So I have the core set and all expansions, but only played halfway through the core like 2 years ago. I've got a new group together, but there are some things I'm not sure about. Specifically, are the heroes of the expansions playable in the core campaign? Similarly, are the crate loots and side missions from the expansions playable in the core as well? And after getting done with core and moving on to the expansions, do we "remake" the characters and just start all over again fresh or do they have the option to keep all their upgrades they earned in the previous campaign? I know the general rules and gameplay, but need some help getting it set up and started. Sadly, I'm the most knowledgeable of the group. Thanks for your help!
Need some pointers on being the Imperial player in campaign plz
Yes, all heroes, imperial classes and agenda sets, and item and supply cards can be used in any campaign. Some side missions (mainly Han Solo's) cannot be included in the later campaigns due to their time period. The campaign setup instructions tell to select characters, how to build agenda deck and side mission deck. Each campaign is separate.
Read the campaign setup instructions for the campaign you will be playing. Twin Shadows and The Besbin Gambit start with certain amount of XP and credits and upgrade stages.
About including components:
https://www.boardgamegeek.com/thread/1598051/cross-campaign-components
Edited by a1bertWelp, that pretty much covered everything lol! Thanks a lot! ![]()
The heroes reset their XP and gear when starting new campaigns.
I have all the expansions except the Bespin Gambit. I mix all the item cards together from all expansions also i mix all the supply cards together also.
for the Campaign, Im a very story driven imperial player and like thematic play. Some general Tips for imperial player.
- Read the mission you are playing before your game night/day. it will allow you to see the theme of the mission, and you can bring in open groups that reflect that. If it is set in a Bar or in Hutt controlled space, maybe more mercenaries (hired guns) and if you read the mission before, you can see little traps and surprises and try to work them into a story. I always expand on the flavour text, and add heroes names and their personalities.
- I don't always play to win, I try to win, when i want to get a villain reward. but other than that i make it as fun as possible.
-I sometimes make my mercs and imperials fight. and i make creatures attack anyone, (unless i work it into the story, that it is tamed.) i spread the damage around, try not focus on one hero. if the hero does something like run into a group, i might punish them for that, and sometimes make stormtroopers run away from scary heroes.
- Agenda sets are fun, the deplete cards are ones to grab early. or save up so you can buy two reward side missions at once. then play them to get a reward instantly.
(House rule) I will not allow my opponent to take heroes that have already died or been expelled from the Rebellion if they lost the finale.
And just like Spidey NZ said, it's more fun tp bring heroes that make sense in the mission than tactically good ones. Therefore, Royal Guards don't show up in my campaigns very often. I think my opponent only saw them once in RTH!