First campaign questions

By Etheneus, in Imperial Assault Campaign

As I've stated in my painting thread I'm new to this game and the like coming from warhammer fantasy and 9th age fantasy battle. Yesterday me and two friends I play those other games with started our first campaign, the core.

Took us about 6 hours to get through the first two missions ( one story and one side) including a break for lunch. We made tons of mistakes since all of us are new to it, me the only one to have read the rules, me and one of them having played two or three missions to test it out before and the last guy never played it but played other FFG games.

I play as the Imperial and "won" both missions, Aftermath and Generous Donations. I have a question about the later. The objective is to upload the virus, they did in end of round 6. They got three tokens and then I shut down two terminals after two activisions. We stopped playing the mission there because I still believe the mission ends at end of turn 8. Was that right? It state that the mission ends end of round 8, but later it states that it ends when the rebels gotten all tokens or IP disabled the terminals, does this cancel the round 8 thing?

Edited by Etheneus

The goals of a mission can and do change as you play. Usually number of rounds are given as a lose condition. Eg if the rebels haven't accomplished the mission by end of round 8, they lose. Otherwise the mission ends when either they or the Imperial player has achieved one of the victory conditions. Victory conditions are applied in the order they're gotten to in the event triggers. Whenever one contradicts another, the last one activated takes priority.

46 minutes ago, neosmagus said:

Victory conditions are applied in the order they're gotten to in the event triggers. Whenever one contradicts another, the last one activated takes priority.

Events are resolved as soon as they happen, whether regular or End of Mission events. If multiple events trigger at the same time, the imperial player decides their order (timing conflict resolution rules). If an event is an End of Mission event, the other simultaneous event is never resolved.

There are a few errata and "as intended" rulings for a few core set missions, but most often End of Mission conditions do not happen at the same time.

Alright. In this case the rebels would most likely have not been able to hold the last terminal for long since only one hero wasn't wounded and one was already withdrawn. But it might have netted them another two neutral tokens

Edited by Etheneus

When the Virus is uploaded adds two new end of mission conditions, but it does not remove any of the old ones, so:

* The mission ends when the heroes have claimed 12 mission tokens (rebel objective) or when all terminals have been disabled (or at the end of round 8, or when all heroes are wounded).

So, disabling terminals also ends the mission. Generous Donations is not a very good mission though.

Also, it's one of the missions where - if it ends due to time limit - the intent is that the rebels still claim tokens during end of round 8 before the mission ends, although technically the IP could choose the order, (making the last round not matter).

Play By Forum game: Generous Donations

Also note the exact order of the status phase:

1.Increase Threat
2.Deploy/Reinforce
3.Ready
4.End of Round effects: (mission/core rules, imperial abilities, rebel abilities)
5.Increase round dial

Edited by a1bert

As I read it we still played it mostly right. Under End of mission it says:

At the end of round 8, when heroes have claimed 12 mission tokens, when all terminals have been disabled, or when all heroes are wounded.

So to me it seems the end of round end is still active just as wounding all heroes so we played it right

Ha! Ninjaed

Thanks for the help!

Edited by Etheneus

Yes. Any of of the end of mission conditions trigger end of mission.

Alright. My friends (rebel scum) just left after spending the evening playing Under siege. Rebel victory.

I will try not to spoil anything

It felt like a uphill battle from the start when Gaarkhan charged out using Vibroblades (not axe) for cleave 2 and Fenn coming the other direction.

I also made the mistake here to bring in the killed E-WEB at end of round 2 (with the mission's reinforcement) Gaarkhan activated first and brought it down with two attacks and failed to cleave once.

After that I couldn't get a grip on them and could not for anything take more than two tokens.

Any tips for this mission? Or for the next, Infection (RGC)

Will try to keep spoiler free, at most mild spoilers.

The campaign keeps going slowly. We played Infection to earn me the RGC and some questions arose, will return on that. Total victory for the Empire. They didn't even open the first door before round 5 because I had a Nexu blocking there path along with the RGC.

