VASSAL Spring Tournament – Rules Update

Heavy Stormtrooper painted and photographed by Matthew of www.oldenhammer.com

Heavy Stormtrooper painted and photographed by Matthew of www.oldenhammer.com

The start of the tournament is right around the corner and you can only register for 4 days (until the 28th of February) to participate. To do so, you must be from Europe and send an email to podcast@boardwars.eu with your name, an ia-armies.com link of your army list and your VASSAL nickname. More information about the tournament can be read here: VASSAL Spring Tournament News

Additions and Changes to the Official Tournament Rules

  • Unless otherwise specified, the official FFG Imperial Assault Tournament Rules apply
  • There will be no 55 minute mission time limit. Missions continue until one player has scored 40 Victory Points.
  • The winner must send in via email to podcast@boardwars.eu either a screenshot of the VASSAL window with the final score visible or send in a VASSAL log file of the game.
  • The tournament will have a round robin group stage. The first 1 or 2 players (depnding on player attendance) will advance into the final elimination round.
  • Players need to join our discord server at http://discord.me/bweu to make scheduling games with their opponents easier.
  • The weekly mission will be sent out via Email to all participants and also communicated on Discord
  • Players can change their faction, the army and their command deck once after the group stage ended.
  • After the group stage has ended, the mission deck will be re-shuffled, so all missions are available for the elimination stage.
  • Opponents need to play their weekly game and submit their score until sunday 10 pm CET of that week.

Since this is more of an informal Tournament, you can ask me (Stephan) on Discord or via mail for clarifications.

Podcast #22 – Learn on the Fly

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Buyers Guide Up to Date!

Snowtroopers painted and photographed by Matthew of www.oldenhammer.com

Snowtroopers painted and photographed by Matthew of www.oldenhammer.com

Return to Hoth cam with 4 associated Ally and Villain packs. That’s the largest batch we had since the Core Set! All of them of course play their role in the story campaign of Return to Hot, but they also bring new stuff to the table for the Skirmish side of the game. Especially Leia Organa and the Echo Base Troopers turn out to be valuable additions all around.

But enough teasing, go have a look for yourself at our complete Ally & Villain Packs Buyers Guide at

http://boardwars.eu/ally-and-villain-packs-for-star-wars-imperial-assault/

VASSAL Spring Tournament

So for people who do not listen to the podcast and still want to get into that sweet skirmish action and maybe even win some prizes, here is a rundown on what you need to do to be able to sign up.

  • Min players 8 – Max player 32
  • 1st place: Return to Hoth expansion – 2nd place: Wave 5 (Return to Hoth Wave) Ally Pack, player’s choice
  • Players have to be from Europe (excluding Iceland, Russia and Turkey)
  • To sign up, send an email to podcast@boardwars.eu with:
    • Your army list as an http://ia-armies.com link
    • Your fully name
    • Your VASSAL nickname
    • If you enter the playoffs you will also need to provide your adress
  • Send your email until the 28th of February to sign up!
  • All material up to and including Return to Hoth allowed
  • Maps are taken from the current tournament rules (Kuat Space Station, Mos Eisley Cantina, Training Grounds)
  • Check out how to set up Vassal here.
  • Join our Discord server to find other players: http://discord.me/bweu

Obviously the tournament will be played online via the Imperial Assault plugin for VASSAL.

Happy hunting season!

Podcast #21 – Gideon MVP

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Podcast #20 – Miracle Host

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Playing the campaign on Roll20.net

I am usually a bit late when giving out presents, but most of the time they are a different to what you usually find under the tree. For our listeners, viewers and followers I prepared something special this year.

Core Box and Wave 1 digital assets

You can use these assets to play the Core Box campaign (including Wave 1 additions) on Roll20.net. Setting it up still requires a bit of trickery, but if you are familiar with the site, you can grab the .zip file and start right away. Of course you still need the campaign guide included in the game to set up and play the actual missions.

