Campaign Noob with Questions

By jonboyjon1990, in Imperial Assault Campaign

I've owned the game for ages, and played quite a bit of skirmish, plus I own every single box and pack. So I know the core rules and everything.

BUT...I've never gone near the campaign mode, but I'm looking to maybe run one this year.

I've read through the various rulebooks but still have a few questions.

- You can use any combinations of heroes, from any box right?

- What's a good combination of heroes for a 3 player group?

- What about 4 players?

- Or can you just go with whatever?

- How does the side mission deck work?

- You put in a side mission card for each hero (red face)

- You put in 4 side missions for allies, of the players' choice (green face)

- You put in 4 random side missions (gray face)

- Is that correct?

- How are story or main missions chosen?

- They have cards, but do they go in a deck?

- What about Agenda sets?

- They come in groups of 3 cards, right?

- And I choose 6 sets (18 cards), right?

- Can I choose any, from any expansion/box?

- For a first campaign, in terms of being reasonably effective, but fun for myself and the rebel players (I'm not trying to win, just provide a good time) what's a good combination of Imperial Class Deck and Agenda Sets?

Thanks!

Edited by jonboyjon1990

You can use any combination of heroes, correct. Generally you should try and have 4 heroes, as the system is designed around it (so if you have 2 rebel players give them 2 heroes each, rather than the suggested 2 heroes plus silly cards). However, 3 rebel players is a little awkward, but maybe give the players turn about using the extra hero or something similar? I am not really in a position to give good selection advice though.

How the side mission deck works actually depends on the campaign you are playing (Return to Hoth is slightly different than the base game). However, yes, the base box campaign works that way.

Story campaigns have cards, but you start at the intro mission ("aftermath" for the base game), and then depending on who wins or loses you put into play certain story mission cards.

Agenda sets: Yes, that is correct.

As I understand the Imperial Class decks, Subversive Tactics is a little unfun for new rebel players and maybe overpowered, but not so (and maybe underpowered) against experienced players. Probably an avoid for new players. Imperial Might is the one I have played against and seemed really quite strong, and mostly revolves around making troopers good, rather than cheap cannon fodder. Technological superiority is about giving odd tricks to your units. Armoured Might (or whatever it is called) is ok power wise from what i have heard, but looks a little unfocussed in its theme. It is trying to be the "vehicles" deck, but as Vehicles are sometimes tricky to use it also gives things to droids, and some random abilities almost anything can use. Inspiring Leadership revolves around giving units Officer like abilities and letting those units (and Officers) buff their allies. Looks quite interesting, but possibly tricky to use effectively. Precision Training... I am using it at the moment, and I am underwhelmed. Some nice generic buffs to units, but it feels a little lacklustre (though that could be down to my skill) and isn't exciting (+1 Pierce to all units? Nice, certainly, but it isn't exciting).

I would say that for a first game Technological Superiority may be the best bet? Though that is not with any experience of playing with it or against it, just from the look of it (it looks like it has some abilities which are kind of fun to use), and what others have said. As to Agenda Cards? Not really sure, but the one that can give you "Imperial Industry" might be one to avoid... that attachment is harsh if you win it.

Edited by borithan

Thanks Borithan!

(Aaaaargh, just typed out a lengthy reply and lost it all! Here we go again...)

- You can use any combinations of heroes, from any box right?

That's right. Don't worry about "good combinations" - someone who wants to "be" a Wookie or a Jedi will have much more fun as Gaarkhan or Diala, than if they end up feeling obliged to take Gideon because he's an efficient force multiplier for the squad. All the heroes bring something to the table, let the players go wild.

Oh - but if one of them takes Jyn Odan, kill her first, all the time, every time, in preference even to the mission objectives. Just sayin'. ;-)

- How does the side mission deck work?

As you describe. Watch out for the time period - I'm not sure if any side missions yet are outside the time period of the main campaign, but some of the expansions might be, so watch out for that.

Many groups like to house rule "double jeopardy" into their side missions. In this variant, instead of having one hand of side missions (meaning they can save missions for later - but they might get stuck with one they'll never want, or never see one they do want) draw two side missions each time they need to play one, and discard the one they don't use. This way, they're eventually guaranteed to (for example) get the chance to get Diala's lightsaber - but, might be faced with a difficult choice between doing that, or rescuing Luke Skywalker (or whatever). I might try it this way next time I play campaign; you may like to do the same, or stick with the core rules.

- How are story or main missions chosen?

Well, the Story Mission Cards are pretty pointless. "Aftermath" starts in play, so you play that mission first. At the end of that mission, the mission rules will tell you which Story Mission Card goes in play next (depending on who won). There's always exactly one Story Mission Card in play, and you're told which - you don't draw from the deck.

The cards really just have a little bit of story on them, apparently to make the campaign awkward for anyone who downloaded a scan of the mission book. That's about it - they don't add much, and shouldn't really have been necessary, what's on them could easily have simply been in the book.

Incidentally, if you're comfortable doing so, I recommend tailoring the story to your players rather than reading aloud verbatim. For example, in our group, after the players lost "Aftermath", I told them that Rebel High Command had decided they sucked, which is why they were sent as a distraction for the main team in the next mission. Without spoilers, let's just say that their distraction proved wildly successful - and they got really into the idea of proving their worth to Rebel High Command. Some of this is hinted at in the official text, but I was able to keep the plot more consistent - and get the players much more involved - by paraphrasing with my own spin on things.

- What about Agenda sets?

Again, as you describe. Agenda sets aren't particularly important, so just go with what you think you (or your group) might find interesting - if they love Boba Fett, take his Agenda; if you love Droids, take IG's Agenda; etc.

what's a good combination of Imperial Class Deck and Agenda Sets?

Agenda, not too important, as above. Class is much more important - it affects every game you play, maybe even every turn of every game. There's probably a lot of discussion in other threads; I took Technological Superiority in our first campaign, and really enjoyed it (Jetpacks and Thermal Detonators FTW!) but felt very underpowered compared to the heroes by the end. OTOH, Subversive Tactics is probably the strongest IMO, but basically involves telling the players "no, you can't use that awesome new skill you levelled up to get, trolololololol!" and where's the fun in that? You have the advantage of already knowing the game, so can read them and get some idea of what they'll all do - our first campaign, not having a clue how the game worked, I just picked at random. :-)

Other advice: plan ahead how you'll record the state of the campaign between games - the rules suggest bagging things up, and that can work, but I found it easier just to write it down. On which note - the official campaign tracker sucks, make your own or someone might have designed one for download. Finally, set up at least once before playing so you can be comfortable with where everything will be - I put Mission / Agenda / Imperial Class / etc. cards on my left, out of the way (as they're mostly only used between games), and Crate / Equipment / Reward Cards on my right, for easier access, etc. Find whatever works for you, to avoid keeping the players hanging around waiting while you try and find stuff.

Ok, nobody else wants to, so I'm gonna give you exactly what you asked for.

CLASS: Military Might

AGENDA SETS:

Agents of the Empire

Defensive Tactics

Imperial Discipline

Crimson Empire

Lord Vaders Command

Nefarious Dealing

I love military might. Its straightforward and, rather than being "tricksy" just takes the guys you use the most, and makes them better. I didn't find it overpowered, but rather appropriately powered. For example, by the time they start one-shotting elite stormies, you get abilities to make them tougher.

The agenda sets were chosen with this in mind. They either boost your troopers, increase their longevity, or give you options for dealing with heir tricks.

I didn't suggest the imperial industry agenda set because the reward card is the closest thing the empire has to a "win" button, and you wanted a challenge.

Edited by Sam Tomahawk