-
Content Count
38 -
Joined
-
Last visited
Posts posted by Stragen
-
-
When i read some of the posts about Imperial Industry, i get the feeling that the skill level seems very different. Yes, it is strong, but not game breaking. Stun is the only to give your troops some chances against Gideon/Murne with Waylay + heavy hitter rebels. Or to stop Verena from going on an apeshit crazy killing spree.
TeethAlmighty reacted to this -
To comment on the Adaptive Weapon Build:
Depends on the heroes you play against. You need troops on the ground for getting the fun going. Fenn, Gideon and/or big cleaver can be a big obstacle. In my actual campaign against Murne and 3 white dice heroes, it works very well. You can replace 1 die when Murne is misusing your troops and can go for a red die against white die for better damage, because the white is canceling surges very well. And it is very entertaining how well even officers and hired guns can perform (even in the later stages of the campaign).
Build would be: Tech Support > Adaptive Weapons > Cloaking Device > Arc Blaster > xxxx
Arc Blaster and Hired Guns are a very good combo. Especially with Exp. Arms., which maybe can let you take a double shot.
Last words: White die only group sounds like a real good setup for Adaptive Weapons.
-
If you have Imperial Industries attached and can use Executive Order or some Agenda cards, that lets you attack with the E-Web outside his activation, you could get the effect.
-
My rebels also discuss everything. I let them. Sometimes i go get something to drink or visit the toilet. If i think they have discussed enough, i ask them to progress. And then they will do that. Normally the missions are 3 hours long. Sometimes 4 for the longer ones.
-
-
Played that recently at threat level 4. The mission depends how geared the rebels are and what heroes are showing up.
I wounded Loku in round 2. That decreased his range and made the other think about going up there. You can use the prisoners for blocking LOS for rebels not in the tree house. And watch out, that the rebels don't outbox you by pushing one prisoner in a corner and have him surrounded by heroes. Then you have to withdraw one hero. Could be tough. Also remember that you get threat, when you defeat a hero. And time your reinforcement and prisoner movements with the mission events. If Loku does not kill the HK Assasins, go after him with them. Their reroll abilities can be very handy.
-
They are very good open group for the 4 or 6 threat you pay. I would normally only take the normal version. Good thing with you playing TS is, that you can take Adaptive Weapons to change die. The normal green-yellow die combo has a range problem. If they snipe them from further away, the parting shot has a high chance to miss. And if you are close you can switch to green-red or green-green for more damage.
-
Yeah, i have seen that. Quite nice. Makes that agenda card more valuable.
-
Executor costing 1 threat to add +3 damage to the attack pool doesn't help you if the defender rolls a dodge.
Only two of them are rolling a white die, i think. 1 threat can make sure that you do damage against a black die defender. The mission before the last mission my rebel players evaded like hell. Only reasonable option against that is the Inquisitor and the elite ISB's. Or the HK assassins.
-
Okay, Verena will have your Troopers at the start killed in a hurry. You can't bring Mercenaries. That eliminates Hired Guns and Trandos. You need to stall them. But i don't know if it's possible. Verena is ******* broken when she is rolling.
You will get 5 thread per round and later more. My advise would at least normal Royal Guards, 1 normal officer for your reserved group, maybe Elite Stormies and what you like to play at the last group. Try to spawn some expendable group or groups with your reserved group to use one of the abilities.
I lost that mission because Diala two-shotted the reserved group and then rolled multiple dogdes in row when i only have to wound her. The rest were done.
No Quarter is a good card. Heavy pressure and Executioner also combos very well. Paying 1 thread for +3 damage can really worth. To secure a stun with a RG on Verena after she activated. That she can't use her abilities to interrupt.
-
In regard of Waylay:
Is it still the same timing? After you let attack one hero after false order, isn't that timing gone because now the attack was the last thing that happened?
-
Thing is that those unique mission figures don't really have a threat level/stat because you only deploy them, when the mission rules/orders are telling you to do it. And when they are defeated the mission ends or you don'T bring it back. With Murne in the game they maybe should take a look at this.
Mission went very well and they couldn't came close to exploit Murne's ability/ies on him.
How is your Hoth campaign going, Pasi? Became a fan of Find weakness ?
-
I was thinking that he(normal officer card) is only a place holder. It sounds like it when you reading it. But we will play it like normal. By the way they bought the stun ability. At least false order can not move him. I can say more after this evening. Thanks for the responses.