Now the questions:

1. Can I put attachment on the initial group? I wanted to put cloaking device on the eStormtroopers, didn't do it because I was not sure I could.

2. When using a surge to gain +1 damage, can I only use evade on that surge or does my block cancel that damage?

Mild spoilers:

After Infection it was back to the story with Imperial Hospitality which ended in a hard fought rebel victory with only one hero (Mak) not wounded and the Captive on two wounds left. Had I struck him with my RGC instead of trying to get all heroes wounded (was possible with reach but could then only strike him instead of using brutality) it would probably been a Imperial victory.

Any tips on Means of production or Incoming?

7 minutes ago, Etheneus said:

Will try to keep spoiler free, at most mild spoilers.

The campaign keeps going slowly. We played Infection to earn me the RGC and some questions arose, will return on that. Total victory for the Empire. They didn't even open the first door before round 5 because I had a Nexu blocking there path along with the RGC.

Now the questions:

1. Can I put attachment on the initial group? I wanted to put cloaking device on the eStormtroopers, didn't do it because I was not sure I could.

2. When using a surge to gain +1 damage, can I only use evade on that surge or does my block cancel that damage?

Mild spoilers:

After Infection it was back to the story with Imperial Hospitality which ended in a hard fought rebel victory with only one hero (Mak) not wounded and the Captive on two wounds left. Had I struck him with my RGC instead of trying to get all heroes wounded (was possible with reach but could then only strike him instead of using brutality) it would probably been a Imperial victory.

Any tips on Means of production or Incoming?

1. Yes you can

2. Since you mentioned cloaking device I'm assuming you're playing Tech Sup. ~: +1dmg does not guarantee that you do at least 1 dmg. For example, if you roll 1dmg on 2x Blue atk dice (2dmg), your weapon have ~:+1dmg, then even if you apply the extra surge it's still possible for the defender (Rebels) to suffer 0 dmg if he rolls 3block on the black defense die. It still follows the 7-steps of attack rule on RRG pg.5

2. Each evade automatically cancel one surge if there is any (at the end of step 4). When a surge is spent for +1dmg, the damage goes into the attack pool just like all other damage and can be negated by a block.

For the full story: Ability Resolution Order During Attacks

Just finished Means of Production and won as IP fairly easily. The key is to stall the rebels as much as possible since its a pretty quick mission in terms of rounds. Spoilers follow...

I think the biggest decision as the IP is where and what tokens to place on the various doors. I brought in royal guards and was able to move them both in front of the first door. With their guardian block that they are able to give each other when they are adjacent to each other, they were able to stall the rebels and make them have to go through them before they could attack the door. I would move one out and attack then move right back in front of the door.

I think after round 1 I put a red chip (more Threat) on that first door. Then round 2 and when the first door opened I put the blue (extra health) chips on the data core door. Had I needed it I would have put yellow in front of that last door as stunning the rebels is powerful in this mission since they are so pressed for time.

A nexu is also great for this mission for blocking the hallway, and if needed can possibly block the door OR block the data core and make them kill him before they can access the core to interact. So I would add one of those to your open groups.

That final door had something like 24 health. They didn't start attacking it until round 4, so in round five they gave up and just went for crates with their last two actions in the game.

good luck and long live the empire!

Note that there is an errata to Royal Guards. They now have Sentinel instead of Protector. Sentinel does not work on on Guardians.

Royal Guards are still a good choice due to their Health.

19 minutes ago, a1bert said:

Note that there is an errata to Royal Guards. They now have Sentinel instead of Protector. Sentinel does not work on on Guardians.

Royal Guards are still a good choice due to their Health.

Ha, ok yes that would have made a huge difference. :)

We haven't done much with using errata during campaigns, as it's just too tricky to remember what new abilities are , etc vs what is on the card. I also know that one of the missions for the saboteurs, using the errata made the mission really tough. So we just decided for campaigns go with the original cards.

