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Aza3

First Misson Results :(

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We had Gaarkhan fail to roll a single accuracy in an attack on a terminal, during round 2 of Aftermath, then only got two heroes through the door before it locked at end of round 3, etc. In short, it did not go well.

Gideon & Gaarkhan need better weapons, so we got the gauntlets for the wookie, could transfer the Infantry Rifle to Gideon, but then what are Fenn's options? Can he use the long-blaster, since we are not using Mak? Or do we need to save more credits to purchase another blaster?

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That mission is brutal as f***. I still haven't won it or seen it won though I hear people have done it. In the beginning a lot of the characters need more adequate gear, like the Jedi. Sadly you can't use stuff from an unused character so Mak's rifle isn't an option. So you'll need to buy one. But try to use gideon more as a support chaacter who allows your other characters to go more often. Out of curiosity did you mean that the Wookie didn't roll a single damage result, or accuracy result?

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Our Imp leader said one accuracy was needed, even in melee, will let him know otherwise. Gideon was constantly commanding Fenn (me), so that worked well, but the couple of attacks we needed, his blaster fell short. We made plenty of other mistakes, so the end result would have been the same, but good to know strategy & corrections going forward.

Got Fenn his Take Cover skill, Diala is now Force Adept, Gaarkhan has his Wookie Loyalty (I think that was the selection) & Gideon is saving up for better leader stuff. Plus we have 200 credits left...now we are onto the Pleasure Cruise or something like that. Choose against the Spice Job; good decision?

Edited by Aza2

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So, by the same token, Diala needs accuracy when using Reach, correct? Or does the Plasteel Staff still count as a melee weapon in that situation?

Edited by Aza2

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This is another example of why it is very important for all the players to be decently versed in the rules.

Unlike an RPG in which the GM is the only party that needs to know the rules, as they make up alot of them, this is a game and all parties need to know the rules to help catch mistakes and ensure that you are utilizing all the abilities and advantages available to you.

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Thanks Reno, and Scottie, it's my bad for not reading more ahead of time. I tend to learn better on the fly (plus I'm not a big reader), so now we are up to speed only one mission in!

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I would strongly encourage you to read through the rules even if you're not a big reader, or at least look up the rules if you have the slightest doubt about something.

Also, I ran Aftermath twice so far. Once with one of my friends playing 3 heroes and another with 4 of my friends (two separate campaigns). From what I can tell, the rebels are likely to lose if they don't have tunnel vision on the objectives. My one friend controlling three heroes lost the mission because he spent too much time trying to defeat the imperial troopers and not enough time trying to attack the terminals. The group of 4 won in round 5 because all they were concerned about is the terminals after the door was opened. At the end of the game two of them were wounded, one was very close to being wounded, and one had virtually no damage. I had 6 stormtroopers, the e-web, and two officers out but wasn't able to land enough damage to wound them all before they killed the last terminal. That's the way the game seems to go in general. If each side doesn't think with the objective in mind first and all else second, they will likely lose. There are no bonuses for defeating additional troops, so all you really need to do as rebels is make sure you're not being overwhelmed. Defeating every troop is a waste of precious time.

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