If you are unfamiliar with Roll20.net, we still got you covered. Over the next few weeks I will guide you through using the site to set up missions, players, decks, dice, everything. So stay tuned for that.

Happy new year and have an awesome 2016!

Podcast #19 – Maurading Mercenary

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Podcast #18 – Herwig Hawking

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Buyers Guide for all Wave 1 Packs now availabe!

Trandoshan Hunters painted and photographed by Matthew of www.oldenhammer.com

Trandoshan Hunters painted and photographed by Matthew of www.oldenhammer.com

It’s been almost a year since the release of the core box and a question still posted quite frequently on Reddit, Boardgamegeek and the FFG forums is:

Which expansion should I buy after purchasing the core box?

Of course people chime in all of the time and most answers are helpful. But what really lacked so far is a comprehensive guide to which packs offer what for either the campaign or the skirmish game mode.
So we just decided to create one. When you click the link on the menu bar titled “Imperial Assault Expansion Pack Buyers Guide” or just click it here, you will find a list of all the currently available Ally and Villain packs. Today we finished creating short reviews for all of the Packs in Wave 1. So if you are one of the players who just recently bought the game, head on over to the guide and look up all of the packs to see what best to spend your money on.
We plan to extend the guide to Wave 2 and Wave 3 in the next few weeks, so you can maybe even adjust your holiday shopping based on the information in the guide. Until then, have fun reading the Wave 1 reviews and leave feedback either in the comments or on podcast@boardwars.eu.

Podcast #17 – Into the Cold

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Podcast #16 – Scrambled Communication

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Podcast #15 – Weakened

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Podcast #14 – Only 50 Euro

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Podcast #13 – Kobayashi A new Threat

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Podcast #12 – Jar Jar Binks is a Fool

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Core Box Campaign online

With the next Podcast episode being posponed to next week, I figured I update you on something else. I  finally finished putting everything together for us to start our first online campaign. We played our first mission last week and it was rather successful. Everything worked and we even livestreamed it. If you missed it, you can watch the re-upload on Youtube of course.


We will continue with the 2nd mission today. If everything works out fine, we might even have a guest player. But more on that during the livestream. If you are not from central Europe, here is a fancy little countdown for you:

Podcast #11 – Hot and Cold

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Allies, Strain and Side Mission Deck meta gaming

Having completed our 2nd campaign recently, I spoke to the other (Rebel) players about motivation and their general feelings throughout the campaign. One major thought was that the Subversive Tactics deck is not as fun to play against as it robs you of your awesome stuff. Also they were noticing a snowball effect which grew to be a bit distracting towards the end of the campaign. I have thoughts about that too, but today I want to write about their 3rd complaint: Allies and Ally Side Missions.

luke painted

Luke painted and photographed by Matthew of www.oldenhammer.com

They managed to recruit Luke in their first campaign. But when learning about how taking him on a mission gives the Imperial Player additional Threat to work with, they sometimes were hesitant to bring him. Additionally, since you can only ever bring one Ally, they skipped all other Ally Missions for the remainder of the campaign.
For the 2nd campaign it was the other way around. After one red and one grey Side Mission, they were then swamped with green Side Missions until the end of the campaign. Even though they only played green Side Missions from then on, they didn’t win a single ally because of how strong Subversive Tactics is against Allies. They all were pretty disappointed in that they didn’t manage to get any special rewards for 3 of the 5 Side Missions as well as that they only got to chose from green Side Missions, knowing that they will be extra hard.

So I identified a few issues that I would try to tackle to improve player experience with the Side Mission Deck:

  • Winning Allies should be easier if bringing Allies already buffs the starting Threat of the Imperial Player
  • Each subsequent Ally Side Mission is worth less then the previous one.
  • Player customization of the Side Mission Deck is very weak and feels too random.
  • Increasing Rebel control over the Side Mission Deck calls for increased Imperial control over the Side Mission Deck

Also I didn’t want to upset the balance of the game too much, I just want to give the Rebel Players more control over their fate. I started with the issue of recruting Allies. To ensure the Rebels have a high chance of winning an Ally, I just award them automatically under the extended rules.

