Rebel Rest Action on Tutorial hard to kill Hero (Empire should go for terminals)

By yurko, in Star Wars: Imperial Assault

I'm a newbie. Just got Star Wars: Imperial Assault.

I have a few questions:

1. Is the tutorial timed (limited number of rounds)? Didn't see that it is.

2. Reading the forums I see that a rebel player can rest twice possibly getting up to 10 health if endurance is 5. If the tutorial isn't timed this is an enormous advantage to the rebels. The game is 1 v 1 so the rebels get 2 heroes and the empire gets 3 storm troopers and 1 imperial offices. None of them can rest. I damaged Diala 9 with my first 2 rounds and then she rested twice and basically took away any damage i did to her. Plus one of my storm troopers had 2 damage and can probably take one more hit. So would it be fair to say it is very difficult to kill a rebel hero? Seems that way in the tutorial.

3. I find the double rest for rebels frustrating when being the Empire. Is this only in the tutorial? Does it become more balanced in the campaigns or skirmish?

4. In the tutorial once the empire interacts with a terminal can that be undone? If not it would seem that the empire should try and just touch each terminal because it seems too difficult to kill a hero.

This game seems like it can be great just seems like it is a bit unbalanced so far. I just got the game and did the tutorial today.

Thanks!

The tutorial is not particularly well balanced. It is mainly a way to introduce core game concepts. I would not worry about any balance issues that you see in the tutorial.

That being said, in the real campaign it can be difficult to wound a hero if they double rest. However, you can attempt to get around this by focusing on hero that has already activated that round, or ones that have a lot of Strain (as strain is removed before damage when resting). Also, if the heroes are double resting, that means they aren't killing your units or progressing the mission. Most mission are timed, and you are usually happy as the Imperial to see the rebels spending time resting.

Missions that do not have a timer are very difficult for the Imperials for just this reason: the Rebels can take their time, rest, and become very difficult to wound.

Edited by Stompburger
34 minutes ago, Stompburger said:

Missions that do not have a timer are very difficult for the Imperials for just this reason: the Rebels can take their time, rest, and become very difficult to wound.

Imperials need to focus/burst each hero down in 1 round. Won't happen in tutorial though.

Didn't they errata the tutorial to say Rebels need to kill all the empire or something to win?

In any case they tutorial is just so everyone can learn the basics. I wouldn't get too worked up about the balance of that mission. If you're learning the game, you're doing it right.

The thing about a hero double resting though, is most missions are timed. If they're taking their entire turn to rest they've just spent 2 activations they could have used to push on their objective.

So if a resting hero makes it harder for you to win by wounding them, they've made it easier for you to win by running out the clock.

Edited by RogueLieutenant
17 minutes ago, RogueLieutenant said:

In any case they tutorial is just so everyone can learn the basisc.

This. The tutorial is a demo, not intended to test your wits.

Once you know the potential actions you are ready to go to Aftermath. I don't think we ever played the Tutorial into completion, just a few activations from both sides.

Thanks. Going to play a 3 player game this weekend and I'll comment on this. I appreciate the comments.

7 hours ago, a1bert said:

This. The tutorial is a demo, not intended to test your wits.

Once you know the potential actions you are ready to go to Aftermath. I don't think we ever played the Tutorial into completion, just a few activations from both sides.

I've never even played the tutorial at all.

Each time I've run IA Core as the Imperial, I've started with Aftermath.

Obviously it depends on the Rebels you're playing with, but I was confident in the skill level of those I played with that they did not need more than a quick run through of the rules and clarifications any time they had questions.

The first couple of missions are a little slow going, as they're getting used to the mechanics (and for those who had played Descent, where it differed), but after that they were more than capable of making decisions without clarifying too much.

14 hours ago, a1bert said:

This. The tutorial is a demo, not intended to test your wits.

Once you know the potential actions you are ready to go to Aftermath. I don't think we ever played the Tutorial into completion, just a few activations from both sides.

And if i remember well a lot of feature is missing in the tutorial.

Like threat gatthering deploy imperial troops etc...

So it cant be balanced if the main imperial features are missing ;)

Aftermath is so easy as well, all the times I've played it nobody has lost yet. So for the folk I play with, it functions just as well as a tutorial. I've never played the tutorial.

Edited by neosmagus

I've played the tutorial with four times, once myself and the rest with different groups that haven't played anything like it before.

It only seemed worth it when trying it out myself to learn the basic before introducing my friends so I could teach them. After that I feel (like most others) that Aftermath works better as an introduction

TO be honest, if I play the tutorial I usually just play the first round anyway, just so my Rebels get a feel for the game. I don't think I've ever played it to completion.