**WARNING: This entire thread is RtH spoilery**
Long post a-coming…
So, over an extended weekend (Thursday-Monday), my gang and I managed to play 9 missions of our (slightly extended with 2 Forced Missions) RtH campaign, and it was sweet, sweet fun
Here’s a few observations I made on playing this campaign. (Note that this all comes from a single play-through of most of RtH).
Heroes: Loku, Verena, MHD-19, and Fenn.
Imp Class Deck: Armored Onslaught
Just to clarify, I played RtH pretty much as stated, but with a few minor tweaks.
1) I ran Leia’s
Communications Breakdown
as a pre-campaign (prequel?) mission – with a slightly adapted map to set the story on Hoth (right as the Imps are landing walkers on the planet, just beyond the Echo Base shield wall). Instead of winning Leia (as she would, timeline-wise, go off on the Millennium Falcon in a minute and could therefore not tag along with the heroes), I gave the heroes extra cash instead (100 extra per hero).
2) I ran Sorin’s
Fully Charged
mission as a Forced Mission right after the first Story Mission after the interlude. (More on this mission later).
3) I ran Battle of Hoth with IanSolo_FFG’s “Farmer Luke coming in chased by a broken AT-ST” upgrade. (More on this later). And I also ran White Noise with his suggestion to bring in Vader in that. (Again, more on this later).
So, the complaints/worries.
“RtH is too easy for the Rebels”
:
While this is true for the first half of the campaign, something happened in our play-through ca. mid-campaign when I all of the sudden began trashing the Rebels, even against my will. Sure, some of it was down to lucky die rolls, but more important, I suddenly had bucket loads of activations to counter hero actions; wounding 4 heroes became a piece of cake (especially with the Mortar Class Card), and I had to play dumb not to trash them completely (and I was still winning, btw). My players had ignored the Threat Missions up until this point, which gave me a couple of cute little temporary banes, but these shouldn’t be powerful enough to suddenly swing the campaign, especially since Verena & Loku had both won their private mission rewards to compensate for ignoring my banes.
“Mortar is stupid good”
: Yes, it is. Mortar, especially with tons of deployment groups like RtH gives you, is ridiculous.
“Threat Missions are stupid/boring/broken”
: Um? Why? We thought they worked pretty well? A nice simulation of the Empire’s mounting power.
“MHD-19 is BROOOOOKEN!”
: Nah. Perhaps my gf played him wrong, but his healing powers (and, mid-game occasional wound blocking powers) were nothing compared to the hordes of Imps missions give you… and the DMG from Mortar.
"
Verena is BROOOOKEN!”
: Nah. While it is awesome to see her wipe out hordes of Stormies a handful of times during the campaign, she rarely have the Strain, Surge, positioning, and luck to maximize her finishing off-ing potential all that often.
“Fenn is BROOOOOKEN!”
: Not so much, actually. We found (our second playing with him) that while Fenn’s Blast abilities are great, he doesn’t do much DMG on his own. Perhaps the heroes were just unlucky when drawing Item Cares, but we’re 9 missions in (7 if you count only the Campaign Log missions), and he has yet to get a particularly good shooter to sync with his blast power. Fenn is cool, but he isn’t broken. (And, the Imp can always take blast into consideration when using the Stormies and such).
“Loku is crap”
: Yeah, the fish-sticks dude (sorry for the speciesism, ppl) sure has his weaknesses, low Health being his Achilles Heel. His Recon Token actions are cool for sure, and it is VERY handy for the heroes to have a steady extra DMG locked on certain bad guys, but Loku isn’t a particularly dangerous sniper most of the time. Actually, I’ve found that Loku’s strength is not his Recon Tokens, but his Speed (5) and Abilities (Eyeball in particular); Loku is a mission objections toggler! I think his strongest play is to throw Recon Tokens about, and then take on any speed & ability tests jobs while the rest of the gang takes on those badies.
“HK droids are BROOOKEN!”
: Pretty much. I love them… come to papa, y’all murdery, kill-bots, y’all!
