Any tips for Rebels to help counter mortar. We took 12 damage in the first round of a mission the other day. 3 damage to 3 rebels and an ally. This deck has potential to sling a lot of damage and I think we are suffering from low health characters but it's really getting us. We have Loku, Verena, med droid built for combat, and Gideon built for attacking. It's the Bespin mini campaign and lost first two missions. Characters are a lot of support but we're trying to build them differently so could be a factor. Thoughts on countering armored onslaught?
Armored Onslaught - mortar
1: Spread out, do everything you can to minimize the value they get from it, make it so that they can't hit more than 2 people and have to move so they can't attack. (of course that doesn't help on turn 1 but you need to do what you can.)
2: You team is gross, having several low health heroes gives the IP much more leverage from set damage like Mortar.
Maybe prioritize the health upgrade class cards and armors? Like Norgrath said, you have low HP totals, so mortar is going to have a lot more impact.
That is a bad build for sure, I would do whatever you can to spread out. I love Mortar, it has been the final blow to win me two wounding missions. I also love it because it gives the Rebels a taste of what it is like to play against Fenn.
Playing against Fenn's blast, Ghaarkhans charge cleaves and Diala's way of the sarlaac all in one campaign is an absolute nightmare.
Just a quick question but after reading the rules I am pretty sure you can throw a Mortar through Impassable terrain, this is correct given the actual definition of counting spaces?
Edited by FrogTriggerImpassable terrain spaces and terrain edges only prevent figures from entering and moving through them. Line of sight and counting spaces work fine (you would get funky Accuracy requirements otherwise).
If you have Gideon properly built, he is one of the best characters to deal with mortar. Basically, building Gideon to be a combat character is a huge waste. Go for Masterstroke first (double command) and then mobile tactician (when you command, gain 2 movement points).
On the first round of each mission, Gideon double commands 2 members of the squad to move and he himself can move 4 spaces. This allows you to easily be more than 2 spaces away from any of your team mates (or at least you shouldn't have more than 2 being mortared right off the bat).
This is a pretty darned good counter to mortar IMO...