Tutorial - If you simply rush past them...

By Ken at Sunrise, in Star Wars: Imperial Assault

Sorry if this has been asked.

But I played my first game, the tutorial. Two players (two hero's; Storm Troopers and Officer).

The imperial split up and just ran past the rebels. Each rebel killed one of the imperial figures but they got through no problem at all.

Just run to the terminal passed the enemy, take the damage and win?

Did I miss something?

A few rules you likely missed:

  • You can take a strain to gain one movement point. This can be done 2xper activation.
  • Heroes can attack twice.
  • It requires an action to open the doors.
  • Use the Hero specials. Strain costs you nothing, and those abilities are powerful!
  • When attacking, the heroes can spend a surge to remove a strain.

I played the tutorial a while back and had little difficulty winning with Diala/Jyn as the heroes. Diala killed 1 stormie and the officer who came in through her door, Jyn killed the other two stormies by setting up and making use of her out of activation shot. Diala used the dice removal ability on the stormy and the strain to move for free thing a few times. I think Jyn attacked like 5 times in 3 rounds.

Every mission (including the tutorial) are meant to be on the razor's edge of difficulty. I haven't played a campaign mission yet where it didn't come down to the last turn.

Edited by Hida77

Tutorial mission is crap, just treat it as a way to learn the gsme mechanics, nothing more.

I alter the tutorial mission so that both terminals have to be activated by the Imperials, and that has created a close game.

But a note to the Imperial player - the whole point of the tutorial is not to win, but to teach the rebel players how to play. Rushing so the mission is done 30 seconds into Round 2 does not accomplish this goal. The main thing is to find reasons to explain various rules, reminding them of ones that are easily forgotten (using strain for movement, or surges to heal strain, or even just any of their special abilities.)

I alter the tutorial mission so that both terminals have to be activated by the Imperials, and that has created a close game.

But a note to the Imperial player - the whole point of the tutorial is not to win, but to teach the rebel players how to play. Rushing so the mission is done 30 seconds into Round 2 does not accomplish this goal. The main thing is to find reasons to explain various rules, reminding them of ones that are easily forgotten (using strain for movement, or surges to heal strain, or even just any of their special abilities.)

Which would be true if the Imperial Player knew the rules. but...

I alter the tutorial mission so that both terminals have to be activated by the Imperials, and that has created a close game.

But a note to the Imperial player - the whole point of the tutorial is not to win, but to teach the rebel players how to play. Rushing so the mission is done 30 seconds into Round 2 does not accomplish this goal. The main thing is to find reasons to explain various rules, reminding them of ones that are easily forgotten (using strain for movement, or surges to heal strain, or even just any of their special abilities.)

Which would be true if the Imperial Player knew the rules. but...

Ha! Yes, that would be a problem. I think for this game, the Imperial player really needs to take the time and effort to learn the rules as best as possible before beginning to play with other people. Especially when the campaign starts, if the Imperial player is doing things in secret, and interpreting mission rules that no other player gets to see, then it's important they have a very firm grasp of the rules.

So... I didn't really miss anything. If the Imperial player split up and rushed the terminals then the game would end in a couple of turns. Sigh...

Did I miss something?

You mean besides the fact that the purpose of the tutorial mission is to teach how movement and combat work and that if you're playing to win, you're doing it wrong? :P

Did I miss something?

You mean besides the fact that the purpose of the tutorial mission is to teach how movement and combat work and that if you're playing to win, you're doing it wrong? :P

And that if your Rebel players are as good/knowledgeable as the Imperial player, it is possible to win the mission as Rebels....

I tried the tutorial several times with Diala and Gaarkhan. They always seem to lose.

I believe the tutorial also states it HAS to be played with 4 heroes, and even lists the 4 heroes that should be used.

I believe the tutorial also states it HAS to be played with 4 heroes, and even lists the 4 heroes that should be used.

Nope. It tells you how to change the setup when you play with only two or three heroes: You leave out some of the Imperial miniatures.

Hey,

quite time since last post on this topic but I'm a new player to SW Imperial Assault (and quite new to the forum - hello everyone). So I've played the tutorial with 4 friends of mine. I read beforehand that the tutorial mission can be finished in two turns if Imperial side just rush onto terminals so I - playing as Imperials - deliberately choosed to attack rebel heroes instead. Then they just focused on my figurines and killed all of them in the next two turns (their health pools and possibility to make two attacks in one turn compering to my low hp and only one attack per turn just couldn't end up in any other result).

I wonder if it's similar comparing to your experience from the tutorial mission or we just missed something (eg. we ended up not using hero decks at all - just a weapon from their decks as described in tutorial mission setup). I'd like to avoid any mistake before we move seriously into campaign. Maybe I just messed up with E-web positioning or I should make better use of Order Ability of the Imperial Officer...

Yeah, the tutorial is a pretty poorly designed mission.

