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Star Wars: Imperial Assault» Forums » General

Subject: 7 player game? rss

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James Farquharson
United Kingdom
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Hi,
Has anyone tried a 7 player campaign (6 rebels plus imperial GM)? If so what did people think of it and how did they change the rules to make it more challenging for the rebels?
 
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Matt Brown
United States
Okemos
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Maybe give the Imperial player more threat based on the value of the two added characters and the threat level would need to be adjusted. How much is anybody's guess.
 
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Scott Forster
United States
Tucson
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interesting.

The normal rules do all the balancing on the Rebel side, so I'm inclined to keep it there.

Normally, the rules balance around keeping the Rebels at 4 activations and adding about 10 total health to the group per missing rebel. The Imperial should be looking at doing about 40 damage to wound everyone, and the Rebels should only get to activate 4 times. Reducing character hit points seems like a bad idea, but what if we removed the Wounded condition?

completely untested suggestion:

1) the Rebels still only get 4 activation tokens. At the end of each turn, activation tokens must be given to characters without activation tokens.

2) The Wounded rule is removed. If a hero is defeated, he or she withdraws. Any mission rule that refers to the Imperial player wounding all heroes takes effect as soon as 4 heroes have withdrawn.

On average, an individual hero will get to play 2/3 of the time, though you could have 4 heroes on half time and two heroes on all the time if you wanted. Once someone goes down, the survivors will get more activations.

Unfortunately, the player elimination will lead to some serious downtime, especially if it's early in the mission. You may want to have a Playstation on standby.
 
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Christian Gindlesperger
United States
Shaker Heights
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Another untested thought that might not be as satisfying but would likely be more in line with balance and the rules as written:

Two additional players can run Hero allies / Imperial villains. Add in additional threat for 1-2 allies that and additional rebel player can run, and then Imperials spend that threat on Villians (might have to be for unearned heroes/villians).

Of course, the problem is there's less investment because there's no persistence between campaings--but this might be a choice role for someone who's just learning, or someone who's not likely to be present for an entire campaign (or even an entire game session).
 
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Jo Bartok
Germany
Zwingenberg
Hessen
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Use 4 activation tokens and move them all to the right by one player spot per round.


And then... Don't.
Buy Arcadia Quest two times and mirror the map setup at one edge
 
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Pasi Ojala
Finland
Tampere
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Get the Imperial Assault Campaign module for Vassal from http://www.vassalengine.org/wiki/Module:Star_Wars:_Imperial_Assault
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Yeah, don't try to have 6 heroes. Use 4, and exactly four regardless of the number of players (although managing all of the special abilities will become challenging towards the end of the campaign if a player needs to handle more than one hero). (Less than 4 heroes make some missions easier, and some harder, but having more than 4 makes a lot of them harder for the rebels, even if otherwise balanced by HP's, activations or points costs.)

You might try having two rebel strategy and tactic consultants and see what the players think about it. It's a co-op for the rebel side anyway.
 
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Stephan Wimmer
Austria
Vienna
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Thoughts on making the game work with 6 rebels:

*) Increase threat per round by 30%
*) Introduce a reload mechanic on ranged weapons
*) Introduce a wear and tear mechanic on melee weapons
*) Figures from the same deployment group don't block LOS for each other (both imperial player and rebel allies) and don't provide cover for each other
*) +1 open group for the imperial player (including Aftermath)

Reload and ranged are about equal in how they work. After X number of attacks, the weapon becomes unusuable unless reloaded or maintained. 4-6 uses per weapon, depending on the weapon type, should do the trick. Reloading or maintaining a weapon is an action. You can still bring 2 weapons and switch them once one of them is empty. Tracking remaining uses could be done with strain or damage tokens on the weapon (put up 4-6 tokens to start and remove one per attack).

That could balance it out somewhat, but some missions will be harder than others. Probably needs some playtesting and mission specific fixes to preserve the mission theme.

Though it will make the missions considerably longer, due to increased coordination complexity between the rebels. Expect 2 hours for short and 4-5 hours for long missions. Could get boring for some players, so keep that in mind.

Others can probably chip in if the above proposals are feasable and not game breaking, but I think they should be roughly okay and give you thoughts on how to creatively rase the stakes without just throwing numbers out on the board.
 
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