First time IP - things to not miss/advice

By Marten, in Imperial Assault Campaign

Starting my second campaign on Tuesday, this time as the IP.

I have read through most of the Reference Guide and since I played through the campaign I know most of the basics for the Rebel side.

But, on the IP side I'm not sure.

For example, Agenda cards.

Side missions that aren't forced gets added to the 2 available to and if it isn't chosen you get the rewards automatically after another side mission is completed?

Ongoing are DIRECTLY placed in the play area?

Also, the Agenda deck is shuffled before drawing cards?

When choosing to use an Ally the IP gets to do an optional deployment.

This is one of the open groups and works the same as in the status phase?

Also, when ANY group dies, whether it was an open, reserved or initial group it goes to your hand?

I'm afraid there are a lot of obvious things I have missed and I don't want to make too many rules mistakes as it can have a huge impact on the campaign.

Edited by Marten

Side Missions: pg 4 of RRG "Agenda Cards"

"Side Mission: Some Agenda cards are played as side missions. After purchasing one of these cards, place it faceup on the table; it is now an active side mission. This Agenda card is kept with the active missions between sessions. Discard the card after the mission is resolved."

Yes. If Rebels don't choose the Agenda Mission, you automatically recieve the reward after another mission is completed.

"Ongoing": pg 4 of RRG:

Some Agenda cards are placed in the Imperial player’s play area after purchasing. These cards have an ongoing effect and remain in play until discarded by another effect. These Agenda cards are kept with the Imperial player’s components between sessions.

Yes. Directly.

Agenda Deck: pg 14 RRG "Imperial Upgrade Stage"

" To purchase Agenda cards, the Imperial player shuffles the Agenda deck and secretly draws four of them."

Yes- shuffled each time you draw. This allows you the chance to purchase cards you couldn't afford in previous turns.

Ally Optional Deployment: pg 5 of RRG "Rebel Allies"

" The Imperial player then gains threat equal to the deployment cost listed on the Ally card and may immediately resolve an optional deployment."

Yes. Works just like the status phase. Keep in mind this happens after the setup and deployment happen. If you have the opportunity to deploy an open group during setup, you must deploy that group first. Then if the Rebels choose an ally, you receive threat and an optional deployment.

Some other rules people misplay:

- Be super clear about the order of steps in the Status phase. (page 23). Often a mission event happens at the end of round X and says something along the lines of "increase your threat by the threat level". That's an End of Round effect and happens at step 4. You deploy forces at step 3. Which means you can't use that extra threat until the next status phase.

- Make sure you understand the deployment points. Only the green ones are active at the beginning. An event may instruct to place a unit in a red point, but it doesn't make it active for open deployment unless the rule says so. Also, an event may instruct you to deploy some units into a specific room, like the back room in Aftermath. You might see a deployment point there but you don't have to deploy to that point unless the rule says so. Any space inside that room is eligible.

- Be sure you know what you should read to the players. I've read threads where the IP has failed to read aloud the victory conditions and the round limit... :wacko: The relevant info is in the first page of the Campaign book. Basically you read everything under the Briefing and as events happen you read everything under that event. Unless you're given a choice to do either A, B, or C, then you only read what you chose and leave the other options a mystery.

- If you play Military Might, there's a class card that reduces deployment cost, NOT reinforcement cost! ;)

- You'll have Large and Massive Figures. Be sure to know all about their movement restrictions etc. (page 16).

- You probably know you can't include Unique characters in your Open groups unless you've earned them from side missions.

Couldn't find spoiler tag, so using color to match background as best as possible.

SPOILER!!!!!

SPOILER!!!!!

SPOILER!!!!!

About Aftermath:

"If you don't activate the red deployment point there is no way to deploy new units?"

With respect, Marten is wrong. Deployment points are only turned off if indicated in the text. So unless it is stated, the initial points are still available.

daa

With respect, Marten is wrong. Deployment points are only turned off if indicated in the text. So unless it is stated, the initial points are still available.

daa

Happy to be wrong. It was indeed a question :).

SPOILERS!!!

I missed the green spawning point :D

How do I know which units I can choose as my open groups?

How do I know which units I can choose as my open groups?

Any Imperial or Mercenary group that is not a villain. Also keep in mind you are limited to the number of figures that come with a single core, if you happen to have multiple cores.

All villains have an elite red card and are unique?

All villains have an elite red card and are unique?

Correct. RRG pg 4, 5 and 25. A Villain is a unique (marked with a dot) deployment card for the Imperial player. Technically, it does not have to be an elite/red card, although all villains in the game so far are.