Alternatives to Aftermath

By KennedyHawk2, in Imperial Assault Campaign

We are about the begin our second campaign, my fear is that by the time we do a third or fourth campaign everyone will know the Aftermath mission triggers and how to work around them.
Does anyone have any alternative missions or homebrew missions to replace aftermath as a starting mission. Most of the others may be memorable but are a bit more randomized especially when players take different heroes and select different side missions but I fear aftermath will become repetitive after a few play-throughs.

The hardest thing is having the more experienced rebels not reveal their knowledge to the new rebel players. :)

I don't see this as a big deal. Maybe if they think they are so **** good, they'll try to go after some crates or something? Think of it as a way to play "A New Threat" instead of "Under Siege".

Besides, give the rebels their victories early, and they'll stick around for the senseless pummeling you plan on delivering to them later on.

It is nice that Aftermath has the trigger where the Imperial player gets his or her choice of what to do, giving you some flexibility (and a surprise the second time people play through it).

Edited by Leveton

maybe mixing up some of the point allocation to reserved groups and initial groups. keep the points of the units on the field but change the figures.

I don't think it would be too hard to make a similar type mission, it is smaller and has a few triggers. just whip up some interesting flavour text and have the outcomes the same for rebel failure and rebel victory.

It is nice that Aftermath has the trigger where

the Imperial player gets his or her choice to slam the door shut or boost the durability of the terminals

, giving you some flexibility (and a surprise the second time people play through it).

Maybe ought to spoiler tag that, Leveton?

- H8