Introduction
My mother in law was on fleek with this Christmas gift. Star Wars Imperial Assault by Fantasy Flight Games (FFG) is a one versus game that is a great balance between board gaming and role play. After playing one game, it was a unanimous decision that this be played for Family Game Night for the foreseeable future and we all get so excited to play!
Because there is persistence of characters, after just a few campaign games, we are already getting a sense of camaraderie and learning how to bolster each other in combat and learn the weaknesses of the enemy.
This game is not exactly cooperative, but the Rebel side gets to gang up against the Imperial player. All combat takes place on the ground as opposed to space combat which I much prefer. I never truly committed to X-Wing, which is completely space combat, however, this game is still right up my alley. Rebel players each select a hero and the Empire player controls all of the villains. There are several campaigns played in order and the campaign itself determines which villains make an appearance. The Empire player pretty much has to keep that information from the book to himself so the Rebel players don’t cheat!
Because there is persistence of characters, after just a few campaign games, we are already getting a sense of camaraderie and learning how to bolster each other in combat and learn the weaknesses of the enemy.
This game is not exactly cooperative, but the Rebel side gets to gang up against the Imperial player. All combat takes place on the ground as opposed to space combat which I much prefer. I never truly committed to X-Wing, which is completely space combat, however, this game is still right up my alley. Rebel players each select a hero and the Empire player controls all of the villains. There are several campaigns played in order and the campaign itself determines which villains make an appearance. The Empire player pretty much has to keep that information from the book to himself so the Rebel players don’t cheat!
It was a bit of a challenge to learn the basics despite the Learn to Play booklet that came with the game and sadly FFG doesn't yet offer one of their excellent video tutorials for Imperial Assault. The rules manual can be challenging since some of the images are incorrect and the confusing teaching method jumps around out of order. However, we were determined so we jumped in to play anyways and we're so glad we did.
The Miniatures
Imperial Assault comes with 36 30mm unpainted plastic figures. © Fantasy Flight Games
I measured a stormtrooper as an average representative figure from foot to eye to determine that they are 30mm scale. Coming from a Flames of War background, there's a house rule about miniatures being painted before they can be played. So the game sat neglected until my husband Rob finished painting. He did a fantastic job with this larger scale (FoW is 15mm) and learned some new techniques like painting swooping cloaks and wookiee. Check out the phenomenal detail on Rob's painted stormtrooper. He has to be accurate, since we're 501st members after all!
Rob replicated all of the fine details of the stormtrooper helmet right down to the temple traps,
tears, frown, brow trim, vocoder, aerator, and tube stripes.
tears, frown, brow trim, vocoder, aerator, and tube stripes.
Heroes
The rebel figures that are currently ready for missions as shown below from left to right. These are the characters you can play in the campaign games. You select a hero to play through the whole campaign and they get better with time with purchased abilities and weapons.
Gaarkahn (Wookiee), Jyn Odan (Human Smuggler), Fenn Signis (Human Rebel Commando), Gideon Argus (Human Rebel Commander), Mak Eshka'rey (Bothan Sniper), Diala Passil (Twi'lek Jedi),
Commander Argus (center) tells the Empire they will have to pry the flask of Blue Milk from his cold, dead hands!
Villians
The Imperial figures that are currently ready for missions as shown below from left to right. Imperials are not played the same as the heroes, instead the campaign determines which figures are used. However, they also get better with time with purchased abilities and weapons.
Stormtrooper (x9), Probe Droid (x3), Trandoshan Slaver (x4), Imperial Officer (x3), Royal Guard (x4), Scout Trooper with E-Web (x2), Nexu (x2), AT-ST x1
Allies
These figures cannot be played as but are valuable allies in some campaigns. They also happen to be the first two blisters released, but they shipped right with the game.
Luke Skywalker and Darth Vader
The Cards
There are 26 decks of cards for this game, but don't let that scare you! Most of them are small or are specific to a group of players or even a single character.
Score! There’s great art from Magali Villeneuve in this game - this image is on one of the cards.
