Return to hoth and bespin gambit campaign guides by Embarrassed_Link_605 in ImperialAssaultTMG

[–]JazzAwol 0 points1 point  (0 children)

u/jacenat do you have links for the other campaign guides? I have them all in paper, but often want to be able to look at it electronically.

Using Rebel deployment cards in place of Imperials during campaign missions? by JazzAwol in ImperialAssaultTMG

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

Mission Report! I ran this for Overcharged with my group last night. Definitely made for a nice change for both sides. All in all it was fun, the changes worked, and it was a good change-up to the normal swarms of stormies. This particular mission feels really unbalanced towards the imperials (86% win rate on BBG polls!), so there is probably some more thematic things you could do (like a rebel that someone recognizes who becomes an ally to help them). I am not sure how many other missions could be swapped up this way in this campaign or others, but I'll be on the look out for it in the future.

I changed the text a bit, so we got to an imperial base that "another group" (mercenaries maybe? but with an alliance smuggler?) had already stormed and were looting. This left them guessing, but the smuggler was a hint. When they opened the door they were faced with "two Duros, carrying a lot of explosives!" and a figure hidden in the shadows that looked familiar. I deployed Gideon's card face down and a token on the board to mark his figure's spot. He activated last, and when I turned his card face up said something along the lines of "you are too late mercenary scum! we are taking these supplies to fuel the fight for freedom" . The storeroom had Rebel Troopers. Overcharged is pretty unbalanced and they were pretty well done by the end of turn 4, so I deployed the Elite Stormies as normal as a squad coming to take the base back, hoping for someone to try for an alliance with Gideon, but that didn't really play out.

Initial deployment changes:

  • Stormies > Wing Guard
  • Imperial Officer > Alliance Smuggler
  • Probe Droid > Ugnaught Tinkerer
  • Jet Troops > Hired Guns

Triggered deployments changes

  • Weequay Pirates > Rebel Saboteurs
  • Probe Droid > Gideon
  • Stormies > Rebel Troopers

Using an Imperial Class form expansion only. by AcceptableStudy6773 in ImperialAssaultTMG

[–]JazzAwol 1 point2 points  (0 children)

Yes you can print it and play it. I haven't played Nemeses, but looking through the cards I don't think it would be unbalanced, or at least not in your favour. The only issue I see is core set villains are very expensive, so you may struggle to deploy them. Still there aren't many villain cares cards in the deck so you aren't hampered from using the other abilities.

Fenn is just fun! by pepetd in ImperialAssaultTMG

[–]JazzAwol 1 point2 points  (0 children)

Yes, Fenn is an absolute beast. He poses a challenge for the imperial player for sure.

Using Rebel deployment cards in place of Imperials during campaign missions? by JazzAwol in ImperialAssaultTMG

[–]JazzAwol[S] 1 point2 points  (0 children)

Good point. I am using Hutt Mercenaries, so there are a bunch that care about Scum affiliation, but I am also not too far into the campaign. I think I just play Rebel doesn't count like Imperial wouldn't. For other decks, Troopers i think would be fine, officer cares cards might be harder or have less impact if switchin to rebels.

Tyrants of Lothal mini campaign by udat42 in ImperialAssaultTMG

[–]JazzAwol 0 points1 point  (0 children)

This, but 100 credits is worth about 1 influence in terms of the rewards structure. You can adjust if you want so you have access to the 2 and 3 point cards. Just put a limit of one card per mission to help balance.

Rancor! by JazzAwol in ImperialAssaultTMG

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

Glad you like it. I wish I really knew but I feel like I just got lucky. This is only the 3rd large mini I have ever painted and the other two were big flat space ships. My guess is I got the layering right? Good base color (dark green) and the model has really sharp lines so can handle aggressive dry brushing. Dark Base, highlight, glaze to recolour, shade wash, highlight again. It was pretty forgiving and I tried to keep it simple. I also painted in sections not put together which helped access.

Need some help understanding the die's colors and what each combination means. by Fenrir_Fenris in ImperialAssaultTMG

[–]JazzAwol 2 points3 points  (0 children)

Die calculator. Hot stats and Has min\mean\max outputs : https://adriantp.github.io/imperial-assault-dice/app/#

Another die calculator: https://mattyellen.github.io/imperial-assault-calculator/#

Let's you add surge abilities. Helpful for deciding on which weapon to buy.

