House rules for 2 Hero campaign play

By gavinwatson, in Imperial Assault Campaign

Hi Guys,

Firstly, I apologize. I'm aware that there are multiple threads on this topic, but I've been through them and not found the answer I'm looking for. I have a campaign coming up and there will be three of us playing. We'd like to play a campaign using 2 heroes. I've read that the overwhelming advice is to just play with 4 heroes but we're not interested in doing that.

We know that some missions are very difficult with just 2 heroes, but in our experience the imperial player generally ends up setting up 'paper targets' for the rebels as one user on here put it. It's often impossible to defeat the heroes and their double activation lets them move too far.

So, has anyone tested any house rules that balance the game out when using just 2 heroes? Such as ignoring their extra health or perhaps giving the imperial player more threat to work with?

Any suggests for house rules would be greatly appreciated!

The IP just needs to play with the Subversive Tactics class deck. No way the rebels gonna get anywhere.

The IP just needs to play with the Subversive Tactics class deck. No way the rebels gonna get anywhere.

Is this because the heroes rely on their stamina more in 2 hero campaigns, and that IP class focuses on draining it?

The IP just needs to play with the Subversive Tactics class deck. No way the rebels gonna get anywhere.

Is this because the heroes rely on their stamina more in 2 hero campaigns, and that IP class focuses on draining it?

Kinda. They do have less overall "buffer" for strain. But also you get a card that lets you interrupt after a rest to attack the resting character (or move). In 2 Hero games line of sight is open more easy for this to trigger an attack.

Subversive Tactics is brutal and the only way out is to chose Fenn and Jyn to maximize strain recovery.