Typically, the rebels must fulfill some sort of objective, such as activating terminals around the map or eliminating a specific target. While I’ll elaborate a bit more on the tactical possibilities below, it suffices to say that it’s a whole lot of fun making these decisions and seeing a Star Wars story unfold before your eyes. The funny thing is that this system wasn’t made for Star Wars – the mechanics that FFG has here could be translated into anything. Their special ability is “aim,” which gives them an attack bonus if they haven’t left their square during that activation. The game demands good tactical sensibilities. Fortunately, the rulebooks are very well written, and easily digestable. The mighty Wookiee Gaarkhan can move and attack with one action. There is no limit to the number of Command cards a player can have in hand. This is something that made the game easy for others to learn. The defending player rolls defense dice (also listed on their card or sheet). In regards to the mechanics, Yes, Imperial Assault does improve upon them across the board. But hold up – this isn’t a Star Wars movie you’re watching, and no, you’re not playing Battlefront on a screen, you’re playing Imperial Assault, the board game that manages to take all of this action, and pack it into a cardboard box. Each player will have 40 deployment points to use for choosing which characters/figures to deploy into the battle (shown in the upper left corner of Deployment cards). The skirmish mode is a simpler, 1v1 affair where players can build teams and fight to the death. For example, the Rebels may discover Imperial codes behind a door, but they won’t know if the codes are unguarded or if the open door will reveal a squad of stormtroopers. If there’s one thing Fantasy Flight is good at, it’s shipping premium quality games and Imperial Assault is no exception. Fantasy Flight has done a tremendous job with its Star Wars games, and Imperial Assault is just another example that makes me feel like this license is in the right hands. Imperial Assault takes Space Hulk's appeal of the big box war game, and does it in a way that is approachable for new players and is actually great for a group. Even though there are only ten missions in any given campaign, there are more than 30 of them packed into the box – the missions played in each campaign change depending on the actions of the players. That being said, as much as we love Star Wars, the boys still favor Descent because of the fantasy nature of it. In the skirmish, this is equally as important. Posts in discussion: Star Wars: Imperial Assault Review. Each player builds their own squad, and they play against each other until one of them achieves victory. On top of being concise and efficient, the rulebooks are very visually pleasing. Which is the Best Scythe Expansion? The win conditions for the first campaign mission. About; Game reviews. And let’s not forget the Skirmish mode. The game, of course, still looks wonderful even without a paint job. In fact, Fantasy Flight has already done this with Descent, which came out long before Imperial Assault, and is basically a reskinned fantasy version. The Rebels are always the ones under pressure – they are outnumbered, they’re usually on a timer, and they have specific objectives to complete. The group I played my first campaign with hardly had any experience with heavy board games; the most complicated thing they played consistently was Catan. The campaign and skirmish offer two completely different experiences, and won’t leave players wanting. Fantasy Flight Games always does fantastic work with miniatures and Imperial Assault is no different. The myriad combinations of figures and Command cards also leads to a lot of “let’s play again” moments. Okay, one of them technically isn’t a rulebook, but still…. I’ve been playing board games for a long time. And rest assured that more will follow. It is very, very intimidating to casual players who have never played such a game before. They’re top notch in the quality of both the components as well as the game play. This means that, in a 1v1 campaign, that one player would control four Rebel heroes. And now it’s time to dive into it. When first playing the game, it will take a while to get familiar with which cards are which. First the attacking player chooses an enemy figure to attack with their weapon (either Ranged or Melee) and checks the line of sight (to make sure they can see the target). Imperial Assault is the type of game where you’ll teach the basics, start playing, and then you’ll answer a lot of questions along the way. Little things matter in Imperial Assault, and they matter a lot. Pints of blood board game review. Zach has also enjoys creating digital character art. If a Wounded Hero is defeated, their figure is removed from the map and is eliminated from the mission (not campaign). Top 10 Best Sellers of 2016. I think that, if there were two players that were completely equal in skill, the game would honestly be pretty balanced. Prepare to grab some popcorn if you want to play Imperial Assault, because. If you’re playing with multiple Rebel players, they will either prevent this by using teamwork to help the overthinkers, or they’ll exacerbate the problem by collectively overthinking together. They then roll the color and amount of Attack dice listed on their Deployment card or Hero sheet (taking into account any special ability cards). If there’s one bone to pick here, it would be about some of the minis. There were so many weird monsters and