How did you fare on Hard with 4 heroes. *Spoilers*

By The Cocky Rooster, in Legends of the Alliance

I played Biv/Mure/Shyla/Diala found the shuttle room then the Stormtroopers wounded Shyla after Biv and Diala were wounded. Murne had to withdraw. So close!

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I'm doing alright so far, I've got 2 missions left. I've noticed it really depends on which hero assortment you pick as well.

58 minutes ago, buckero0 said:

I'm doing alright so far, I've got 2 missions left. I've noticed it really depends on which hero assortment you pick as well.

Yeah I was cruisin' along until the final scene.

I played the app campaign solo on hard and tried to find a really strong hero assortment. I think Jyn is the strongest Hero in the App campaign because there is no tactical decision making in which units the empire activates first so you can almost always activate quick draw. As support I chose MHD to get more healing but later I found that Adrenal Vapor was the MVP skill. It adds a yellow die to another hero's attack without having to activate mhd first. I picked Shyla for strength tests and just as a high dmg character who can help with positioning for Jyn. Ko-Tun was my hybrid dmg dealer/support with all the tokens.

As my first activation I mostly used shyla to remove 2 units from the board. With all her skills buffing attacks and a polearm it wasn't very difficult. The first thing the empire activated I killed with Jyn, using MHD's extra yellow die from Adrenal Vapor. Jyn's Disruptor Pistol with Plasma Cell could dish out up to 10 dmg with pierce 1. Then she focused herself with Get Cocky and the Imperials activation ended before it even started. With 3 attacks per round, Jyn could also walk quite far with opportunist and later side winder. Afterwards I activated KoTun to clean up the rest and dish out some tokens. Nexus weren't a problem because of her Fire Support Specialist which removed a defense die when using a power token.

Jyn's Quick Draw is also great when opening a door and a new spawned enemy interrupts to activate. With this tactic I didn't take a lot of dmg and found it very easy to rush trough imperials.

I think that might change when more units are available for the imps. The ewebs have just not enough health. The regular is often a oneshot or dies from cleaves + a Remote Detonator. 5 Health for a 6 point figure is a joke. Same goes for the EOfficer.

Also the allies from the encounters are a little too much help imo. It doesn't seem like the imp is getting some bonus units like in the pvp campaign.

The target priority should be more specific and not only have one requirement. If target 1 can't be attacked, the app should also give target 2 and 3. If they want to attack a certain hero but can't they will just attack the closest rebel according to RAW. That could be a useless ally, an already wounded hero etc.

Lastly, due to the repositioning some corridors got really clogged by troops and later only one unit out of 5 or 6 could attack properly. But I'm not sure how to solve that. I absolutely enjoyed playing the app campaign and hope new content comes out soon. For hard mode they should really buff the weaker aforementioned units such as ewebs by just giving them bonus health or defense like with some bosses...

I would also like a difficulty above hard :D

To make the App AI "harder", when instructed to move X to attack Y, I will stop moving once I'M sure the accuracy is achieved. If a stormtromper is 3 spaces away from Mak and is instructed to move 3 to attack Mak I won't move, since a blue green attack pool has a guaranteed accuracy of at least 3. It can also help the move X to reposition Y instruction that usually comes next. Of course I won't apply this rule for trandoshans since they have bonuses for attacking at close range, but otherwise it make sense to keep your distances while attacking.

1 minute ago, IanSolo_FFG said:

To make the App AI "harder", when instructed to move X to attack Y, I will stop moving once I'M sure the accuracy is achieved. If a stormtromper is 3 spaces away from Mak and is instructed to move 3 to attack Mak I won't move, since a blue green attack pool has a guaranteed accuracy of at least 3. It can also help the move X to reposition Y instruction that usually comes next. Of course I won't apply this rule for trandoshans since they have bonuses for attacking at close range, but otherwise it make sense to keep your distances while attacking.

Yeah, that makes more sense than the imperial rule.

On 1/4/2018 at 10:00 PM, IanSolo_FFG said:

To make the App AI "harder", when instructed to move X to attack Y, I will stop moving once I'M sure the accuracy is achieved. If a stormtromper is 3 spaces away from Mak and is instructed to move 3 to attack Mak I won't move, since a blue green attack pool has a guaranteed accuracy of at least 3. It can also help the move X to reposition Y instruction that usually comes next. Of course I won't apply this rule for trandoshans since they have bonuses for attacking at close range, but otherwise it make sense to keep your distances while attacking.

I don't think, that it makes the game harder. take into consideration, that the amount of movement points gained during reposition X usually allows figure to retreat to required distance. Also, the fact that some shots get the minimum acc, does't mean, that they will acutally hit the target. Take into consideration. that there are options to hide during defence or other means to reduce attackers acc, change the attack target etc. In those cases staying in the minimum dice distance would result in miss, while point-blank shot would hit the target.

Edited by Szycha
3 hours ago, Szycha said:

I don't think, that it makes the game harder. take into consideration, that the amount of movement points gained during reposition X usually allows figure to retreat to required distance. Also, the fact that some shots get the minimum acc, does't mean, that they will acutally hit the target. Take into consideration. that there are options to hide during defence or other means to reduce attackers acc, change the attack target etc. In those cases staying in the minimum dice distance would result in miss, while point-blank shot would hit the target.

I know hence why I wrote "harder". But logic would prevail. In my example I said I would stop moving forward once I'm certain accuracy can be achieved to hit Mak. If Mak would be hidden, then I would bring the Stormtroopers closer if possible. But once the accuracy is a sure thing (and you should know that since there is no hidden information from the Imperial player in the base game, unlike for the rebels who don't know what's behind the agenda cards), I don't see a reason why the Stormtroopers should move closer. You might miss, but it won't be because you did not achieve the needed accuracy. It's certainly different for an imperial unit with a melee attack or for prob droids, Trandoshans, etc., that have enhanced features for attacking at close range.

Most of the time, Stormtroopers have a "move 2 to reposition 3(or 4)" second action, which will be hard to achieve (for the latter) if you bring them adjacent to the target for the attack action. That's why, moving until you are 100% sure of getting the needed accuracy (hence not necessary moving adjacent to the target) might help repositioning better.

Edited by IanSolo_FFG