Hoth Campaign boon/bane house rule ideas (potential spoilers)

By Mattdj2002, in Imperial Assault Campaign

Has anyone used any sort of house rules to play the campaign without the banes and boons? We’re playing the campaign a second time and would all rather not repeat play of those missions. If so, what did you do and how did you handle the way they impact certain missions?

We were considering usin a random dice roll for those situations or a ratio of rebel vs. imperial wins.

I've toyed with some ideas and the best I could come up with is:

Let each side pick 2 of the cards they want to use during the campaign. These missions aren't played, and are not included in their own deck.

The imperial player gets to use a bane card if the rebels have 1 more win than the empire.
The imperial player gets to use both bane cards if the rebels have 2 or more wins than the empire.

The rebels can use their cards at any time, but only get to use them once, like usual.

For the missions that have options depending on the number of banes/boons in the play area, those are played according to which team has more wins.

Example: Return to Echo Base

The second point under "Mission Briefing" should read:
Set the round counter to 3. Then, increase the round counter by 1 for each mission the rebels have won more than the imperial player.

The second point under "Onslaught" should read:
Deploy a reserved group to the red point based on the number of missions the rebels have won more than the imperial player.

The fourth point under "Armed and Operational" should read:
The Imperial player claims 2 damage tokens for each mission they have won more than the rebels.

It's not perfect, and requires a little improvisation, but I think it makes RtH have a better replay value.

Edited by thestag

Interesting thoughts. How would you handle the way they impact the finale?

37 minutes ago, Mattdj2002 said:

Interesting thoughts. How would you handle the way they impact the finale?

Similar as written above:

The fourth point under "Mission Briefing" should read:
Heroes discard 1 neutral mission token for each mission they have won more than the imperial player.

The points about Boons under "A Trap is Sprung" should read:
The rebels have more mission victories than the imperial player: Dengar stays and fights against the rebels.

The rebels and the imperial player both have won the same number of missions: Discard Dengar and return his Deployment card to the box.

The imperial player has more mission victories than the rebels : Dengar becomes a Rebel figure controlled by the heroes as an ally.

There's a part of me that thinks some of that could cause the imperial player to become over powered, if they have those bonuses plus they get to use their bane cards. My one experience playing RtH, the rebels steamrolled the empire. It was 8-3 or 9-2.

But if you're already house-ruling the use of threat missions/banes/boons, then feel free to make changes that best fit your group and their playing style.

Whatever you end up doing, let us know what you did and how it worked. I'm far from the only player who is no fan of using the threat system again in a second RtH campaign. So any options or ideas the community has will be well received.

Edited by thestag

You could always just associate the Bane/Boon cards with other random side missions, and negate the rewards for those missions in favor of the bane/boon itself.