I was thinking about this as we were playing Descent the other night, and just because you have an app doesn't mean the Imp has to go away. I generally control the Monsters as the App tells me to in RTL, but you still have a lot of discretion. As they teach you, it can be harder or easier depending on what you do or where you place the figures, the rules can be interpreted a few different ways. Move towards the closest hero, attack, then retreat. Pretty straight forward, but if you read the rules and directions for each of those steps there is quite a bit of leeway in how you COULD play it. So I still play with a bit of OL element in the app, I make harder choices and put on my OL hat when it gives me directions on what to do. This will still very much be possible for the Imperial player I imagine within the confines of the app, you will still have to make decisions and assigning one player is the best way to do this.
I very much enjoy playing the Imperial, but it's gotten to the point for my Rebels that unless I make blatantly obvious sub optimal moves I will steam roll them. My last campaign was 8-3 for me (that was with me playing about 60%, and I really worked hard to throw the finale so they would at least get the win) with them running Fenn, Gideon, Diala and Verena. My group is experienced with 5-6 full campaigns under their belt and a few of the minis. I think the gap has just become that large as I eat, breath and sleep the skirmish. It has really opened up the view of the game and has taught me to see 2-3 moves ahead without even trying to. So what I have started doing is taking on more of a GM role and interpreting things with more flair than strategic purpose. It seems easier for them to accept the 'hand outs' if I can spin it into the overall or mission specific story. Anyway, the point of all this is that being able to translate the Imp app moves but also be technically on the side of my heroes and playing as a hero would be great as it is for us in RTL.
Edited by FrogTrigger