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robo40

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Posts posted by robo40


  1.  

    Correct Adlerson.

     

    I think this thread does a good job of showing us with a different setup we will see different results. Im using subersive tactics as my Imp class. We just played this mission the other day and the hereos were Garkaahn, Fenn, and Mak. They each had maybe 1 upgrade since they were saving up for their big ones. None of the heroes had blast or stun. My biggest concern was Garkaahn and cleave since he could attack a trooper and cleave Vader for free. I also deployed an optional Royal Guard group. I kept the wookie fully strained so that it was harder for him to use charge. At one point he ran towards the opening room Vader started in because he was trying to force me to come after him to finally wound him. Well with the amount of threat this mission gives I was able to deploy more troopers into that room and kept all my other trooper groups full. At the end of round 4 I was in position to win no matter what. The heroes did find a coule Frag grenades but both of them where duds. The heroes did get 8 damage on Vader though so they were happy with that.

     

    Fenn has blast.  Very hard mish for Imps.  I think it would be hard even if they didn't have to wound all the heroes, or at least balanced at that point.  I played Rebs (Gaarkhan, Jyn, Diala, Fenn), it was too easy.  Closed doors and slowed Vader up. 


  2. This is far from a slam dunk for the Imps.  The rush forward strategy may not work as well (though Imps start exhausted, just as Han does).  But it really doesn't make sense to rush forward anyway, as you know you have to bring Han back through whatever you ignored on the way in.  I got a little lucky on crates, and had the ability to shut down an Imp unit for one turn, plus heals that could work on Han.  I didn't open the doors by turn 3, led off turn 4 with Han using a double move, which then put him in range of Fenn's free move.  He got that again in turn 5.  He also got healed on turn 4.  Combined with shutting down 2 Royal Guards for a turn, escape was fairly straight forward.  Some luck?  Sure.  But this is far from "unwinnable".

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