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Space Cadets: Away Missions» Forums » General

Subject: I have Imperial Assault...Should I buy this? rss

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pedro tronic
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I have IA, this game feels different and it can be in the same game collection or they are similar.
 
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PC ichigo
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Bangbuathong
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It's quiet different from Star Wars: Imperial Assult, this one is purely co-op, no player need to be play as alien. And the map is different every time you play, since you have to discover new tile room while you play.

Should you buy it?... that's difficult to answer...
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pedro tronic
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Well, I like dungeon crawlers and it's to know if they are quite different or not. If they are similar, I'll stick to IA
 
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Jae
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Bryan
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pedrotronic wrote:
Well, I like dungeon crawlers and it's to know if they are quite different or not. If they are similar, I'll stick to IA


It's not star wars. Also the mechanics are significantly different.
If you are intrigued by the idea of 50's style radio-play sci-fi, or you enjoy exploration survival games, this would be a good game for you.

Can it be on the same shelf as IA? Again, with IA you are talking about a specific intellectual property. You own and enjoy IA BECAUSE it is Star Wars, otherwise you would have been happy with Descent.

If you don't specifically love IA BECAUSE it is Star Wars, then yes, you really should get Space Cadets. Otherwise, it is a solid maybe. As in maybe you should get it to see.
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Mark Halsey
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I agree with Jae. I played this last night and one friend has IA and Mice and Mystics. He was really frustrated by the simplicity of Space Cadets. He didn't like the combat system on the part of the Aliens.

My other friend loved it because it wasn't as difficult to pick up and play as other dungeon crawlers.

I personally had a dungeon crawler itch and I think Space Cadets scratched it just fine. It's truly a beer and pretzels dungeon crawler. It will challenge you to accomplish the missions but the rules themselves won't.

I do think the IA components feel more valuable. The Space Cadets components are fun but those Star Wars minis make you feel like you really have something to show off.
 
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Max Maloney
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"If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason." -Jack Handey
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It's a very different game. It is much more along the lines of traditional co-op games, with a puzzle feel. The theme is cool and there's obviously rolling dice and blowing away aliens, but there's also a lot of planning out how many moves you can take before the sentinel reaches you and such. So it's less skirmish-y than Descent/IA, but with just a bit of dice rolling to give more variation and excitement than something like Pandemic.

I can't say if you like this sort of game, but I would say it's definitely not the same as Imperial Assault.
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Kevin Salch
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While the scenarios get more difficult in SC:AM there is not character progression like in SW:IA. I have not played the skirmish mode. SC:AM is more approachable. The range and LOS is much easier in SC:AM, as is the conflict resolution. The overkill mechanism is a much different feel than how things are resolved in IA. The money commitment will most likely be less, as with IA you will most likely want to buy a lot of expansions, and yes while at least one expansion is planned for SC:AM it should not grow into the money machine that SW:IA is becoming. (I enjoy SW:IA, but I'm glad I play someone else's copy it in my game group.)

I think there is room for both.
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Christian Gienger
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I have SWIA, but demoed SCAM (I love this acronym) in Essen and played one mission. They are both space themed tactical games, but there the differences end. The theme is really different and the main difference is the human opponent in SWIA to the full coop of SCAM. So I think it is not bad to have both games on your shelf.
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Al Rose
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Locu wrote:
SCAM (I love this acronym)


Yes, it's much better than the one for "Space Cadets: Away Teams".
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Mike
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Yes buy it. They're different enough and both are awesome.
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Jason
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does it really need 3 people or is it more like someone either playing 2 cadets and another 1 or one person playing 3 etc etc
 
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Garry Haggerty
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BattleZone wrote:
does it really need 3 people or is it more like someone either playing 2 cadets and another 1 or one person playing 3 etc etc


Jason,

Not sure why you think the game needs 3 people to play.

Of the game's 20 core scenarios:

a) 11 are designed for 2-4 Rocketeers and all 11 of these are quite manageable with just 2-players running 1 Rocketeer each.

b) 4 are designed for 2-6 Rocketeers, and the note for (a) still applies.

c) 3 are designed for 5-6 Rocketeers, so if you have fewer than 5 players, some will need to run more than one Rocketeer.

d) 1 scenario is designed for 6 Rocketeers, so if you have fewer than 6 players, some will need to run more than one Rocketeer.

e) 1 scenario is designed as a solo game for 1-Rocketeer/1-player (with a "competitive" multiplayer option).

Footnote (as it's not directly responsive to Jason's specific question):
All of the scenarios are playable by a single player willing to run at least the minimum number of Rocketeers that any scenario specifies.
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Jason
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well i mean just going by the box is all. says 3-6 people

ok cool thanks
 
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Dan Raspler
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BattleZone wrote:
well i mean just going by the box is all. says 3-6 people


Jason, can you double-check that, please? On my box is says 1-6 players.
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Frank Jaeger
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1-6 is correct and says so on the box cover. There was only one print run so there cannot be misprints. It also says 1-6 on the front cover of the rulebook.
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