Campaign balance has been an ongoing topic within the community since the game's release, with many players claiming one side or the other has too much of an advantage and speculating how much focus FFG puts into balancing the campaign. Jodocast aired a podcast several months ago interviewing Imperial Assault's two lead developers, not the ones that created the Core but designed Hoth, Bespin and Jabba's Realm. This interview was aired just before Jabba's Realm hit shelves, so most of the skirmish content was known at that time, and likely Wave 9 had finished being developed (but not yet announced) and Heart of the Empire was well into development.
There is a question about game balance at about the 57:25 mark and the designers explain how they approach the idea of balance in the campaign. Sadly this interview has never been transcribed, so I'm betting there are many people in the community that have not heard this, so I have decided to transcribe it here so that people can actually understand how FFG approaches balance in campaign before they start trying to have their own discussion about balance in campaign.
You can listen to the interview for yourself here: http://www.jodocast.com/2016/12/06/jodo-cast-episode-44-designing-imperial-assault/
I used ... whenever the speaker discontinued whatever they were saying to start over. The only words I purposefully excluded were "um"s.
QuoteJodocast: Do you think it’s easier to design and balance for skirmish or campaign if you had to pick one?
Todd Michlitsch: (sigh) Tough question. The bar is a lot lower for campaign, or at least very different, right. So in campaign we can get away with things not being perfectly balanced on the back of the fact that people probably never play a mission more than once or twice. So if it’s not razor balanced it’s probably okay as long as you enjoy yourselves. So the way that we approach balance… The best word that I’ve heard for it in campaign games is pacing. You’re more concerned with pacing than you are with balance. If the story unfolds correctly in campaign, you’re good to go.
In skirmish we have to give a lot more scrutiny to make sure it’s balanced because I think a lot of players who play skirmish, at least in a tournament format, derive their satisfaction from the game, from at least like [having] a legitimate chance to win the game. So it’s probably a lot harder to balance skirmish. I mean, at least I pay a lot more attention to skirmish balance than I do to campaign balance.
Paul Winchester: Yeah but I mean by the same token though, you want to… avoid… because you can get the same thing in spamming, you know, 4 gray units in a skirmish list, you can have the same thing show up in campaign too*, where if you make a 5 cost unit that’s better than everything else, that’s all a competent Imperial player is going to bring when they hit threat level 5.
Now the other thing with campaign that makes it sometimes more challenging, but also sometimes, like, gives you a little bit of license is you get an insane amount of variation and variables. The hero combinations that could be facing a list… the way different units interact on different missions on different maps with different Imperial classes with different agenda decks with different rewards that you’ve gotten from different side missions earlier in the campaign. It’s kind of crazy and there comes a point where it’s… it’s almost freeing, right, it’s saying, like, if you take a step back and look at it from a more experiential angle… and a pacing angle, those can actually become opportunities rather than drawbacks. “Oh, I found this cool interaction and I won, awesome”. As long as that’s not something that’s exploitable throughout a campaign. Like you just constantly pair up a class card with a unit, and that just makes the game not fun, that’s always the biggest thing is making sure that the game is fun and more importantly, not “not fun”.
And so that… making something… Avoiding negative play experience has less to do with balance in campaign and has more to do with pacing. And has more to do with balance in skirmish, because balance creates the pacing between the two players.
*Actually you can't have more than 2 same gray units in any single campaign mission thanks to component limitations, but we get what Paul's trying to say.
Anyway, hopefully this helps a lot of people better understand how the current crop of FFG designers (are these two still with FFG? I think so) approach the campaign game and maybe we can cut down on the "Is campaign balanced?" threads, because now you know that the answer is "no, campaign is not perfectly balanced, but it is still a ton of fun". I am personally glad they don't try to perfectly balance campaign because that would make everything extremely weak and same-y and the game would be super flat and boring for no reason since most playgroups are unlikely to consist of players who are close to the same skill level anyway. I would probably have said that if you can't enjoy a game unless it's balanced then you should probably be playing skirmish, but then Worlds happened, so yeah, sorry.