Best scenario for a Demo game?

By Rougespear, in Star Wars: Imperial Assault

I am running a demo and was wondering what would be the best scenario to run for it. Any suggestions?

I would run the scenario in the "Learn to Play Guide". It's simple enough that newcomers can pick it up, but still allow players to experience the game. I think it would be too much for new players to sit down and have to grasp all the other features like threat, and round limits and such. Now if you are going to always be the Imperial player, maybe you could do a scenario from the campaign. Under Siege might be a good one. It forces teamwork, has a round limit that works in favor of the rebels rather than against them and you get to put down an AT-ST and Darth Vader.

I would use the scenario from the Learn to play guide, but I would use the Moisture Farm skirmish map instead of the map listed and place the two terminals near whatever you determine the rebel deployment zone would be.

Then, after they get the hang of it, show them skirmish on the same map!

:D

Edited by Fizz

I would use the scenario from the Learn to play guide, but I would use the Moisture Farm skirmish map instead of the map listed and place the two terminals near whatever you determine the rebel deployment zone would be.

Then, after they get the hang of it, show them skirmish on the same map!

:D

This is a great idea.

My group just played the Learn-to-Play scenario, and had a lot of fun with it. We used the errata where the Imperial needs to activate both terminals, which is much more balanced (otherwise I, as the Empire, would have won in just two activations).

I even ad-libbed some mission set-up text stating the Rebel players were one of several groups beaming technical readouts to the Tantive IV, and that local Imperial troops were attempting to corrupt or halt the transmission. It made for a good precursor to the opening crawl which I read out loud right after the game. Needless to say, they're now excited to play Aftermath.