A question about deployments

By coogee78, in Imperial Assault Campaign

Hi, I'm hoping I can get something clarified on unit deployment. Do you have to deploy a group to a single (say green) deployment point or can they be spread over a number of active deployment points? I can't see any thing that limits a groups deployment to a single deployment point, but I'm not sure if I have missed it somewhere.

Fenn and Verna/Shyla have been making short work of most regular imperial and scum as they deploy.

Most recent FAQ, page 11: "Deployment - During a campaign, when a group is deployed, all figures in that group are deployed to the same point unless otherwise specified in the mission."

--JP

Yeah, you're probably going to need to simply adapt your strategy when dealing with Fenn. rStormtroopers are not your friends any more.

Thanks for the responses. If Brushfire (which is the next mission) is won by the Rebels the Imperials are facing 4 blast damage for the rest of the campaign. Tactical Movement and the +1 range that comes with the under barrel makes him considerably harder to play around. It's a pity that Royal Guards have an ability that can hand out three unblockable damage when he is around, because they are one of the most effective counters in my limited experience.

2 hours ago, coogee78 said:

Thanks for the responses. If Brushfire (which is the next mission) is won by the Rebels the Imperials are facing 4 blast damage for the rest of the campaign.

I believe you're reading the Veteran Prowess card wrong (which I did at first as well). It doesn't give you an extra blast damage like Rebel Elite, only +1 [Damage]. So only the target of Fenn's attack will suffer 1 extra damage, which will help to ensure that the Blast 3 is able to be used. Not that that is a great as far as the long run goes, but it will prevent him from blasting a RG in 2 shots.

Reinforce isn't deploy however so you can reinforce to different points. It is a good houserule to allow deploying that way too as the core campaign has too few deployment points and it's a problem. In fact at least one mission only has ONE deployment point and it's completely busted if you have Fenn.

On 2017-6-21 at 2:35 AM, thestag said:

I believe you're reading the Veteran Prowess card wrong (which I did at first as well). It doesn't give you an extra blast damage like Rebel Elite, only +1 [Damage]. So only the target of Fenn's attack will suffer 1 extra damage, which will help to ensure that the Blast 3 is able to be used. Not that that is a great as far as the long run goes, but it will prevent him from blasting a RG in 2 shots.

OK that improves things a little. Having both guards, eHeavy Storm Troopers, eJet Troopers, eISBs, eTrandoshans and eGamorreans who can survive two havock shots so the imperials will at least have the chance to return fire when they have to deploy too close to Fenn. The +1 damage might actually save some of the three unit elites as well, if it kills the target on the first shot.

Edited by coogee78

A Hired Gun group is also worth a look.