I played with the hardest options: extra AT-STs, extra Stormtroopers, no
rebel reinforcements, and only three cruiser destroyed events to fail.
Just finished my fourth game. Technically, I lost since I was playing to
three destroyed cruisers instead of four. However, it was the first time I
got the bunker open (and cleared)!
I thought the first game was easy until I kept closing the blast doors by
accident. The reinforcements finally buried my dwindling units.
The second game started with most all the Imperial units firing first and
succeeding in reducing my force to uselessness.
The third was over quickly with three early draws of Cruiser Destroyed.
Looking on BGG, I noticed that some people claimed it was too easy. I think
they failed to read the priority rules in detail. Priority breaks ties;
Imperials will shoot any unit that is close to it regardless of priority.
This lead me to distribute Ewoks in suicide positions simply to draw the
baddums away from the heroes/bunker.
By far, the most dangerous units are the bikes. With four dice, three moves
and an auto-die reduction for defense, these units are a problem. The AT-STs
are OK, but many unit(s) can get two hits when they attack (together); and
there are events made to take these units out (I only failed once in these
Stormtroopers (and security troops too) were easier to eliminate since many
end up in clear hexes (many ST units converge on closest opponent leaving
later movers in the open). The catapults were essential in the destruction
of them; a megahex away leaves 2-die attacks and they get to fire twice a
turn (that's 1-die three megahexes away!).
One of the best events for the rebels is Ewok reinforcements. It made a huge
difference when a lone leader suddenly gets four units to make a 5-die
attack on that unsuspecting Imperial.
In all the games, Chewy was the only hero to be captured; usually, most
everybody ended up wounded.