open groups for imperials

By heavysuit, in Imperial Assault Campaign

Me and my friends got into a discussion the last couple times we played campaign about what groups the imperial can bring. Some of us had issues with the imperial being able to use groups like hired guns in the base game, and bringing an extra unit of stormtroopers by buying the stormtroopers pack. Some players feel that unless you own them before starting the campaign you can't use them, and others said unless those units show up in the campaign missions you can't bring them. Figured I'd ask before we played in 2 weeks, the imperial player wanted to buy a bantharider to use in our ongoing twin shadows game.

You can't use more than 2 regular and 1 elite stormtrooper group even if you buy the Stormtrooper villain pack. You can usually have two of the other non-unique groups (one regular and one elite). Each pack tells how to integrate it to the campaign.

By rules as written, anything you have at the start of the campaign is available. It mainly concerns the agenda deck though. (And side mission deck for the Ally packs.)

During a campaign any non-unique group is fine, as long as you have agreed on it with the rebels. With agreement you might even be allowed to change the agenda deck (and side mission deck).

I feel every expansion pack I get, I try to use it within accordance to what I feel would follow storyline/suit in the campaign. So Im more likely to use Tuskens/Hired Guns/Bounty Hunters in Twin Shadows than the other 3. Especially Hoth, and yes obviously Tuskens need desert tiles. But I try to make it flow more sense, unless a specific side mission chosen dictates we use them of course.

~D

Expansion packs specifically come with cards and missions that are meant to be used with the campaign. Hired guns, for example, comes with an agenda set and a mission that is meant to be an option for the imperial player so the players that say you can't use anything that doesn't show up in the campaign missions really don't have a good argument.

I could see more of an argument that you should have the expansions before you start a campaign but, as others have stated, it doesn't really matter if you bring new units as long as you're not swapping out agenda or class cards. After all, you'll obviously encounter different units later in the campaign than in the early missions (what's the difference between having a unit included in the base game show up for the first time in a campaign and having an expansion unit show up for the first time in a campaign?). That and the expansion pack units aren't really more powerful, just different (although as Hoodie said, it's a little strange to see things like Snowtroopers on Tatooine so just for immersion value I personally wouldn't do that). Oh and as a1bert said, there are limits to how many of the same unit you can bring to the campaign overall.

I don't use enemies from other expansion packs in my campaigns, unless I am playing with a group that just enjoys doing random missions.

But the real question should be who is paying for the expansions? If it is you and you want to use them, I think the people playing for free can suck it up. Nothing is giving you that big of an advantage.

I don't bring stuff in mid campaign that I bought after the campaign started, other than just the plastic. For example in my first campaign, I used the royal guard champion figure when he showed up, instead of the cardboard token even though I bought him after the campaign started. But I'm in the middle of a Hoth campaign now and I won't add in the Bespin stuff like the new gear, supply cards, etc.

Other than that, anything goes in the interest of variety. Snowtroopers in a Twin Shadows mini campaign mission? No terrain restriction = all good.

Edited by KalEl814

The rulebook specifically says you should only use components that you owned when you started the campaign, minus the plastic figures that replace tokens, but honestly do whatevers most fun for your group. If someone believes their experience would be tainted if there were ISB enforcers in their Hoth mission that started 3 months ago, then just stick to the rules, otherwise go nuts!

I think the thing to remember here is that this is a game. The purpose of said game is for EVERYONE to have fun. Talk it through with your gaming group and see what compromise can make people the most happy. The rule about bringing in stuff mid campaign, (imo), is not a game breaker, so, break it if you and your group want to. Heck, you bought the game, break as many rules as you want, (as long as everyone is having fun).

My group has no issues with new minis making it into their campaign. Every time I drop a group or figure they haven't seen before they all want to pick it up and look at it and see what the stats are. All I hear is...that's so cool, what can they do, that mini is awesome...etc...etc.

My group has no issues with new minis making it into their campaign. Every time I drop a group or figure they haven't seen before they all want to pick it up and look at it and see what the stats are. All I hear is...that's so cool, what can they do, that mini is awesome...etc...etc.

Don't tell them what it does. Make 'em find out the hard way. :)

We go by the rule that once a card is on the table its open knowledge. I was getting some discontent that I would know their health and abilities but they didn't know what my groups could do, their health. etc.

Fair enough. And I guess there is enough hidden info with the way IA uses "trigger" points in the campaign missions. I just LOVE it when my players start the whole "should we open the door yet?" debate.