Escape space covering - dirty pool?

By totalnoob, in Imperial Assault Campaign

Since there is no IA news today, figured I would ask a question about gameplay :) When a mission requires that the rebels or a figure escapes, do you guys consider it dirty pool to cover the escape spot with a nexu? As the IP, its probably the right strategy - but it does feel kind of cheap to me (and I'm the IP). The rebels work to get that far - only to run out of MPs because they have to "push through" the "non small" figured nexu camped over the spot.

In our current mission, I have a nexu in my Open Group, he is well trained and could "sit" - but I am voting against it. I have decided instead (which may be a losing strategy, but way more fun) - to bank up threat and unleash Vader and try and re-enact the "hallway scene" of Rogue One. Even if I lose, that will be infinitely more enjoyable. :)

Edited by totalnoob
capitalization

Just a Nexu on top of the exit would in best/worst case take only 1 additional movement point to escape (to enter a space adjacent to the exit). You need much more to be a real hindrance.

Edited by a1bert

Nexu-blocking is a time-honored and completely legitimate strategy, ask any Imperial Player (ignore the whiny Rebels) :D

Seriously though, Nexus are a very strong early unit with few downsides. At 6 HP and Cunning, it's tough for the Rebels to take down in one activation; it applies Bleed; it's hard to escape from with Mobile and Pounce; it's not a small figure so it can't be targeted by several abilities (I'm looking at you, Onar); and it can block a hallway, door, or objective that's in a corner.

The downsides are - in tight spaces it can be hard to find a spot to land and attack, so an important Rebel target can sometimes be protected; it's melee; it doesn't hit as hard as 2 Stormtroopers (the Threat equivalent); it can't be reinforced like smaller units can; it can't interact; it's vulnerable to harmful conditions because it's just one figure.

But the heroes have to deal with them, so they should think about that in their ability and item selections.

40 minutes ago, a1bert said:

Just a Nexu on top of the exit would in best/worst case take only 1 additional movement point to escape (to enter a space adjacent to the exit). You need much more to be a real hindrance.

It depends on the mission, though. If you only need to have one figure escape to win then, yeah, the Nexu can be moved through and it's a more minor hindrance. If you need to get all heroes on/adjacent to the exit point, though, the Nexu can be a major pain. And while, yes, you could technically perform such a blocking maneuver with other groups as well, the Nexu's combination of size (blocking four squares), mobility (easy to get from a deployment point to the blocking position) and survivability (cunning, decent health, the dreaded dodge result) can make it particularly nasty.

And TotalNoob, to answer your question, I do kind of see it as a bit of 'dirty pool'. Now don't get me wrong, I like to play the game competitively and I'm not usually one who worries about playing as a GM instead of an opponent. But this particular move usually ends up being frustrating/unfun for the rebels, and often results in what I would consider a negative play experience.

Your mileage may vary, though, and it is a legal tactic - I certainly won't look down on anybody who's throwing out Nexu in front of every door. This is especially true if the rebels start to run away with the campaign. But I just find it a lot more enjoyable to find other ways of dashing their rebel hopes and dreams in a way that will keep them coming back for more :P

Edit: I should also add that I do still like to use Nexu, especially early on. As stompburger said they can be a pretty big adversary for the rebel team to deal with even if they're not constantly sitting on top of every door/terminal/exit point

Edited by ManateeX

Yes, if you mean "depart" and not "escape"... :D

Edited by a1bert
On 5/2/2017 at 10:01 AM, totalnoob said:

Since there is no IA news today, figured I would ask a question about gameplay :) When a mission requires that the rebels or a figure escapes, do you guys consider it dirty pool to cover the escape spot with a nexu? As the IP, its probably the right strategy - but it does feel kind of cheap to me (and I'm the IP). The rebels work to get that far - only to run out of MPs because they have to "push through" the "non small" figured nexu camped over the spot.

In our current mission, I have a nexu in my Open Group, he is well trained and could "sit" - but I am voting against it. I have decided instead (which may be a losing strategy, but way more fun) - to bank up threat and unleash Vader and try and re-enact the "hallway scene" of Rogue One. Even if I lose, that will be infinitely more enjoyable. :)

Sorry, had to post how our mission turned out last night. I did bring Vader in, leaving me only Vader and an Elite Officer. I was able to move Vader into position for Brutality. Without giving spoilers, I basically had to wound one of the last two "figures" (Imperial Hospitality). First attack with Show of Force focused Vader => the dreaded X on the white die!!! Arrrrgh!!! Next attack, 8 damage as she rolled a blank! This was the end of the round, and they would have won on the first activation of the next round, so I played Sustained Fire and had one more attack from Vader, needing 7 damage to wound the last hero, and she rolled a blank *again* with Vader getting exactly 7 damage!!! Incredibly lucky to win, and such a crazy way for it to end! So I kind of did get my Rogue One scene :D

Vader's threat cost is insanely high - but when you get him in position and use Show of Force or use an elite officer to squeeze an additional attack with him he is a freaking beast. Probably would have been better served flooding the hallway with a bunch of figures vs the 18 threat - but Vader was sooooooo much more fun.

Oh, one last question on Force Choke - I think I played this right. I'll include in under spoiler since its specific to the Imperial Hospitality mission.

I used Vader's Force Choke on his first activation giving 3 damage to the captive (he takes strain as damage being a non-hero). I argued that the adjacent hero could NOT take 1 strain to "absorb" the attack (per mission rules) because Force Choke is not really an "attack". Thoughts?

Mission rules say:

When the captive is targeted for an attack while adjacent to a hero who could also be the target of that attack, that hero may suffer 1 strain to become the target of the attack.

No that is a completely legit strategy. Think of it this way, the heroes are running down a hallway covering their asses with blaster fire while Storm Troopers are returning fire, all of a sudden a Nexu pounces out in front of them blocking their path. Seems legit they would have to deal with it.

Force Choke is not an attack. It is even used as an example in the RRG of an ability causing the target to suffer damage but not being an attack.

Edited by a1bert

I personally agree with the sentiment to avoid doing so. As has been listed above (and demonstrated by your campaign game) winning in other ways is just more enjoyable. Plus winning in a non-violent manner sounds like the mentality of rebel scum, and as an upholder of law and order in the galaxy I would never disgrace myself by setting out to do so.

Edited by sabsben

I would personally not intentionally block the Rebels in such a manner. (There is no place for tactics like that in a friendly casual gaming environment)

I will admit that I has happened accidentally at times, where movement and positioning to get attacks in has resulted in a Nexu or other figure being in a position to cause the Rebels to struggle to move past efficiently.

That said, if a very competitive group of players were to encounter such a tactic from the Imperial, I would not hold it against the Imperial.