Apparently, we suck at this! How to change that?

By sonny sixshooter, in Star Wars: Imperial Assault

It would seem that we suck at this game. Almost every game has been a walk-over, no matter which side has won. Which means that it is not very much fun.

We understand the rules, but not the tactics.

The things we get so far:

Rebels: Not much time! Just run!

Imps: Shoot to kill!

But there must be more to it than that. Most players feel that this game is all about running and therefore rather one-dimensional. We all agree that we haven't played enough.

I know one solution is to just play some more. We want to, but right now the feeling is that the game is boring, and we need some input to make it exciting.

Everyone keeps saying that every game is "down to the last dice roll!", but ours aren't. They end undramatically, and anticlimactically in the third or fourth round.

I know that it is not the game that is broken, we just don't know how to make it work.

Suggestions are very welcome.

And yes, I have searched the forum, and I still need more ideas.

First question: which heroes are you running?

Second, have you done any side missions where you attempt to gain additional Rebel forces?

Lastly, what kind of upgrades are the Rebels using, both in terms of XP & credits?

Well, the first thing I would ask is, "Are you suuuure you understand all the rules?" We thought we did at first, but it really took a few campaigns before we really did. Surge cancelling strain, Surge cancelling damage, Stun and Bleed needing damage to activate, Rebels don't reset their cards until their activation, the fact that you increase threat before deployment And Then end of round effects happen. ... So I would say to really make sure. 7 times out of 9, when one side blows away the other, it seems to be from missing a rule.

Some Missions can be like that yes. But the mission we did last night Captured was very tactical. I played as the Empire and managed to incapacitate 3 of the heroes but the Jedi was camping the escape route. I tried my best to box out the wookiee so he could not move, but the Jedi simply used force throw to pull the wookiee though me and the Rebels won. But it took about 3 hours of game play. It was a close game the entire time. I have noticed that some players are not good at this type of game and so they always lose, then get frustrated stating the game is unbalanced. But I have ran the same missions with others and used merciless tactics but still the Empire lost and the rebs won, although it was always a close match.

Even in Skirmish mode I have played games where I was though I was losing the entire time but then managed to get some epic rolls and stole the victory and visa versa, was winning but at the end the opponent stole the victory.

Granted there is a bit of dice luck involved, but certain abilities can manipulate those results in the players favor. Such as foresight, I have had the Jedi roll more X results against me then I thought was possible. Allot of that came from Foresight rerolls. Last night the Jedi rolled about 12 X results total. My officers rolled about 5. Of course I took far more shots at the Jedi then the rebs took at my Officers. I would suggest reading the forums, and seeing what strategy tips other players might have. Plus after several games you will start seeing patterns and being able to devise your own tactics style.

Well, the first thing I would ask is, "Are you suuuure you understand all the rules?" We thought we did at first, but it really took a few campaigns before we really did. Surge cancelling strain, Surge cancelling damage, Stun and Bleed needing damage to activate, Rebels don't reset their cards until their activation, the fact that you increase threat before deployment And Then end of round effects happen. ... So I would say to really make sure. 7 times out of 9, when one side blows away the other, it seems to be from missing a rule.

That is true. And there are probably things we still need to get right, but I feel that we have most of it down.

Edited by sonny sixshooter

Thanks for your replies. Sorry for the lateness of my own.

Rebels are running: Garkhaan, Jyn, Fenn, and Mak .

We played Captured as a stand-alone adventure, that worked out quite well.

Part of different campaigns have been:

Aftermath : Imp destroyed Reb.

Brushfire : Reb destroyed Imp (That AT-ST was like Austin Powers doing a million point turn, because of the cramped enclosure)

A New Threat : Imp destroyed Reb

As far as I have been able to gather, Imps should work on getting heroes to withdraw. Fair enough, but the group I play with has a social agenda, and killing someone quick makes for a rather dull night.

On a side note: It may just be that, because we are used to RPG's, IA is a bit too rigid for us.

I don't know, but I would like to be able to play IA, and there being some excitement to it for both sides.

Oh, and btw, by destroyed , I mean won the game in two or three turns.

Oh, and btw, by destroyed , I mean won the game in two or three turns.

Curious:

How did you destroy the rebels in aftermath in only 2-3 turns?

Incredibly bad defense rolls on their part and incredibly good rolls on yours?

A well played Gideon destroys the imps, especially once he's got the double command skill.

Fenn is good for destroying stormtrooper groups and Mak is good for piercing through high def imps. Hence good combo.

4th hero isn't as important but the jedi girl is good for support.

Control is a big part of this game. As the heroes level, the Storm Troupers become blockers first and attackers if lucky. Get in the Rebel's way and force them to slow down.

As a Rebel player, you should feel like you're on the run. You're out-numbered and out gunned! You need to hit hard and then get out. Keep your firing lanes open and always work toward you next objective. Run too much and the Empire will eventually gang up on you. Fight too much and you'll end up running out of time. It's finding the balance that wins games.

My first campaign every mission with the exception of one, was really down to the last roll of the dice to see who won. As the imperial player I have a gundark of a time beating that wookiee that my heroes spend quite a bit on.

My first campaign every mission with the exception of one, was really down to the last roll of the dice to see who won. As the imperial player I have a gundark of a time beating that wookiee that my heroes spend quite a bit on.

Focus fire the wookie. He goes down. I kill him every game I play as the Empire.

It is possible for dice to ruin a game - if they are favoring one side and simultaneously ice cold for the other side, the game is NOT fun. I once rolled 5 dodges out of 6 rolls for my nexu - on the 5th roll, I said, that's not right, so I rolled it again.

Sometimes - and you KNOW when this happens, because both sides will agree - when the dice need a time-out, you just don't accept those extreme rolls. Roll it again, try to swing the balance a little back toward the guy being destroyed...

But you have the basic strategies down - rebels need to focus on the objective (when the objective is theirs), and imperials need to wound/slow down the rebels (bleed, stun, damage, force them to rest, etc)...

There are many subtle synergies and triggers that can win games if they aren't missed (or vice versa). Very easy to miss something that would have turned the game completely in your favor. VERY easy...

Hope it gets better for you. My group has played 4 missions in our current campaign and each one has literally come down to the last dice roll - if you don't get it, you don't win type of thing. Very cool.