Imperial Assault Review
NOTE: The retail version of this game does not include painted minis. The minis in all of the included pictures were handpainted before the review was written. For examples of what the minis look like unpainted, please refer to Fantasy Flight Games’ official site.
It’s a scene that seems all too familiar: Stormtroopers blast through the doorways, as plasma bolts echo through the hall. Our rebel heroes duck behind cover, dodging blaster fire, seizing opportune moments to strike back. A Wookie lets out an angry roar and runs towards the troopers, ready to bash their skulls together himself. All the while, the smuggler dashes ahead to destroy a nearby terminal while the Jedi deflects the shots surrounding her. But hold up – this isn’t a Star Wars movie you’re watching, and no, you’re not playing Battlefront on a screen, you’re playing Imperial Assault, the board game that manages to take all of this action, and pack it into a cardboard box.
Imperial Assault, published in 2014 by Fantasy Flight Games, is a huge, heaping dose of tabletop Star Wars action. The game combines traditional board game elements with miniatures gameplay, not unlike FFG’s earlier offering, Descent 2.0: Journeys in the Dark, from which Imperial Assault’s gameplay is heavily inspired. The game features both a campaign mode and a skirmish game, essentially making it two games in one box. The campaign pits four rebel players against an Imperial player, functioning as a co-operative dungeon crawler experience, complete with a storyline and character progression. The skirmish mode is a simpler, 1v1 affair where players can build teams and fight to the death. Imperial Assault is Star Wars through and through, and won’t disappoint for fans of the series.
How do you play the game? Is it a fun experience? How much interaction is there between the players? Is there very much luck involved? Will it take forever to to learn and teach?
These concepts are at the heart of everything else in Imperial Assault. Of course, each mini adds their own personality into these actions; some units can move farther than others, while others excel at attacking. Furthermore, every unit has one or more special abilities that differ all across the board. Stormtroopers, for example, can re-roll attack dice if they’re near each other. The mighty Wookiee Gaarkhan can move and attack with one action. All of this information is contained on cards, each mini having their own. Between the differing amounts of HP, movement points, special abilities, and attack power, every unit feels truly unique.
The objective of the game depends on which mode is being played. We’ll focus on the campaign first. The campaign mode spans over the course of ten missions, and pits the Rebellion against the Empire. Up to four Rebel players can be on a team together, each one controlling a standalone “hero” that has beefed up abilities and stats compared to the grunts that the Imperial player controls. The Imperial controls an army, commanding a variety of expendable troops that can be reinforced. Every mission is different, and both sides have a set of conditions they must meet to win the mission. Typically, the rebels must fulfill some sort of objective, such as activating terminals around the map or eliminating a specific target. On the other hand, the Imperial’s objective is typically to stop them, winning the mission if each hero gets wounded. This is the general pattern for campaign missions, though there is variability to be found. Even though there are only ten missions in any given campaign, there are more than 30 of them packed into the box – the missions played in each campaign change depending on the actions of the players.
Unique to the campaign is also a sense of progression. Much like a video game or an RPG, each character can enhance their abilities as they move through the campaign. Characters can equip better abilities and equipment as time goes on, gaining better bonuses if they’re able to win missions. The Imperial player can progress as well, able to buy “influence cards” (which can provide little surprises for the Rebels during the missions) and a deck that gives them abilities across the board. Whoever wins each mission gets more to spend on upgrades; this will also determine the next mission played. There is a storyline here, and it branches depending on who wins the missions; this is also what allows the campaign to be different every time. Whoever wins the finale mission is the winner of the campaign.
