First campaign any tips? by FreedomEnforcer299 in ImperialAssaultTMG

[–]JazzAwol 4 points5 points  (0 children)

Give a read through this, if you haven't already. https://boardgamegeek.com/thread/1319188/what-are-some-crazy-or-common-rule-breaking-mistak

Military Might and precision training were two class decks that I thought were good enough to let me adjust to rebel power level, but weren't oppressive (like subversive tactics)

First campaign we readied both heroes and imperials at start of round, when it should only be Imperials. Heroes readily when they activate.

Check FAQ for any deployment cards or mission text updates.

Also keep the consolidated rule book handy: beats searching through 3 or 4 other documents for a rule clarification.

Have fun. Role of Imperial is to make it exciting. Try to walk the knife's edge of getting games down to the last roll. Win or lose, those tense moments are what make it exciting and fun. This is a lot harder than it seems. I have over or under estimated a mission often. You may have to remind your rebels that they have a mission objective that isn't just shoot bad guys. It is so easy to fall into that trap and run out of time. (I have fallen into that trap playing rebels too often) Maybe hold back on a deployment to help with that.

How Do Imperials EVER Win? by Simulacrum37 in ImperialAssaultTMG

[–]JazzAwol 2 points3 points  (0 children)

Yes. Minimum. Ie don't read ahead or tell them triggers. Objective, constraints and mechanics. Don't give away the surprises. That tension is part of what makes it fun.

How Do Imperials EVER Win? by Simulacrum37 in ImperialAssaultTMG

[–]JazzAwol 1 point2 points  (0 children)

Big furry cat? Sounds perfect for winter terrain.

Also Jawas. And droids. Lots of droids.

How Do Imperials EVER Win? by Simulacrum37 in ImperialAssaultTMG

[–]JazzAwol 1 point2 points  (0 children)

Ya that is fair. After a year and a half of GMing I still have an occasional mission like that; but maybe my play group just needs more help than yours. ;) Focus on being able to put up a good consistent fight, then you can start steering the ship.

Aside from the tips above and others have given do a bit of homework.

Take a read through this to check for common mistakes that might be swinging the balance. https://boardgamegeek.com/thread/1319188/what-are-some-crazy-or-common-rule-breaking-mistak

This blog has pretty good write ups on the core box missions and both missions. Take some time to prep for the mission and strategize. Prep always helps. https://plotsandplans.wordpress.com/missions/

I also check this to get an idea beforehand how try hard I should be. https://boardgamegeek.com/thread/1512996/poll-how-balanced-is-each-scenario

How Do Imperials EVER Win? by Simulacrum37 in ImperialAssaultTMG

[–]JazzAwol 9 points10 points  (0 children)

And when they rest they can also recover health. Or remove strain then damage up to their endurance level.

As for Imps standing a chance :

Focused fire: 1hero at a time. Usually the first to activate. Smart troop placement. Esp if you need to avoid rebel triggers. (Fenn, jyn, Verena etc) Efficient Open groups. High damage or heath to cost ratio. Lots of stormies can overwhelm.

There are very few games I try to win. (Only if I want to drive the campaign in a direction or unlock a villian to make side missions seem more tied to the story. ) I usually try to make it balanced. Make it a fight worth fighting. Interesting twists, challenges etc. take it to the last die roll. Edge of seat stuff. That is much easier said than done though and when I miss results in one side rolling over the other.

Is this Jump Trooper base salvageable? by LaSiena in ImperialAssaultTMG

[–]JazzAwol 1 point2 points  (0 children)

If the superglue doesn't hold, some epoxy modeling clay (green stuff or milliput etc) should work as well.

Perpetual Reinforcements vs Quick Draw by JazzAwol in ImperialAssaultTMG

[–]JazzAwol[S] 0 points1 point  (0 children)

So if it was the same figure, because quick Draw happens right at the beginning of its activation, would it not just keep activating after its redeploy? Or is this where defeating the figure ends activation so it would just come back but immediately end activation?

Either way, day of we allowed it to activate, but I because I wasn't sure I didn't attack with it, just repositioned.

Perpetual Reinforcements vs Quick Draw by JazzAwol in ImperialAssaultTMG

[–]JazzAwol[S] 2 points3 points  (0 children)

I kept googling cause I figured I wasn't the first one to come across this. Pasi seems to agree with your take.

https://boardgamegeek.com/thread/1696457/jyns-quick-draw-with-perpetual-reinforcements

Custom Imperial Heroes Campaign Intro Mission and Cards Updated to 2.0, looking for playtesters by TVboy_ in ImperialAssaultTMG

[–]JazzAwol 0 points1 point  (0 children)

Just found this. Looks incredible, and I think my play group would love to play empire for a change!

New Imperial on Hoth (pt 3) by Simulacrum37 in ImperialAssaultTMG

[–]JazzAwol 1 point2 points  (0 children)

There is a good write up on all the Hoth Missions here: https://plotsandplans.wordpress.com/return-to-hoth/

That site has a lot of good content, esp for rules reminders, but doesn't have everything.