I wish there was a way to get errata cards for the guards and saboteurs. I picked up an errata card for the officer at a skirmish thing, but his update only impacts skirmish.

Thanks for the official correction.

20 hours ago, Etheneus said:

Incoming?

Use your rubble wisely. Deal damage when possible, but also use it to put in valuable deployment points. The temple is actually pretty big, and you can badly outmaneuver the rebels if you're smart.

where does it say that left over threat turns into threat for the next mission? is that something you added?

5 minutes ago, ATM2100 said:

where does it say that left over threat turns into threat for the next mission? is that something you added?

Who said that? That's definitely not in the vanilla rules.

At the start of the mission you showed us, the imp has 5 threat to start. fith post down from the picture of generous donations, he says how he was hessatinte to bring the troopers because he had 5 threat left over.

1 hour ago, ATM2100 said:

where does it say that left over threat turns into threat for the next mission? is that something you added?

I'm not following you? We have played no such house rule and I can't find anything in my post stating that I done that, please quote if you like.

The two house rule we have is that the mission they draw but don't play is discarded and that is also the case if they play the Imperial missions (they discarded both Han Solo and Chewbacca when choosing Infection) and all allies and villains from the core/wave 1 are 4 threat cheaper.

1 hour ago, ATM2100 said:

At the start of the mission you showed us, the imp has 5 threat to start. fith post down from the picture of generous donations, he says how he was hessatinte to bring the troopers because he had 5 threat left over.

Like Etheneus, I can't figure out what you mean. It's way easier to follow a train of thought if you can quote what you're referencing. And it was a mission I showed you?

I see, it's a reference to my PBF.

The threat dial is set to 0 during mission setup. Generous Donations has a Special Setup: Set aside 12 neutral mission tokens. Increase mb by twice the threat level and resolve an optional Deployment.

If threat level is 4, you have 8 threat. You deploy a regular Probe Droid for 3 threat, so you have 5 left over. If the rebels choose to take an ally, you gain threat accordingly, and the imperial player gets an optional deployment to deploy something much more dangerous.

Edited by a1bert

Thank you a1bert, my bad subtrendy, I had thought you did that post

On 6/12/2017 at 8:13 AM, a1bert said:

When the Virus is uploaded adds two new end of mission conditions, but it does not remove any of the old ones, so:

* The mission ends when the heroes have claimed 12 mission tokens (rebel objective) or when all terminals have been disabled (or at the end of round 8, or when all heroes are wounded).

So, disabling terminals also ends the mission. Generous Donations is not a very good mission though.

Also, it's one of the missions where - if it ends due to time limit - the intent is that the rebels still claim tokens during end of round 8 before the mission ends, although technically the IP could choose the order, (making the last round not matter).

Play By Forum game: Generous Donations

Also note the exact order of the status phase:

1.Increase Threat
2.Deploy/Reinforce
3.Ready
4.End of Round effects: (mission/core rules, imperial abilities, rebel abilities)
5.Increase round dial

but you did not, i missed that a probe droid was deployed some how. sorry

Edited by ATM2100
typo
On 9/11/2017 at 10:33 AM, subtrendy2 said:

Use your rubble wisely. Deal damage when possible, but also use it to put in valuable deployment points. The temple is actually pretty big, and you can badly outmaneuver the rebels if you're smart.

I studied that mission so hard and this is what i came up with. it was funny, i put a deployment spot not next to the second yellow terminal until it was to late, they completely fell for it. I made a mistake, which was i moved the probe droid towards the second yellow terminal. I still won though.

1 hour ago, ATM2100 said:

I studied that mission so hard and this is what i came up with. it was funny, i put a deployment spot not next to the second yellow terminal until it was to late, they completely fell for it. I made a mistake, which was i moved the probe droid towards the second yellow terminal. I still won though.

I believe those terminals should be distributed randomly. Meaning neither side should know where the yellow terminals are.