There is also a hefty skirmish mode in this game, which is more akin to a traditional miniatures game. In this mode, there is no story or progression, and it is limited to two players. Each player builds their own squad, and they play against each other until one of them achieves victory. In this case, the game is won in one of two ways – either by defeating every one of your opponent’s units, or by reaching 40 points. Players gain points by defeating units (they gain however many points the unit is worth) or by satisfying objectives on the skirmish map. The players also bring 15 “command cards” into play, chosen before the match. These cards allow for special actions during the game, and each player starts with three. One more is drawn every round, and more can be drawn if players decide to secure terminals around the map. This adds an interesting deck-building aspect to the game. Every skirmish map is unique and has its own set of rules. Some of them play like a straight deathmatch, while others are more objective based, playing out more like a game of King of the Hill or Capture the Flag. The campaign and skirmish offer two completely different experiences, and won’t leave players wanting.
I found Imperial Assault to be extremely accessible, which is part of what made it so fun. The group I played my first campaign with hardly had any experience with heavy board games; the most complicated thing they played consistently was Catan. The group, surprisingly, jumped right in and we were having fun in no time – even the one who’s not a Star Wars fan found himself eager to play every time he came over. This game provides an experience, and it resonated well with my group because of this. The campaign is an exciting exercise of co-operation and teamwork, and it’s full of surprises that demand sudden changes in strategy. It very much feels like you’re playing through a movie.
There are some caveats to this. In the campaign, there are scripted events that are known only by the Imperial player, who more or less “runs” the game. This means that enemies, unknown to the Rebels, might appear suddenly behind doors that they open, or that reinforcements might arrive when they’re least expecting it. These surprises may seem random and luck based, and may hinder your experience if you’re not looking at the game with the right mindset. You can avoid frustration if you treat the campaign as an experience first, and a board game second. Yes, there are winners and losers. Yes, you want to try to win. But ultimately, the campaign is a storyline, and it’s there to provide a good time. Something that is so fundamentally asymmetrical and dynamic as this campaign would be hard to perfectly balance, and if you find yourself critiquing the random elements of it, then you might want to reconsider what expectations you have from the campaign. If it continues to be an issue, then the campaign might not be the game for you.
Another controversial aspect of the campaign is the inclusion of timed rebel missions. Most of the campaign missions put the rebels on a time limit, requiring them to win within a specified number of rounds. While I didn’t find myself bothered by this, it’s not uncommon to hear people who get frustrated by it. A time limit increases the urgency of the mission, adding pressure to each decision, which can be stressful. I would argue that this is another instance where your perception of the game is very important. Rebels who try to stand around and fight every enemy lose to the time limit. If they think that’s what the game is about, then yes, it will absolutely be frustrated. But that’s not what the game is about. The game is Imperial Assault, literally the assault of the Empire over rebel forces. At no point in the Star Wars movies do the rebels outnumber the Imperials – in fact, in almost every scene they’re running from them, and trying to get stuff done in the process. This is exactly how campaign missions play out. The rebels in the movies couldn’t possibly hope to beat all the Imperials by force, and that is reflected in the campaign. By understanding the nature of the campaign and focusing on the objective, the time limit is an understandable addition. I would advise anyone who purchases this game to explain to the rebel players the nature of the campaign, and this will mitigate a lot of potential frustration.
Fortunately, the game compensates for this by packing in its wonderful skirmish mode. Do you like playing the game because you just like the mechanics? You want to move around Wookiees and Jedi and Stormtroopers, but don’t care for random surprises, sweeping storylines, or complicated objectives? Don’t want to commit to something and keep track of all your upgrades between missions? If so, the skirmish is perfect for you. It offers the gameplay mechanics, and none of the randomness of the campaign. That’s what I love about the game – it provides these great mechanics that make the game enjoyable to play, provides a campaign to give you something different and exciting, and then provides another system, the skirmish game, to take advantage of said mechanics if the campaign ever gets old or if you want to play something more competitive.
