This has probably been suggested by someone else already but after playing through a mission last night for the sixth time, I was thinking about one of the drawbacks of the way Imperial Assault campaigns are designed and balanced. Primarily, what I was thinking about was the use of hidden information. There are some great positives to the way the triggers and events occur and the look on your Rebel players faces the first time they see certain reserved groups get dropped onto the board, however, replayability of such missions is somewhat lacking. Granted, there are certain missions that allow the IP to choose from a set of options which can help alleviate this but only to a point (and yes, different IP class decks and different heroes can greatly change the way a mission is played from one time to the next).
Suggested mechanic for the next big box campaign: Add an event deck or multiple event decks.
There are a few ways this can work:
- Replace the events that happen when triggers occur with an event deck that can add a random element to the mission. Instead of deploying group X or some other effect, draw from the deck and either put the card into play (ongoing effect) and/or deploy a group based on the drawn event card.
- Have a mission level event deck where an effect is drawn at the beginning of each story mission and is in effect for that mission.
- Have a Rebel and Imperial deck (similar to boons and banes from RTH) that can be drawn from either per mission or as a result of a mission trigger.
Of course this can be mixed with the use of hidden information but some increased level of randomness in IA campaign missions would certainly increase the replay value of a given campaign. Who knows, maybe this is what is planned for the IA app missions already? I guess we'll have to wait to find out!
Would appreciate any thoughts or comments regarding this idea. For the creative folks out there who like creating custom campaigns, it would be an interesting twist to consider.