My Campaign So Far I have some questions

By Evilmasteryoda, in Star Wars: Imperial Assault

So we started today and we have made It through 6 missions.

Were all having a blast, there have been a lot of close calls but I have won two story missions but lost 3 side missions and 1 story mission so far as the Imperials.

I think I found out we have been doing something wrong.

1.) The first thing was open groups, I was only selecting grey deploy groups for open groups, not elite (reds), this is something the imperials can do correct?

2.) After reading the forms if my deployed group dies I get to redeploy it if I have enough threat (oops, guess I was going easy on them). Can I grab non-imperial deploy cards like Transhodens Hunters?

3.) Influence, after I spend it do I get it back on the next mission? I think I've been cheating and getting all this back. In which case I wouldn't of spent it in the first place because I need to do my side missions.

4a.) I wasn't letting them move through there characters but they can based on what I've read, but also can they move through my characters?

Which leads to this because we decided no....

4b.)We also had a discussion about one of the scenarios I had two imperial guards side by side in a T intersection, could they have moved past me and me pas them?

[ ] [? ] [G] [G] [? ] [ ]

------ -------

[ ] [! ] [R] [ R] [! ] [ ]

[ ] [ ] [ ] [ ] [ ] [ ]

G = guard

R = Rebel

Could my guards move to ! and could rebels move to ? There is a black wall to the left and right of the guards and rebels. Of course if we can move though enemy guys it doesn't matter. But since we were stunning each other over and over.

We had a great 7 hours so far into this game and are very excited to continue playing.

One mission in general seem to strike me as really unbalanced, Im wondering if spice run was the same for other people or how as the imperial you overcame the rebels, all you have to do is stop them for 5 rounds, but here is how round 1 went for me.

Rebel wookie kills probe droid using charge.. boom

I use nexu to pounce on rebels for a nice amount of damage

Rebel 2 shots nexu its dead

I use trandos to really hurt wookie bad

Rebel then gets 3 more moves and destroys trandsos, Trooper + General + Chewbacca = around 17 points of damage on trando.

Round 2

I have 9 threat lol, deploy 1 group

Rebels proceed to own that group, grab key card and opens door

Round 3 I got a big turret blaster yay, its demolished that turn. Half of the spice buckets are gone

Round 4 got to deploy another reserve group of storm troopers.

End round 4 they got all the spice buckets...

So it does say chewbacca can grab a spice barrel doing a fist check... but it never tells us what he rolls.... what is he supposed to roll? We just made it he would instantly succeed because he is chewi....

1.) The first thing was open groups, I was only selecting grey deploy groups for open groups, not elite (reds), this is something the imperials can do correct?

I have used Elite Probe & E-Web on our missions, I wont use Vader, IG-88, Weiss or Champion Guard because they are characters so I am waiting to see if they unlock somehow.

2.) After reading the forms if my deployed group dies I get to redeploy it if I have enough threat (oops, guess I was going easy on them). Can I grab non-imperial deploy cards like Trandoshan Hunters?

The campaign states that Mercenaries and Imperial are hostile towards the Rebels so I don't see why you can't use them

3.) Influence, after I spend it do I get it back on the next mission? I think I've been cheating and getting all this back. In which case I wouldn't of spent it in the first place because I need to do my side missions.

No your Influence is spent. You will regain Influence completing or competing in the missions, but you don't recoup anything you have spent 3 missions spend 3 influence you will be on 0 until the end of the 4th mission

4a.) I wasn't letting them move through there characters but they can based on what I've read, but also can they move through my characters?

You can move through friendly figures at no extra movement cost, you can move through enemy figures at a cost of +1 movement so to move 4 spaces you would need 5 speed were as if your going to move 4 spaces through friendly units you only need 4 speed.

4b.)We also had a discussion about one of the scenarios I had two imperial guards side by side in a T intersection, could they have moved past me and me pas them?
If they can move diagonally then yes, the edge of a wall does not impede their movement

I guess typing on the phone I was to slow, so I'll scrap my full post and just add a few things to VirMortalis answers above, as well as referencing the rules for each question.

1) All of the above is true, and IG88, Vader and Wiess can be gained as villains in side missions. Once that has happened they can be added to the open groups as well. (Learn To Play Guide, page 11 under Open Groups). Worth nothing is also that certain missions will have additional rules regarding which units you can pick, usually it limits your selection to Imperial units, excluding the Nexu, the Trandosian Hunters and IG88.

2) You can deploy any unit that you have a deployment card for in your hand. (under Threat and Deployment in the Learn to play Guide, page 11). At the start of the mission any cards in your open group is in your hand, but not those in the reserved group. The reserved group deployment cards instead form a separate, face down, pile in your play area (Under Reserved Group, Rules and reference guide, page 22).

When a unit is defeated it's deployment card is returned to your hand (with exception of unique figures such as Vader, Weiss and IG-88) and is thus available for you to re-deploy (see Campaign Deployment, Rules Reference Guide, page 11 ).

3) Nothing to add to the above, other than that it can be found under Spending Influence in the Learn to Play Guide, page 14.

4a) Also works as stated by VirMortalis. (Found under "Movement Through Figures" in the Learn To Play Guide, page 8). The exception are units with the Massive Keyword that can enter spaces with hostile figures in them at no extra movement cost (see Massive in the Rules and Reference Guide, page 16)

4b) Since diagonal movement is allowed each R and G can move to the ? or ! closest to them without spending additional movement points. See point 3 in the top left movement example of Appendix II in the Rules and Reference Guide.

As far as the Spice Mission goes I can't say anything for certain since I will be starting my first campaign tomorrow, so I haven't played it yet. However, the mission was featured in one of the Team Covenant play through videos, and in that video the rebels also won it, but it didn't look as easy as what you describe above.

As for the strength test for Chewbacca, you played that correctly. According to the Rules And Reference Guide under Attribute Tests on page 7. " Only Heroese roll dice for attribute tests. If an elite figure is required to perform an attribute test, it automatically receives 1 success. If a regular figure is required to perform a test, it automatically fails the test." Since Chewbacca has a red border on his deployment card he's an elite unit and thus passed the test.

Although, if it had required 2 successes I'd assume even an elite unit can't pass it......

Edited by stu7708

Cool thanks all, were going to have a blast on t he rest of our campaign... then were going to do another one right after lol.

Just adding on in piecemeal since I'm on my phone to questions above.

1. The rules state that any non-rebel unit can be added to the imperial open groups except unique units which are those with a dot next to their name. So not only IG-88, Vader, and Weiss but I believe the royal guard champion as well. So trandos, nexu, and any other non-unique scum units are fair game. There are also some open group restrictions in missions that are specified (haven't run into those yet).

Very true, I forgot about the Royal Guard Champion....

Although, if it had required 2 successes I'd assume even an elite unit can't pass it......

Interaction Tests are actually cumulative, so an elite figure could spend two activations to do it. Read the bit where it says you put down counters after partial success

Not only are interaction tests cumulative, but two different heroes can work the same test and the second figure continues the work of the first.

Reference: "Attributes Tests" RRG, Page 7:

"Each [surge] rolled is a success. If an attribute test lists a number directly before the icon, multiple successes are needed in order to pass the test. If he does not roll the required number of successes, he fails the test but places one strain token near the subject of the test for each success. The next time any figure attempts this test, it discards these strain tokens and applies +1[surge] to his test results for each token discarded."

Edited by Fizz

Great answer Fizz :D