Advice on campaign - 2 heroes

By Marten, in Imperial Assault Campaign

Just bought the core box.

I played one campaign with 5 other players.

The 5 first missions were very close and had the Imperial player win a few more.

After that it turned and we started walking over the Imperial forces.

I would say we had 2 really good players on the hero team and I feel the Imperial player was very competent.

Now I will start a new campaign, probably with only one player and I was thinking we would only use 2 heroes.

My friend, who played some Descent (1st ed) with me as the heroes will probably play the heroes since I wanna tackle the Imperial player this time.

My question, any threads or other tips for me and/or my friend?

You should really play with 4 rebel heroes. 2 rebel heroes are gonna get buffed too hard to make missions without any round limit work. On the other hand, some round limit missions become impossible hard (I'm looking at you "A New Threat"!) with just 2 heroes.

I'm a big believer in sticking with 4 heroes if there are less than 4 rebel players. Everything else is a compromise.

If the imperial player can control 2-6 deployment groups, no reason a rebel player can't do the same. We tend to find the rebel players all discuss tactics (sometimes for ages!) between each activation anyway! No reason it can't be an imperial 'overmind' versus a rebel 'overmind'.

Bottom line: heroic and legendary buffs are a secondary compromise and there's no reason to do it (unless you can't handle thinking about more than one thing at a time - perhaps young children or inexperienced gamers).

Biggest advice, as others have said, go with 4 heroes.

We are using 2 heroes + Legendary and the game is rubbish. We've also started a second campaign with 2 heroes each and it's awesome. I don't understand this poor design choice...

I don't understand this poor design choice...

I can understand why they did it. They can print 2-5 players on the box and refer to each Rebel player having their own figure.

But of course the balancing in some missions is way off with less than 4 rebel heroes.

Here's my advice on playing two heroes: don't. You'll spend the whole time wishing you had all 4. FFG didn't balance this game for less than 4 heroes.

Yeah, I told my friend about how unbalanced it became and he agreed to run 4 heroes.

We are doing our first session tomorrow and I am super excited :P .

Yeah, I told my friend about how unbalanced it became and he agreed to run 4 heroes.

We are doing our first session tomorrow and I am super excited :P .

Let's us know how it went!

Yeah, I told my friend about how unbalanced it became and he agreed to run 4 heroes.

We are doing our first session tomorrow and I am super excited :P .

Let's us know how it went!

We played aftermath yesterday.

I was up against:

Gideon

Diala

Gaarkhan

Fenn

I managed to wound everybody but Gaarkhan before he brute forced his way in and killed the last terminal. He basically ignored my figures and just went for the terminals. I realised it too late and didn't have time to block :( .

I realise that without turn-by-turn or video it might be hard to answer.

But do you think I'm bad as IP or is this mission actually pretty balanced and he just played a bit better than me?

I want to add that I had a great time.

It wasn't the last dice roll but still not too far away so my spirit is still up and we both had a great time.

Anytime the missions are close like that, it is a good game. Aftermath was failed by a single shot on the final terminal for my group. So close is good.

I think you are going fine. Just enjoy the missions.

Thanks,

Duncan

Next time we are playing "Indebted".

Just wanna know, the reward the heroes get for winning, do they have choose a hero and then that hero keeps it for the rest of the campaign?
Does it have to be Gaarkhan?

Special Setup for Indebted.

Does it mean i get 4 threat that I can use to deploy one of my open groups?
Is it a good idea to use it directly?

Since the regular Nexu is already taken the options are pretty small.

Probe Droid 3

Imp Officer 2

I don't know, maybe it's too risky, but I could save the 4 threat and play the Royal on turn 3.

But I don't know, maybe 2 rounds without any reinforcement is giving the heroes too much time?

I bought Savage Weaponry which feels perfect for the Elite Stormtrooper group.

Edited by Marten