But seriously, they are, despite a somewhat low Health, insanely powerful. My Rebel players have nightmares about HK droids now…
Observations
--The Imp player gets a hellion of a lot of 3-die attacks in this campaign. Granted, I did bring in my Elite Jet Troopers several times, but it felt unusual to actually outgun the heroes on a regular basis. (Probe Droids, Tanks & AT-STs, HK droids, Jet Troops; these guys are pure evil when armed with the Armored Onslaught cards)
Missions
--
Communications Breakdown
(Leia): Cute little run-to-the-terminal mission. I exchanged all forest tiles for more or less corresponding snow tiles, and put this mission on Hoth. It worked out great, but it IS a difficult mission for the Rebels; many Imp deployments, only 5 rounds, and a VERY difficult snow barricade to get to & through made this mission tense and challenging. Even though it is an ally-win scenario, there is no room for mistakes in Com.Break.
--
Battle of Hoth
: Here my players focused on mission objectives, leaving the Imps be, and it was gearing up to be a cake-walk for them. Then I sprang IanSolo’s Farmer Luke & AT-ST fix, and everything got more interesting; by pure coincidence, Farmer Luke faced the new AT-ST & the hover tank alone, except for Fenn who had become wounded and was therefore not an interesting target for me, so I retired Farmer Luke right after his first activation... I wholeheartedly recommend people play BtH with this upgrade, which is thematically cool and brings much needed challenge to the scenario.
--
White Noise
: This time, due to the role reversion in this mission, the heroes’ only job was to kill the waves upon waves of Imperial Officers spawning to try to run and claim terminals. Realistically speaking, baring insanely bad luck or moronic play, there is no way the Rebels are going to lose White Noise… unless you employ IanSolo’s fix – Darth Vader. The way I played this, the heroes glimpsed Darth on the monitors (slight extension of one of the mission trigger texts) at which time I placed Darth beside the board… where he loomed for about 2 rounds, scaring the living daylight out of the players. When finally I fielded Darth, there wasn’t much time left and I never actually excepted my ImpOfficers to manage to win the mission, especially once Loku dodged Vader’s brutality with his Shadow Silk Cloak (i.e. I wasn’t paying attention to the heroes’ equipment, and when Vader attacked, Loku exhausted his SSC to reduce the Lightsaber attack with -2 Accuracy; VADER COULDN’T REACH LOKU! Hilarity ensued
). In the end, the Rebels won the scenario comfortably, although they – being spooked by Vader now – didn’t realize this before half-way through the last round. There was… even with Vader onboard… no way I was going to be able to steal all the terminals in this mission; couldn’t be done!
--
Snowcrash
: Next, I Force Missioned the Echo Base ally mission onto the campaign, tweaking it ever so little to fit it into the Battle of Hoth narrative. This was a quick and guaranteed win for the Rebels, but it did allow me to freak the players out with several Wompas. It was a fun little mission that built Rebel confidence (and won them elite Echo Base troopers since the regular ones were already won in Battle of Hoth).
--
Constant Vigilance
&
Know Your Enemy
: Finally off-Hoth, the heroes next completed two hero missions. Loku’s mission is silly – it felt like the Imperials had missed the memo and showed up in skeleton crew numbers only. There was no chance in hellion, despite my very best efforts (and some sneaky Trandoshans invading Loku’s cosy nest), that I was going to be able to move all 4 prisoners onboard that prison transport ship. Verena’s mission was much more tense, especially since the story was so strong here and, given the high number of droids in the mission, I decided to give Ivan Talos an Elite Jawa sidekick… Bloody Hellion! That 3-point Jawa – hiding in a corner to motivate droids, and popping up with a Mortar in his pocket when needed – is LETHAL! Still, the Rebels managed to defeat Ivan by the skin of their teeth; VERY tense!
--
Return to Echo Base
: Here things started becoming weird. All of a sudden, I was trashing the Rebels and my players were not having any fun. It is not that they hate losing – they don’t – but there were not enough activations between them to do half the objections and butt-kicking they had to do to win this mission. I wounded them all in like… 4 rounds, or whatever. This was not a particularly enjoyable experience.
