-the best?
-the most fun?
-the one you like the best?
-the one with the most stuff as in units and classes?
-the best?
-the most fun?
-the one you like the best?
-the one with the most stuff as in units and classes?
I haven't played Twin Shadows or Jabba's Realm yet, but from the others I would say Hoth was both the best and most fun for me as a Rebel player.
I've only played the Core and Twin Shadows, but I've heard great things about Hoth.
It's hard to say which one I like the best, mostly because I use a number of House Rules that you wouldn't be able to replicate if I just said "I like Twin Shadows." We're playing the Core Box, TS, and RtH as a loose trilogy, so they kind of feel like one long campaign to me.
The one with the most units and classes is obviously the Core. 6 Heroes plus 3 Imperial Class decks and 7 enemy types, vs. 3 heroes, 2 Imp Class decks, and 4 enemy types in the big boxes, and 2 heroes, 1 Imp Class deck, and 2 enemy types in the small boxes. The thing that would determine unit diversity the most though isn't the campaign you pick. It's what the Imperial picks as their open groups.
my favourite one up to now is core campaign. (I have not tried Jabba yet). Mostly because I do not like snow tiles ![]()
1) Personally, I've only played through several core campaigns, but looking at others I think I'd say Jabba's Realm looks the most interesting.
2) I mean, I feel like the concept of "fun" translates pretty well into what makes a campaign's quality, at least in my case- so again, Jabba's Realm.
3) Again, I think this is kind of a repeat of the first question, so Jabba's Realm.
4) Core gives gamers the most classes, but everything is pretty much able to be used in whatever campaign you want. I'd say that Han cannot be brought in RtH if you're using timeline rules, and Jabba can't be earned in JR, so I guess ironically the core campaign still allows for the most use of materials (by an extremely small margin).
Also, I don't consider the smallbox campaigns in the same league as the bigger ones. I've only played them as side missions, and probably never will deviate from that.
2 hours ago, subtrendy said:Also, I don't consider the smallbox campaigns in the same league as the bigger ones. I've only played them as side missions, and probably never will deviate from that.
what do you mean by small box campaign?
As of now, there are 9 Waves:
1: Core Box
2: Twin Suns
3: Skirmish Wave
4: Skirmish Wave
5: Return to Hoth
6: The Bespin Gambit
7: Skirmish Wave
8: Jabba's Realm
9: Skirmish Wave
The skirmish waves are comprised entirely of figure packs.
The Big Box campaigns (bolded) tend to have more components and are shipped in (you guessed it) a bigger box. Additionally, they feature a full legnth campaign- so, for instance, Return to Hoth features a ton of new Hoth/snow based missions. The downside to this is that most of those missions within the big box itself cannot be integrated into other campaigns, but can still use side missions from other campaigns. The upside, of course, is an entirely new campaign.
Smallboxes (underlined) feature a smaller box of stuff. Not quite as many figures, map tiles, etc. The missions in a smallbox can be played in a certain order to form a mini campaign of just a handfull of missions- handy for when you don't think the group can make it through a dozen missions of a full campaign. These missions, when played outside of a minicampaign, are integrated into full campaigns as side missions. That's why I don't play minicampaigns as is, because I'll eventually probably play most of those missions in a full campaign anyway.
2. Twin Shadows
3,4,7,9. FFG refers to as Reinforcement waves
Reinforcement waves generally only require tiles from the core box. (Bantha Rider being the exception.)
Edited by a1bert
I'm not a big fan of the mini campaigns. Everyone just levels up too quickly. I enjoyed RtH the most, but I don't care for the threat mission system. I wish they would have just given us a few more gray missions.
For me the full-length campaigns are 1 or 2 missions too long, and the minicampaigns too short, like for Felswrath.
Thus, I have extended the minicampaigns to 7 missions. Works quite well, giving a little slower buildup and more time to get to know your abilities.
The house-rules and the campaigns themselves can be found from a1berts Imperial Assault Play by Forum Campaigns.
4 hours ago, subtrendy said:Smallboxes (underlined) feature a smaller box of stuff. Not quite as many figures, map tiles, etc. The missions in a smallbox can be played in a certain order to form a mini campaign of just a handfull of missions- handy for when you don't think the group can make it through a dozen missions of a full campaign. These missions, when played outside of a minicampaign, are integrated into full campaigns as side missions. That's why I don't play minicampaigns as is, because I'll eventually probably play most of those missions in a full campaign anyway.
I don't understand, can you explain?
33 minutes ago, ATM2100 said:I don't understand, can you explain?
All the missions in the mini campaigns (Twin Shadows & Bespin Gambit) are made up from side missions.
Agenda Set missions, Hero missions (red), Ally missions (green) or Reward missions (grey).
So all the missions that you encounter in the mini campaigns can actually be encountered as side missions in the full campaigns too (Core, Return to Hoth, Jabba's Realm)
So, for example, the Twin Shadows missions are the following:
1) Hunted Down - green ally mission for Han Solo
2a) Past Life Enemies - red hero mission for Biv Bodhrik
2b) Shady Dealings - red hero mission for Saska Teft
3) Canyon Run - grey reward mission for Counterparts reward
4a) Fire in the Sky - agenda set mission for Bounty reward (Pursuit of the Enemy Agenda Set)
4b) Infiltrated - agenda set mission for Surveillance Operatives reward (The Empires Reach Agenda Set)
As a veteran player, Twin Shadows is a good challenge, for a beginner, Hoth is probably the best start to the game and Core for experienced players as Hoth might be a bit too easy on the Rebels.
To expand on what Majushi said-
Twin Shadows, for instance, contains a mini campaign made entirely of side missions that can be integrated into a full campaign. To help add to the narrative effect, these minicampaigns have extra text outside of the missions that help make it seem like a more cohesive experience- that way, the text doesn't have to be in the mission itself, so it won't feel too out of place if played on the side.
12 hours ago, subtrendy said:To expand on what Majushi said-
Twin Shadows, for instance, contains a mini campaign made entirely of side missions that can be integrated into a full campaign. To help add to the narrative effect, these minicampaigns have extra text outside of the missions that help make it seem like a more cohesive experience- that way, the text doesn't have to be in the mission itself, so it won't feel too out of place if played on the side.
That's a very good point actually. The narrative added to these missions if played as a mini campaign do really make them feel much more cohesive as a story.