Spoilers *NO REBELS* Etiquette and torture side mission

By VadersMarchKazoo, in Imperial Assault Campaign

I'm thinking about playing the BT1 and 000 side mission Etiquette and torture. I was just looking at the mission and it looks nearly impossible for the rebels. In short, the rebels need to rescue two neutral mission tokens (captives). One of the captives is 15 spaces away from the entrance token an two doors are in the way (each with health of the threat level and one block). The rebels need to get to the captives and then "at the end of each status phase, each captive adjacent to a hero may move 3 spaces". Captives adjacent to healthy heroes cannot suffer damage and have health equal to the threat level and one evade. Both captives need to reach the entrance token for a rebel win.

Correct me if I'm wrong but if the rebels are not adjacent to the far captive before the end of round 2, they have lost.

Edited by VadersMarchKazoo

I think you are missing the other mission rule that allows each rebel hero to push an adjacent captive by 2 spaces once during their activation.

Also, the captives are figures, so they block line of sight, and imperial figures cannot end movement in their space, both of which will help the rebels with some planning.

You should probably add a line: "Captives can be attacked and can suffer damage." as a third bullet point. Being neutral figures with health do not automatically make neutral figures attackable. Storming the Palace has a similar oversight with a neutral figure.

Edited by a1bert

Ah ha! the "push 2 spaces" is what I was missing. I re-read this a couple times but seemed to gloss over that for some reason. This makes a very big difference:)

Thanks A1bert - you're always so much help!

Edited by VadersMarchKazoo

I've got this mission coming up soon, but I very much want to win, so any tips on crushing the dirty rebels would be grand ;)

We're 1 & 1 -- they lost the first mission by not leaving deployment fast enough, despite my encouragement, and couldn't mop up the troops when they finally hit the terminals. They blew through MDH's mission without an issue, though. They've got a story mission coming up, then they've got to choose a side mission, which I've got this one on deck.

I'm kind of hoping they just skip it, hah.

Bleeding would be good even if you can't stun them. Also, blocking the spaces so the rebels cannot push the captives (or they would be defenseless), or can only push them one space.

Sorry, my rebels skipped it after all, so no experience with this mission yet:( I'm bummed because it had a nice thematic fit in my current campaign.

At least you won BT-1 and 0-0-0.

1 hour ago, a1bert said:

At least you won BT-1 and 0-0-0.

The funny thing is that I already had BT-1 from my Nemeses starting card. So really I just did it to get 0-0-0. I figure they are like peanut butter and jelly (obviously I'm American).

On 6/19/2017 at 10:35 AM, ArbitraryNerd said:

I've got this mission coming up soon, but I very much want to win, so any tips on crushing the dirty rebels would be grand ;)

We're 1 & 1 -- they lost the first mission by not leaving deployment fast enough, despite my encouragement, and couldn't mop up the troops when they finally hit the terminals. They blew through MDH's mission without an issue, though. They've got a story mission coming up, then they've got to choose a side mission, which I've got this one on deck.

I'm kind of hoping they just skip it, hah.

I think I would focus on slowing the progress of the further captive, perhaps forcing them to go the longer route. Blocking things up could be a good strategy. Perhaps with a nexu? Also, wounding Heros as quickly as possible is key. Only healthy heros can protect the captives.

On 7/2/2017 at 6:10 PM, VadersMarchKazoo said:

I think I would focus on slowing the progress of the further captive, perhaps forcing them to go the longer route. Blocking things up could be a good strategy. Perhaps with a nexu? Also, wounding Heros as quickly as possible is key. Only healthy heros can protect the captives.

I had some experience testing this as our last side mission was MDH's personal mission... But the Rebels had zero issues getting through what I threw at them (I wasn't playing cutthroat during that mission, however, as I want them to succeed in their personal missions if possible).

Potential Mission breaking exploit ---

If a captive is adjacent to a healthy hero it cannot suffer damage.

Captives do not get an activation. They move 3 during status phase and heroes my move them during hero activation with strain.

0-0-0 has shocking palm: the attack misses and the defender becomes stunned.

No damage needs to be dealt for shocking palm to stun. The captives don't have activations and therefore don't get actions, meaning they couldn't use an action to remove the stun. A stunned captive means rebels lose.

Is this accurate? I'm all about being 100% ruthless in my strategies and tactics but this seems unfair.

The Rebels did win this in my solo campaigns but it was very close with some clutch dodges and some very efficient clears such as Davith one-shotting 000. The key is to be constantly on the move as the timer is extremely tight.

But yeah, the mission is an oddity in that every other villian mission I've played has been extremely rebel favored and this one is completely in the other direction.

1 hour ago, Smooches said:

Is this accurate? I'm all about being 100% ruthless in my strategies and tactics but this seems unfair.

Neutral figures cannot gain conditions. The mission rules only allow them to suffer damage.

(Even if the captives could be Stunned, the heroes can still Push them, although the end-of-round effect is worded so that it would not work.)

Edited by a1bert
On 11/3/2017 at 5:40 PM, a1bert said:

Neutral figures cannot gain conditions. The mission rules only allow them to suffer damage.

(Even if the captives could be Stunned, the heroes can still Push them, although the end-of-round effect is worded so that it would not work.)

Ahhh! Thanks for the clarification. I'll have to brush up my knowledge of neutral figures lol.

Any imperial unit/units that can block relatively on par to the nexu?

I'm trying to keep things thematic (using imperial units in an imperial base) but nothing really seems comparable.

Dewback Rider is one of my favorites until the heroes get too good weapons.

24 minutes ago, a1bert said:

Dewback Rider is one of my favorites until the heroes get too good weapons.

Ah snap! I didn't even know about the dewback rider! Our Etiquette and Torture will be the 4th mission, so I think dewback would work really well.

Surprising rebels with new units is always so much fun!

Not for blocking, but the elite Jawa Scavenger is otherwise one of my favorites as well, especially if the mission gives Droids as reserved groups. The elite Jawa has a great attack too in addition to Motivators. I tend to roll the surge-only side of the green die for Haggle though...