Beginner mini campaign questions

By FixB, in Star Wars: Imperial Assault

Hi,

I've just bought the game and am planning to play the campaign with my kids.

But I also was thinking about bringing the game back home during Xmas holidays and have a one or two day play with my brothers. Is there a mini campaign that can be nice to play for beginners in roughly two days of gaming time??

Thanks

The two box expansion Twin Shadows and The Bespin are both mini campaigns. Both are fun to play through and add loads to the core set.

You can also play some missions standalone by using the XP and credits setup from the minicampaign rules. You can download the Twin Shadows and Bespin Gambit rules from the FFG's IA page.

I would highly recommend playing a few missions before the holidays (even if you need to do that solo) to get the most important rules down. (See the other starting player threads here.)

If you do purchase a mini-campaign, I'd heavily suggest Twin Shadows. I find that it tends to be thought of more favorably than the Bespin Gambit (which is still good, just a little more niche).

The only issue is that mini-camapign’s give players extra XP and credits to purchase new abilities and items and players unfamiliar with IA need to have a basic understanding of actions, dice types, strain, etc. in order to make decisions about the upgrade stage done before the first mission.

You could always give skirmish a try, too.

Best way to do this is to build preconstructed decks/armies first- then, maybe your players would be interested in building their own.

Thanks for all the great input. I think I'll go with the Twin Shadow mini campaign.

Btw, as I've got to fly there and don't want to take more stuff than necessary, do you know if there's a way to know which components of the core set are needed for the campaign of the Twin Shadow?

You need the generic core stuff (tiles, doors, items, supply deck, tokens, dice, all hero-specific stuff). For figures peek at the Setup sections of the 6 possible missions to see the initial and reserved groups list. You will be playing 4 of the missions. Then remember to take the open groups you want to have as the imperial player.

There won't be any side missions nor agenda missions (other than the ones from Twin Shadows), so you can leave quite a bit of stuff home.

However, I don't think you'll save that much space from other than leaving the AT-ST home.

Edited by a1bert

If you didnt buy exp packs, you should be able to fit the core box and the TS box (with all contents in each) and put them in one of those recyclable shopping totes. You really need almost everything from the core set for TS. You want all 6 of the heroes, youll need troopers, officers, guards, etc. for yourself. You can just take the Military Might deck for yourself and leave the skirmish command cards back.

~D

I just wanted to thank you all for your advice. I've started the core campaign with my kids and we love it.

And I'm on my way to holidays, planning to go through the Twin Shadow campaign with my brothers :)

Quick question: I'm French and maybe will get an expansion for Xmas. If I want to play tournament when I'm back in the UK, will I be able to use my French cards? (I'll obviously have the translation at hand)??

Thanks!

As far as I know, all language versions are legal (they are official FFG components), as long as you only use the officially legal expansions specified for the tournament.

Thanks! :)

We just went through the first TS mission and had a blast. I won as IP, but it was a close game and the player playing Mak didn't realise he could easily use his +2 pierce combined with his other ability until late in the game. So I'm looking at a difficult time for next games :)

I just have another newbie question : I didn't find in the box tokens to show where the Imperial forces can spawn. Should I show those points on the map to the rebels or, as I did so far, surprise them when reinforcements come in? I find the latter more fun as they are now always on their toes, but I don't want to gain a undue advantage by not telling them in advance where forces may spawn... What is the proper way to play?

Thanks!!

We just went through the first TS mission and had a blast. I won as IP, but it was a close game and the player playing Mak didn't realise he could easily use his +2 pierce combined with his other ability until late in the game. So I'm looking at a difficult time for next games :)

I just have another newbie question : I didn't find in the box tokens to show where the Imperial forces can spawn. Should I show those points on the map to the rebels or, as I did so far, surprise them when reinforcements come in? I find the latter more fun as they are now always on their toes, but I don't want to gain a undue advantage by not telling them in advance where forces may spawn... What is the proper way to play?

Thanks!!

The entry points shown on the map from the campaign guide? You don't show them to your Rebels at all

Green points are always active. Otherwise see mission rules on when does new deployment points open. For example, you simply read "The blue deployment points are now active", but Rebels don't actually know where it is unless there's a follow up "Resolve an optional deployment to the blue point" and you actually deploy (Rebels will know "Aha so that's one of the blue entry points!"). Otherwise, Rebels have no idea if it's "the new blue point" or was it still "one of the old green points" when you bring in fresh troops

Note: some mission might also disable deployment points, ex. "The green deployment points are no longer active; The red deployment points are now active; Resolve an optional deployment to the red point..."

Thanks, that's how I played it :)

If you haven't yet done so, you should read the second page of the core campaign book to the rebels players or let them read it themselves. There is nothing secret in there before page 4.

Thanks again for all the help!

We just went through Shady deals and the rebels won on the last action of the only hero near the last informant on the last round which was great!

Btw, have I played this one correctly? The rebels can interact with the terminals and the informant even if an imperial figure is sitting on it, as long as it's not from a patrol?

Another question raised for next game is about rampage for the Wookiee : does charge need to result in an attack or even do damage for rampage to trigger. I'd think not, but would be great if someone could confirm ?

Thanks again

Interact can be performed while on or adjacent the object. Another figure on the object does not prevent interact as long as you are adjacent. (Unless there's a specific mission rule preventing it, such as a figure from a patrol preventing it in Shady Dealings.)

The attack in Charge is optional to start with, and it is also possible to use the Move X spaces of Charge without having a valid target to perform an attack after moving. Rampage does not require that an attack was performed during Charge, it triggers after resolving Charge regardless.

Edited by a1bert

Thanks again! We're playing Canyon Run with the rules as you explained : thanks for the confirmation !

We've finished the Canyon run: again the game was great and really tense. It cam again down to the last roll on the last round!

I initially thought I had a win as IP, having managed to put 3 stormtroopers around the last terminal after their Wookiee used both his action to crack the door open. Their only other figure close enough to reach the terminal would have to move, then attack and defeat one of my troopers but would then be out of action to take the plans from the terminal. The other two heroes were way too far to help. At least, that's what I thought. But Diala used both her actions to move close to Fenn, then fore pushing him 3 spaces, just next to my stormtrooper. I then managed to weaken him, using other figures nearby, but he still managed to one-shot the stormtrooper (he was focused), use a strain to close the gap to the terminal and.... fail the test, even with the help of Diala to reroll one die (the fact tat he was wounded probably helped)!

I just can't believe how close all our games have been: it really felt perfectly balanced through the campaign so far.

I've got a (last) question : as IP, am I allowed to redeploy any of the groups that have been defeated (except unique figures)?

I've got a (last) question : as IP, am I allowed to redeploy any of the groups that have been defeated (except unique figures)?

Yup! Once they're dead, it doesn't matter where the card originally came from (open group, reserve, etc.) they go back to your hand and you can deploy them again. Except, as you noted, unique figures.

Non-unique deployment cards return to the imperial player's hand when defeated and can be later redeployed in an optional deployment by paying their deployment cost. It does not matter whether they were originally initial, reserved, or open groups.

Reserved groups can only be deployed by mission rules. If a mission event to deploy a reserved group does not happen, the group stays reserved.

Great: thanks!!

Edited by FixB