Campaign/Skirmish-hybrid...

By GyldenDamgaard, in Imperial Assault Campaign

So, my playgroup just finished Jabba's Realm and need something to tide us over until Heart of the Empire drops, and I've come up with an idea, that I could use some feedback on. It's basically a campaign/skirmish-hybrid.

The basic rule set will come from Skirmish - using the deployment cards for skirmish for both sides. Right now, we're going to test it with only two player, so they've chosen Fenn at 9 points and Diala at 7 points without knowing what I'm planning. I've built a custom map and coming up with a story/situation/mission for them to play through. Both of them will start with their hero's command card and I'm custom designing a small deck for each of them, thinking that they draw a new card at the beginning of each round AND whenever they interact with a crate on the map (in addition to drawing a supply card). I don't know if I should allow them to discard command card to prevent damage though..

So, skirmish right? Here's where campaign comes it - the two heroes start at one end of the map, and have to explore a little bit. In the beginning, figure that will later become hostile are neutral, so for instance, when Fenn and Diala walk up to the main entrance to a bounty hunter hide out, Greedo and a pair of Hired Guns are manning the door. If the heroes start shooting, they will return fire, but if they interact with Greedo (a get a succes on an ability test of some sort), he'll just let them inside, opening the door.

When that happens, more figures will spawn within line of sight/in the cantina-part, again being neutral until some kind of trigger happens. Fenn and Diala are there to meet up with a contact (Jyn Odan and her assistant, an Alliance Smuggler, but they have to find her first on the rather large map. How do you do that? Well, start a bar fight and she might pop up and help out - or maybe your interact with the bartender...

The point is; I'm basically building a flavor-based skirmish list for each side with similar point values, but don't start with everything on the map - stuff spawns at certain actions or round limits. The heroes have an objective like in campaign (find their contact / break into the back rooms of the facility / escape with some McGuffin out the back route of the etsablishment), but they don't know who's hostile, neutral or friendly at first. For instance, Koma and Vinto are there too, doing business with Agent Blaise (trying to buy the McGuffin) - if Koma is defeated before Vinto, Vinto surrenders and switches side and helps out the heroes. Lots of little story curve balls... while keeping it balanced.

Let me know what you think - and if you have any good ideas, shoot! :P

EDIT: I haven't figured out how figures perform attribute tests yet.. the easy way would just be to use the stats from the campaign hero sheet, but that doesn't solve the problem for non-hero figures...

Edited by GyldenDamgaard

Interesting! That is cool to interact with actual characters and not just neutral tokens. Let us know how it goes!

45 minutes ago, TheWelcomeMat88 said:

Interesting! That is cool to interact with actual characters and not just neutral tokens. Let us know how it goes!

Absolutely.

About attribute tests; I'm thinking about defaulting every check to two red dice and then being able to spend movement points on improving them, 1 point for each bump in die quality (red --> blue --> green --> yellow), but I don't know. I want non-heroes to be able to perform them too...

I am happy i am not the only one to think of something like this. For ideas, i made a similar page to this. for all its worth: https://community.fantasyflightgames.com/topic/249791-a-campaign-with-skirmish/

https://community.fantasyflightgames.com/topic/248450-i-want-a-campaign-with-skirmish/

There are ideas on these two sites. my expansions aren't many, so my help is limited. Brilliant ideas. my approach was: you get a unit group or two + hero, you face off with your opponent, left overs become vets, who would get some bounus.

I like your idea for attributes, however, if someone like MHD(most hated droid) got to roll a yellow on fist, that would be unrealistic. I would probably have eveyone except unique characters blue + green, heroes get one yellow blue and green attribute per mission, all others would be green + blue.

your plot idea is good i would recomend 2 outside tiles outside of greedo and hired guns who are inside. where ever you want the heroes to explore, put a door there than add a trigger.

I am fully prepared to use this thread to help plan a skirmish campaign combo. I have hoth, core, hired guns, Kane, sabatures.

i would like your thoughts on what i have said before continuing.(this goes for everyone.

Edited by ATM2100
extend

So, we tried it and it worked... relatively well. Anything that didn't work, I think I put down to inadequate planning... I tried taking on the role of gamemaster, and most things were basically interpretations; command card didn't always work *exactly* the way the text said, wounds and wounding, recovering etc, had some surprises the players didn't know up front and so on.

Afterwards, my two players evaluated a bit - it worked pretty well, but they were often frustrated about all the choices they didn't know they have, so they would have liked concrete options for what could be interacted with and how, for instance. One also said that he preferred playing with the actual campaign hero cards, instead of controlling multiple skirmish deployments (incl. his own hero's skirmish card)...

In the form we tried, I don't think I'll try it again. But with some tweaks, I think it could be made to work more than half-way decently.

Do you think you can post the map and scenario rules? or was that made on the fly?

Edited by ATM2100
removing something that could be rude.