Playing Imperial Assault is like playing playing a futuristic game of space chess. No matter what you’re doing, you’re moving units around on a grid that each have their own abilities and limitations. The game is very visual, which makes your actions feel tangible rather than abstract – if you want your character to move to the end of the hall, you’ll move them to the end of the hall. If you kill a nearby stormtrooper, he’ll be removed off the board, etc. This is something that made the game easy for others to learn. Once you’re playing, Imperial Assault is a brilliant tactical exercise. The game will be vastly different every round depending on which units were brought in, how they were moved, what abilities they used, and how the opponents decided to counter each other. While I’ll elaborate a bit more on the tactical possibilities below, it suffices to say that it’s a whole lot of fun making these decisions and seeing a Star Wars story unfold before your eyes. This is a conflict game, so expect to be at odds with your opponent – if you don’t like getting aggressive, then Imperial Assault might not be the game for you. Fortunately, the campaign offers a nice balance in that department, providing a four player co-op experience, while still facing off against an enemy player.
There is a lot in this box, and it’s just a good time overall. Star Wars should be fun, and Imperial Assault lives up to its name in spades.
As far as playtime goes, this will vary with your missions. Skirmishes play quicker than campaign missions. In fact, two skirmish players that know what they’re doing can duke out a session in less than an hour. Campaign missions, on the other hand, are all over the place. There have been times where we’ve played three campaign missions in three hours, and others where we played one mission for four hours. Some missions are simply shorter than others, which is one reason for this, and beyond that, it depends very much on your group. Analysis Paralysis can be a killer here. If you’re playing with multiple Rebel players, they will either prevent this by using teamwork to help the overthinkers, or they’ll exacerbate the problem by collectively overthinking together. Once the mission is said and done, there is also resolution that must occur, as you’ll need to upgrade your characters and choose the next mission before you pack the game up. This, of course, is also avoided with skirmish mode.
Though the game is all over the board in terms of playtime, if I had to give a ballpark average, I would say that campaign sessions usually average between one and three hours (at one mission per session), and skirmish sessions average between 45 minutes and an hour and a half.
Imperial Assault is the type of game where you’ll teach the basics, start playing, and then you’ll answer a lot of questions along the way. Some games basically require everything to be explained before they’re even playable, so it’s nice that, despite its complexity, Imperial Assault can be taught rather quickly, and to casual players to boot. Don’t be fooled though, this isn’t some simple game. I must emphasize that the core concepts are easy to get down, easy enough to where you can start playing relatively quickly, but there are a lot of details in this game, and it will take a long time to get every single one down. The devil is in the details here, so don’t expect to know every single thing there is to know about the game after your first session.
How much strategy is involved? Is there a sense of variety and balance? Does the game play well no matter how many players there are? How long does it take to play?
There is a similar mechanic to this in the skirmish game, called command cards. In skirmish mode, a player can bring 15 cards to the table, hand chosen by them. You’ll start with three of these cards, and can draw more throughout the battle. These cards come with a slew of abilities, most of them one time uses that you can bust out to enhance your unit’s activation. While many of these cards can be played on any unit, a great deal of them apply only to specific units, or unit types. A “trooper” card, for example, will only apply to Stormtroopers and E-Web Engineers. This adds a layer of deck building into Imperial Assault, and clever players will find ways to create decks that maximize their utility, no matter which three cards are drawn. This is a very strategic element of your game that carries over into your tactics in battle.
The game demands good tactical sensibilities. While luck plays a role in the form of dice and scripted campaign events, I’ve found that, more often than not, it’s the tactically superior player that wins. Little things matter in Imperial Assault, and they matter a lot. A player that is able to see the little things might secure the victory because of it. Sometimes, an extra square of movement is the difference between a win and a loss. There are only so many actions available to you, and gaining the most utility out of each one is very important, especially in campaign missions where many missions are timed (eg, the Rebels have six rounds to complete a mission). In the skirmish, this is equally as important. It’s usually not lucky command cards or rolls that win games, it’s players that know which order to optimally play their units, how to move them, and when to execute their abilities. If good strategy in deck building and good tactics on the battlefield can come together in harmony, it’s hard to contend against, and trust me when I say that there’s a LOT to work with in this game.
