Is 2 Player Imperial Assault Broken?

By fungus1487, in Imperial Assault Campaign

Hi all,

First off we are really enjoying Imperial Assault but I have some concerns over longetivity and balance for 2 player campaigns. I am playing with my wife at the moment and whilst she isn't the most tactically perfect player she is pretty ruthless and beats me at other board/cars/skirmish games.

I find the imperials very lacking in a 2 player campaign. I have gone 6-0 relatively easily, we eveven switched up again and whilst I won as Imperials it was by a super narrow margin.

Is the game properly balanced for two players as the rules states? Should we change what we are doing and instead of two heroes with legendary switch to 3 or 4 heroes plain instead?

Are there any other options or house rules people have to negate this problem? By problem the main issue I see is greatly improved mobility, by double activating a hero with legendary can move anywhere between 16-20 squares in a round. This makes objective grabbing very easy as I can just skip around and pick up most things.

Double activating with upgraded rebels is really powerful too being able to get off 4 actions of firing with Fenn and +2 damage per stress.

Any ideas or are we imagining this?

I think the game is best played with 4 heroes, regardless of how many players are involved. I think a lot of the missions were designed with 4 heroes in mind.

Besides, playing with extra heroes is just more fun, since you get more unique abilities and strategies that you can use.

I will say that my experiences of campaign with 4 heroes is very different than yours so far with only two. The Imperials tend to win way more, especially in the earlier missions. It's only later in the campaign that the Rebels actually get strong enough to win.

The biggest problem I've seen with 2 players is that you can get 4 of a particular activation per round, the worst culprit being Move. With 2 players, being able to move 4 times can get you so far away from the Imps (on certain maps) that the imps can't do much. It's far more than 4 heroes could move. So being able to Move 3x and Open Door or some Interact is very powerful. Is it because of the Moves that your Rebels are winning so much?

The only 'fix' I can think of is to limit the number of Move actions to 2 per round per hero...

-shnar

I'm in the camp that says you should always play with 4 heroes. The game just seems to play better with certain missions when there are 4 heroes as opposed to 2.

So, would people suggest that in a two player the Rebel Player controls 4 heroes?

I would yes. I've played or am currently playing 7 campaigns and in all its been 4 heroes regardless of the number of humans playing

Yep, always use 4 different heroes. If there is only one rebel player, they get to control them all.

Thanks,
Duncan

So, would people suggest that in a two player the Rebel Player controls 4 heroes?

Yes. We used four heroes all the time in campaign. Also leaves room for when a friend can join us.

3 heroes isn't bad. "Who gets the extra activation this turn?" leads to interesting tactical choices.

Me and a friend run 2 man campaign we both have 4 heroes with "bonus" cards, it is my turn with the Rebels but since we finished his run I have had the wave 1 packs come so he can unlock more Imps meh

Yeah, just run four heroes at all times, problem solved.

How do people suggest running 4 heroes with 4 players (3 rebels + imperial)?

How do people suggest running 4 heroes with 4 players (3 rebels + imperial)?

Have one player play two heroes.

I'm 3/4 of the way through the campaign with my wife and she's play Jyn and Diala. Nearly every mission has been a nail biter,many decided on the last roll and one by 1 damage point. It's been awesome.

I'm also in the "4 heroes all the time" camp. It can be tricky, especially for a new player, to keep track of all those hero abilities, but honestly no more so than being the Imperial player. I just think that ultimately the game is best balanced and most fun for all sides involved that way.

As for having 3 Rebel players, I usually encourage them to pick 1 of the 4 heroes that "everyone" controls, similar to having an ally.

The main problem I have with 2 player is the 20 ish health legendary heroes have. Sure, if you concentrate fire on them you MIGHT wound one, but by then, the rebels have reached their objective and run away.

Hi.

When I play with only 1 friend I always let rebel player use 4 heroes. It's the best way I think.

But I have a question about this "configuration". At the end of a campaign mission, the reward says that EVERY PLAYER gains 1 experience point. If I play imperial assault with only 2 Players (1 for Empire and 1 for rebels and rebels control 4 Heroes), the empire player gains 1 experience point. How much experience points does rebel player gain? One experience point for every heroes or ONLY one experience point to be assigned to only one heroe?

During my campaign I gave to my rebel friend 4 experience points, 1 for every hero.

Thanks.

I would go one per hero. If one player controls 4 heroes, they are playing like there are 4 players.

Thanks,

Duncan