Questions after one game

By Intys Rule, in Star Wars: Imperial Assault

Just played one game, well, one and a half really. We tried to play the tutorial game but we didn't know what the objective was so we decided to play Aftermath. A few questions for campaign play:

1. Do we use the Initiative Token (crossed lightsabers) during campaign play? During this game, we did and whoever had it would always go first and that felt wrong.

2. Does the Imperial player need to play on "initiative order" with his most expensive (deployment cost) units first? Or is "initiative" just for skirmish games?

3. Can this game be played with more than 4 Rebel players? I would've thought NO because the game only comes with 4 activation tokens and the campaign had rules/modification for when playing with LESS than 4 Rebel players but nothing about playing with MORE than 4 Rebel players. I know, I know. There's really nothing to stop us from playing with 6 Rebel players but without rules/modifications on beefing up the Imperial player's forces, well, it's not really fun if it's just taking candy from a baby.

4. I know Rebel player goes first, then Imperial player, and rinse-repeat until every Rebel player has had a go, but what if there are still 4 Rebel players and the Imperial player only has one Unit/Deployment card left? For instance, all 4 Rebel players are still alive and kicking but the Imperial player is down to his last squad of 3 Stormtroopers... I know the Stormtroopers activate as one group, so the turn would be Rebel 1 -> Imperial Player (Stormtrooper) -> Rebel 2 -> Rebel 3 -> Rebel 4? Or what if it was the other way around, for instance Rebel 1 -> Imperial Player (Stormtrooper) -> Imperial Player (E-Web) -> Imperial Player (Probe Droid) -> Imperial Player (Imperial Officer)? It just seems unbalanced and I wonder if I'm missing a rule somewhere.

5. Can a hero suffer 1-2 strain to gain 1-2 movement points, use that to move, and then spend his two actions for two attacks? Basically, it is gaining 1-2 movement points while preserving actions to use for attacks.

6. A hero CANNOT suffer strain over his endurance, correct? So Diala (Jedi) can only be made to get 5 strain by the controlling player, right? Our Diala player has piling on strain (and damage) in order to activate the Precise Strike ability and that just feels so overpowered. Of course I understand that a hero can be hit with more strain from other attacks/effects, but the player cannot pile on more than 5 strain, right?

7. I just want to make sure I understand Rest correctly. If a Hero (Endurance 5) with 5 damage and 5 strain rests, he ends up with 5 damage and 0 strain, correct? If that Hero had 5 damage and 2 strain, he ends up with 2 damage and 0 strain, right?

I'm sure I've got more that I've forgotten and will pick up even more questions as we continue to play the game, but this is it for now. Any help appreciated!

1- no, initiative token it's for skirmish mode

2- no. not initiative order.

3- no rules for more than 4 rebel players. people already asked for this, but no response from FFG. maybe in a future expansion they include new rules for 5+ rebel players.

4- perhaps it seems unbalanced, but they are the rules. if imperial player only has 1 unit, rebel player will have several activations in a row. the same would happen if imperial player has more units than rebels.

5- yes. is totally legal. you can use up to 2 strain per activation to gain 2 movement points, move 2 spaces and attack 2 times

6- you cannot gain more strain "voluntarily" if you have strain tokens equal to your endurance. If Diala already has 5 strain tokens, she cannot use precisse strike, or gain strain to get additional movement points.

7- yes. and if you have 5 strain tokens and 5 damage, and you rest twice, you end up with 0 strain tokens and 0 damage.

Edited by Roolakhol

1. No. Skirmish only.

2. During the imperial player's activation, they can activate any deployment card that isn't exhausted. Deployment cost has no bearing on when the card can be activated.

3. Official rule are for up to 4 only. You'd have to house rule a lot of stuff to include more.

4. Your examples are correct. Manipulating the number of deployment cards and how many things can activate in a row is very important to the strategy. In skirmish mode, you really want at least 5 deployments. Preferably 6 or more.

5. Yes.

6. Correct, you cannot voluntarily take strain if it goes above the hero's threshold. IE. They can never voluntarily take an action that will cause them to take damage from strain. The Diala player has been playing illegally. However, the can be forced to take strain (usually by the imperial player) and then will suffer damage.

7. Yes. They can also rest twice. For example, 0 strain and 10 damage. Rest twice to then get to 0 strain and 0 damage.

1) no. Only skirmish

2)rebel always goes first in campaign.

3)just 1 imp and 4 rebels at this time

4)rebel/imp/ rebel x3

Or rebel/imp x however many he has left if it's flipped and you killed all the rebels but 1 etc.

5)right

6)anything over his strain limit is damage.

7) correct

Edited by teajay33

Thanks for that confirmation guys!