So do the imperials ever win?

By sevick, in Star Wars: Imperial Assault

The Imperial Player is not a Dungeon Master. He is a player as much as any other player. He like the other players is attempting to beat his opponents.

Imperial players *very* rarely should be looking to run and gun. If you're doing damage, it should almost always be against a single target relentlessly and always save Gaarkhan for last unless no other option exists. Wounding heroes really does limit them quite a bit and usually takes away the juiciest part of their abilities.

Don't be afraid to set the heroes up by letting them use up an activation and then pouncing with a full round of figures on someone who can't activate again.

So, Rebels AND Imperials are both OP ...

Interesting balancing.

I'm 6-3 as the imperial player in our current campaign right now with the rebels winning Under Siege and Drawn In (wrongfully, I made a timing mistake concerning end of round effects, so technically its 7-2) and the Vader ally mission.

But I really get more scared every mission of these heroes. Fenn has the Red-Red Gun with Acc 6 and Havoc Shot. Makesh basically one shots everything he sees and Gharkaans Charge Damage + Cleave 2 Is dominating the board.

Even if my rebel players don't see it that way, every single mission (except for imperial hospitality) was really really close. Sadly the rebels get the feel that I win because of how the campaign works, not because of me playing :angry:

So, Rebels AND Imperials are both OP ...

Interesting balancing.

Immovable object vs. Unstoppable force. Clearly both are op. ;)

I'm 6-3 as the imperial player in our current campaign right now with the rebels winning Under Siege and Drawn In (wrongfully, I made a timing mistake concerning end of round effects, so technically its 7-2) and the Vader ally mission.

But I really get more scared every mission of these heroes. Fenn has the Red-Red Gun with Acc 6 and Havoc Shot. Makesh basically one shots everything he sees and Gharkaans Charge Damage + Cleave 2 Is dominating the board.

Even if my rebel players don't see it that way, every single mission (except for imperial hospitality) was really really close. Sadly the rebels get the feel that I win because of how the campaign works, not because of me playing :angry:

You're telling me. I am 10-0 as the imperial player over two campaigns where I am the imp and the imperials are 0-3 In the campaign where I am a hero. The other players keep complaining it is the game that is broken. I keep telling them it isn't the game and maybe they should look to the players. They have started to come around slowly but in their hearts they still think it is broken. The only way I can think to open their eyes is to let them play the imps.

My experience was that I got trounced in the beginning as the Imp, but now I'm on a 4 mission win streak as I've learned better ways of objective denial, upgraded myself (Subversive Tactics has a great endgame build) and my rebels have never learned to PTFO (Play the Freaking Objective). We have at least four missions left though, so they have plenty of opportunity to break my streak.

I'm almost finished with the second run through of the campaign with a couple friends, and playing the Imperials I'd say I have about a 90% win rate. However, I've been playing miniatures games for something like 14 years now, and they are going on about 1 year. Based on this, and everything I'm reading, I think it's likely a player skill kind of thing. I think I'm going to suggest my roommate takes over and tries to run the campaign the next time through, and then we'll see how the missions play out. If I continue to win out, then it's not the game's fault.

It's definitely a player thing.

With my wife and kids, I've had several instances where I've given them a leg up by choosing to do this instead of that at a particular time. I've also recognized several instances where they did the right thing and caught me at the right moment with a great play or the wrong thing and it opened up an opportunity for me to exploit the mistake if I chose to do so.

The game can be as forgiving or cut-throat as the players and their skill levels dictate. The designers have obviously learned quite a bit from their time with Descent. Very impressed.

I'm a bit late to the discussion but I will say that after about six mission in two different campaigns I've lost that little intro mission twice and then won every battle since.

Royal Guards, man. They kill everything. Elite or standard based on what you think you can afford.

I've played two campaigns as the Imperials and I'm at around a 90% win rate. Here are some tips that I don't see being offered. The following tactics have worked for me, your experience and group may be different. As always, read the entire scenario first of course.

1. Withdraw Heroes.

People are sometimes reluctant to do this as it effectively sends one player the the Xbox for the night. However, as the Imperial player, removing Rebel actions is extremely helpful to your cause. Extremely. I've won every mission in which I've forced a Rebel to withdraw. I have found that the best time to do this is unfortunately right in the beginning, especially on those double threat and deploy missions. The easiest seem to be black die defenders who run up, so Gaar and Fenn. Just spend your first turn concentrating fire and wounding them. Then your second turn making them withdraw. Fewer Rebels mean two fewer attacks per turn and a lessened ability to react to your hordes.

2. Concentrate Fire. I like to pick a target for the entire round, not just the best target for an individual group. Putting 3-6 hits on each Rebel doesn't do much, but putting 10 on one forces a rest at least, if not a wound. Also, your best targets are those that have already acted that round,they have to wait until next round to rest, and usually that player convinces the group that they have to rest first, which allows you to activate a group without the Rebels actually doing much.

3. Free Turns. Timed Missions, never give them any free turns. If you're on a timed mission, never save threat if it means the Rebels are going to wipe the board and then have unhindered moves. Even if you're only throwing an Officer to his death, force the Rebels to spend thought and actions on dealing with him. Basically, give them the opportunity to make mistakes. However, in missions Without a timer, the opposite is better, save your Threat and build it until you can attack in Mass.

These are the tactics I use and they seem effective. Again, your mileage may vary.

After 20 years of gaming, I have seen one thing as a constant... whenever someone cries "broken", it's usually because they are not great at the game and lose because they aren't very good.

