Homecoming - Target Luke?

By SolkaTruesilver, in Imperial Assault Campaign

So I just beaten my players in Homecoming. I kind of realized I just had to hammer Luke for everything i had, and i could win it.

Which I did. Relatively easy, despite me not going 100%. Have i missed something peticular? Or perhaps I wasn't 100% fair play to my players?

It's hard to heal allies and taking him out is the win condition. It's a tough one to win for the Rebels. Even with his bonus health 2 regular trooper activations can take him out. It's too hard to screen him so you really need a strong group to wipe enemies out before they attack. Fenn's blast, Diala's Sarlak, Gaarkhan with a good cleave weapon, Verena etc. and Jyn to shoot whatever is left over before they can shoot Luke. Then hope for good die rolls.

In Homecoming the heroes need to protect Luke, because Luke is the one who needs to interact with the terminal. So, going after Luke is a very valid strategy.

Sort of the same premise in Leia's side mission "Communications Breakdown", except for a pretty big difference in that she can't lose health and can't be targeted as long as she's adjacent to a healthy figure/hero/ally(?)... I guess that mission requires that the IP always goes pretty focused after the nearest adjacent healthy hero?

Sort of the same premise in Leia's side mission "Communications Breakdown", except for a pretty big difference in that she can't lose health and can't be targeted as long as she's adjacent to a healthy figure/hero/ally(?)... I guess that mission requires that the IP always goes pretty focused after the nearest adjacent healthy hero?

I actually really enjoyed that mission as the Imperial player. Made for an interesting win condition while still making it more strategic than simply "attack X hero".

I found another effective strategy with this mission is just to apply conditions continuously to everyone. They are racing against a clock and need to get to the end, every time I have won this I ran the clock out versus taking Luke down. A good group can shield him and keep him alive, but they will have a tough time making the time limit if they have to spend one action every turn getting rid of a stun or a bleed.

I actually won this one time with the agenda card that lets me make an attack with a Trooper after an activation, used it to stun Luke with Imperial Industry and a Storm Trooper. Boy were they made, ha. I don't use that agenda deck anymore...

Edited by FrogTrigger

... just don't use Imperial Industry anymore. Fire At Will is not that bad. (Combined with Sustained Fire though it is a very nice agenda card.)

I went for the same strategy and I had the pierce 1 upgrade, which is ridiculously good on Luke's auto 1 block. That put a lot of pressure on my rebel players, but they managed to kill what units I had. I decided to wait a turn before spawning more, thinking they would rest and wait a round before opening the door to the garage. They didn't, and a Luke with 10 hp used all his movement to run to the terminal and open it. My stormtroopers managed to damage him and Vader finished it off with a force choke. It was still very close, because Jyn Odan missed a stun/interrupt on a Darth Vader reroll.

I was actually surprised that I managed to kill Luke, because they have MHD-19 and could heal him rather easily (which they did).

My main strategy was to put enough pressure on Luke to make them careful, move slowly and keep him back. Basically, I wanted to time them out. When I saw how easily I could chew through his HP, I changed my strategy and aimed to kill him, basically ignoring the heroes. I think it's dependent on what class you play. Precision Training can dish out a ridiculous amount of damage with swarms, but stalling tactics would probably be good with other decks.

Sort of the same premise in Leia's side mission "Communications Breakdown", except for a pretty big difference in that she can't lose health and can't be targeted as long as she's adjacent to a healthy figure/hero/ally(?)... I guess that mission requires that the IP always goes pretty focused after the nearest adjacent healthy hero?

I actually really enjoyed that mission as the Imperial player. Made for an interesting win condition while still making it more strategic than simply "attack X hero".

So, any tips? Other than wound the Heroes? :-P

Sort of the same premise in Leia's side mission "Communications Breakdown", except for a pretty big difference in that she can't lose health and can't be targeted as long as she's adjacent to a healthy figure/hero/ally(?)... I guess that mission requires that the IP always goes pretty focused after the nearest adjacent healthy hero?

I actually really enjoyed that mission as the Imperial player. Made for an interesting win condition while still making it more strategic than simply "attack X hero".

So, any tips? Other than wound the Heroes? :-P

That last stretch gets pretty narrow- it's a good area to really split the heroes up. Drop a tank or big thing in there, too, and they'll slow down a lot.

Sort of the same premise in Leia's side mission "Communications Breakdown", except for a pretty big difference in that she can't lose health and can't be targeted as long as she's adjacent to a healthy figure/hero/ally(?)... I guess that mission requires that the IP always goes pretty focused after the nearest adjacent healthy hero?

I actually really enjoyed that mission as the Imperial player. Made for an interesting win condition while still making it more strategic than simply "attack X hero".

So, any tips? Other than wound the Heroes? :-P

That last stretch gets pretty narrow- it's a good area to really split the heroes up. Drop a tank or big thing in there, too, and they'll slow down a lot.

Did someone say narrow section? Hey kids, what does that mean? That's right! It's Rancor time!

Where is that **** boat?

Sort of the same premise in Leia's side mission "Communications Breakdown", except for a pretty big difference in that she can't lose health and can't be targeted as long as she's adjacent to a healthy figure/hero/ally(?)... I guess that mission requires that the IP always goes pretty focused after the nearest adjacent healthy hero?

I actually really enjoyed that mission as the Imperial player. Made for an interesting win condition while still making it more strategic than simply "attack X hero".

So, any tips? Other than wound the Heroes? :-P

That last stretch gets pretty narrow- it's a good area to really split the heroes up. Drop a tank or big thing in there, too, and they'll slow down a lot.

Did someone say narrow section? Hey kids, what does that mean? That's right! It's Rancor time!

Where is that **** boat?

I WANT MY RANCOR!!!!!!!!

