Starting threat, wounding heroes, IP cards, adjancent ranged attacks - A few questions after my first game

By DAMaz, in Imperial Assault Campaign

So I just played my first game and I'm sure I played some rules wrong, so here are a few things I'm not sure of.

1.) Starting threat: Do you start with threat or do you gain threat normally only before deployment phase? (also can you reinforce/deploy more than one figure/group in one deployment phase given you have enough threat?)

2.) If a hero gets wounded, is there any reward for the IP? In my game wounding heroes accomplished very little regarding the dynamics of the game and felt very uneventfull. When the hero is at full damage, he only flips his charter, doesn't lose an action/activation/ nor ends his or her turn and the IP gains nothing extra, right?.

Yes the heroes are weaker then, but wounding a hero felt very impactless compared to Descent. Also it makes killing off heroes completely, nearly the only, but in every effect a very viable choice to really hamper the hero party's capabilites. I have my reservations regarding this strategy however, because it feels very bad to throw someone out of the game/mission. However in my first game I knew pretty early that wounding every hero wouldn't work out, so imo killing off one or two heroes completely would've been the viable tactical choice.

3.) Are the tiny class cards the only thing the IP can use during the game besides his units?

4.) If figures are adjacent do they have to draw line of sight to each other, when using ranged weapons, or is this superflous when adjacent? (Question occured when 2 units were only sharing one corner, while being surrounded by other figures).

Edited by DAMaz

So I just played my first game and I'm sure I played some rules wrong, so here are a few things I'm not sure of.

Don't worry. It took me three full missions before I thought I was doing everything right. Then I discovered I wasn't. So by the end of the first full campaign, THEN I was doing everything right. Then I discovered a few more tucked away rules. So by the end of the THIRD campaign,... I still found I was doing Doors incorrectly. So now I never say I'm doing everything right.

1.) Starting threat: Do you start with threat or do you gain threat normally only before deployment phase? (also can you reinforce/deploy more than one figure/group in one deployment phase given you have enough threat?)

You start every mission with zero threat. Then, as in many of the side missions, the mission rules may give Additional Starting Threat, often double the current Threat Level. "...and Resolve an Optional Deployment." So you may go ahead and start with additional forces on the board, or you may choose to hold it in reserve. After that there is a second way to start with Threat, and that is if the Rebels choose to bring an Ally. The Imperial player gains Threat equal to the Ally's cost, and may resolve an optional deployment (put out more bad guys).

As long as you have the Threat, you may reinforce with as many figures that the deployment card will bear, up to its maximum, all at once if you wish. ex: If you have 4 points of Threat, you may reinforce up to two Stormtroopers.

2.) If a hero gets wounded, is there any reward for the IP? In my game wounding heroes accomplished very little regarding the dynamics of the game and felt very uneventfull. When the hero is at full damage, he only flips his charter, doesn't lose an action/activation/ nor ends his or her turn and the IP gains nothing extra, right?.

Yes the heroes are weaker then, but wounding a hero felt very impactless compared to Descent. Also it makes killing off heroes completely, nearly the only, but in every effect a very viable choice to really hamper the hero party's capabilites. I have my reservations regarding this strategy however, because it feels very bad to throw someone out of the game/mission. However in my first game I knew pretty early that wounding every hero wouldn't work out, so imo killing off one or two heroes completely would've been the viable tactical choice.

Wounding Heroes, in most missions, accomplishes four things. First, they lose one of their inate abilities. Depending on the hero, they may not care (Gideon after he's got Masterstroke), or they may weep considerably (Mak with no Stealth Suit). Second, they lose a point of Endurance, which puts a fast cap on using those irksome abilities. Third, they lose a point of Speed, which is my favorite thing because those objectives get very, very far away and they can no longer whimsically blow strain on it because, as previously mentioned, they have a lower Endurance. Fourth, they can usually no longer pick things up, and must drop whatever it was they are carrying... important on a few missions.

If there are four Rebels sitting across the table from me, you're right. It sucks to send one of them packing and I have never purposefully withdrawn a Rebel when it's a player's only character. I find some other way.

But you're not wrong. Withdrawing a Rebel is the fastest route to victory. Out of many missions, I cannot think of a single one that I have lost as the Imperial after withdrawing a Rebel. Not one. It just becomes too difficult for them to keep the field clear with only six actions, and they go down to blaster fire.

3.) Are the tiny class cards the only thing the IP can use during the game besides his units?

The Imperial player also purchases their Agenda cards, which can be used during the missions as well. They are equivalent to the Rebel's equipment.

4.) If figures are adjacent do they have to draw line of sight to each other, when using ranged weapons, or is this superflous when adjacent? (Question occured when 2 units were only sharing one corner, while being surrounded by other figures).

Yes and no. Yes, they must still technically draw LOS to each other, but since a figure does not block LOS to its far corners, there is no case in which you cannot draw LOS to an adjacent figure.

Bring the Order of the Empire to the Far Reaches of the Galaxy.

@R5D8,

Where does it say about heroes having to drop items they are carrying when they are wounded.

I am unable to find the rule.

I think that is specific to some missions where wounded heroes are not allowed to interact with items if they are part of the victory condition. You would need to check the campaign guide to identity the missions

OK thanks, I read it as he implied that was the norm.

@R5D8,

Where does it say about heroes having to drop items they are carrying when they are wounded.

I am unable to find the rule.

In my haste to write that, I erred in part. Being Wounded does not specifically prevent you from picking up a token. However...

RRG, p. 22. "Retrieving Tokens"

"If a figure is defeated, any tokens that it is carrying are dropped in its space. This includes when a Hero becomes Wounded or Withdraws."

Tucked away, but there it is. I wish they would have simply printed 4 more pages and reprinted rules in appropriate sections. That would be great to print under "Wounded" as well as "Mission Tokens".

Edited by R5D8