-
I'm curious if Murne can use her threat related abilities (stun and false order) against Jann. Does he count as a normal 2 threat officer or is he special in that way, that she can't manipulate him?
-
Agents of the Empire, very useful set, all 3 cards are very good.
For the right price, the non mission cards are top notch. Especially High-Value Target.
Imperial Industry is the third very good Agenda set from the core box. The reward from the mission alone is awesome enough to choose this set.
Imperial Discipline is a good set. But not as good as the 3 above.
The other 3 sets from the core box are okay, but i would swap them out for some later sets.
Great additional sets are Crimson Empire (RGC), Nefarious Dealings (Hired Guns), Punishing Tactics (Dengar)
The rest of the sets are imho situational and play style dependent. But some interesting choices are in there.
-
I am awaiting the rest, but i think Verena is too low in your tier list. But let's see your reasoning first.
My main problem by reading your post is that i got the Descent feeling when you judged the heroes. That they should absolutely destroy the Imperial troops in the first or second hero activation and cruising to victory. I played a mission on Wednesday and Saskas energy shield skill helped to prevent some serious conditions by blocking the damage or the surge. Your description of that skill sounded like it should make the hero invulnerable for that attack to be considered as buy worthy.
-
You could also restart the campaign. Let your friend lead the first mission when he doesn't know what will happen and don't talk too much to not spoil him and it's good enough. .
-
Thanks for the reply!
We decided with the imperial player to cancel the reward for the winning faction, taking only the optional reward, and also we are going to play the next mission as the rebel won instead of the empire. that was the only way we found equal for both IP and rebel's without taking big advantages
So, you are saying you made the rebels win. Do you expect your IP is cheating? Because it sounds like an honest mistake and you are punishing him for that.
-
Look at the "play by forum" on bgg. You can review campaign games turn-by-turn to analyze them. In my PBF 014, our Rebel team is currently undefeated.
https://boardgamegeek.com/forum/1545140/star-wars-imperial-assault/play-forum
I tooked it up. Diala seems evading like a god and some suboptimal IP decisions.
-
Seems like that IA (and Descent) is not for your "problem player". Last Descent Shadow Rune campaign we had a rough start but then (after second or third mission) rolled over the minions. It got boring. We only finished it because we wanted a clean end.
We are playing atm the IA campaign. Every side has won 2 mission. I am the IP and after 2 or 3 missions, they figured it out and respect doors and other stuff to interact with. They are now paranoid, that after each interaction something bad happens.
In the earlier mission they sometimes screamed "That's totally unfair!". But not in a bad manner. I play with the Subversive Tactics deck, but they have no problem with that. It's more the mission surprises, that they getting to them. I chose the ST deck, because i know that they are maximizing all their options and have a good understanding carried over from Descent. I wanted to contain some of the abilities and strain movement, because those made the Descent campaign really easy in the end. TLDR: If someone don't have fun, he/she should not play this game. And destroy the fun for the others. When they want to play OP super heroes and don't want to earn their victories, they should not play IA.
-
But looking at it again, I wonder if the real trick to this mission is just the opposite: take it very slow and steady, killing everything in Han's way until it's safe for him to run out in one activation.
Turn 3 used Gaarkhan to open the door. Elite STs spawned and the Imp Officer. Han spawned. Diala hadn't activated, so we moved Diala and Force Throw Han 3 extra spaces. Then Han double-moves
How is that possible? Han is also exhausted.
-
After you did enough damage the door is gone. There is no extra action.
-
No. Don't hinder yourself. Let them earn their victories.

-
Yes. Not for the HLC. But in range 1 it would work if allowed.

Means of Production Tips
in Imperial Assault Campaign
Posted
What do you mean by no cost? IP has to pay for that mission and to win if the rebels are playing that mission. The reward is not available for the first 3,4 or 5 missions. Rebels should have now some skills and weapons to deal with it. MHD, Gideon, Murne, Gaarkhan for example can deal with that. Elite Stormies are the best carriers for that but you don't get them very often in the setup. And they are expensive for an open group, which leaves you vulnerable until you reach TL 5. Normal Stormies and hired guns can be also good carrier, but they are very easy to kill at that point of campaign when you get your hands onto that reward. And even with the reroll ability can it be tough to get a stun on a white die hero. 50 percent of cancel the surge and the dodge. Rolling 2 surges with green/blue is tough. You need a source for an extra surge. And that doesn't even account for items like combat coat, shadow silk armor or abilities to increase blocks.