What new mechanics would you like to see?

By Ryertangent, in Star Wars: Imperial Assault

We've already been doing 2X4 campaigns; having two imperial players works nicely and keeps things moving along at a good pace.

Say what? This sounds like an awesome idea, how do you do it?

It's probably less glamorous than you think. One imperial takes the 'lead', the other simply exists to clean up the board, rules check, make sure heroes are using their abilities correctly, and chime in to make sure the imperial player doesn't forget all tricks once a group is activated. Prior to each odd turn, the imperial players can take a couple of minutes to talk out the game plan but its the primary imperial player who selects activation order of the different groups.

The imperial players will switch back and forth as who is the primary and secondary from mission to mission. So one is in charge and the other is a helper. It's still evolving but its been working for us. It's been a good experience seeing someone else do things a little different and the helper aspect is great for little things like, "Hey, that stormtrooper just shot but they still have two movement points left; don't forget to use them". As the imperial player, there is an awful lot to keep track of and quite often when attacking, a hero is going to do something to interrupt your train of thought. That's where the second imperial player steps in allowing the primary to focus on the current group they're activating.

If you can get a group of six, two imperial players can make a difference. Add or remove other ideas as you see fit.

That's so true that the Imperial is overworked in this game. A little help can mean a lot.

Edited by Boba Rick

I like the idea of pilots, but currently only the Imperials have vehicles. I'd like to see a mechanic that allows for someone to call in damage in the form or a strafing run or bombardment. We already see this in the skirmish mission "Leave No Evidence": if you control the terminal you can call in a bombardment where each player in an exterior space suffers 2 [damage].

We also see this in the campaign mission Incoming where any Imperial figure can create a bombardment zone within line of sight to that same Imperial figure.

I'd like to see a specific figure that is able to call in a bombardment/strafing runs, pilots would be great for this. A pilot can pick a space in his line of sight and any figure within 2 spaces of that spot suffers 2 [damage]. Or a pilot could call in a strafing run that would cause 2 [damage] to 4 spaces in a line and 1 [damage] to any spaces adjacent to that. You could spice it up a bit by letting the pilot declare a space and the bombing/strafing wouldn't happen until the end of the next turn. This would be thematic as well since it's going to take some amount of time for ships/squadrons to get into position. The space could even be a secret, so the enemy would know a bombing/strafing was going to occur at the end of the next round and have to disperse their troops if they want to try and avoid it.

I like this idea, but how would one secretly pick a space? Wouldn't it be real easy for the caller to cheat?

...The space could even be a secret, so the enemy would know a bombing/strafing was going to occur at the end of the next round and have to disperse their troops if they want to try and avoid it.

I like this idea, but how would one secretly pick a space? Wouldn't it be real easy for the caller to cheat?

You could take a small token and use the map page to mark out the spot or area. Then cover that with a sheet of paper so the other player can't see it. Or you could label the rows and columns on the map with numbers and letters and then have the player write their spot on a paper, fold it up, and open it at the correct time. But the whole 'secret spot' is more imagination that anything else, I don't think it could be easily implemented into this game now.

The strafing run/hidden explosives already exists in the form of the Retaliation agenda card "Tactical Explosives"

Chewy, we're home: Rebel Deployment Card, 0 Points: If your army includes Han Solo, then you get Cewbacca for 12 points.

This is good because it gives more value to Han, which is needed.

You'd still be spending more than half your points on two figures. Hardly work it. Difficult to justify 2 uniques if they each cost more than 5. All of my rebel lists include R2, Threepio, and Gideon, but that is 8 points. Same price as Gaarkhan on his own or a paid of Wookiees.

I do play an expensive unique occasionally, though. I've found Boba can often make up his cost, and Darth Vader is s train. Just difficult to justify more than one, ESPECIALLY when they are both already over priced. If a squad had more than 40 points it might help, but 14 points is a 3rd of your squad.

I would like to see an Imperial Fortification phase at the begging of the map or a certain rounds. The Imperials could spend threat on additional map hazards such as mines. alarms, and turrets.

What I would like to see is character's from expansions (Boba Fett, R2, C3P0) appear in future missions outside of Twins Suns, and not just as open groups.

Also, a bounty hunter campaign, where each hero is a bounty hunter from ESB (Zuckus & 4LOM could be controlled by the same player) who are hired by the Empire to do their dirty work against the Rebels. Such an expansion could come with plenty of generic Rebel miniatures as well as Rebel vehicles, which they are lacking in skirmish.