Skip to main content

Long Ago...: How a Prequel Edition of Imperial Assault Could Be Good for Players



There's always a little bit of talk going on about what FFG could do next with the Imperial Assault formula, and one common idea is the implementation of a new Core box set in a different era.  While I personally want the current edition to go on for as long as possible, I also do see how another era could be attractive.

While I'd love to have a Kylo Ren or Phasma mini, I think that the Prequel Trilogy might be the best place to set a new edition.  The knee-jerk reason for this is because between Imperial Assault and Legion, I think gamers are probably tired of painting their stormtroopers by now (I know the prequels have clones, but if this edition is anything like the first, allies for campaign would be far less numerous).  Additionally, I just don't think the Sequel trilogy canon is really ready to start accepting stories like this.  Imperial Assault is obviously not canon, but it's generally sort of canon friendly, or at least canon parallel.  We just don't know nearly enough about the context of the Sequel Trilogy's era yet to set a game there, especially with how careful Disney and LFL are being regarding curating canon material.

When it comes to the prequels, though, we have about as much elbow room as the Galactic Civil War, if not more!

So, despite my general distaste for the Prequels themselves, here's how a Clone Wars era Imperial Assault style dungeon crawler could be great for FFG fans!


A Second Edition Conversion Kit




There's a lot of material in the first edition of Imperial Assault that could technically be usable in the prequels.  As far as I can tell, there's no reason any of the non-unique Mercenary figures couldn't be featured in the prequels.  Heck, some of them like the Clawdites or Nexu are actually inspired from the prequel films.

Additionally, I think a lot of the Rebel heroes could be brought to the Prequel era.  They would need to have new side missions (assuming that's still a mechanic in the next edition) and it might look kind of odd to see the Rebel insignia on some of their clothing, but for the most part I think they could all pass as Prequel-era heroes.  Davith and Diala would actually fit in better in this era than the Original Trilogy, I assume.



I don't think that there's much we can do to salvage Imperial forces, unfortunately.  I guess the stormtroopers could be interchangeable for clone troopers, but personally I'm not sure I'd be satisfied with that.

Now, I'm not sure what else could be brought over, but the more the merrier!  Most map tiles would still be applicable, items should still work assuming the new edition uses similar enough mechanics.  It's really up to how compatible the two editions are, but I think FFG only stands to gain from making this new edition as attractive as possible to veteran IA players.

New Units Allowing for New Design Philosophy


The Clone Wars are full of all sorts of great enemies that the Imperial Player (uhhh, Separatist leader?) can throw at the heroes.  B1s, B2s, droidekas, Spider Droids, etc.  Not to mention awesome units like General Grievous or Savage Opress.

In general, I think a new design philosophy should revolve around units. The golden standard, when it comes to measuring unit efficiency, seems to traditionally being the Regular Stormtrooper in the first edition.  At 6 points for a deployment of three troopers at 3 health apiece, regular stormtroopers are a modestly priced deployment of low health, low attack units.  There's nothing particularly exceptional about them- at two points per figure as a deployment cost, individual stormtroopers quickly begin to resemble other two point figures like Jawas and Officers.  Meanwhile, other six point deployment groups showcase similarities such as with the very similar Wing Guards, or highlight differences like with the stronger but less numerous Heavy Stormtroopers.


With a new edition, though, I would like to see a combat system that emphasizes the more bombastic nature of combat in the Clone Wars (of course, this means that anything that was brought over via the conversion kit would also need to be re-balanced as well).  Missions should revolve around a group of heroes (including at least some Jedi) fighting against hordes of droids and other low health enemies.  More like Descent than Imperial Assault in that regard, I guess.

 Perhaps B2 Battle Droids can fill the more traditional role that Stormtroopers or Heavy Stormtroopers currently fill as a somewhat mid-range deployment of multiple figures, but I'd like to see B1s serve as a much more grunt-like unit.  Perhaps their deployments could comprise of five or six units, but be much weaker (2 or less health), making them extremely susceptible to blast-style attacks.



Meanwhile, I'd like to see a larger focus on heroes, allies, and villains.  While the Galactic Civil War as portrayed in the Original Trilogy was relatively grounded, the Clone Wars sees "heroes on both sides".  That means that ultimately all of the droids and such need to really just be grunts and little more.  Perhaps Grievous's Magma Guards could fill a role like the Royal Guards do in being a relatively tough non-unique deployment, but I'd also really like to make allies and villains feel less like a strictly narrative novelty and more like a valid strategic decision.  Bringing in someone like Count Dooku should be a truly devious move against the heroes, not like a cool narrative decision that the gamemaster decided on.

Speaking of fixing the balance of units, that brings me to another point...

Fixing Game Issues


Obviously with a new edition of the game, some issues are expected to be addressed. 