creatures that left a lasting impression on my younger self. Beaver gang card game review. Star Wars: Imperial Assault is a strategy board game of tactical combat and missions for two to five players, offering two distinct games of battle and adventure in the Star Wars universe! Find helpful customer reviews and review ratings for Star Wars: Armada - Imperial Assault Carriers at Amazon.com. On the flipside, they’re punished hard for their mistakes. They indicate things such as health, endurance, speed/movement, weapons, defense, and special abilities. We recommend moving this block and the preceding CSS link to the HEAD of your HTML file. The Activation Phase of each round is very similar to the Campaign mode with just a few differences. Regardless, everything just works so well here thematically. I’ve actually been chomping at the bit to review Imperial Assault for a number of months since it’s such a great board game. As the scattered fragments of the battle station rain down upon the Rebel base on Yavin 4, the Empire sets in motion a plan to seek retribution against Rebel forces stationed on the small moon. This, of course, is all without mentioning the minis, which are just wonderful. The Imperial controls an army, commanding a variety of expendable troops that can be reinforced. While I didn’t find myself bothered by this, it’s not uncommon to hear people who get frustrated by it. It almost goes without saying that Imperial Assault is based on the vast Star Wars universe of characters, locations, and adventures. The game has a line of sight system that dictates which units are capable of seeing (and thus attacking) each other. When the last figure in a group is defeated, the corresponding Deployment card is returned to the Imperial player’s hand. Unfortunately, this doesn’t always work. The group, surprisingly, jumped right in and we were having fun in no time – even the one who’s not a Star Wars fan found himself eager to play every time he came over. It offers the gameplay mechanics, and none of the randomness of the campaign. It nails Star Wars from a visual standpoint, it nails Star Wars from a gameplay perspective, and it nails Star Wars just in general tone and atmosphere. For starters, figures can’t Rest. And I’m happy to report that it succeeds! But because of the first two points above, I had a good hunch that a Star Wars tie-in for this game experience would be a hit. The horizontal ones in the corner are skirmish missions. If they don’t level their characters well or take best advantage of their actions, they will become Imperial cannon fodder.To say that the Rebels are favored is not to say that a good imperial player can’t win; in my first campaign the empire completely steamrolled the Rebels. Imperial Assault (Review) Posted by Chris Van Dyke on June 27, 2016 July 12, 2016 Someone at Fantasy Fight must have been spent some time tapping my brain back when I was 12 years old, because “Imperial Assault” is the answer to all my teenage fantasies (at least, those that didn’t involve Jim Lee era Psylocke). , Reviews. These campaigns have continued through expansions like Twin Shadows, Return to Hoth, The Bespin Gambit, Jabba’s Realm, and Heart of the Empire. 7.3. Whoever wins the finale mission is the winner of the campaign. It’s a scene that seems all too familiar: Stormtroopers blast through the doorways, as plasma bolts echo through the hall. The campaign booklet provides the map for each mission, and text on the next page that gives the mission rules, context, and story. Are there expansions available for the game, and if so, are they necessary? The phases are repeated until one side achieves their objective and the mission ends. On the other hand, the Imperial’s objective is typically to stop them, winning the mission if each hero gets wounded. Read honest and unbiased product reviews from our users. The objective in a skirmish game is to acquire points by defeating enemy figures and fulfilling the mission objectives. This is an example campaign board. Yes, you want to try to win. When a player activates a figure, they can perform the following actions: During an Attack action, both sides roll dice (offense and defense). You want to move around Wookiees and Jedi and Stormtroopers, but don’t care for random surprises, sweeping storylines, or complicated objectives? Due to the fact that the winners get more spoils, the campaign often suffers from a runaway leader problem. Star Wars: Imperial Assault is a solid game, tons of replay value with skirmishes, and the campaign keeps you wanting to progress. If you’re the type of min/maxing player that likes to find the most efficient strategies possible, Imperial Assault will always have something to offer. As far as the rest of the rules go, it does well in teaching them. The good news is that the rulebooks are good at explaining the various elements. The Campaign mode is great, but sometimes we just don’t have enough people to delve into a campaign. This is an example of a late game loadout for Diala Passil. If there are ever situations where a dice roll is the single deciding factor between a win and a loss, then even if you lose, your strategy was still sound enough for you to win the game if things had gone differently. At no point in the Star Wars movies do the rebels outnumber the Imperials – in fact, in almost every scene they’re running from them, and trying to get stuff done in the process. The dice in Imperial Assault are used for attacking and defending, and custom dice tailored for the game are used, rather