Return To Hoth: White Noise (IP Laments)

By totalnoob, in Imperial Assault Campaign

This is just a vent/lament post about the White Noise mission in Return to Hoth. I definitely did NOT have the right strategy in hindsight. The rebels ended up smoking me and picking up all the bonuses, thus they had (with previous balance) 1275 credits in the upgrade stage after this mission :angry: On to the spoilers for specific mission details...

As always, read the mission events carefully before the mission. I did, but I really got distracted and was too objective heavy in the first few rounds - then it was kind of too late. Even though the mission does not end if the Rebels are wounded, the huge advantage you gain is that your officer gains three movement points upon activating. I kind of lost track of this advantage once we got playing, and since that wasn't a victory condition (like it normally is) - I didn't focus on it quite as much. I kept rushing for the objective with an "officer train" that they would end up eventually coming around to and blasting them off the map before I had the change to double -> -> and remove the terminal.

I started out well and setup a diversion that allowed me to come around and get in position to get one terminal. They made a lucky 7 range(?) shot to kill my officer, but I feel like the strategy worked - even if the results didn't. Eventually I was able to spawn something, plus an officer mini-train (2 officers together) to get one in position (and survive an attack) to discard the terminal in the center room. But that was as close as I got.

I think if I were to play it again, I would definitely focus on using my threat the first few rounds to use the deployment on units that can hit hard and get the rebels wounded (I had Royal Guards, HK Droids, but kept using my threat to replenish dead officers - so they never got to the table until it was way too late). Then once wounded use the last three rounds to spawn all officers and use the extra movement points on activating to have a better shot at getting in position. Just trying to help other IPs who might be freezing in Hoth :)

Now, I just hope the campaign isn't tilted because they got so many credits from this onslaught :(

22 minutes ago, totalnoob said:

Now, I just hope the campaign isn't tilted because they got so many credits from this onslaught

From what I've heard this campaign is pretty tilted anyway. My group plans on doing it next, I'll be back to playing Imperial for it... I expect to go 0-11.

I had a rough time with this one, too. I tried to wound the Rebels, but I had a tough time getting them all. I played pretty smart and managed to outmaneuver the Rebels early on, scoring two terminals pretty quickly. Unfortunately, that meant all four Rebels were able to essentially turtle up on the final terminal, while hunting down my surviving officers and any I might bring in. I got close in the end, but probably would've needed at least one more full turn, if not more.

Luckily, I kinda figured I was gonna lose at one point, so I took my troops and started taking down doors. That helped a lot, but it confused my Rebels pretty badly.

Edited by subtrendy2

The strategy I took was to go for the lower terminal first. That one can be activated on round 1 with officer shenanigans if your Rebels aren't paying full attention. Sometimes you can get it even if they are. From there whether you get it or not start planning on deploying to the top point because you can deploy directly next to the terminal fairly easily. That one falls the easiest imo. After that I focused on wounding the Rebels and got the 3 MP to grab the middle one.

But yeah I'll agree it's a pretty rough mission for the IP.

Edited by TheUnsullied

In some missions, the strategy is straight foward, and others there are multiple ways to approach it. With the latter, the correct path isnt obvious and can have a major effect on the outcome.

I think this is one of those missions. There are several like that in Jabba's Realm too.

When i played this first, it was very close. 2nd time was a more dominant rebel win.

The campaign as a whole is definitely rebel favoured, but i wouldnt say it is extremely so.

I went on to lose the next side mission (Luke's Green Side Mission) but was able to throw out Means of Production Agenda mission as a choice for the next side mission. We played that, and I was able to win it fairly easily. I am hoping that having the reward card will buff my troops up enough to stem the tide. I don't feel like I am getting much out of Armored Onslaught class deck (played last campaign with Military Might which just seems much stronger). We are returning to Echo Base next :)

12 minutes ago, totalnoob said:

I went on to lose the next side mission (Luke's Green Side Mission) but was able to throw out Means of Production Agenda mission as a choice for the next side mission. We played that, and I was able to win it fairly easily. I am hoping that having the reward card will buff my troops up enough to stem the tide. I don't feel like I am getting much out of Armored Onslaught class deck (played last campaign with Military Might which just seems much stronger). We are returning to Echo Base next :)

You grabbed Mortar yet?

1 hour ago, TheUnsullied said:

You grabbed Mortar yet?

Yup that was the first thing I got after the freebie. That is certainly useful. I'm saving up for the 3 point defense one next. It's not horrible, just feel like I got more mileage out of MM and maybe Tech Superiority. Could be my play style too

13 minutes ago, totalnoob said:

Yup that was the first thing I got after the freebie. That is certainly useful. I'm saving up for the 3 point defense one next. It's not horrible, just feel like I got more mileage out of MM and maybe Tech Superiority. Could be my play style too

Military Might is one of the strongest sets IMO so I can defintely see having that opinion if you just played it.

7 hours ago, totalnoob said:

Yup that was the first thing I got after the freebie. That is certainly useful. I'm saving up for the 3 point defense one next. It's not horrible, just feel like I got more mileage out of MM and maybe Tech Superiority. Could be my play style too

Which heroes are you playing against? When I did AO they had mak and shyla. Shyla had her 4 xp for cleave 3, so I got the 4xp power to shields, which came in super handy for not having everything die in one cleave hit.

I'm considering power to shields as well, thanks for the tip! I am not facing cleave or blast craziness. But a decent amount of extra attack stuff (close quarters, quick draw, loku spotting for damage)

The heroes are Verena, Loku, Jyn with probably Luke Classic as an ally.

I am banking on the Means of Production card giving me a chance to offer some resistance in the second half of this campaign.

That's another thing - best units to put the attachment on? I mean I know it helps any unit , but would be curious on thoughts of how to best make use of it. I am thinking HK droids since I can reroll with them and the yellow gives many surges. My goal is to buff them with this attachment plus the 3 pt Reactive Armor to give them a little more health.

Everyone is having a blast with this campaign. Can't believe we are almost halfway through!

If you have them, put it on the hired guns. If not, then standard storm troopers are a good choice. If you are going to bring in HKs anyway, its dandy to throw on them too. If you think it is oging to die fast, a regular probe droid is also a good choice.