Off the top of my head, these two should probably be implemented.

-Line of Site improvements

- Better terms to differentiate between "Threat" and "Threat Level"

Obviously there's stuff like the Officer or Royal Guard errata that I think have been well enough addressed with the first edition, and FFG should obviously keep those decisions in mind when designing new units.

Additionally, there are somethings like simplifying Counting Spaces that I can't really think of a good solution for, and am not sure really needs one, but could be beneficial for new players if it was possible to implement.  

And I'm sure there are many other glaring issues that others can think of as well.  Let me know in the comments what issues IA has that you'd like to see addressed in future editions.  

Just More "New" In General


Imperial Assault has a ton of desert locations, between Core, Twin Shadows, and Jabba's Realm.  If we really would get old tiles brought over via a conversion kit (or if they'd be available in the companion app, at least), guess what we don't need: freakin' desert tiles!  We want new stuff!

Let's see more original stuff in this core box- maybe give some red world tiles to commemorate the start of the Clone Wars at Geonosis (and also Ord Mantell), or volcanic Sullust/ Mustafar tiles.  If you read the linked article above, you'll get an idea of some of the variety we could get in these games.

How about new rewards?  In the age before the Empire, there's all sorts of awesome, mystical secrets to uncover.  New heroes? Let's have new alien species, new Jedi, heck we could even have a senator hero! New weapons?  The Clone Wars allows for more Jedi heroes, which is awesome, so I expect we could get a lot more lightsaber variants as weapons.  New storylines?  I'd love to see a more horror-centered campaign with the Nightsisters as enemies (or allies!)

In fact, that's part of why I want the Clone Wars over the Sequel trilogy, despite my opinions of the actual movies they represent.  The Clone Wars will just bring more "new" to this game, and it could use it, I think.  This new edition would be great if it truly seperates itself from the first edition, becoming both an exciting experience for new players and a tantalizing expansion for IA veterans.


What would you be most excited to see a Clone Wars version of Imperial Assault bring?  Let me know in the comments!


Until next time...


May the Force be with you!

If you liked this article, give us a like on Facebook or a follow on Twitter.  Thanks!

- Thomas

Comments

Popular posts from this blog

Profiles in Hope: Diala Passil

All right, I've already posted some articles giving advice to Imperials.  I'll start to look a little biased if I don't put out some Rebels content, so (as much as it pains me to give Rebel's advice) here we go! One of the most tempting characters to play as in Imperial Assault, both from her aesthetics and utility, is Diala Passil.  After all, who wouldn't want to be a Jedi if given the chance? She has a badass sculpt, the chance to earn a lightsaber, some incredible abilities, and one of the coolest red missions in the game!  As a testament to one of the most prolific heroes in the game, I've decided to feature her as the first subject of my Rebel campaign hero analysis series of articles, Profiles in Hope . A quick glance at Diala's hero sheet shows that she's no pushover.  She has good health and perhaps even better endurance (which she'll need for all of her powerful abilities).  Her biggest weaknesses are probably her spee

The Brotherhood of Essen: What Spiel Showed Us About the Upcoming Assassin's Creed Board Game

Assassin's Creed: Brotherhood of Venice debuted at Spiel Essen '18 last week, and I was lucky enough to know a few wonderful members of the Assassin's Creed community who were demoing it: Sunny and Jaelle  (who also specifically provided me with the fantastic photos in this article). While it's important to note that the game is still in its development stages and certainly subject to change before release, we learned much of how the mechanics of this game will work, in contrast with some of our earlier predictions a few weeks ago. The Brotherhood Clara and Domenico join the previously revealed Bastiano and Alessandra as the heroic Assassins of the game. Domenico reportedly works as a support hero, offering additional actions to the other beefier Assassins, while the sneaky Clara gets buffs to stealth related actions. A game turn is divided into two phases: the Assassin Phase, and the Guard Phase. This seems like it will work relatively simila

Profiles in Hope: Vinto Hreeda

My Rebel players generally try to pick different heroes when they start a new campaign, but there have been exactly two times that a hero has been so good that a different player selected it for the directly subsequent campaign.  The first time this happened, it was Mak, simply because one of my players mistakenly thought he seemed like a relatively straightforward shooter hero. The second time this happened, it was with Vinto Hreeda- because he's just that good. When people think of multi-target damage dealers, the prototypical example tends to be Fenn.  His splash damage is indeed pretty impressive, and can be really punishing for a careless Imperial who bunches up his units too much. But generally, Fenn isn't too terribly difficult to play around.  With Vinto, though- even with his built in abilities of Boltslinger and Thread the Needle, he can deal multi-target damage and there is nowhere to hide .  Generally, I tend to look at it this way- Fenn is a brute, throwi