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Star Wars: Imperial Assault» Forums » General

Subject: How much errata do you apply to campaign? rss

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Chris Brown
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There is no reason to have two A's at the beginning of aardvark. I simply won't do it.
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Simple question, how much of the errata do you use during campaign or do you leave it for skirmish? Does it cause significant changes to any of the missions?

I'm thinking it might be a good way to change difficulty depending upon how your group does vs the imperial player.

My thoughts, rebel sabatours I'm leaving the same. Royal Guards and maybe Officers I'll use the errata. My rebels are visibly angry when royal guards show up.
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Peter Johnsson
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Where do I find this errata? Can't remember seeing it in the FAQ.

EDIT: Found it, must have been looking at the wrong document.
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Alexander
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riboAWEsome wrote:
Where do I find this errata? Can't remember seeing it in the FAQ.

EDIT: Found it, must have been looking at the wrong document.


here's the link:
https://www.fantasyflightgames.com/en/products/star-wars-imp...

the errata are included in the FAQ.
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Antonia
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The Imperial Officers have not changed for the Campaign.

Still have to begin a new campaign but I think we will use all of the errata
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Pasi Ojala
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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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I think all. I have not been that keen on Protector protecting another Royal Guard in the first place.

On the rebel side, you have only a certain chance to meet up the Saboteurs in a campaign, even if you decide to include their side mission. And you can still change your mind and take the other side mission.

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Jeppe Tobias Hatting
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We'll keep it simply and not change the new deployment cards unless I get hold on some real new cards, too much hassle to remember the differences.
We look up in the errate at the beginning of a mission to check if there's any changes and that's it
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Matthew Barille
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I plan on pushing the errata changes on my campaign. The guard change is huge and necessary. I may actually consider using allies now that the guards change, cause before there is no way in hell im giving the IP 10+ threat when royal guards are 8 or 12, way too unbalanced.
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Stephan Wimmer
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Finishing up a TS mini campaign and will be using the full errata in the next Hoth campaign.
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John Fanjoy
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If you don't want to worry about trying to remember all of the errata to deployment cards, I might recommend a partial errata of "Royal Guards don't protect other Royal Guards." Alternatively, you as the imperial can choose to place your Royal Guards so they're never adjacent to each other. That accomplishes most of the (much needed) nerf.
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Johannes Benedikt
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All of it. Because appearently the errata'd materiel will lead to more balance and hence more exciting games.

I'm still very unsure about the extreme changes to the royal Guards in campaign mode though. Right now I don't feel that they are worth it for their cost. I'm ok with the ability nerf, but the big change from surge: +2damage to surge: pierce 1 not only reduces their damage output, but also their ability to stun, to a point where they get useless.
I will probably bring out the trandoshan hunters instead, because they deal more damage and inflict a stun light pretty effortlessly.

I'm just a bit upset that I chose the military might class and how I skilled it, because the strategy for stun isn't working anymore. Also I didn't choose the means of production agenda mission when I had the chance, because I thought the Imp. Guards have me covered and I can invest my influence into other stuff.


Seeing how this camapaign is pretty unwinnable for the Rebels anyhow, I hope these nerfs will make it more interesting.
However most of the side missions will be even more automatic losses for the IP than they were before.
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Dean L
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DA_Maz wrote:

I'm just a bit upset that I chose the military might class and how I skilled it, because the strategy for stun isn't working anymore. Also I didn't choose the means of production agenda mission when I had the chance, because I thought the Imp. Guards have me covered and I can invest my influence into other stuff.


We never introduce errata mid-campaign (unless for specific missions where it wouldn't have had any bearing on past decisions anyway) for mostly the reasons you state.
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John Fanjoy
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DA_Maz wrote:
I'm still very unsure about the extreme changes to the royal Guards in campaign mode though. Right now I don't feel that they are worth it for their cost. I'm ok with the ability nerf, but the big change from surge: +2damage to surge: pierce 1 not only reduces their damage output, but also their ability to stun, to a point where they get useless.
The range of dice results where the change to the surge ability is the difference between landing a stun or not is pretty small. You have to roll two surges, which is either the double-surge face of the yellow die, or the one face of the red die that has a surge plus any surge face of the yellow die, so that's already less than 1/3 of all attacks. Then the number of blocks rolled by the defender has to be exactly one more than the number of damage results you got, which is a minimum of 2. So we're looking at "never" for the white die, and only the three block face of the black die. In total, the chance of getting a stun with pre-errata Royal Guards where you wouldn't with errata'd Royal Guards is less than 1/18.

What that change really does is rein in the top-end results from the attacks - instead of a best-case scenario of 6 + stun against a blank white die, now the best the Royal Guard can do is either 4 + stun or 5 damage. Meaning the Royal Guard is not quite so far ahead of all other choices for raw damage output AND for disables AND for tankiness.
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