Mission Stage

Green Side Missions automatically award the respective Ally. If the Rebels win the Green Side Mission, they receive 1XP and 100 Credits per player and the Imperial player recieves 1XP and 1 Influence. If the Imperial Player wins the Green Side Mission the Rebels do not receive rewards (aside from Credits through crates collected) and the Imperial Player receives 1XP and 3 Influence.

I am unsure about the 3 Influence award if the Imperial Player wins the mission. 2 Influence might be enough. This is one for playtesting. Now this change makes green Side Missions much more rewarding for the Rebels right off the bat. If they lose the mission, they still get to keep the Ally. And if they win, they also get XP and credits. Still, if they get subsequent green Side Missions, they gain less than they lose, so I had to change how Side Missions are selected for the Side Mission Deck at the start of the campaign.

Campaign Setup

Heroes chose 2-4 green Side Mission cards to add to the Side Mission Deck.

This enables the Rebels to customize the Side Mission Deck much more. But this is only half of the story. Why not give the Rebels even more control over what side Missions are added to the Deck? So I arrived at this:

Campaign Setup

Changes to step 5):
Heroes chose 2-4 red Side Mission cards to add to the Side Mission Deck.
Heroes chose 2-4 green Side Mission cards to add to the Side Mission Deck.
Heroes chose a number between 2-7. Randomly add that amount of grey Side Mission cards to the Side Mission Deck.
This results in a final Side Mission Deck size of 6-15 cards.
Shuffle the Side Mission Deck.

The numbers for the grey Side Missions assume that the group has access to at least the Han Solo and Chewbacca Ally Packs. Though I feel this should work just as well without them if you reduce the maximum number of grey Side Missions. If the Rebel Players want, they can decrease their chance of encountering a green Side Mission significantly. They can also increase it. And this goes for all types of Side Missions. It’s hitting 2 birds with one stone. Still, if the Rebels can optimize which Side Missions come off the deck, they are in a better position to handle the missions. The Imperial Player needs some way to counteract that.

This brings me to the last major change I introduced with these extended rules. Since the Imperial Player has no way in the default rules to interact with the Side Mission Deck, I had to create one. What if we let him add Agenda and Forced Missions to the Side Mission deck after he bought them? He could dilute the Side Mission deck, but he would pay a steep price. So why not let the Imperial Player buy Agenda and Forced Missions at a discount and then shuffle them into the Side Mission Deck? He risks never seeing them again, but he also saved some Influence if he does. After a bit of tinkering I arrived at

Imperial Upgrade Stage

The Imperial Player can purchase Forced and Agenda Side Missions for 2 less Influence but at a minimum of 1 influence. If a Forced or Agenda Side Mission is purchased that way, put the Forced Mission into the Side Mission Deck and shuffle the Side Mission Deck.

Of course you need card sleeves that are intransparent on the back to make this works since Agenda and Forced Side Missions have a different card back than the regular Side Missions. And since we don’t want the Imperial Player to flood the Side Mission Deck we punish him for doing so

Mission Stage

If a Forced Mission or an Agenda Side Mission is drawn from the Side Mission Deck, immediately draw and reveal another Side Mission card until a regular Side Mission is drawn. Discard all but the first Forced/Agenda Mission. Forced Missions and Agenda Side Missions are resolved normally.

I expect this to create a much more dynamic struggle over the control of the Side Mission Deck. I also added a few more minor tweaks (mostly just changing up sequences) to fit with the new rules. You can read the full document here:

Houserules for the Imperial Assault: Core Box & Wave 1 Campaign on Google Drive

Let me know what you think about the changes and if there are some glaring issues I simply overlooked. I am currently working on a system to counteract the Snowball effect too, so expect another article about that soon.

Podcast #10 – Singing Heroes of GENCON

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