... a direct quote from one of my players...
So, I'm currently running the Operation Shadowpoint add-on for the AoR Beginner's Game, having started there a half-dozen sessions ago. My players have played through the majority of the suggested adventure seeds, and are ready for the final showdown. They have, however, thrown me a bit of a curveball in terms of derailing the plans for the final showdown. Context (with spoilers) under the Spoiler link:
Anyway, to my question: My players have a knack of using their heads to throw major wrenches into planned encounters way before they happen - the last encounter of Whisper Base lasted long enough for the Ace character to roll an AT-ST gunnery attack check on an unarmoured personnel-scale target due to their foresight (or complete blind luck, depending on how you look at it).
In this case, they've prevented the Moff from turning up with anything resembling heavy weaponry, turning the climactic fight for survival into something much more closely matched, even accounting for their hero status.
Do any other GMs have any advice here? I'm tempted to push things through with the Moff's forces significantly reduced, as their actions have had a major effect, even at the cost of reducing the drama. To hand-wave around their critical thinking seems like a bit of a cheat.