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Star Wars: Imperial Assault» Forums » General

Subject: Side Missions - Campaigns rss

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Derek Yeung

Paradise Valley
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I see some campaign cards with time periods (ie 3-4 or 2-7) and I see some cards without time periods for the side missions. Can I use the missions without time periods for all campaigns or am I just limited to the specific campaign?
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Felipe Bulhões
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Going by the recent releases, FFG threw the time period rule out of the window.

Just go with what pleases you.

And yeah, missions without a time period can be mixed in every campaign.
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Alain Baum
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Indeed, judging from the images, the Wave 8 Luke Skywalker doesn't have a time period speficied.

And in the Wave 7 rulesheets, they said they omitted the time period for "a more open-ended play experience" in the campaigns. Otherwise, all 3 figures of Wave 7 wouldn't have been legal in any currently available campaign (all of them die before the end of A New Hope).
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Thomas with Subtrendy
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DukeOfEarl wrote:
Indeed, judging from the images, the Wave 8 Luke Skywalker doesn't have a time period speficied.


Huh, weird. I would've that that Jedi Luke, if anyone, would have been locked to time periods.
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My name is
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Can someone explain to me how these campaigns work?

I don't know the game but I would be interested to have a campaign that follows the timeline of the Star Wars story.

Am I right to think that it doesn't work that way?
Or is there a way to make it happen (including the existing and forthcoming expansions, the blisters and side missions)?
 
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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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The campaigns are not following the story of the movies. They are something that happens to your hero group, not the stories of the main characters of the Star Wars movies.

They are sort of what happens elsewhere in the universe stories, or potentially alternative histories of the universe.

The campaign structure is normally the following:

The campaign starts with a fixed story mission. Each story mission tells which story mission to put into play next. Between story missions you play side missions, which the rebel players select from two alternatives drawn from 10-12-card side mission deck built at the beginning of the campaign (see rulebook page 17 - You can get the rules reference guide from https://www.fantasyflightgames.com/en/products/star-wars-imp...). A replacement side mission is drawn is drawn after each played side mission. Each full-length campaign is 11-14 missions.

Because there are a lot of side missions (and other factors) the campaign will never play the same. And there are soon 2 other full campaigns.

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My name is
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Thank you
 
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Mårten Cederholm
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Coiote wrote:
Going by the recent releases, FFG threw the time period rule out of the window.

Just go with what pleases you.

And yeah, missions without a time period can be mixed in every campaign.


Is this official or is just for the new stuff?
 
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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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Old missions still have time period ranges if they previously had one, the campaigns still have time periods and the rules to include only missions and agenda sets of the correct time period ranges is still there. The new missions just don't have time periods.
 
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Eric Phillips
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a1bert wrote:
Old missions still have time period ranges if they previously had one, the campaigns still have time periods and the rules to include only missions and agenda sets of the correct time period ranges is still there. The new missions just don't have time periods.


But the only real purpose for time periods at all is to have a thematic game. Can't have Han Solo showing up when he's supposedly frozen in carbonite. But since they've blown that up with Wave 7, I see no issues with houseruling to ignore time period.

In other words; there's no balance reason for time periods, so you're not going to be throwing off gameplay by bringing in all side missions.
 
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