Hero Sheets
Agenda Cards (1 deck)
- Imperial side missions may be done instead of the next campaign mission
- Imperial forced missions must be done instead of the next campaign mission
- Rewards that can buff Imperial characters or whammies used against the Rebels
Class Cards: Hero (6 decks)
These are the four heroes being played in our current campaign.
Rebel players can spend experience points to buy class cards. These decks contain things like weapons and upgrades. There is one hero class deck per rebel character. They are generally abilities used during your turn that help you or your team during the mission.
Class Cards: Imperial (3 decks)
Each deck one has a different sort of focus, so choose wisely: Military Might, Technological Superiority, or Subversive Tactics.
The Imperial player can spend experience points to buy class cards. The player picks one of three of class decks to use for the whole campaign. They are generally abilities used during your turn that help your team during the mission.
Command Cards
Condition Cards (3 decks)
Condition cards describe the benefits or detriments for a character who has any of the three conditions. That card is placed next to the player and the corresponding tokens that are placed next to the character on the board.
Stunned (left), Focused (center), Bleed (right)
Deployment Cards (3 decks)
Deployment cards determine where the Imperial player and any allies (not heroes) are placed on the game map.
ID Tokens
Used by the Imperial player to distinguish among squads of same units.Item Cards (3 decks)
These weapons, armour, equipment, and modifications can be purchased with credits after a mission. The items are improvements for your character and stay with you throughout the campaign. You can also opt to give an item you have to another player before the start of a mission. Characters can have unlimited items, but the number of items is restricted during a mission (2 weapons only for example). There are three tiers available where the mission itself determines which tier you are eligible for.
Reference Cards
These five individual cards put some commonly forgotten rules at your fingertips.
Reward Cards (1 deck)
When running side missions, heroes may earn a specific reward card if they are successful. The reward card can be used in future missions. Reward cards are generally powerful bonues.
Side Mission Cards (1 deck)
Skirmish Mission Cards
Skirmish mission cards detail the objectives that must be completed during skirmish play.
Story Mission Cards (1 deck)
Supply Cards (1 deck)
The Dice
Dice are used during combat to strike enemies and defend against attacks and also used to interact with objects and pass attribute tests for strength, insight , and tech.
Dice Interactions and Icons
Each icon represents something different:____ |
Blank
Nothing happens
|
Block
Avoids a Damage
| |
---|---|---|---|
Damage Successful hit | Evade Avoids a Surge | ||
4
| Numbers Accuracy to hit at range | Surge Triggers special abilities |
The dice interact with each other like this:
- Evade > Surge
- Block > Damage
- Damage > Evade
- Surges it's possible that a surge could beat an attack or block due depending on the ability triggered.
The Colours Explained
The Tokens
Activation
Activation indicates the ready status of your character. The red side is deployed, meaning you've completed your turn. The green side is ready, meaning you have yet to complete your turn.
Ally and Villain Tokens
Conditions
These three conditions represent beneficial or harmful temporary effects that a character may have. If your character may have one of each conditions and this is indicated by placing the relevant a token on your character card.
These tokens are used to place on your character when they are damaged. If the character ever has more damage than their health, then they become wounded and their hero sheet is flipped to the wounded side. If they were already wounded, then they become incapacitated and can no longer contribute to the mission.
Some actions cause strain because they are difficult to do. Each character has a cap on strain and cannot go past that cap. Game effects may cause a strain overage that will cause damage to the character's health.
Damage
Entrance Token
The mission will dictate where the heroes enter on the map. That area is indicated with the entrance token.
Objects
Strain
Mission Tokens
Various tokens that are used on the map to represent objects, people and points of interest for each faction in the game (Rebels, Imperials, or Neutrals). For example, a mission token may be used to represent a commlink that must be used to radio in for a rebel strike. They often represent objectives that must be gained during the mission.
Map Tiles
There are 59 double-sided map tiles. each mission has a specific set up where the tiles fit together like puzzle pieces to design the map for that mission.
Conclusion
I'll revisit the blog again soon with part two that will discuss the game play. I've been having a blast with this game. In fact, we just decided to play an extra night a week since everyone is so excited to play it. That hasn't happened ever in the 8 years or so we've been doing family game night!
Have Imperial Assault? What do you think? Sound off in the comments below!