If you click the picture above, you’ll get a more in depth explanation of the strategic implications in that given scenario, but I’ll still make some points here. First off, everything matters. There are so many squares you can move onto that it may not seem a big difference between two squares, but everything matters. The game has a line of sight system that dictates which units are capable of seeing (and thus attacking) each other. In the example above, Fenn Signis (the rebel up top with the rifle and helmet) is positioned in such a way where he can see the stormtroopers, but they can’t see him. The stormtroopers are together because they get a reroll bonus when they’re adjacent to each other (the other one is protecting the terminal). Fenn is about to take advantage of that, because his special ability allows him to deal extra damage to units that are in groups. The Nexu (big cat thing) can’t currently attack anybody, but its special ability will allow him to get all the way to Fenn in one turn. The objective is to capture the terminal, so the rebels decided to flank the opponent, sending two rebels by way of the door. There are more details in the picture’s description, but every turn of Imperial Assault will have you making tactical decisions all across the board. If you’re the type of min/maxing player that likes to find the most efficient strategies possible, Imperial Assault will always have something to offer.
There are two sources of luck in this game: dice, and campaign events. The luck of the dice will be found in every session. You use dice all the time, and you use them in both campaign and skirmish. Let’s just be clear: You WILL curse the dice, because there WILL be flukes in the rolls. It’s just a fact. Fortunately, this won’t be a constant occurrence. The dice in Imperial Assault are used for attacking and defending, and custom dice tailored for the game are used, rather than your standard six-sided ones. Different colors of dice have different “roles,” and each character has specific dice assigned to them. The colored dice are used for attacking: red deals the most damage, blue is weak but has the best accuracy, yellow triggers the most special abilities, and green is a healthy balance. And then there’s defender dice – black dice are the standard, and usually cancel one to two damage, three if you’re lucky. The white die is for nimble characters; it hardly blocks damage but the character is more likely to dodge an attack.
Because of the way the dice are designed, it is, again, rare that there are significant upsets. For example, if a character is rolling with two blue dice, it’s generally expected that their attack will be weak, and only the luckiest of rolls could allow them to dish out some real damage. That’s not to say it doesn’t happen. I recall a mission where I was controlling Darth Vader on the last turn, and only one possible roll could allow me to lose. I would have to deal the lowest possible roll for Vader, and the defender would have to roll the highest possible defense. The odds of this were effectively 1/216, and it happened. I lost the game because of the dice. This is, of course, a drastic example, but the point is that it can and it will happen, so don’t play the game believing that luck won’t play a role. It’s up to you to decide if the dice are too prone to luck swings, but after countless hours of playing the game, I assert that they aren’t. They are generally reliable, with stints of unruliness. If there are ever situations where a dice roll is the single deciding factor between a win and a loss, then even if you lose, your strategy was still sound enough for you to win the game if things had gone differently. If you can accept this and aren’t prone to blaming the dice, you’ll love the game. If you do get upset by bad dice rolls, well, don’t say I didn’t warn you.
That brings us to campaign events. I said it earlier, but I’ll say it again: The campaign is an experience first, and a board game second. I feel the need to say that, because, yes, there are random events that occur (random, at least, to the rebels) that only the Imperial is aware of, and yes, they can throw the game. Because the game is a storyline and the Rebels are the “good guys,” they’re the ones that aren’t holding all the cards. There are traps for them, and things that will set them back. Sometimes emergency reinforcements appear out of nowhere, or doors slam shut without warning. If the rebels aren’t prepared for these kinds of events, it can wipe them out. Ideally, the Rebels should come to expect when certain types of events may happen, and prepare for the worst. Smart Rebels will open doors at the beginning of a round, so they won’t be off guard to whatever is behind them. Smart Rebels will keep track of where Imperials are spawning from, and won’t overextend themselves in case surprise enemies suddenly show up. The truth, however, is that not all players will pick up on these things, and if they can’t learn how to deal with these events, it may sour the game for them. This is another reason why I encourage people to play the campaign for fun and to enjoy the ride, and if they want to play solely for skill, to try the skirmish mode instead.
