Tonight’s Star Wars Imperial Assault Campaign started as an exercise is damage limitation. Having failed in our first mission and gotten Han Solo killed last time out our morale was at an all time low. At least tonight we started inside a sealed bunker that the Imperials had to break into. So once the scenario was explained we set about planning. We, the Rebels, had 8 game turns to stop the Imperial player and GM(Alan Mathieson) from killing us all and occupying the bunker.
Our goal was simple slow the inevitable advance of the Empire and do as much damage as possible whilst hoovering up as many crates of loot as possible. If one of the Imperial models was occupying a room during the end phase and no healthy Rebel was present he could claim the token. Once the Imperial player had four tokens he won. We had eight turns to stop him.
My smuggler would act as runner and grab all the crates inside, being the weakest in combat and fastest. Ed’s Jedi, Mitch’s Soldier and Dave’s Sniper would run interference and try to do as much damage as possible to the initial waves of Imperial troops before I joined them to harass and heal. I would hopefully grab some med packs and stims to help keep the guys from flipping so the Empire couldn’t claim rooms easily.
First turn came and we easily grabbed the first crate, no med pack but a Sonic Grenade which may become useful later. Mitch took pot shots and attempted to stop the E-Web from getting a good shot down the corridor and taking us out one by one. Daves sniper left the safety of the reinforced bunker to battle the Stormtroopers outside.
As the turns progressed the massed firepower of the Imperial troops broke the resolve of the door and soon they flooded inside. The Royal Guards seriously messed up our Jedi so a hasty retreat was made for the safety of Smuggler healing, who had now found two med-packs. The Rebel Soldier and Sniper hid and took cover and took down more Imperials as they pushed forward. By the end of turn 3 they were inside and by the end of turn 4 Mitch’s Soldier was in a bad way and the Imperials had claimed their first room.
Turn five saw the second of the rooms claimed by Imperials as Mitch’s presence wasnt enough to stop them due to him being flipped. We planned to beat a fighting retreat and hold at least the last two tokens to stop the Imperial advance.
Now it was time for the Smuggler to shine, stepping forward to use her abilities and her grenade she threw it forward killing a Royal Guard, whose fellow Royal Guard also took damage before some vintage Blaster fire took him down too. Breathing space achieved I used my abilities to moonwalk my marghertia drinking smuggler ass back into the safety of the room we were protecting.
Vader and his beefed up Stormtroopers arrived to help the Empire and another E-Web used the lift to appear in the previously lost corridor.
Being the lead healthy Rebel a lot of fire was thrown my way during turn 6. Each attack I made that damaged allowing me to move and each attack directed at me also allowing me to move a space. I was a dancing and a drinking….screw you you Imperial Scum. Can’t hit this! This girl has her booze and blaster, has shopped time she didn’t drop and ain’t going down without a fight!
Our GM informed us that at this point we had a technical win and wouldn’t get any negatives if we lost now. Unbelieveably we had actually worked together and saw out our plan and were very happy with our “technical” win. it was high fives time all round!
The E-Web and one of the remaining Stormtroopers began to fire on another door to break into it. By the end of the turn sheer weight of numbers saw the resistance of the door broken and it seemed like the writing was on the wall for us.
Vader and his Stormtroopers snuck around the back and attempted to ambush Mitch who has evaded the worst of the fire by sneaking out the back door. Now trapped between Vader and a hard place it looked grim for him. Vaders damage output is ridonkulous and he’s mentally tough to put down. Even if Mitch had two perfect actions of firing with maximum damage Vader would still have health left. Vader threw everything he had at Mitch and following a jedi powered re-roll he managed to laugh at Vader befor slumping to Stormtrooper blaster fire against the door.
Turn 7 saw the Imperial Officer run through the now smouldering wreck of a door and claim the Imperials third token. Two more Royal Guards advanced into the room we were holding. Ed’s Jedi using his limited but awesome force powers to throw one down the corridor and Dave and I finished off the second. The Smuggler was proving one evasive mo-fo dancing backwards down the corridor as the Royal Guard attempted to fight her. By the end of turn seven the Imperial forces had claimed 3 tokens and the only way they could win now was to cause Dave’s Sniper, Ed’s Jedi and my Smuggler to all flip and get someone into the room I was holding.
Turn 8 began with another rush of Imperial troops. Ed was busying throwing Imperials away from our rooms and Dave was sniping and taking down targets as the Imeprial officer snuck around the back to attack my Smuggler who had taken a beating from the Royal Guard in the last round. i couldn’t attack as he activated due to being stressed so was left to face the inevitable attack and hope that my rolling was good. The Officer fired, I took damage but managed to move backwards as a consequence. He shot again trying to finish me off. A bad roll left us ruing our hard work but thanks to a re-roll from Ed’s Jedi I man aged to stay in the game and hold the room.
Alan’s Imperials conceded defeat as our heroic Rebel effort yeilded dividends and we claimed our first victory in the Campaign.
Time for cocktails!