Just to get the obvious out of the way; Imperial Assault is awesome! It rekindles my love for Star Wars – (I’m an 80s kid) – like nothing since WEG’s SW RPG back in the day! FFG, I love you!
Now, let’s dig in.
Being bored and stuck alone in my city over summer, I caved and threw money at FFG for IA. I have not regretted this for even a second, and I’ve already completed 3 campaigns with my friends; I have happiness in my life now.
Core Campaign – Heroes: Jyn (ANNOYING!), Fenn; Imp Class Deck: Military Might
This was our first campaign and although we made a lot of mistakes, it was a lot of fun. The campaign story was sort of week, though, not in and of itself, but how it was executed and presented. My players never really grasped what was going on, and by the time I started “running” it as if it was a pen-&-paper RPG to highlight the plot, the campaign was over. That said, we had lots of fun and since it was our first campaign, the mechanics stuff and the game’s freshness was enough to entertain us. “A New Threat” demoralized our group (me included) a bit, but we got over it. The last few missions were very cool, and I managed to do some nice things in the finale by timing my use Darth Vader so that he elevated the story and tension rather than just trashing the heroes.
The heroes were cool (although I officially hate Jyn now) and I really liked the Military Might class deck.
Originally, I had suspected that Legendary Heroes would feel a bit off and super-hero’y, but it worked really well. We had a lot of fun and it didn’t feel stupidly unbalanced at all.
Winners: The Rebels
I also want to mention that our most successful mission in the core game was Luke’s side mission, Homecoming. That one was so frigging intense, with Luke being 1 point away from death but dodging one Stormtrooper and another Stormie rolled too low on the Accuracy; then Darth came storming in, but Jyn managed to interrupt and put a Stun on him, robbing him of the killing blow (he could chose to move or attack, but needed both to reach and kill Luke). We were literally shaking with excitement when that mission ended!
Twin Shadows – Heroes: Biv, Saska, Mak, & Gaarkhan; Imp Class Deck: Inspired Leadership
For our second campaign a couple of friends joined in, swelling the Rebel ranks to 4 heroes; I had thought this would make the game more interesting and “realistic”, but to be honest it just added more clutter. Still, I can’t complain, ImpAss works well with 4 heroes, too.
Twin Shadows felt a bit unbalanced, and the Rebels really struggled at times. Again, the plot was very vague but this time I was ready with additional exposition; still, the story drowned a bit. I also ended up padding the mini-campaign with additional missions, but due to time constraints my efforts were a bit half-arsed to be honest. We started out with Kayn Somos’ blister scenario, and I also added the Bantha blister & “Viper’s Den” from the Core side missions (since that one is sat on Tatooine). I also planned to do Sympathy of the Rebellion (Core side mission), only because that too takes place on Tatooine, but I had to drop it at the last minute to have time to play the finale.
Despite its faults (shortness, unbalance, half-hearted fixes on my part), Twin Shadows was a cool little campaign.
Winner: Imperials (partly because the Mak player forgot about his “Covert” ability for most of the campaign, only rediscovering it 1 round into the finale; the rest of us hadn’t noticed that something was off either!)
Jabba’s Realm – Heroes: Vinto & Onar; Imp Class Deck: Hutt Mercenaries
What a campaign! We really, really loved this one! It felt much better made than the two previous ones and the story was interesting, surprising, and well-presented in the mission. You could feel that the ImpAss team had come a long way since the first two campaigns (Core & Twin Shadows), and I’m now a bit worried for how Return to Hoth & Bespin Gambit will go down now that we have spoiled ourselves with the awesomeness that is Jabba’s Realm.
I’m not sure if Jabba’s Realm is slanted to favor the Rebs, but I had a really hard time winning missions in this one. Partly, this was due to a Legendary Onar being a beast to wound, but often I just didn’t have the resources to deal with the pesky Rebs. Still, this didn’t worry me too much, except for the one mission (can’t remember which) that was a laughable walk-over victory for the Rebs; it was if the Imps had forgot to send off the e-mail to muster troops in that sector… Everything changed with the last two missions though, when I finally caught up with and surpassed the Rebs’ class decks; suddenly, wounding the heroes was not that hard anymore, and my victory in the finale was embarrassing – the Rebs barely got onto Jabba’s barge, but by that time Vinto was already wounded and Onar had 2-3 health to go… it wasn’t even close. To make matters worse, the conclusion for an Imp in that campaign is HARSH! We felt down all evening after the Rebs lost and their families (expressly stated to include children) were sold into slavery. Bloody ****…
I modified the game by adding two scenarios to the start, like prequel missions. These were the Allied Smuggler and Captain Terro blister missions, and both sides won their ally very, very easily. Both allies are awesome, and I really love the Allied Smuggler who, despite being squishy as ****, was very nifty to have for the players (especially considering there were just two of them).
House Rule – Extra Allies: We had already experience with this rule, but for JR we went for it without holding back.
--Any ally won during previous campaigns carries over into the current one, giving both sides an ever growing hand of available allies. We did this because, a) we like having allies in the game, and b) we don’t want to replay missions if we can help it.
--Process: If the Rebs decide to bring in more than 1 ally, then the Imp get to increase their Open Group hand by 1 per additional Rebel Ally.
--Problems: None really. It all worked very well and added to our enjoyment of the game. Cluttering was a very slight problem, but nothing you won’t be used to if playing ImpAss.
--Benefits: Many. Basically, it allowed for greater variation and player-choice in the missions, and I heartedly recommend people trying to bring several allies into play sometime; fun stuff. (I should mention that we were conscious of being story appropriate and avoided stupid combos or inappropriate [timeline-wise] allies).
Hutt Mercenaries: This was a boring class deck. I had expected it to be thematically appropriate and exciting, but in reality it was not. I just got to add x extra damage to the first attack every round, and there was no much rhyme or reason to the whys and hows. Basically, it added nothing to the story. Also, with only two heroes, it was never difficult to get full use out of the class decks, and the Rebs manipulating my resources by keeping the last bounty-ed hero out of line of sight was just not an option for them. I will probably not play this class deck again, unfortunately.
All in all, we love the game and can’t wait for more campaigns (and the app), but we will likely have exhausted everything by Easter next year… Since late July, we have now bought everything ever published for ImpAss, with the last missing bits (incl. Heart of the Empire) coming our way in the mail.
FFG, I love you and may you never end this great game line! (Aka, shut up and take my money, already!)