Co-Ordinated Assault Stronk!

By Spartancfos, in Star Wars: Age of Rebellion RPG

Should I be concerned at Co-ordinated Assault being so good that my Clone Officer spent the entire encounter inside the AT-TE spamming it each round?

Each person in Short Range (as he has it twice) gains Leadership (3) Advantage each Combat Check every turn. This has had a big effect on combats - namely Strain basically stopped happening, and everyone now crits.

It's certainly good, but I feel like I probably shouldn't worry if I just use more Minion groups to give the Separatists Activation Advantage. My Campaign is Clones and Jedi Fightin Sep's alot, so this is likely to occur again.

I'd say that having a skilled commander dedicated to directing fire from an AT-TE would be pretty good. With 2 ranks, it adds 2 Advantage to 3 characters, so I don't think that it's overpowered. It is quite good though.

I think that it's probably fine as is, works as intended, and makes sense.

The way I read it, it only adds one Advantage, no matter how many ranks of anything you have.

It's the number of affected characters that is limited by Leadership.

On 10/2/2019 at 2:39 PM, micheldebruyn said:

The way I read it, it only adds one Advantage, no matter how many ranks of anything you have.

It's the number of affected characters that is limited by Leadership.

You're correct, it only adds a single advantage.

That being said, I've also run into this issue in my campaign. One of my players is a Clone Captain, with the Clone Officer, ARC Trooper, and Clone Trooper trees. He's been the major support for the party, comprised of two Jedi, himself, two mercenaries (one a mechanic/sniper, the other a pilot), and a minion group of NPC Clones. Between Prime Positions, Improved Tactical Advance, Coordinated Assault, and Improved Field Commander, he's proven to be extremely good at keeping my players strain-free, and he's made them way, way more survivable in combat. It's made the players far more difficult to challenge. In larger, all-out battles, it's proven very nearly impossible to overcome the durability and synergy of my players' characters, regardless of what I've throw at them. I've tried phalanxes of B1s and B2s, I've tried a trio of Magnaguards, I've tried multiple droideka, crab droids, multiple spider droids, I've tried the Octuptarra tri droid, and they overcome it all with relatively little damage to show for it. They've even tooled Asajj Ventress, and have twice escaped the clutches of General Grievous, with nothing more than an easily replaced amputated leg on the pilot character. Granted, part of this is due to how high the players' XP has gotten after nearly a year of regularly running this campaign, and already starting off at Knight Level. But a good part of what's kept them alive this long has been the clone's constant support efforts allowing the characters to soak far more damage, and crit far more reliably against the enemies I've tossed them against.

All that in mind, I've found a few great ways to continue to challenge my players. Ambushes have proven to be a huge boon for providing difficult combats. Having the players walk into a trap, totally unprepared for combat, has helped me challenge the party with foes that would've been dropped in a heartbeat had they taken them head-on. Environmental disadvantages, specially tailored enemies, ect. My favorite occurred when the players tried to hunt down Cad Bane, only to fall for a ploy and get trapped in a gas-filled warehouse with IG-86 assassin droids (each one built as sort of a soft counter to one of my players). It was one of the very few combat encounters where my players opted to cut a hole in the wall and book it, rather than fight at such a disadvantage.

On top of that, finding reasons to split the party up has also helped me challenge them in smaller engagements. I try to avoid just throwing more and bigger numbers at them, unless it's what the story calls for (my recent season finale, for example), so finding ways to challenge them in small groups has tended to be my go-to choice. The less player companions the clone has around to grant the benefit to, the more he'll have to rely on other tactics to overcome obstacles. Besides, this is Star Wars, not D&D. Splitting the party is far from a taboo, and should honestly sort of be expected in Star Wars. Having multiple simultaneous objectives, and matching the broken-up player groups with appropriate challenges, has helped provide a constant source of difficulty, without ever making the players feel the encounters were unfairly stacked against them in terms of scale.

On 10/2/2019 at 6:21 PM, Spartancfos said:

Should I be concerned at Co-ordinated Assault being so good that my Clone Officer spent the entire encounter inside the AT-TE spamming it each round?

Each person in Short Range (as he has it twice) gains Leadership (3) Advantage each Combat Check every turn. This has had a big effect on combats - namely Strain basically stopped happening, and everyone now crits.

It's certainly good, but I feel like I probably shouldn't worry if I just use more Minion groups to give the Separatists Activation Advantage. My Campaign is Clones and Jedi Fightin Sep's alot, so this is likely to occur again.

The talent description for Co-ordinated Assault:

Quote

The character may make a Coordinated Assault maneuver. If they do so, a number of allies engaged with the character equal to the character's ranks in Leadership gain [A] on combat checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per additional rank of Coordinated Assault

So with Leadership 3 and 2 ranks, he can add 1 Advantage to up to 3 allies within Short range. You've been making it 3x more powerful than it should be.

17 hours ago, Talkie Toaster said:

The talent description for Co-ordinated Assault:

So with Leadership 3 and 2 ranks, he can add 1 Advantage to up to 3 allies within Short range. You've been making it 3x more powerful than it should be.

Thank you for highlighting this. My player must have misread how the ability works, he read it as "Advantage = to Leadership Ranks" I now see it is targets equal to Leadership Ranks, so that makes it much more reasonable.

You can read it as 1 target with advantage = leadership ranks or 1 advantage for a number of targets = leadership rank, you can't mix both. I'm not sure giving leadership ranks as advantage for only 1 PC is making the talent to powerful

34 minutes ago, WolfRider said:

You can read it as 1 target with advantage = leadership ranks or 1 advantage for a number of targets = leadership rank, you can't mix both. I'm not sure giving leadership ranks as advantage for only 1 PC is making the talent to powerful

It certainly can be houseruled that way, but not read that way.

On 10/7/2019 at 6:40 PM, micheldebruyn said:

It certainly can be houseruled that way, but not read that way.

That's what I meant. Thanks for the correction.