If you got a bunch of friends together with good food, good drink (alcohol / non alcohol), and got to move models and toss dice, then I am pretty sure you won.

I've played now 6 or 7 missions, starting 3 campaigns and not finishing any (b/c players quit).

I've noticed the rebel combo is very important, mixed with the right tactics. If those are set, I don't think imperials win. I'm opposite some other comments, early missions the IP has better chance b/c no upgrades for rebels. But even if they lose first couple missions, the advantage for IP is pretty much null. For base game, the Agenda deck is weak.

So, if you're against 3 rebels, they get 1 extra activation, and extra health. Someone said make them withdraw? Lol, only if rebels don't know what they're doing. And they get 3 xp even after loss (1 for each), IP gets 1XP. Advantage: rebels. IP gets 1 influence, heroes at least 300 credits (more if they picked up crates). Buying their items are MUCH more useful than the Influence/Agenda options. So they get more XP, and items are better than agenda, even if they lose first few missions, they improve more than IP. I've read through this whole thread, and most don't mention what the rebel makeup is, major difference. I can imagine 2 rebels would make it challenging for them.

So at this point, I'm agreed with those who view IP as a DM (tho I've never done D&D), just trying to make it enjoyable (which is hasn't been for me as IP b/c I thought I'd have a chance).

1 hour ago, cybrweez said:

I've played now 6 or 7 missions, starting 3 campaigns and not finishing any (b/c players quit).

I've noticed the rebel combo is very important, mixed with the right tactics. If those are set, I don't think imperials win. I'm opposite some other comments, early missions the IP has better chance b/c no upgrades for rebels. But even if they lose first couple missions, the advantage for IP is pretty much null. For base game, the Agenda deck is weak.

So, if you're against 3 rebels, they get 1 extra activation, and extra health. Someone said make them withdraw? Lol, only if rebels don't know what they're doing. And they get 3 xp even after loss (1 for each), IP gets 1XP. Advantage: rebels. IP gets 1 influence, heroes at least 300 credits (more if they picked up crates). Buying their items are MUCH more useful than the Influence/Agenda options. So they get more XP, and items are better than agenda, even if they lose first few missions, they improve more than IP. I've read through this whole thread, and most don't mention what the rebel makeup is, major difference. I can imagine 2 rebels would make it challenging for them.

So at this point, I'm agreed with those who view IP as a DM (tho I've never done D&D), just trying to make it enjoyable (which is hasn't been for me as IP b/c I thought I'd have a chance).

You're replying to a post that's over five years old

On 5/23/2020 at 10:44 AM, Tvboy said:

You're replying to a post that's over five years old

No(thread)'s ever really gone

On 5/23/2020 at 9:29 AM, cybrweez said:

I've noticed the rebel combo is very important, mixed with the right tactics. If those are set, I don't think imperials win. I'm opposite some other comments, early missions the IP has better chance b/c no upgrades for rebels. But even if they lose first couple missions, the advantage for IP is pretty much null. For base game, the Agenda deck is weak.

So, if you're against 3 rebels, they get 1 extra activation, and extra health. Someone said make them withdraw? Lol, only if rebels don't know what they're doing. And they get 3 xp even after loss (1 for each), IP gets 1XP. Advantage: rebels. IP gets 1 influence, heroes at least 300 credits (more if they picked up crates). Buying their items are MUCH more useful than the Influence/Agenda options. So they get more XP, and items are better than agenda, even if they lose first few missions, they improve more than IP. I've read through this whole thread, and most don't mention what the rebel makeup is, major difference. I can imagine 2 rebels would make it challenging for them.

So at this point, I'm agreed with those who view IP as a DM (tho I've never done D&D), just trying to make it enjoyable (which is hasn't been for me as IP b/c I thought I'd have a chance).

I haven't read the whole thread, but one thing you haven't accounted for is that missions are balanced to give the imperial player more resources as the game progresses. So yes, the permanent upgrades that are available to the Rebels far outclass anything the imperial player gets, but they are also facing higher threat levels/more demanding mission objectives, etc. I think this means that there's more variance in power level for lategame rebel than imperial, so the balance can really depend on how careful/lucky the rebels were in picking their upgrades.

Playing with 2 or 3 rebels does significantly unbalance the game, and probably in the rebels' favor- most people here seem to recommend that you still play with 4 heroes even if you have fewer players. There are also individual missions that feel unbalanced, or sometimes become unbalanced because someone happens to have the perfect ability that trivializes the mission. And lastly, one side (rebel or imperial) can pick up too much momentum if they win a few crucial upgrades in a row, which is why an anti-snowball house rule is recommended.

All that to say, the game absolutely can provide a competitive experience all the way through, but you're also by no means alone in your experience. Sorry you haven't had much fun as imperial so far! Next time playing with 4 heroes could make for a better campaign.

My son and I just started again, with 4 rebels (Fenn, Jyn, Diala, Mak), and yes, IP won the first 2, Rebels won the 3rd. He was IP this time. Rolling has helped him, but all 3 were close. I have a feeling some missions are too hard with only 2 rebels (accomplishing objectives spread out over a map), but 3 is the sweet spot to hit objectives but not easy to wound (I have had at least 2 wounded all 3 missions). I'm realizing this combo has 3 white die defense, not a good idea, and I miss Gaarkhan's damage (I average about 1 DP/attack across all heroes, IP's doing closer to 4 or 5).

Note that damage is a resource. As long as you have (at least) one healthy hero in the end, you have used the resource well.

Edited by a1bert