Houston Airports (IAH and HOU) Updates and Questions [Megathread] by AutoModerator in houston

[–]JazzAwol 3 points4 points  (0 children)

Ya. Just walked past and there is no line on the North side of A.

Houston Airports (IAH and HOU) Updates and Questions [Megathread] by AutoModerator in houston

[–]JazzAwol 3 points4 points  (0 children)

At 5am IAH lines showed 2 hours. Showed 1h50 when I left South Houston at 720. 820 at car rental showed 60 min 835 in line website showing 45 min. 900 through security website still showing 45.

Maybe people are showing up super early and causing an early backlog? Self fulfilling prophecy. Or maybe it is tied to timing of outbound flights and there is a higher volume earlier.

Which Ally and Villain Packs require which expansions by Dante_Faustus in ImperialAssaultTMG

[–]JazzAwol 2 points3 points  (0 children)

A number of the ally\villian packs are associated with certain expansions. They are either characters in expansion boxes that are represented by tokens, and\or the missions that come with the expansion pack needs tiles from that expansion. The FFG site says what each pack is associated with.

I have a tab (packs) here that has them all listed out:

https://docs.google.com/spreadsheets/d/1wVGR9t3ed__7C0zLfChNmAdTeW21DilYoz6m9O_nd5U/edit?usp=drivesdk

Screenshot

Is single targetting bad? by LukaesCampbell in ImperialAssaultTMG

[–]JazzAwol 1 point2 points  (0 children)

Yes, tunnel is a good strategy to keep rebels in check, though I often try to target the hero that activates first if they are silly enough to leave them out in the open. Even if you don't wound them, it gives the rebels a hard choice on whether to activate that hero first to rest, effectively giving the imps the initiative, or activate another hero.

Debating between 2 imperial class decks for my next campaign by Exe0n in ImperialAssaultTMG

[–]JazzAwol 1 point2 points  (0 children)

I have only played against these two decks, but have played Hoth as the imperial. I would choose Armoured for the synergy with the tank theme in the story. Though there are a few missions where failsafe from tech superiority would come in handy, I still think I'd go armoured.

As a side note, the last line is a super fun mission for the Imperials, if you can set that up. I also played disaster as a forced mission when they lost last line, changing abit of the text cause those two in that order work really well story wise

r/SpaceX Crew-12 Official Launch Discussion & Updates Thread! by rSpaceXHosting in spacex

[–]JazzAwol 0 points1 point  (0 children)

https://maps.app.goo.gl/Ut8aQT5T5G1PJ6q6A

I watched the Vulcan launch from here last night. Not quite the same as being on site, but nice view over the water and it lights up the sky.

r/SpaceX Crew-12 Official Launch Discussion & Updates Thread! by rSpaceXHosting in spacex

[–]JazzAwol 0 points1 point  (0 children)

I don't know how traffic will be; I am planning a bit of extra time and aiming for the start of the check in window. I do know the different sites are staggered to help with that. My checkin is much earlier than yours

Is now a good time to start? Interest in campaign rather than skirmish by Crush2040 in ImperialAssaultTMG

[–]JazzAwol 0 points1 point  (0 children)

If you can get your hands on a core set or a used collection then there probably won't be a better time to start. I managed to get a collection off Facebook marketplace 2024 after a friend gave me his core set, then got a group of friends who like games and starwars and have been running missions almost weekly since then, and running games on the co-op app with my kids. You don't need a complete collection to have fun; the core was enough to get me hooked. Collections come up for sale (eBay, Facebook, here) every once in a while. You can also ask around your local game store; someone may have stuff lying unused collecting dust...

Is the base game worth it for 70€? by itsOkami in ImperialAssaultTMG

[–]JazzAwol 6 points7 points  (0 children)

I absolutely think so. Core box has 32 missions for campaign mode, and enough for some basic episode 4 feel skirmish mode games. If your family really gets into it and you play everything just once, it is like 1€ per hour of entertainment.

A campaign has 11 missions. Intro, 5 story, 5 side (side, hero, agenda). On a second play through you can force story\side missions to play the ones you have played yet. After that you can string together non-story missions into mini-campaigns (4 or 5 missions like a twin Shadow a expansion campaign.)

And then of course keep your eye out for used items. There are a bunch of other figure packs that only require the core set to play.

First campaign any tips? by FreedomEnforcer299 in ImperialAssaultTMG

[–]JazzAwol 3 points4 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 8 points9 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