I’ll just cut to the chase and say my experience outright: Both sides are generally equal, but the Rebels are punished harder for their mistakes. In other words, there’s a lot more room for error if you’re the Imperial. The Rebels are always the ones under pressure – they are outnumbered, they’re usually on a timer, and they have specific objectives to complete. The game compensates by powering up the Rebels in a big way. Their abilities are like superpowers, their health is high, and they have the ability to heal (which Imperial units can’t do). If they take full advantage of this by creating expert loadouts and maximizing their action utility, the Rebels can usually pull the win. On the flipside, they’re punished hard for their mistakes. If they don’t level their characters well or take best advantage of their actions, they will become Imperial cannon fodder.To say that the Rebels are favored is not to say that a good imperial player can’t win; in my first campaign the empire completely steamrolled the Rebels. I’ve seen it go both ways. I think that, if there were two players that were completely equal in skill, the game would honestly be pretty balanced.
Now, remember, this is all from my experience, so what I said above is not 100% fact. In the great quest to find the balance in Imperial Assault, I’ve seen different results from every group. Unfortunately, there are just too many variables to give a definitive statement on which side is more favored. I would argue that, because it’s so hard for people to decide, that the game is balanced and that it mostly comes down to player skill. If you look around online, you’ll find plenty of people asking why the game favors the Imperials, and an equal amount of people asking why the Rebels always win.
The other thing to note about the campaign is the built in balance. The game is designed to prevent runaway leaders. When, for example, an Imperial player wins a story mission, the next mission will be designed in favor of the Rebels to win, and vice versa. Unfortunately, this doesn’t always work. Due to the fact that the winners get more spoils, the campaign often suffers from a runaway leader problem. If one side is winning every mission, they’ll effectively have twice as many upgrades by the end of the campaign. If runaway leader syndrome is happening in your game, don’t be afraid to make some house rules to counter it out; it’s more important for the whole group to enjoy the game.
Look and Feel
Is the game aesthetically pleasing? Are the components made out of quality material, or do they feel cheap? Is the rulebook well-designed and easy to read? How well is theme integrated into the game?
In the visual department, Imperial Assault already has the immediate advantage of being Star Wars. Star Wars in of itself has great visual design all over the board, and that absolutely carries over in this game. Just about every single thing in this game is pleasing to look at. The bombastic cover art is well made and eye-catching and this quality carries over to the cards and characters. Imperial Assault, for the campaign, introduces new, original characters as Rebel heroes, and every single one of them look decidedly Star Wars. The components are also nice; the map pieces in particular look amazing in any combination, with colorful, standout artwork. This, of course, is all without mentioning the minis, which are just wonderful. Although they do not come pre-painted (here is an image of the minis unpainted, from Fantasy Flight’s official website) like FFG’s other offerings (X-Wing and Armada), they are fantastic, and loaded with detail, especially given their tiny size. If you take the time to paint the minis, they truly end up in a league of their own. The manchild inside of me gets giddy with excitement every time I see all of my painted minis on the table; it’s as if Star Wars jumped out of my TV screen and into my living room. The game, of course, still looks wonderful even without a paint job. Overall, it’s hard for me to find anything to criticize in the visual department here.
Imperial Assault is a complicated game, in fact, it doesn’t come with one rulebook, it comes with four. There’s the Learn to Play book, which teaches the basics, the Rules Reference Guide, which is kind of the rule encyclopedia, the Skirmish guide, which teaches skirmish basics, and the campaign guide. To be fair, the campaign guide isn’t really a rulebook (it provides you with the info for all the missions), but that’s still a lot to deal with. Fortunately, the rulebooks are very well written, and easily digestable. One thing I admired in particular was the tutorial mission. Essentially, the Learn to Play book teaches you the absolute basics, and then has you play a practice round with said basics. By playing that, you get a quick feel for how the game works, and then the rest of the learning is just taking in all of the smaller details.