than your standard six-sided ones. Fortunately, the game compensates for this by packing in its wonderful skirmish mode. In addition, players have opportunity to purchase new Item cards, Class cards, and Agenda cards that will help them in the rest of the missions of the campaign. I guess there would be nothing to stop you incorporating the mechanics of Imperial Assault to give the back-and-forth nature, skirmish mode, etc. The mod is called Imperial Assault Campaign and Legends of the Alliance by jeffculligan and drod on Steam. Overall, it’s hard for me to find anything to criticize in the visual department here. There’s the Learn to Play book, which teaches the basics, the Rules Reference Guide, which is kind of the rule encyclopedia, the Skirmish guide, which teaches skirmish basics, and the campaign guide. Thanks for the rapid response Trent. That player will set up each mission. There’s also an Introductory Skirmish listed in the rules to help new players become familiar with the rounds in a skirmish mission. I think incorporating the back-and-forth turn plays in a campaign could work in Descent. Throughout the game, both sides collide during a series of missions to determine the fate of the galaxy. If you can accept this and aren’t prone to blaming the dice, you’ll love the game. In this case, the game is won in one of two ways – either by defeating every one of your opponent’s units, or by reaching 40 points. That brings us to campaign events. As of the time of this review. Playing with four is also ideal, because if another player joins in unexpectedly, they can simply take control of one of the heroes for that session. Feelitmon replied the topic: #225822 13 Apr 2016 20:18. Good stuff Matt. Campaign missions, on the other hand, are all over the place. This surprise campaign event either closes a door shut or increases the health of the terminals. Additionally, they add extra missions to your game. Ever since the game has released, there has been debate back and forth as to whether the Imperials or the Rebels are more favored in the campaign. We also have an ongoing game with 4 players which is going well but I wanted to review this as an option for couples or two friends. There are a few other things to do between missions as well, but we’ll let you discover those when you play. Imperial Assault is a grid-based, tactical miniatures game that pits two to five players against each other. The skirmish mode is a highly tactical, competitive game that provides a touch of deck building and objective play to an otherwise standard 1v1 experience. I'm in the middle of a three-player campaign of this game, and so far we really like it. These concepts are at the heart of everything else in Imperial Assault. Though the game is all over the board in terms of playtime, if I had to give a ballpark average, I would say that campaign sessions usually average between one and three hours (at one mission per session), and skirmish sessions average between 45 minutes and an hour and a half. By playing that, you get a quick feel for how the game works, and then the rest of the learning is just taking in all of the smaller details. If you click the picture above, you’ll get a more in depth explanation of the strategic implications in that given scenario, but I’ll still make some points here. Then they compare the results. Sure enough, within the first year of Imperial Assault being out, there are already a couple of expansions available. Players gain VPs by defeating figures and through card and mission effects. Third, it’s Star Wars! The game combines traditional board game elements with miniatures gameplay, not unlike FFG’s earlier offering, Descent 2.0: Journeys in the Dark, from which Imperial Assault’s gameplay is heavily inspired. That’s what I love about the game – it provides these great mechanics that make the game enjoyable to play, provides a campaign to give you something different and exciting, and then provides another system, the skirmish game, to take advantage of said mechanics if the campaign ever gets old or if you want to play something more competitive. It’s up to you to decide if the dice are too prone to luck swings, but after countless hours of playing the game, I assert that they aren’t. It’s a Fantasy Flight miniatures game; the expansions were already advertised on a sheet of paper that shipped with the box. Between the differing amounts of HP, movement points, special abilities, and attack power, every unit feels truly unique. It’s time to head into a galaxy far, far away! Then the addition of a Skirmish mode takes it over the top with replay value. Imperial Assault Companion App Review with Bryan. “Alright, we finally got to the door! For examples of what the minis look like unpainted, please refer to Fantasy Flight Games’ official site. Since I can’t really write the different symbols in text format, you’ll have to just check out the photos. From the very first days of the Imperial Assault Core Set, players have been launched into the Star Wars galaxy, playing out the thrilling missions of the game’s narrative campaigns. There’s no denying it – this game can be replayed over and over and over and over. This, however, is not required, and there are multiple alternatives. The figure packs make up the majority of extra content, and are aimed primarily at skirmish players, though campaign players will still find a lot to love. Towards the troopers, ready to bash their skulls together himself were completely in... 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