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My group is playing through a campaign of Jabba's realm, and the rebels successfully played the side mission to earn Luke Skywalker: Jedi Knight. The rebel heroes are Shyla, Vinto, Mak, and Diala.

However, in our experience as playing the rebels, it feels like it's worse to bring him along. I believe it's because the Imp player is running the Nemeses deck. Twice we've decided to bring Luke and both have been loses. In one game, the imperial player used Powerful Foes and brought out Captain Terro and some elite gamorrean guards (12 threat gained from Luke - 1 for powerful foes, Terro costs 3 b/c threat level is 4. 8 threat left for elite guards). This seems like too much to overcome with what's already on the board from the imp's starting deployment. The imperial player typically opened with a rush from Terro to flamethrower weaken most of the rebels and then just overwhelmed us before we could do much more. He ignored Luke's high health and typically focused squishy Vinto and moved on to the next squishy hero (Mak). We took Terro out first round, but it took two activations (Luke's and Shyla's). Not sure what can be done differently besides NOT bringing Luke.

We just finished Moment of Fate, and the imperial player just earned, "leave them to me". This means that from here on out, if we play Luke, he can get both of his villains (Terro and Boba Fett) into play right away.

Are Luke and other allies useless because the Nemeses deck counters them perfectly? Are allies in general useless because they give the imperial player so much threat to start off? Or are we just playing it wrong?

Thanks in advance for any responses .
 
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Pasi Ojala
Finland
Tampere
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Get the Imperial Assault Campaign module for Vassal from http://www.vassalengine.org/wiki/Module:Star_Wars:_Imperial_Assault
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Not really, you need to choose when to take an ally, which ally (if you have a choice), and when and how to use the ally in the mission.

Expensive allies have the issue you describe and they do not fit into all missions. Taking an ally the rebels then need to be very efficient during the first round taking out imperial figures. If the heroes don't have good weapons and abilities, it is hard to make a big enough dent. If they do, it's a win on the long run.

In some missions just having an ally gives you an activation advantage, which is a big help in a lot of missions.
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Symiant
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To add to what a1bert has said, it's not really an issue with Nemeses. Any ally will give the Imperial player a lot of threat, and if the ally doesn't have enough of an impact that can be a big problem. Allys are better if you have a lot of splash damage so you can deal with the extra troops quickly, or if you have ways of discounting their cost. Also, some missions the extra activations are more useful than others.

However, it's also true that the more expensive the ally is the more difficult it will be to get value out of them. That's why rebel saboteurs are so awesome - they are cheap, you get multiple figures, and they also stun. Having said that, Luke is one of the newer allys which are better designed in terms of cost to health. If you do choose to bring him along, you need to play quite aggressively to make him work. Things like using him as cover, and possibly making more use of the rest action than you would normally. In a normal situation, resting is a bit of a last resort, or a delaying tactic, but with the extra activations, it's a bit more viable. (Also, it's worth noting that Luke gets 2 attacks, people often miss that about him).
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