--
Rescue Ops
: We’re not quite sure why this went wrong, although bad Rebel luck was surely a factor. Firstly, the Rebels fielded Elite Echo Base troopers; the problem here was not just the extra Threat this gave me, but also the fact that there were now 2 extra figures (+the extra figures I deployed) crowding the entry spaces. For the first two rounds, figures were crawling on-top of each other trying to do anything useful, and by the time the heroes got to the facility, a sizable portion of the mission time was already over. Then they opened the door, said “hi” to Leia, who was promptly gunned down by a single squad of regular Stormtroopers… they didn’t even use any of my class deck cards! Just 3 stormies focusing their fire on Leia, scoring 8 DMG between them. That was anticlimactic! From here, the Rebels’ struggle was palpable (“Palpatinable”?). I cheated by not ignoring the last door opening boon from the mission. They fought hard, strategized wisely, found a bit of luck, but when time came to flee the place out the now demolished back wall, 2 heroes (wounded) lacked a single Movement Point each to get to safety. This lose, although demoralizing, felt much more honest and acceptable than the previous one, and the players didn’t complain. Instead, they spent quite a bit of time analyzing the mission and learning from their mistakes; in the end though, the stormies shooting down Leia probably what won me that mission, ‘cause Leia is AWESOME!
--
Fully Charged
: I inserted Sorin’s ally mission as a Forced Mission because it made sense for the story here. Having cheated by fielding this mission without buying it etc., I decided to grade the win/lose a little more. Basically, in addition to the mission’s ordinary rewards, I added a 100xheroes reward for defeating Sorin; my Rebels needed a break at this point. Looking the mission over I realized the insanity of the thing and how easy it is to win for the Imps. Knowing this would be our last mission of our extended power-gaming-extended-weekend, I wanted the experience to be enjoyable for my players, and decided to make some changes. First of all, I gave them the regular Echo Base troopers for free and, half-way through the mission I started ignoring mission trigger boons for the Imperials, the most important being the 5 extra Threat the mission awards at the end of Round 5 and EVERY Status Phase that follows. It took perfect heroes coordination, excellent strategizing, wise activations, and consistent die rolling for them to have any kind of chance, even with my self-hamstringing. In the end we had 3 heroes wounded with Verena 2 points away from wounding, and with a scarcity of Pierce abilities in the group, the chances of them killing the AT-ST (which had 25 health due to mission rules & me, unthinkingly having given the beast Reactive Armor as well) seemed very slim. But the Rebels fought hard and planned well, and with my AT-ST down to 2 remaining health, the Rebels had two hero activations (Loku & Fenn) left to go, while I had many. All the signs pointed to me slaying Verena on my next activation, so the heroes had to make their best shot. Loku had Pierce 2 and was lined up to try two shots, but then we noticed a wounded Stormtrooper standing right next to the AT-ST. Fenn, even with his Blue+Yellow attack had a decent chance of killing that stormie, and with his Blast 2, he would take the AT-ST down with him. There were much debate and probability calculating going on – should it be Loku or should it be Fenn – but for the defining moment in our 5-day ImpAss extravaganza, the Rebels gave Fenn the shot. BAM! Stormie dead and 2 Blast on the AT-ST, winning the heroes the mission; a perfect ending to a roller-coaster series of missions!
So there we are, 2 Side Missions, a Story Mission, and the Finale away from finishing Return to Hoth, and we’ve had a blast! I expected, due to all the complaints about this campaign, that RtH would be meh at best, but – with 2-3 exceptions – it’s been a tense, exciting, challenging, and narratively awesome experience. If your group plays for story and Star Wars atmosphere, I do recommend using IanSolo’s tweaks (to make cake-walk missions more interesting), and perhaps alter a few of the Imp-overpowered missions too (to not completely crush the Rebel players’ fluffy little souls), but do play this campaign ‘cause it’s awesome
So far, after 5 campaigns played, Return to Hoth is my second favorite ImpAss campaign, behind Jabba’s Realm and ahead of the Core campaign (which would have been fantastic if I’d known the game enough to tweak it as I just did RtH). Twin Shadows should have been interesting (=good story), but it suffered from crappy heroes [I am contemplating light fixes for Saska & Biv at this point]. Heart of the Empire is alright too, but lacked some more movie tie-ins and felt 3-4 missions too short to manage a nice set-up/escalation/resolution structure. In other words <3 Return to Hoth <3 (and also <3 IanSolo <3 ).