So me and my roommate got IP a few months ago and have a played a few campaigns. We very quickly noticed- why would the rebels take allies and give the Imperial player a massive starting of threat? We both have not even thought of taking allies. And I have seen on here that a lot of other players think the same way.
So the main question is, has the community come up with a house rule to make rebel allies a balanced option in the campaign?
Her and I have thought about it and think we have a idea. It is not the amount of threat that is the issue but of how quickly they get it. We are going to try stretching it out as an idea. Basic idea is to take the threat of the rebel allies and divide it by 5, rounding the number up, and that is the amount of extra threat the imperial player gets each turn.
Ex. Chewy is 15 threat, so on a 3 threat mission the Imperial player would get 6 threat each turn for 5 turns. 3 from the mission and 3 from the rebel allies. We went with 5 because that is the shortest mission time we have seen in the campaigns so far, so it ensures that the imperials get the full threat value for allies used, but not all in one shot, allowing tactical use of allies by the rebels to give a benefit.
Edited by Oryan_Winter