rebels have gotten themselves in trouble doing precisely this as they rush the objective then find a large wall of troopers right behind them that eats them alive the moment they get delayed.

I think better advice is to only fight just enough to keep the enemy numbers at manageable numbers. The best measure I've heard is to always defeat the threat levels worth of enemies at least, that way at least the empire isn't just stocking up on ever greater numbers of troops.

On the "Fight or Run" question, it really does depend. That's a big part of the challenge of each mission: deciding when to fight and when to push forward. When you don't have a time limit you try to keep up with the threat that is deployed each round, and don't let yourself into a position where a large deployment will mess you up.

For missions with a time limit, it's a much more difficult decision. Taking out as much as possible in the first round is usually a good idea, as initial deployments won't come back without the Imperial spending threat. But after that, you just have to decide whether you think you can endure the damage you'll take from the enemy units if you leave them up. And definitely remember that letting a couple heroes get wounded is usually necessary to win.

Also, I've found that if you make the wrong decision (fighting when you should run, or vice versa) the game is pretty unforgiving, and you'll soon find yourself in a situation where victory is impossible.

Remember, there are multiple heroes. Some may be more suited to the objective than others. Designate roles- if Saska can open one terminal and Loku can get the other pretty easily, send them off while Fenn provides cover and Gideon gives support. You might even find some heroes don't fire their weapons once in a mission, while others might take down a dozen troopers.

Thanks guys. Some great tips here. I forgot about trading a surge for a strain.

Thanks guys. Some great tips here. I forgot about trading a surge for a strain.

such small mistakes can have quite a lot of impact on the game, especially if there are more than one. if one side is totally steamrolling the other and there isn't terrible luck involved or one side is much more experienced, then you are usually doing something wrong. ;)

Thanks guys. Some great tips here. I forgot about trading a surge for a strain.

Charge + Brutal Cleave will put 3 strain on Gaarkhan which means he can only do it once before resting.

However with a good surge generating weapon he can take that 3 strain off and be doing it every round.

With Gideon Master Stroke and Rallying Shout Gaarkhan can pull an addition 4 strain off per turn.

That 5 extra strain on top of Rallying Shout's 2 is more than an extra action every turn, which makes a huge difference.

Thanks guys. Some great tips here. I forgot about trading a surge for a strain.

Charge + Brutal Cleave will put 3 strain on Gaarkhan which means he can only do it once before resting.

However with a good surge generating weapon he can take that 3 strain off and be doing it every round.

With Gideon Master Stroke and Rallying Shout Gaarkhan can pull an addition 4 strain off per turn.

That 5 extra strain on top of Rallying Shout's 2 is more than an extra action every turn, which makes a huge difference.

How is he managing 3 a turn?

charge + brutal cleave + attack

Ah, Brutal Cleave. I still haven't seen that in action myself. (Unstoppable and Rampage I have seen.)