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VirMortalis

Target of Opportunity : Mission

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OK so far the games have been close contests, Imperials are winning overall series but what annoyed me recently was this mission.

 

My friend taking control of the Rebels goes Luke Skywalker, Smuggler, Jedi, Sniper and Wookiee that is his line up most matches, we set up and I have enough threat to deploy Mr Vader which I thought would be great because the saboteurs would be freed and I would be able to brutal strike them job done.

 

So as I predicted the objective to unlock the door happened Vader did the 'boom' and wait what! not withdrawn but incapacitated, they can perform 1 action in their turn move or shoot take your pick! WTF!!

 

I don't often get annoyed in this game, I am competitive and we have little heated discussions mid match but that is nothing compared to this! the saboteurs are literally UNDEAD!!! you can't do sod all about them.

 

So low an behold the Imperials might as well have gone home at this stage can't stop them and you have the normal Rebels doing their bit as well.

 

Seriously ruined the game for me in that mission! At no point have the Imperials thus far had a "oh your not dead you just incap but you can still move or shoot"

 

This coupled to the fact that the Smuggler is overpowered with Quick Draw.

 

I have been happy with the game thus far but this mission broke it, I can't wait to end the game now and move on to the next campaign when me and my friend will trade places. 

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The mission has that rule (which you should have known because you can read everything at the start) to stop the imperial player killing the soft target and winning easily, and its fairly clear why the imperial player doesn't have stay on with one action in any missions, they don't need it because they can spend the threat to bring troops back on at full health.

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To be honest, if as the Imperial you're not actually reading the mission rules before the mission and that took you by surprise then you're setting yourself up for falls like this.

 

But hey, they got the Saboteur ally (allies aren't much of a buff because they give you threat to use) and you missed out on a single influence point. Hardly catastrophic.

 

I am competitive and we have little heated discussions mid match but that is nothing compared to this!

I think your real problem is taking this attitude to a narrative campaign.

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Odd... I played imps in that one and barely broke a sweat. I think. That the one where they have to break the saboteurs out of a cell then open a door?

Also Jyn Odan is totally manageable. It took playing on the rebels side for four missions and then starting up two more campaigns as Imps and getting for missions deep in each of those. Then it clicked and I made a strategy that shut down Jyn for all but one trigger in the next three missions and also stopped Fenn from using blast ever since while still and often more consistently getting Squad Training to work for me. You can stop her dead in her tracks if you want it's just counter intuitive as hell.

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Odd... I played imps in that one and barely broke a sweat. I think. That the one where they have to break the saboteurs out of a cell then open a door?

Also Jyn Odan is totally manageable. It took playing on the rebels side for four missions and then starting up two more campaigns as Imps and getting for missions deep in each of those. Then it clicked and I made a strategy that shut down Jyn for all but one trigger in the next three missions and also stopped Fenn from using blast ever since while still and often more consistently getting Squad Training to work for me. You can stop her dead in her tracks if you want it's just counter intuitive as hell.

 

Care to share this amazing strategy? I've already figured out the "stay behind corners" and "stay behind figures" approaches, but Jyn is still a royal pain in the butt (maybe the fact they won her side mission has something to do with that...).

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I lost that mission as the Imperial player, but it wasn't because of the Saboteurs. They rolled terribly all mission. I don't think they did any damage to the door (maybe 1 or 2). The problem I had was that the mission came late enough in the campaign that three of the heroes had abilities to become focused. That was how they got the door open. Even then, I would have made it, except Diala had just picked up "Art of Movement" and was able to strain-step through my Royal Guards and finish the mission on the last action of the last activation of the last round, despite being stunned. I can see how it would be a really tough mission with Luke already in play. His pierce 3 saber strike can slice through the door pretty easily, if not quite as easily as a hot knife through butter. And the free rerolls he can give friends certainly would be a problem, too.

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