Star Wars Imperial Assault has been out for about 6 months now and I have yet to get through a full campaign.
If you’re not familiar with the game, here’s a good review to get you up to speed.
Having had trouble getting my group to meet regularly for our campaign, a friend who also owns the game suggested we do a one vs one campaign, where one player would simply control all four hero characters. Getting two players together would certainly be more manageable than 5.
The game does include rules for this, saying that if you only have one rebel player he should control only two heroes, each of which get massive bonuses, but this tends to feel sort of imbalanced and wierd. There’s really no reason why one person shouldn’t be able to control all four heroes. So that’s what we did.
I opted to play the Rebels since previously I’d only ever been the Imperial player. I chose Gideon, Fenn, Diala, and Jyn as my Rebel Heroes, since Jynn and Diala are awesome characters, and I hadn’t seen Gideon or Fenn in play yet.
I would absolutely love to see these characters get their own comic series. I feel there’s a lot of really awesome stories you could tell with these guys.
Jake, the Imperial player, chose the Military Might class deck for the Empire, it focuses on really buffing up your troopers and hitting hard. The Military Might deck includes really potent cards like Assault Armor and Show of Force. These two cards alone are brutal on the Rebels, not to mention all the other goodies hiding in that deck.
The first mission of an Imperial assault campaign is always the same: Aftermath. It sees the heroes infiltrating a small base and attempting to destroy some computer terminals.
Having played this mission before as the Imperial player in my other campaign, I had a tiny advantage of knowing what suprises were lurking behind closed doors.
I started my assault by rushing the first terminal with my force sensitive Twi-Lek, Diala. She immediately whopped an imperial officer in the head with her plasteel staff (you have to earn her lightsaber in a special side mission), killing him instantly.
Off to a good start.
Then Diala managed to survive an assault from a squad of stormtroopers unscathed thanks to her uncanny ability to roll the “X-Men” symbol, which negates all damage.
But my luck would not last forever.
Unfortunately my heroes just couldn’t do enough damage to the terminals fast enough to pull out a win. It was a tough predicament. focus on the terminals and ignore all the enemies? Or shoot at the swarm of troopers and waste away the clock as the terminals remain undamaged?
In the end there were too many stormtroopers blocking my path inside the base, making it impossible to move into position to finish off the terminals.
Also all of my heros were wounded, which triggered the end of mission condition. One loss on the books for the Rebels.
I’m not super sure where I went wrong, though one thing I constantly forget is that you can spend unused surge results on attacks to clear strain, and that you can take strain to more extra spaces. I always forget that, though I don’t think that would have been a game breaker.
An Imperial View
Jake: This is actually the first time I’ve won Aftermath. However, the this is the first time I’ve used the Military Might class deck as well, which has a super powerful first ability combined with some really lucky defense rolls helped me carry the day.
The rebels lost their first mission. How will their fare in future bouts against the military might of the Empire? Stay tuned for more thrilling installments!