I like the self-awareness, how the game basically says “look, this game is complicated, but it’s not that bad. Look how easy the basics are!” and then it has you put it into practice. I think it’d be great it a lot more games did this; it makes the game a lot less intimidating for someone who doesn’t have a fellow player to teach them. FFG also did this for X-Wing to similar effect. As far as the rest of the rules go, it does well in teaching them. I’m also appreciative of the Rules Reference Guide, because it puts everything in one place and makes it easy to browse (alphabetical). It can be awful having a game with a really heavy ruleset, and having to comb through the convoluted rulebook for every minor rules question you have. On top of being concise and efficient, the rulebooks are very visually pleasing. Imperial Assault’s rulebooks exceeded my expectations.
If I could give any aspect of this game a perfect score, it’d be the theme. This game is Star Wars, inside and out, through and through. It nails Star Wars from a visual standpoint, it nails Star Wars from a gameplay perspective, and it nails Star Wars just in general tone and atmosphere. This feels like Star Wars on your tabletop, and that’s exactly what it’s supposed to feel like. The funny thing is that this system wasn’t made for Star Wars – the mechanics that FFG has here could be translated into anything. In fact, Fantasy Flight has already done this with Descent, which came out long before Imperial Assault, and is basically a reskinned fantasy version. Regardless, everything just works so well here thematically. Almost all of the character’s special abilities and traits feel like homages to the movies, and the mechanics work so well thematically. One example, although I could list a hundred, is the Rebel Troopers. These are the guys you see in the first shots of A New Hope, you know, those poor guys trying to defend the Tantive IV from Vader. Their special ability is “aim,” which gives them an attack bonus if they haven’t left their square during that activation. Essentially, this encourages them to shoot first and then run, which is literally just about the only thing we see them do in the ten seconds that they’re in the movie. There are so many little touches and attention to detail that really make this game feel like a high quality, high production Star Wars experience, and not something that Fantasy Flight pushed out just to make a quick buck. Fantasy Flight has done a tremendous job with its Star Wars games, and Imperial Assault is just another example that makes me feel like this license is in the right hands.
Is it a game you can play over and over? Are there expansions available for the game, and if so, are they necessary? Does the amount of the content in the box justify the price?
I just mentioned how FFG is doing a fantastic job with their Star Wars games, and they are, but I do have a bone to pick with them – their other two miniatures games, X-Wing and Armada, barely contain enough in their core sets to have a decent experience without having to buy more content. They are fantastic games, but one can’t help but feel shorted by getting so little from the core sets. Imperial Assault is the exception here, because this game is loaded with content, and it is highly, highly replayable. You’ll notice that this is the core set for Imperial Assault. Indeed, Imperial Assault will have (and already does have) truckloads of extra content released. There will be expansion packs, new campaigns, new miniatures, new heroes, on and on. Unlike X-Wing and Armada, which practically demand that you immediately start buying, this core set can last you hundreds of hours.
First of all, the campaign is packed. You could probably play the campaign three times and still not experience all the missions, and even if you did, you can dramatically change the experience each time by switching up the players as well as the heroes you choose to play with. If each mission lasted an average of two hours, that’s at least twenty hours of playtime per campaign (and I can pretty much guarantee it would be more), and with multiple campaigns, that is more than enough to justify the asking price.
The game is also stacked with minis, another glaring difference from X-Wing and Armada. There are 30+ miniatures here, which is more than enough for skirmish mode. You could play a hundred times and still not exhaust every possible squad combination, which is really quite remarkable for a miniatures game, which games are usually designed to quickly and efficiently suck your wallet dry. There’s no denying it – this game can be replayed over and over and over and over. For a game that has such a high asking price, I can say with absolute confidence that it is worth every penny. There’s just that much inside of here.