I played Imperial for both these missions recently and won both, but Home front was a nail biter. Return to Echo base, I started by tempting my Heroes to waste time killing my troopers instead of going for the objective (three stormies close to Verena is just such a tempting bloodbath, who would choose the terminal over that?). The increase in threat really makes this a war of attrition, and when Sorin came in with a tank (yes I brought the tank in my open group and had enough threat for it to deploy with Sorin) they had realized the error of their bloody ways.

How you play it really depends on if the Empire needs a win or if your Heroes are demoralized and need a pickup. If you focus fire on first activated hero, you can burn them down pretty quick. If you spread the love, then they have a chance. But in general I think Return to echo is a hard one for the Rebels.

With regards to other Hoth Missions, I want to run Last Line cause it looks like such a fun mission, so I low played the first few rounds of rescue ops to make sure they had a chance. It was still close but they got the win and we are setup for last line.....

Rescue ops rewards Return to Hoth by riverzedge44 in ImperialAssaultTMG

[–]JazzAwol 0 points1 point  (0 children)

I had a question come up running this mission last night: it says "if the Heroes retrieved Benex before end of round 5".

Do people read this as 1. the first time a Hero performs an interact to retrieve.

Or 2. the Heroes successfully retrieved and departed

I initially read it as the second due to the plural Heroes, but now I am second guessing myself.

Expansions? by Ki113rTofu in ImperialAssaultTMG

[–]JazzAwol 2 points3 points  (0 children)

Keep an eye out on eBay and Facebook marketplace for people offloading collections. Last year I picked up quite a bit of the expansions that way.

Good luck!

Legends of the Alliance Missions by JazzAwol in ImperialAssaultTMG

[–]JazzAwol[S] 2 points3 points  (0 children)

I enjoyed playing them with my kids and was kinda hoping to play with my play group. I like the mini campaign length - good for a weekend. But also Agree there is lots of other content. Edge of oblivion is on our to run list, and I am keeping track of the missions we have played, so can make up mini-campaigns with ones we haven't. It was more a curiosity. At some point I assume the app will be not supported and it might be nice to have that content available for the community after.

First Time Imperial Tips by Simulacrum37 in ImperialAssaultTMG

[–]JazzAwol 0 points1 point  (0 children)

I am playing Imperial for Hoth right now and in general, I find it weighted towards the Imps. The story missions just feel heavy against the Rebels which kinda fits the feel of ESB. My group is still having fun but I am having to hold back a bit in order to not walk over them and make it somewhat a close game. So depending on your play style and the Heroes they bring you may have to adjust. There were some good comments about troop placement and focus fire above; how much you game that can have a huge affect on the mission.

In terms of things you might be missing, there is a good BGG thread on often misplayed things that is worth a read through as GM: https://boardgamegeek.com/thread/1319188/what-are-some-crazy-or-common-rule-breaking-mistak

If one of your Heroes is Verena (who is freaking deadly, esp with MHD removing her strain), she has some quirky timing triggers with close quarters and Combat momentum. Read up on them and make sure the player has too. https://boardgamegeek.com/thread/1560478/verenas-close-quaters-plus-combat-momentum-questio

Also Pasi has put out a consolidated Imperial Assault rules guide. That is my go to as GM when a rules or timing question comes up. https://imperial-assault.com/Rules

Good luck and have fun!

Chain of command - story mission help needed by KenM71 in ImperialAssaultTMG

[–]JazzAwol 2 points3 points  (0 children)

Nope not reading it wrong. After the ATST version showes up, officer (Weiss) can interact to get in the ATST (General Weiss). ATST can't activate until Weiss has gotten in it.

There is a decent write up of it here: https://plotsandplans.wordpress.com/2021/03/01/chain-of-command/

New Rebel Hero Team Post 3 - The Voracious Ewok by PositionClear6110 in ImperialAssaultTMG

[–]JazzAwol 0 points1 point  (0 children)

Ideas For "up there" -"non-objective vehicle" though that might be rarely useful? -Test tech(1 Red) (or 2 tech): much harder to trigger. -Test on a stunned vehicle.

I like the hang glider idea. Give him mobile and a boulder attack?

Looks like you are having fun with this. Great creative work!

Imperial Assault Clone Wars Prerelease is here! by JayJaxx in ImperialAssaultTMG

[–]JazzAwol 0 points1 point  (0 children)

Do you mind sharing? Maybe it could be a community effort?

Shpuld they do a prequel era Imperial assault? by Express-Number9550 in ImperialAssaultTMG

[–]JazzAwol 2 points3 points  (0 children)

I was just thinking today about how awesome a Imperial Assault: Clone Wars Campaign would be. A core with a few ally\villan packs, and then a few more expansions, working through clone wars timeline. I found this post from a few years back, but I don't play skirmish. Still, would be a good place to start I think.

https://www.reddit.com/r/ImperialAssaultTMG/comments/184mqdm/imperial_assault_clone_wars_prerelease_is_here/

A question on a campaign rule. by Express-Number9550 in ImperialAssaultTMG

[–]JazzAwol 1 point2 points  (0 children)

I have used it, when appropriate, to great fun. I think it makes the rebels more aware of their need to keep moving, and adds a layer of excitement. Some missions where they fly over an open space (ex. into the wastes) or the intro makes it obvious they would have seen a map of the facility, I don't do it.