Alright Imperials,
Playing Return to Hoth, using Armored Onslaught against Fenn, Vinto, Murne, and Mak. I have Mortar, Automated Repairs, and the Armored Corps agenda card (deplete for -3 vehicle threat cost).
Rebels won intro, but it was close. Then played Sympathy for the Rebellion- total blowout, Rebels won. Then played White Noise- got down to the last terminal, but I couldn't get close to it, rebels turtled it hard and learned to focus on officers. Last night we played A Light in the Darkness. I had a great first few activations, almost wounding the entire rebel team by turn 2. However, they got smart and sent one wounded hero toward the terminal (far away from my own units) and had the rest hold back and heal- ultimately, they ended up winning (though it was pretty close).
Next, I'm trying to win Weiss in Forest Ambush. Threat level is 4.
Murne just purchased company of heroes, so I can pretty well assume Luke is coming again, this time for only 8 threat (I can probably assume that'll be the status quo from now on, to be honest).
So, with the double threat at the beginning plus Luke's 8, I can reasonably assume I'll have 16 threat to start off with. Now, I haven't earned any villains yet, but I do have all released components. Here are my thoughts:
- I do not have to wound all of the Rebels, rather one (with the token) must withdraw
- The Rebels do not know this. In fact, the original loss condition for them is for all heroes wounded.
- If the mission plays out anything like last time, the heroes will have one obvious objective runner and other fighters.
Ideally, I'd like to try to identify their token runner before he even picks up the token. Then, I'd want to lay into the runner as much as possible. I'd also want to slow them down. Stuns seem like a good way to go for this, as well as bleed.
For my open groups, I'm considering:
- eRoyal Guards
- eNexu
Do those sound good so far? If so, what should the third be? I'm considering the tank, as I can drop it in on the hero's way (using Armored Corps, so only 7 threat) back and focus fire.
Other than that, my early game strategy is to:
First hero activation- presumably moves forward, may take a shot.
If the spacing works out, I'd like to Pounce the first hero. Then, call in a mortar strike on the rest as they're grouped up in the deployment.
Not sure what to do with the Trandoshans, then. Should I pull them back and wait for the runner? Or send them in?
Also, which of my open groups should I bring in at the start?