I got Imperial Assult for my son for Christmas and we finally got around to playing this weekend. We played the tutorial mission and the first campaign mission.
Like many of the games we own, it has a lot of rules and takes a little setup. So the first game is always frustrating as you learn the rules and make sense of the manual. Once you get a hang of it, it is fairly straightforward but we are still learning the advanced rules.
The game is played by one Imperial player and up to 4 rebel heroes. Two of which are played by a single person if it is only two people playing.
The first mission is a smash and grab, the imperials heavily outnumber the rebels and the rebels need to destroy the terminals before running out of time.
Initial Setup
There are a ton of map pieces that come with the game, each one is two-sided which represents different environments. One side might be indoors and the other side might be a forest. There are probably hundreds if not more ways to build a map with the available pieces.
The initial setup gives the Imperial (me) 3 stormtroopers, one officer, and one probe droid (probe droids are strong). I later get another squad (3) of stormtroopers, officer, and EW Engineer for reinforcement. The rebels have 6 rounds to complete the mission and each round I gain another stormtrooper.
Initially, my son went the route of shooting down all my troops but eventually figured out that wasn't going to work with the time (6 rounds) allowed.
Change in strategy, RUSH!
Once the door is breached, my second wave of troops get deployed and I get a choice of two actions:
- The door locks closed and requires 8hp to breach
- Terminals have 7hp instead of 4
I felt the door was a better option and was expecting to do some serious pew-pew with my EW Engineers. Unfortunately, this strategy didn't work out well. The rebels used both actions and strain to sprint past the EW Engineers and they didn't get a shot off, but damn it looked like a nice ambush.
Eat lead dirt bag!
The green die on the EW Engineer is because he becomes focused, which gives him an extra die for rolling damage. No damage was rolled that day.
Once my son got the idea this was more of a smash and grab than a laser light show, he quickly rushed the terminals and took out the last terminal in a last-ditch effort. He had to do one damage on his last available action for the final round and did two damage for the win.
We haven't distributed experience points or picked out our new skills yet, we will do that next time we play. The game is a back and forth between Rebels and Imperials, if the Rebels lose a mission, they go on a side mission as a result. The side missions are branches off the main 30 mission campaign that add additional story and objectives as you win and lose the main mission. Each side gets to spend experience points to build some customization of their team. Rebels get to choose their heroes and Imperials get to choose one out of 3 class decks that determine the style of play.
There are I believe 30 campaign missions, more than 20 side missions, skirmish missions in the base set.
Available Expansions
Add-on Figures
The expansions come with a few new heroes, lots of map pieces, and new Imperial troops. It seems like the add-on figures come with a figurine and 2-4 skirmish missions. Some campaign missions use these characters but only have a cardboard chip which can be replaced with a real figurine if you own it.
Star Wars Legion (Imperial Assault 2.0) comes out in March
I wish I had the skills to paint the figures, the results are amazing.
All product shots from the expansions down are all property of Fantasy Flight Games
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