Hey all! It's been a looong time since we've played IA. I guess it just wasn't fun for us considering the setup time. Then after we watched Rogue One, we started our old campaign back up and it's a blast. I'm playing Imps and my friends are Verana with that triple-attack pistol thing, Diala still with her staff, and Loku with his rifle and a dumb explosive barrel thing. I read somewhere Imperial Industry was a good set choice, so I chose it and right now I'm forcing them to play through Means of Production. I want to win because the reward card looks pretty sweet to attach to my Strike Force Assassin Stormtroopers (Precision Training class ftw). Any thoughts on how to win the mission? (Threat Level is 3)
Means of Production Tips
A word of warning though: do you really want to win that mission and make your Stormtroopers stun machines? Rebels are extremely limited in their actions due to the round limit, having that card can easily snowball the rest of the campaign (winning as Imperial is now much, much easier), in fact Imperial Industry is heavily criticized everywhere due to the ability to give stun to literally any Imperial unit
If your goal is min-max and winning then yes go ahead, but if you're trying to make sure everyone's having a good time & having fun, I'd stay far away from Imperial Industry (and playing Means of Production)
The rebels have Loku.
His 1 XP card Combat Spotter can make all missions where the rebels need to defeat a certain imperial figure really easy. There is no blocking of line of sight before or after Loku has put his recon token on the figure (and mostly no running away). Ignoring figures when drawing line of sight is really powerful for a 1 XP card as long as the rebels have enough ranged weapons.
It is possible the rebels don't notice the power of it, but if they do, Imperial Industry is one of the few tools the imperial player has left to keep them in check.
Edited by a1bertA word of warning though: do you really want to win that mission and make your Stormtroopers stun machines? Rebels are extremely limited in their actions due to the round limit, having that card can easily snowball the rest of the campaign (winning as Imperial is now much, much easier), in fact Imperial Industry is heavily criticized everywhere due to the ability to give stun to literally any Imperial unit
If your goal is min-max and winning then yes go ahead, but if you're trying to make sure everyone's having a good time & having fun, I'd stay far away from Imperial Industry (and playing Means of Production)
If it's really that bad, I can lay off a bit, I suppose. Good advice, I don't want to destroy the game.
A word of warning though: do you really want to win that mission and make your Stormtroopers stun machines? Rebels are extremely limited in their actions due to the round limit, having that card can easily snowball the rest of the campaign (winning as Imperial is now much, much easier), in fact Imperial Industry is heavily criticized everywhere due to the ability to give stun to literally any Imperial unit
If your goal is min-max and winning then yes go ahead, but if you're trying to make sure everyone's having a good time & having fun, I'd stay far away from Imperial Industry (and playing Means of Production)
If it's really that bad, I can lay off a bit, I suppose. Good advice, I don't want to destroy the game.
I see that you're playing (Precision Training) Assassin Stormtroopers. Ability to reroll any # of dice when attacking means a surge is pretty much guaranteed if you actually want it
Some other discussions regarding Imperial Industry card (just do a Ctrl+F and search for "Imperial Industry" on those pages):
What I'd do: do your best to win that mission since you've already spent the influence for it (unless your group allow take-backs). It's slightly biased towards Imperial winning (hey it's agenda mission, it's supposed to be hard for Rebels) at about 40/60, but go easy on Rebels afterwards if you managed to win. I'd suggest to use that card like an insurance policy: hopefully I don't need it, but if Rebels are starting to get out of control/I'm getting stomped then yeah I'll bring in those stun bot Stormtroopers
Edited by ricopeThe rebels have Loku.
His 1 XP card Combat Spotter can make all missions where the rebels need to defeat a certain imperial figure really easy. There is no blocking of line of sight before or after Loku has put his recon token on the figure (and mostly no running away). Ignoring figures when drawing line of sight is really powerful for a 1 XP card as long as the rebels have enough ranged weapons.
It is possible the rebels don't notice the power of it, but if they do, Imperial Industry is one of the few tools the imperial player has left to keep them in check.
Hilarious.
The other option with Imperial Industry is to limit it's use, put it on Villains only for example.
Our playgroup actually has this up next, and if I (as the Imperial) win it, my basic plan is - run riot for one mission (probably with Hired Guns), declare it broken, then only put it on Villains or other 'big' units.
If you just don't use it on Storm Troopers it becomes much less powerful IMO.
Giving Stormies all of those extra abilities 3 times on one activation and the ability to re roll for surges is what broke that card. On a one time unit even with a lot of surges like a Probe Droid it is very powerful, but not over powered.
If you just don't use it on Storm Troopers it becomes much less powerful IMO.
Giving Stormies all of those extra abilities 3 times on one activation and the ability to re roll for surges is what broke that card. On a one time unit even with a lot of surges like a Probe Droid it is very powerful, but not over powered.
Wait until you see self-focusing True shadow'ed Snowtroopers
True Shadow and Versatility do not combo, because you cannot discard the hidden condition (thus do not gain focused).
True Shadow and Versatility do not combo, because you cannot discard the hidden condition (thus do not gain focused).
