We played Twin Shadows Mission 3: Canyon Run last night. See here for my writeup of missions 1 and 2 and character loadouts.
It was an incredibly close game. I won't spoil the ending yet.
I started by dropping a Bantha Rider as my special deployment. After the probe droid moved out of his way I moved him up to block easy access to the Yellow tokens (since as a massive figure he ignores it). He went down but it kept the heroes in that entry area for 2 full turns and they didn't really get moving until turns 3 and 4.
Meanwhile, I dealt a lot of damage but they were still going strong between their insane Health levels (Gideon with 14 Health!), all the armor and defensive skills they bought (Bacta Generator!), and C-3PO generally being a pain in the butt (his Distraction ability was killing me but every time I attacked him directly his free reroll kept him safe). Also, at one point Diala rolled 4 Dodges in a row.
Then it all shifted. Realizing they were running out of time, they started sprinting forward. Their tight phalanx of defensive buffs fell apart and I got extra threat when they smashed through the second barrier, letting me drop HK droids and elite stormtroopers with Cloaking Devices and Experimental Weapons. The tuskens all rushed forward too and that last leg became a bottleneck of death. I killed C-3PO and wounded Gideon and Diala. My new class card Hidden Detonators was used at the end of the turn to wound MHD-19, and all I needed was to finish off an already damaged Loku and that pesky R2 unit. R2 ran all the way back to the entrance and I wound up deploying a unit of Heavy Stormtroopers there to try to take him out.
But at this point, it became a "get figure from here to there" mission, and they excel at that:
- Diala goes to Force Throw Loku forward... and finally fails the Insight check for the first time in the campaign. I finished her off so that the Force throw move was off the table, but missing that roll was a plus for me.
- Loku, however, makes great use of Combat spotter to kill a critically positioned trooper, allowing him to diagonally move through my wall of troops into line of sight of Gideon.
- Gideon commands Loku forward, while MHD clears the final obstacle.
- I bring Somos around and damage Gideon who is blocking Loku.
- My probe droid hovers over the terrain to get a shot at the otherwise protected Loku, and messes him up bad.
- Loku is able to one-shot the door and move to the terminal.
At the beginning of round 8 (the final round), I had three soldiers ready to light up R2 (one had been chasing him down there) and about a million soldiers chasing the heros from behind. But Loku is at the terminal and Gideon can reach it. Luckily, Loku only has one blue die for Tech - and flubs both rolls. I poor fire into Gideon trying to kill him before he can reach the terminal but he survives. Lucky for me he is wounded and his Tech dice stink. The dice hit the table, and the Blue comes up with no surges, but the force is with him, and he manages to roll the surge they needed on the red die of all things. Rebel victory, by the absolute narrowest of margins.
Things that went right for me:
- The HK droids being well positioned so they could stand still and attack while using Tech Support to focus each other for the next round. They were absolutely brutal.
- The Elite Stormtroopers with Cloaking Device are even more difficult to kill with a Probe Droid healing them.
- Those tuskens can't shoot worth a dang but in melee whoo boy do they hit hard! Those Elites were crushing Diala.
Things that went wrong for me:
- It was hard positioning the Bantha rider and while he did his job by eating up their turns as a meat shield for the first objective, I never got to use any of his cool abilities.
- For whatever reason I totally forgot about reinforcements and kept thinking I could only bring in complete sets of units. It is probably a combination of me being used to Skirmish and also the last two games they tended to wipe out units and not leave stragglers. In this game it may have helped to have an Elite stormtrooper come back but probably wouldn't have made a big difference as that was the only unit where it mattered (No tuskens were killed, the HKs were killed same turn, and the heavys were wiped up earlier).
Things that went right for the Rebels:
- Defensive gear and skills. They basically had a 3x3-square bubble of auto-heal, added evade, etc.
- Making great use of MHD's strain abilities that don't take actions, like auto-damage for 1 and heal 1.
Other Observations:
- Gear and ability bloat is really slowing things down. Attacks are taking much longer to calculate. The Rebel players actually miss the days of only having a couple things to keep track of.
- They had purchased the Astromech and he managed to open a single crate all game. They promptly sold him at the end of the mission.
Only one game left! I'm 0-3 but this is the one that counts!