Suggestions on setting up a fun/ thematic Jabbas Realm campaign.

By jconway2002, in Imperial Assault Campaign

I want to create a fun and thematic campaign for Jabba's Realm. Was hoping you all could help me decide on which Imperial Class deck to choose, which Agenda sets, and which side missions to create the ultimate Jabbas Realm experience.

26 minutes ago, jconway2002 said:

I want to create a fun and thematic campaign for Jabba's Realm. Was hoping you all could help me decide on which Imperial Class deck to choose, which Agenda sets, and which side missions to create the ultimate Jabbas Realm experience.

As for imperial class deck I would recommend Nemesis in order to gain 2 "free" villains (you still need to pay their threat cost but don't need to unlock them)

The rebel players will have a choice to make at some point and this will influence if the remaining missions (before the finale and aside from side mission saddly, but you could try and play remaining side mission thematically) will be exclusively mercs or imperials. So if the rebels side with Jabba then you can bring the imperial villain each remaining mission as a response from the Empire, while if the rebels remain loyal to the Alliance, you can play the merc villain pretending he was hired by Jabba to hunt the rebels down for betraying him.

I will let others advice how to build a good Agenda deck for that campaign.

If you're going thematic, always pick the Nemesis deck- it's competitive enough, but really allows you to utilize villains.

For your heroes, really any bounty hunter- then for the Empire, maybe someone like an officer hero to work alongside (or be rivals with) Terro. Blaise is a blast, but Kayn might be more thematic.

I did something similar with Return to Hoth- Weiss and Sorin worked as reluctant partners, before Blaise came in and showed them how it's done.

Agenda sets- Personally, I'm of the opinion that Agenda sets with missions allow to be the most thematic.

The ones with the forced missions (Wanted and Impounded) might be thematic.

Into the Wastes gives you that solid Tatooine feel, not necessarily Jabba-y, but a nice reprieve from all scum and villainy (good time for your Sand people, bantha riders, and jawas to shine).

For villains- obviously the ones for the bounty hunters. Then, much like with nemesis, I might suggest other Imperial officers.

A bit of a theme in Jabba's Realm is the dichotomy between the lawless abandon of Jabba's syndicate and the strict but oppressive rule of the Empire. Both are bad for the galaxy in their own way, and I think bounty hunters and stuffy officer heroes exemplify that

For other side missions- really, the red and green are up to your heroes, but if there's suggestions...

Heroes

Saska Teft

Biv Bodrick

Mak

Any of the Jabba's Realm heroes

For allies

Rebel sabs

Han

Smuggler

Chewie

Maybe Hera+Chopper

For other side missions- if you're hand picking grey missions, I think the Perilous hunt one is good for JR. Maybe some Bespin ones. They're a good switch of location, while still alluding to the overarching canon stories. Canyon Run is great too- fun mission, and good for the same reasons Into the Wastes is, too.

edit: I also like Ian's idea of the "switch", and how to play off that. Definitely part of the reason the Nemesis deck's dual faction selection of heroes works so well.

Edited by subtrendy2

Two great posts, and very helpful! I appreciate your input, and plan on incorporating it into my campaign.

I’m at the exact same place, jconway2002; I’ll start running Jabba’s Realm this weekend :)

I too am interested in the best possible theme, and this is how I have done my preparations:

a) I did NOT choose Nemesis as my Class Deck. Nemesis is awesome for sure, but I feel Hutt Mercenaries is much more thematically correct. I like the idea of Weeqways and Trandoshans and Rodians andwhathaveyou doing the dirty work for the Imp rather than big-name characters. (I’ll definitely use Nemesis in another campaign though, or possibly for a second play through of Jabba’s Realm)

b) I have a rule that my players have to take the heroes that come with the campaign; this ensures that all our games are very different.

c) I’ve chosen Agenda Cards based on their thematic value rather than their awesomeness, so there’s a lot of scum stuff and scum Side Missions in my Agenda Deck. (Unfortunately, I can’t remember exactly which Agenda setts I chose, but you get the idea).

d) Finally, I plan to be as thematic as possible in my selection of Open Group Deployment cards. Oh, and I will try to get Terro, of course :D

Good luck!

Edited by angelman2

Hutt Mercenaries seems like it should be thematic, but to me it only really makes sense after Moment of Fate, and only if the Heroes sided with the Rebels. Or, the last two missions regardless of choice, I suppose.

Unless you consider the heroes getting bounties from other cartels, I guess.

[/spoilers]

There are scum in the campaign that are not Jabba's so there are clearly feuds and competition going on in the underworld. It is called "Hutt Mercenaries", not "Jabba's Mercenaries" after all

:)

Edited by angelman2

I'm in the middle of the Return to Hoth campaign - which has been a lot of fun. But I'm getting Campaign Envy reading this discussion on Jabba's Realm. It sounds like a fun and unique campaign design. I'm sure I'll feel even worse once HoTE comes off the boat! :) (it is coming off the boat right?????)

Hopefully it's coming off the boat from the top and not from the bottom. ;)

15 hours ago, totalnoob said:

I'm in the middle of the Return to Hoth campaign - which has been a lot of fun. But I'm getting Campaign Envy reading this discussion on Jabba's Realm. It sounds like a fun and unique campaign design. I'm sure I'll feel even worse once HoTE comes off the boat! :) (it is coming off the boat right?????)

I just finished Hoth for the first time, and trust me, it gets pretty great.

I think FFG is getting smarter with each campaign they make. Hopefully HotE continues this trajectory, and by the sounds of it, it will.

I just finished Jabba's realm. I also suggest Nemeses.

My suggestion is that you try to play the villains thematically. For example, I tried to introduce my Imperial villain (BT-1) when my rebels went to their first Imperial facility. Then I introduced my first mercenary villain (Bossk) in some wretched hive of scum and villainy. I tried to give my rebels clues that these two villains originally had separate agendas but found cooperation to be in their best interest once they met in a mission. Since they reappear very often I had to make that thematic as well. So basically, I made some of the side missions that were "rescue missions" based on the idea that Bossk had orchestrated the abductions to trap the heros. I also suggested that BT-1 (and later 000) were tracking the rebels movement by intercepting transmissions and through other mechanisms. I also chose a couple side mission that brought thematic villains (000 for example) that meshed well with my original villains. All in all, it was like having a second story-line in the campaign. I loved it. Nemeses is very fun and quite competitive.

I have to say. When in doubt: play thematically. If you're headed to a place with a couple creatures - bing more creatures as open groups. Imperial facility - restrict open groups to imperials only, etc. To me these were the big pay offs that made all the difference.