Yes I know, I was referring to Snowie's ~: focus+weaken
So true shadow'ed eSnowie + Imperial Industry can spend surge to:
- Stun
- +1 dmg
- Recover 2
- Gain 2 MP after attack resolve
- Pierce 2
- +3 acc
- Focus + weaken
and they can self-recover too with that recovery gear
When i read some of the posts about Imperial Industry, i get the feeling that the skill level seems very different. Yes, it is strong, but not game breaking. Stun is the only to give your troops some chances against Gideon/Murne with Waylay + heavy hitter rebels. Or to stop Verena from going on an apeshit crazy killing spree.
When i read some of the posts about Imperial Industry, i get the feeling that the skill level seems very different. Yes, it is strong, but not game breaking. Stun is the only to give your troops some chances against Gideon/Murne with Waylay + heavy hitter rebels. Or to stop Verena from going on an apeshit crazy killing spree.
I get that feeling too if you think the Rebels losing, say, 6 attacks in a game, at no cost to the Imperials, isn't going to break things. Particularly early attacks which will then leave enemies on the board for the rest of the game to do damage every round. Maybe your Imperial player needs to be trying a little harder.
When i read some of the posts about Imperial Industry, i get the feeling that the skill level seems very different. Yes, it is strong, but not game breaking. Stun is the only to give your troops some chances against Gideon/Murne with Waylay + heavy hitter rebels. Or to stop Verena from going on an apeshit crazy killing spree.
I get that feeling too if you think the Rebels losing, say, 6 attacks in a game, at no cost to the Imperials, isn't going to break things. Particularly early attacks which will then leave enemies on the board for the rest of the game to do damage every round. Maybe your Imperial player needs to be trying a little harder.
What do you mean by no cost? IP has to pay for that mission and to win if the rebels are playing that mission. The reward is not available for the first 3,4 or 5 missions. Rebels should have now some skills and weapons to deal with it. MHD, Gideon, Murne, Gaarkhan for example can deal with that. Elite Stormies are the best carriers for that but you don't get them very often in the setup. And they are expensive for an open group, which leaves you vulnerable until you reach TL 5. Normal Stormies and hired guns can be also good carrier, but they are very easy to kill at that point of campaign when you get your hands onto that reward. And even with the reroll ability can it be tough to get a stun on a white die hero. 50 percent of cancel the surge and the dodge. Rolling 2 surges with green/blue is tough. You need a source for an extra surge. And that doesn't even account for items like combat coat, shadow silk armor or abilities to increase blocks.
Obviously the upgrade is quite powerful, but many heroes have abilities that give them an extra evade or remove harmful conditions. Having that extra evade is usually enough to prevent getting stunned by Stormtroopers, where the stun is most annoying. It doesn't seem to work too well on hired guns, because those guys have enough trouble just dealing damage. Though it does mean that you generally don't want to ignore them.
Also, in the Jabba's Realm expansion, FFG wisely added some cheap Tier I items that remove harmful conditions, so teams that don't have any ways of dealing with harmful conditions can buy one or two of those to make up for it. And it does help mitigate that snowball effect of getting stunned in the early rounds.
I'd love to hear more discussion about how to win the Means of Production mission. I recognize the reward card is powerful, but I'm about to face a stacked lineup for Hoth (Fenn, Mak, MHD and Gideon) and I'm going to need all the help I can get just to keep the campaign close.
When most of the moaning about Imperial Industry was happening there weren't many ways to remove conditions. Now there are several items and Hero skills that can help. Without Imperial Industry I doubt I'd have won more than a couple of missions in our last Hoth campaign (vs Fenn, Diala, Verena + MHD) but with it, I managed to win 7/12 (but lost the Finale).
16 hours ago, TeethAlmighty said:I'd love to hear more discussion about how to win the Means of Production mission. I recognize the reward card is powerful, but I'm about to face a stacked lineup for Hoth (Fenn, Mak, MHD and Gideon) and I'm going to need all the help I can get just to keep the campaign close.
Do you have any agenda cards that can help? I think it's important to prevent the rebels blasting the first door on the first turn, so when I played this at Threat Level 4 I deployed a Nexu and E-Jets (using the agenda card that lowered their threat cost by 3). Keeping that first door alive for a turn meant I could place a token on the first door (the one to boost threat I think?) and then in the next two rounds I reinforced the final door they have to open. They got to that door, but by the time they arrived it had 24 health.
Shoot First and Snap Fire are one of the best new 2-influence cards, especially if you have 3-dice figures.
I won this mission on the first turn my opponents said. Threat 4. I deployed 2 Royal guard and they activated Mak first that did almost no damage so I blocked their path with the guards and stunned Fenn and Gaarkhan. The rebels activated Diala that failed to kill even one guard because of bad rolls on their side and good on mine.
They couldn't get to the door until turn 2 and then I wounded Diala and the rebels gave up.
We haven't played since but so far I have won all side missions and they all story missions except Aftermath this card will used to even things out. I play more as a game master than to win.