Think of it more like a playground to learn the game's features and mechanics, rather than something to try to focus on "winning".

Most missions are far better set up- though yeah, in some cases one side might be able to exploit issues like this. It's the nature of how open-ended the game is.

Thanks so much for such quick response. Already found mistakes (like you can't use special abilities more than one during your turn) :)

I'd like to play the first campaign mission (Aftermath) next week and read through setting, advance rules, FAQ etc. I think I get most of it however I couldn't find clear answer anywhere (in rulebooks or forums) about imperial deployments. Am I correct that:

- the green deployment token is visible for rebel players from the beginning so they can expect me to have reinforcements?

- I can only buy reinforcements from the reserve pool right? Or in the Aftermath I can't buy any reinforcements and I can place them only when given in the scenario condition occurs? If I _can_ buy them am I loosing them from the reserve pool and can't place them when an event triggers their "free" appearance?

- red and yellow deployment tokens are not set on the board at the beginning?

- I can choose at which yellow mark I want to place E-web when he becomes available or should I actually prepare 2 x E-Web?

Sorry, lot of questions. The game looked less complex at the beginning but I'm sure it starts to give a lot of fun after we get it all!

Read the second page of the campaign book to the rebels / with the rebels, there's nothing secret before page 4.

Green deployment points are active at the start of the mission. Which deployment points are active is known to the rebels, but not their locations.

A deployment point does not become active if a mission event deploys reserved groups to it. Deployment points become active and inactive only when explicitly made active or inactive through mission rules. If the mission event gives options, you choose one option and do not read the other options. If there is more than one valid deployment location such as a yellow point, you choose one.

See https://www.boardgamegeek.com/geeklist/218205/a1berts-imperial-assault-play-forum-campaigns for a few different plays of Aftermath.

You can't voluntarily deploy reserved groups. Reserved groups are only deployed by mission events and do not cost threat to deploy.

However, when the last figure of a non-unique group is defeated, the deployment card returns to your hand and can be redeployed during an optional deployment by paying the deployment cost. Note that you can also reinforce.

The most important: You read both the flavor text and the associated rules block for each event when and only when it happens (rebels can ask you to reread events that have happened though), including mission briefing. The rebels always know their lose condition, and most often their win condition (or at least how to progress a mission).

Edited by a1bert

Welcome onboard, Vyrt :)
Don't worry too much about making mistakes, because I can guarantee you that you will all make plenty of those, especially during the first campaign. Just go with the flow and have fun, and you'll all be alright :D

38 minutes ago, Vyrt said:

- the green deployment token is visible for rebel players from the beginning so they can expect me to have reinforcements?

This question makes it sound to me like you are placing colored Mission Tokens on the board to mark deployment points? If so, that's wrong. The deployment points are secret, known to the Imperial player only (except the Rebels are free to try to remember the space to which you have previously deployed figures). You do not put a Mission Token on the deployment point but instead you secretly refer to the map each time you deploy. (The colored Mission Tokens are used for other things in various missions, but never to indicate deployment points) :)

Edited by angelman2

Thumbs up for both of you above, it explained me all, now I'm even more excited to give it a try. Thanks!

8 hours ago, Vyrt said:

Thumbs up for both of you above, it explained me all, now I'm even more excited to give it a try. Thanks!

I always tell new players that their 1st campaign will be a learning campaign

Chances are, you will make silly, minor mistakes here and there

Don't forget surge-recovery and strain-move! These 2 are often forgotten (I tend to make new players repeat that sentence like 3 times and yet it's still frequently forgotten). These 2 changes the game by a lot

I know this is an old thread but having just got the game and playing the tutorial... It specifically states imperial must interact with both terminals. Has the game been updated since OPs post, or did he just miss that part?

Edited by Redwing634
28 minutes ago, Redwing634 said:

I know this is an old thread but having just got the game and playing the tutorial... It specifically states imperial must interact with both terminals. Has the game been updated since OPs post, or did he just miss that part?

It has. There was an FAQ update some time ago, and they’ve been good about adding changes to the rules and cards as they go.

Edited by Uninvited Guest

Great to hear! Looking forward to trying it out

12 hours ago, Redwing634 said:

I know this is an old thread but having just got the game and playing the tutorial... It specifically states imperial must interact with both terminals. Has the game been updated since OPs post, or did he just miss that part?

As has already been mentioned anyway, the real mission objective of the tutorial is to learn how to play, not to rush a win.

I'd almost make up a few mission objectives, just to really emphasize what the heroes should be learning:

"Kill one Imperial with a ranged weapon."

"Kill one Imperial with a melee weapon."

"Use Rest with one hero."

"Open one crate and at least one door."

"Use strain to gain movement points."

"Gain movement points via an action, and perform an action between spending them."

"Use a surge to remove one strain from a hero during an attack."

"Defend against an Imperial attack."

"Interact with a terminal."

Edited by subtrendy2