Edited August 24th: I’ve taken the feedback I’ve so far received, as well as some more ideas of my own, and updated this post. The changed parts have been bolded.
IA’s campaign mode has a number of issues.
The Side Mission concept needs revamping. Drawing only two cards is a mechanic presumably intended to insert variety into campaigns, but in reality all it does is limit player options, and in a bad way. There should be a way to maintain some randomness in Side Missions played, but allow the Rebel players more control in their choice of missions.
However, currently the only side missions worth taking, with very few exceptions, are the Hero character missions. Side missions—all side missions—should provide a clear benefit to the Rebel players for winning them. Therefore, the Ally and Grey mission rewards need to be increased, so that the Rebel players have more incentive to choose those decks over the Hero deck.
Most allies, and most unique villains, are laughably overcosted, which means there is no incentive to play most ally/villain missions, because the reward is mediocre at best. In addition, the fact that you have to complete their side mission before you can even take an ally means most campaigns are played without ever seeing one, unless they’ve already been scripted into a specific mission by FFG. This also hinders player options, and reduces replayability.
With that in mind, here are my proposed house-rule fixes. Suggestions and feedback are welcome!
--Rebel players shuffle their mission cards into three separate decks of four cards each, by type: Ally, Hero, and Grey.
--When a side mission comes up during the campaign, instead of choosing between two drawn mission cards, the Rebel players choose a deck. One card is drawn from the chosen deck, and that is the side mission that is played. (Or the Rebel players can choose an Imperial Agenda side mission, or a threat mission, etc as normal.)
--If the Rebel players do not lose a Grey mission, they receive an additional 50 credits per Hero.
--The cost of the following Imperial Side Mission Agenda cards are reduced to 1 Influence: Back-Room Bargains (Mercenary Ties), Bunker Buster (501st Training), Fire in the Sky (Bounty), and Into the Wastes (Tusken Weaponry). The cost of all other Imperial Side and Forced Mission Agenda cards are reduced to 2 Influence.
--The Imperial player cannot have more than two hidden Agenda cards at any one time. If he purchases a third, he must immediately choose one to discard. He regains the Influence cost of the discarded card.
--If the Rebel players lose two missions in a row, then starting from that second mission they receive an additional 100 credits per Hero for each mission they lose. If the Imperial player loses two missions in a row, then starting from that second mission they receive an additional 1 influence for each mission they lose. Both of these conditions occur until the losing side wins a mission.
--Players are not required to complete an ally's respective mission to take that ally or villain on a mission. However:
--Players can only choose an ally or villain for a mission if that ally/villain’s mission card has been selected for the player's respective deck.
--Rebel players must win a non-unique ally's mission to take the elite version.
--Gideon’s “Friends of Old” mission and the reward of a certain Return to Hoth mission do not count as winning the mission for their respective allies. However, if the Return to Hoth mission is won by the Rebels, the respective ally’s cost is reduced by two.
Rebel and Imperial Deployment cards are adjusted as per below. (If a Deployment card is not listed, it gets no adjustments.)
REBELS:
Chewbacca:
Corrected cost: 11
Mission won: 9, and gains Fury of Kashyyyk
Han Solo:
Corrected cost: 9
Mission won: 6
Luke Skywalker:
Corrected cost: 9
Mission won: 6
Leia Organa:
Corrected cost: 7
Mission won: 5
Obi-Wan Kenobi:
Corrected cost: 9
Mission won: 6
Lando Calrissian:
Corrected cost: 5
Mission won: 3
R2-D2 & C-3P0:
Corrected cost: 2 each
Mission won: 1 each, and can take both as 1 ally.
Wookie Warrior:
Corrected cost: 7
Mission won: 5
Elite: 7, and gains Fury of Kashyyyk
Rebel Trooper:
Corrected cost: 5
Mission won: 4
Elite: 6, and gains Combat Suit
Echo Base Trooper:
Corrected cost: 5
Mission won: 4
Elite: 5
Rebel Saboteur:
Corrected cost: 4
Mission won: 3
Elite: 5, and gains Targeting Computer
Alliance Smuggler:
Corrected cost: 2
Mission won: 0
Elite: 1
IMPERIAL:
Darth Vader:
Corrected cost: 15
Mission won: 12
General Weiss:
Corrected cost: 12
Mission won: 10, and gains Targeting Computer
Royal Guard Champion:
Corrected cost: 13
Mission won: 10
Kayn Somos:
Corrected cost: 8
Mission won: 7, and gains Advanced Com Systems
The Grand Inquisitor:
Corrected cost: 9
Mission won: 7
General Sorin:
Corrected cost: 6
Mission won: 5, and gains Advanced Com Systems
Agent Blaise:
Corrected cost: 6
Mission won: 4
AT-ST:
Corrected cost: 11
Boba Fett:
Corrected cost: 10
Mission won: 8, and gains Explosive Armaments
IG-88:
Corrected cost: 9
Mission won: 7, and gains Targeting Computer
Dengar:
Corrected cost: 6
Mission won: 4
Greedo:
Corrected cost: 4
Mission won: 3, and gains Punishing Strike
Bossk:
Corrected cost: 8
Mission won: 6
Edited by IndyPendant