Add-ons come in the form of figure packs and boxed expansions. The figure packs make up the majority of extra content, and are aimed primarily at skirmish players, though campaign players will still find a lot to love. They come with an extra mini (or two or three), as well as command cards to add variety to your skirmish games. Additionally, they add extra missions to your game. Each pack includes one campaign mission as well as two skirmish maps. Adding even two or three campaign missions goes a long way into increasing its longevity, so if you were to buy all of the add-ons, the campaign would be near infinitely replayable. It might be hard for some to justify paying $10 for a piece of plastic, but rest easy knowing that, with all the cards and maps, each pack actually adds a sizeable amount of content to your game.
The boxed expansions function more like traditional expansions. One “small box” expansion, Twin Shadows, has already released as of the time of this review, and a “big box” offering, Return to Hoth, is coming later this year. These boxes add a boatload of content. The campaign mode gets new heroes, ability decks, and items, and several extra missions. Twin Shadows offers a four-mission mini campaign, and Return to Hoth will feature a new, full length campaign comparable to the one in the core set. The expansions also come with new units, along with skirmish maps and command cards. Although Twin Shadows and Return to Hoth are the only currently announced expansions, if Fantasy Flight’s history is any indication, then it’s likely that they will continue to follow the small box/big box model each year, with figure packs all over the place in between.
In short, the game’s extra content is practically endless. You will have nothing to worry about if you want to play this for years to come.
I’ve already elaborated on just how much content you get in this box, so I can confidently say that, even at $100, this game is worth it. Whether you want to buy it in person or online, know that there is absolutely enough content in this box to justify the price. As far as availability goes, it’s not particularly hard to find in stores. Any local game store should carry it, and I’ve seen it in chain stores such as It’s Your Move and Barnes and Noble. Anywhere that carries designer games is likely to have it. The Fantasy Flight Star Wars games have an excellent reputation, and you can bet that you’ll see stores that will be carrying this due to Star Wars’ big comeback this year. For such a huge markdown, I would pursue the game online, but even at $100, Imperial Assault offers more than enough content to justify the price.
Imperial Assault is a highly ambitious, thematic adventure that is jam packed with content and endlessly replayable. It is not a light game – it will take a bit of time to set up and to play, but it’s a blast when it gets rolling. The campaign is massive and provides a great experience for up to five friends, provided that they’re okay with some luck swings here and there. The skirmish mode is a highly tactical, competitive game that provides a touch of deck building and objective play to an otherwise standard 1v1 experience. The game packs a punch visually, and delivers the Star Wars theme in spades. Overall, if you’re a Star Wars fan, or even just a board game fan looking to add something bombastic to your collection, Imperial Assault is a no brainer. The force is strong with this one.
Check it out
YOU WILL LIKE THIS GAME IF…
- You like Star Wars
- You like dungeon crawlers
- You like highly tactical games
- You like player vs. player conflict
- You want an experience that can span over multiple sessions with built in progression (campaign)
- You like co-operative experiences (campaign)
- If you enjoy competitive squad-building/deck-building (skirmish)
- You like games with plenty of expansionary content
YOU WON’T LIKE THIS GAME IF…
- You want something you can set up and play quickly
- You don’t like occasional unlucky dice
- You don’t like random events (campaign)
- You don’t like building your hand or making decisions before you play
- You don’t want to spend $65 or more
- You don’t like keeping track of a lot of details at once
- You don’t like long games
- You don’t like Star Wars
About the Author
Zach is an avid tabletop gamer, and he created Board Game Resource out of his love for the hobby, and his desire to see more people come into it. When he's not writing for or managing BGR, Zach might be hanging out with cats, hiking a mountain, spending time with his lovely wife, or writing about video game stuff for Insert Gamer. Zach has also enjoys creating digital character art. You can check out his (long neglected) gallery here, or follow him on Instagram at @artworkbyzach!