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Questions/Thoughts about Ultimate Missions Options
BristophShock
Posted: Tuesday, September 17, 2024 8:49:46 PM
Rank: Muun Tactics Broker
Groups: Member

Joined: 9/17/2024
Posts: 8
Some context to my SWM journey... Had a small collection 10 years or so back, didn't get to play so sold it. Been getting back into it now recently with some new ability to actually play more. One of my first interests were the Ultimate Mission books and ended up getting enough of a collection to play some of them... That brings us to the topic of the post...

We started with the Rebel Storm book and the first mission was pretty straight forward in being understood, though it seemed very hard for the Rebel side to win that one. Also had to figure out an error with the character names vs. picture. Playing the 2nd mission, it was again pretty straightforward with its setup and rules, though the 2nd win condition it offers to the Rebel player, where they only use the 8 Bespin guards to win the fight, seems also pretty impossible. Most of the questions, hiccups, and thoughts now come from trying to play the 3rd mission...

The 3rd mission seems to have an excessive amount of holes and issues... Firstly, the Imperial player has 6 setup spaces but 3 squads totaling to 18 pieces. The books says the imperial player can use 2 squads for reserves but acts like this is optional. Reserves was the first thing that so far has seemed underwhelming, it almost never seems advantageous to put pieces into a reserve. Anyway, back to the question/confusion... It would seem that according to rules (FAQ) if you run out of spaces for setup you use the closest adjacent spaces to your starting spaces. So does anyone know if that makes it legal to jam all 18 pieces into that opening hallway for that mission? Also, what if the rebel player setup first and setup their pieces right in front of my 6 square starting area "cutting it off" Do I get to setup behind their pieces once I go to setup after filling in my other 6? That whole process didn't make much sense...

Another confusion is if I can setup all 18 pieces at once, then the whole hidden movement mechanic this mission introduces becomes obsolete... My troopers would always be able to see the droids. Another confusion is it talks about the rebel player having the win goal of "Having Leia escort R2" but it really wasn't detailed about that process... There was no text that specifically forbid R2 from moving but it felt like that was the intention, that Leia had to reach R2 first to then move together to the win goal area... Also if that is the case, then furthermore the hidden movement means pretty much nothing. Leia is very likely to only have one path to R2, and then an obvious path from there to the win condition area... Another wrinkle is if I know R2 is the goal and can have all my pieces in play from the start, and if he can't move, then isn't it pretty easy to just go immediately kill him? If he is able to move without Leia, then it seems the Rebel player could win very easily in like a single turn or 2...

So any help understanding exactly what the intention of that 3rd mission is would be cool, as well as wondering people's general feelings about the Ultimate Missions. They seem possibly pretty poorly executed but I could be wrong about that with my little experience.
FlyingArrow
Posted: Wednesday, September 18, 2024 3:26:46 PM
Rank: Moderator
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Joined: 5/26/2009
Posts: 8,428
Yes, bad rule writing.

I would say that you can only bring Imperial pieces in on those 6 squares. You start with one squad and bring the other squads in later. (Note that the special Ultimate Mission reserves are different from the Reserves ability.)

Based on the description, "escorting" apparently simply means that Leia must move adjacent to R2 to start escorting, and she continues escorting him as long as she remains within 6 squares. They each take their regular turns, but neither can move too far away from the other. There's nothing about them either moving together or being treated as one piece.

By forcing them to stay close after she moves adjacent, it does make it harder for them to move. But the obvious strategy, then, is to move R2 as close to the southwest corner as possible before Leia moves adjacent. Then Leia moves adjacent (still round 1). Then they move to the winning spot (round 2). The difficulty with that is that you can't use hidden movement and do that, because hidden movement is half-speed. So R2 could get killed in round 1, but probably wouldn't because it's easy to block the path with troopers.

Maybe I'm misinterpreting it, because this looks like a no-win scenario for the Imperials. They can easily meet their victory conditions, but not before the Rebels meet theirs even more easily.

(But I just told you this exact thing on BGG, so probably not helpful to read it twice! BigGrin )
BristophShock
Posted: Wednesday, September 18, 2024 3:44:06 PM
Rank: Muun Tactics Broker
Groups: Member

Joined: 9/17/2024
Posts: 8
FlyingArrow wrote:
Yes, bad rule writing.

I would say that you can only bring Imperial pieces in on those 6 squares. You start with one squad and bring the other squads in later. (Note that the special Ultimate Mission reserves are different from the Reserves ability.)

Based on the description, "escorting" apparently simply means that Leia must move adjacent to R2 to start escorting, and she continues escorting him as long as she remains within 6 squares. They each take their regular turns, but neither can move too far away from the other. There's nothing about them either moving together or being treated as one piece.

By forcing them to stay close after she moves adjacent, it does make it harder for them to move. But the obvious strategy, then, is to move R2 as close to the southwest corner as possible before Leia moves adjacent. Then Leia moves adjacent (still round 1). Then they move to the winning spot (round 2). The difficulty with that is that you can't use hidden movement and do that, because hidden movement is half-speed. So R2 could get killed in round 1, but probably wouldn't because it's easy to block the path with troopers.

Maybe I'm misinterpreting it, because this looks like a no-win scenario for the Imperials. They can easily meet their victory conditions, but not before the Rebels meet theirs even more easily.

(But I just told you this exact thing on BGG, so probably not helpful to read it twice! BigGrin )


Well, I'll copy you and repost my reply on here as well. xD Posted it on here originally just to get more eyes/opinions on it. From what I was seeing, this is supposedly the most active community place for SWM.

