Just got done with Spice Job, a great little side adventure with Chewie. In retrospect it was a darned cool map that I'd love to play again. I was very disappointed, however, by the shortness of time allowed (only 5 turns!). After a post-analysis my opponent and I concluded that the only likely way for the rebs to win would be to limit actions strictly to running like hell blind through withering fire, ignoring the bad guys completely (what fun is that?), and interacting with keys and doors. To shoot at the bad guys at all would severely limit reb progress as picking up keys and opening doors requires valuable actions you just can't spare for it. I'm new at the game to be sure but it seemed to me that though my reb heroes moved quickly and exchanged fire as we advanced, we only made it to the outside of the locked room by the end of turn 5 and couldn't have hoped to make it inside in time and pick up the spice crates (also requiring actions) for the bell even under good circumstances (we were pretty shot up, three wounded, and finding the right key was tricky, also consuming time). We instituted a house rule for six rounds instead of five for this mission, as it was waay too tight. Objectives are fun but I like a good firefight too, and the game should strive to find a balance between the two.
Why ruin a great adventure with oppressive time constraints? Does this happen frequently with these missions?
Should be called 'The Blitz Job' instead.