Side query. Does anyone no, FOR SURE, how big that beast is going to be? We can all guess from teh photos, but, wondering if anyone has confirmed it's size.

The key to this mission is realizing how the doors are laid out and that all the doors will open simultaneously. It's a linear path to the terminal, but once the doors open the map becomes completely accessible from all corners. In my playthrough, I spent the first 3 turns chewing through imperial units, screening Luke and healing him with his recover surges, slowly inching Luke west. Hired Guns were really annoying here, but I was able to keep Luke mostly out of there sight. On the fourth turn, once there were only a couple imp figures left, Luke sprinted 10 spaces to the terminal with a double move (he can go even faster with Gideon, Fenn or Diala in your group, making it hard for the imperial units to follow him around the corner. I then positioned all the heroes at each of the 3 doors while continuing to thin out imperials.

On turn 5, Luke triggered the terminal and then hid behind the rectangle blocking terrain on the south east side of the map, where the newly deployed units couldn't reach him (the Empire had saved up threat to deploy an extra group of storm troopers here). With heroes deployed at every exit and ready to activate, the garage became a slaughterhouse, with only you-know-who surviving. On the final turn I cleared out the reinforcements and used Fenn's 1xp card to get Luke close enough to the final objective.

This was all at threat level 2. At higher threat levels it's probably impossible to control the amount of guns the Empire can summon without Fenn or Diala.

Sort of the same premise in Leia's side mission "Communications Breakdown", except for a pretty big difference in that she can't lose health and can't be targeted as long as she's adjacent to a healthy figure/hero/ally(?)... I guess that mission requires that the IP always goes pretty focused after the nearest adjacent healthy hero?

I actually really enjoyed that mission as the Imperial player. Made for an interesting win condition while still making it more strategic than simply "attack X hero".

So, any tips? Other than wound the Heroes? :-P

That last stretch gets pretty narrow- it's a good area to really split the heroes up. Drop a tank or big thing in there, too, and they'll slow down a lot.

Did someone say narrow section? Hey kids, what does that mean? That's right! It's Rancor time!

Where is that **** boat?

Just sit right back

And you'll hear a tale

A tale of a fateful trip,

That started from this ... never mind. :rolleyes:

Sort of the same premise in Leia's side mission "Communications Breakdown", except for a pretty big difference in that she can't lose health and can't be targeted as long as she's adjacent to a healthy figure/hero/ally(?)... I guess that mission requires that the IP always goes pretty focused after the nearest adjacent healthy hero?

I actually really enjoyed that mission as the Imperial player. Made for an interesting win condition while still making it more strategic than simply "attack X hero".

So, any tips? Other than wound the Heroes? :-P

That last stretch gets pretty narrow- it's a good area to really split the heroes up. Drop a tank or big thing in there, too, and they'll slow down a lot.

Did someone say narrow section? Hey kids, what does that mean? That's right! It's Rancor time!

Where is that **** boat?

I WANT MY RANCOR!!!!!!!!

Side query. Does anyone no, FOR SURE, how big that beast is going to be? We can all guess from teh photos, but, wondering if anyone has confirmed it's size.

https://www.fantasyflightgames.com/en/news/2016/9/23/savage/

Looks from the gameplay diagram to be Massive and 3x2. So not very good for blocking indoor corridors...

The key to this mission is realizing how the doors are laid out and that all the doors will open simultaneously. It's a linear path to the terminal, but once the doors open the map becomes completely accessible from all corners. In my playthrough, I spent the first 3 turns chewing through imperial units, screening Luke and healing him with his recover surges, slowly inching Luke west. Hired Guns were really annoying here, but I was able to keep Luke mostly out of there sight. On the fourth turn, once there were only a couple imp figures left, Luke sprinted 10 spaces to the terminal with a double move (he can go even faster with Gideon, Fenn or Diala in your group, making it hard for the imperial units to follow him around the corner. I then positioned all the heroes at each of the 3 doors while continuing to thin out imperials.

On turn 5, Luke triggered the terminal and then hid behind the rectangle blocking terrain on the south east side of the map, where the newly deployed units couldn't reach him (the Empire had saved up threat to deploy an extra group of storm troopers here). With heroes deployed at every exit and ready to activate, the garage became a slaughterhouse, with only you-know-who surviving. On the final turn I cleared out the reinforcements and used Fenn's 1xp card to get Luke close enough to the final objective.

This was all at threat level 2. At higher threat levels it's probably impossible to control the amount of guns the Empire can summon without Fenn or Diala.

If you were playing with Fenn, Diala and Gideon on your team then you should basically win every single mission lol

Sort of the same premise in Leia's side mission "Communications Breakdown", except for a pretty big difference in that she can't lose health and can't be targeted as long as she's adjacent to a healthy figure/hero/ally(?)... I guess that mission requires that the IP always goes pretty focused after the nearest adjacent healthy hero?

I actually really enjoyed that mission as the Imperial player. Made for an interesting win condition while still making it more strategic than simply "attack X hero".

So, any tips? Other than wound the Heroes? :-P

That last stretch gets pretty narrow- it's a good area to really split the heroes up. Drop a tank or big thing in there, too, and they'll slow down a lot.

Did someone say narrow section? Hey kids, what does that mean? That's right! It's Rancor time!

Where is that **** boat?

I WANT MY RANCOR!!!!!!!!

Side query. Does anyone no, FOR SURE, how big that beast is going to be? We can all guess from teh photos, but, wondering if anyone has confirmed it's size.

https://www.fantasyflightgames.com/en/news/2016/9/23/savage/

Looks from the gameplay diagram to be Massive and 3x2. So not very good for blocking indoor corridors...

Sorry, yeah, I saw that. Was just wondering if anyone had something specific, (and maybe even official), as those photos can be misleading sometimes, or even incorrect.