And now onto the copied confusion response. xD

Are they all this famously bad or do you not know? xD

Guess it still rubs me the wrong way how this mission is setup, it makes sense that I should just have the 6 in the entrance but I don't see how just 6 would allow me to win. Also it does raise another question, the Reserve Ultimate mission rules say that the squad can't be separated, that all must be brought in at once... So if I could only use those 6 squares, I would have to move off every single one of them to even be able to call in the reserves, and of course the weakest part of reserves and why I think so far they have been useless in this context, is that can only happen when you lose the initiative roll... So if you always win the initiative roll, then you never get to bring them in.

I feel that it was the intention that R2 couldn't move until Princess Leia began escorting him, then they follow the movement rules you mentioned, but of course the book doesn't say that And that is the issue with the Starting area/Reserves situation here too... You would think any rules that are different from the standard rules, should be written in the book/mission... And weirdly all the rule books for the game that come from the starter sets I noticed were also poorly written in certain context, like the setup rules, they only reference the starting setup for the starter set they are in, they don't technically tell you how to setup a fresh different game, not that I could see anyway. Though the setup limit was clarified in an FAQ officially, and like I said, that states you just setup as close as possible the leftover pieces. So that should be in theory the rule followed in these missions unless something says otherwise... Which it doesn't technically. Another confusion/wrinkle is if it isn't optional and the other 2 squads are meant to have to be kept out, then why not use their "Reinforcements" rules rather than "Reserves", seems that it would fit the mission context better if there were rules for them coming into play on following rounds more naturally. But yeah, in almost any framing of rules or context, this mission seems pretty lacking, it is a lot of setup and effort for a mission that potentially ends immediately... Technically the first mission could too but there are at least a few dynamics and outs to that.

Looking ahead, mission 4 has almost the same problems. It is a pretty close to identical setup but potentially even worse. In that one the problem remains, if I only get the 6 spots to start, then it messes with stuff a bit because I start with the Imperial officer and a Squad of 6, so I would for sure have a 7th piece so that does make me think more so that it is intended that the reserves are optional and function like the FAQ mentions on setups, but if so, in that context the rebel player probably always loses because the Stormtroopers are generally stronger and I will have more bodies to overwhelm with. If I do just start with the 7, then it seems very easy for the Rebel player to setup Leia with the droids and accomplish their goal easy as they start right next to the goal practically... Though there is another issue there being C-3PO, the goal mentions him and R2 being needed, so even though it doesn't make me win by killing C-3PO, it in theory stops the rebel player from being able to win even if they kill all my pieces as that isn't technically a win condition... Very messy indeed. Is why it is reading and feeling kind of "half-assed" where someone knew the idea was to make a scenario where Leia records the message and they escape, but then just threw it together with very little scrutiny. I mean I can't imagine it was even playtested as I feel any player would be confused about how exactly these setups and scenarios work entirely. xD
FlyingArrow
Posted: Wednesday, September 18, 2024 5:04:56 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
BristophShock wrote:

Well, I'll copy you and repost my reply on here as well. xD Posted it on here originally just to get more eyes/opinions on it. From what I was seeing, this is supposedly the most active community place for SWM.


Yes, you should get more responses here than in the BGG forum for Star Wars Minis.

Quote:

Are they all this famously bad or do you not know? xD


The Ultimate Missions missions don't have a great reputation. I do like the generic missions at the back of the UM: Rebel Storm, and everyone appreciates the maps. The missions themselves never excited me much.

Quote:

I feel that it was the intention that R2 couldn't move until Princess Leia began escorting him, then they follow the movement rules you mentioned, but of course the book doesn't say that And that is the issue with the Starting area/Reserves situation here too...


That's a pretty good interpretation. Add that and make it Reinforcements instead of Reserves and you might have a good scenario there. It might just be that this is supposed to be near-impossible for the Imperials since in canon the Rebels won. It may be that they really just designed it to be balanced over the course of a campaign - where each side has about the same number of 'easy win' scenarios.

It's probably more likely that it's just poorly balanced/playtested.

For the standard game, you can find all the rules answers you need here, and they will be definitive answers. For the scenarios, though, you can get answers (guesses?) from knowledgeable players here, but if the by-the-book answer leads to apparent absurdities, we'll be guessing along with you about how to make it into a good scenario to play.
thereisnotry
Posted: Wednesday, September 18, 2024 5:20:44 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/29/2008
Posts: 1,783
Location: Canada
BristophShock wrote:
From what I was seeing, this is supposedly the most active community place for SWM.

Yes, it is the most active place for SWM.

However, I can't remember the last time anyone I know even looked at an Ultimate Missions book. That may be a big part of the reason why you're not getting a lot of responses. I saw your post this morning and I had never played those missions so I didn't have any wisdom for you...I wouldn't be surprised if that was the case for many others. I'm glad that FlyingArrow was able to help you.
BristophShock
Posted: Wednesday, September 18, 2024 7:47:59 PM
Rank: Muun Tactics Broker
Groups: Member

Joined: 9/17/2024
Posts: 8
Thanks for responses. Yeah, it seems some of these may have to be home ruled and tweaked to make them function more evenly and clearly. I'm still open to anyone's guesses on how they feel about certain setup rules in conjunction with the ultimate missions, like the space limit... On whether it is absolute or if they thought it would follow the FAQ clarifications of just setting up as close to the starting area as possible. Definitely a weirder situation as in the mentioned missions, as the opposing setup area is right in front of each other. So, maybe it does work that way but you can't setup in your opponent's marked setup area regardless? Is just very weird, you would think if it was intended that you had to have them kept in reserve, they would have just scripted it that way, and not made it seem optional. So is what I was wondering what those who judge off the strict normal rules would assume would be the case, even if they didn't have ultimate missions experience. I can assure there is nothing obvious in the mission book to clarify anything in this regard. xD
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