Imperial Assault: The Bespin Gambit Review
Everyone might agree that Empire Strikes Back is the best Star Wars film, but for me Cloud City was always the least interesting place in the whole canon. A generic sci-fi floating city headed by a more jocular and more corruptible version of Han didn't fire my imagination. Nor did it fit with the techno-junk aesthetic that unified so much of the franchise so brilliantly. Finding the latest Imperial Assault expansion was set there was something of a disappointment.
Those two groups do belong to the Scum faction. The only Imperial generic troop was in an expansion pack.
I'd be perfectly happy if they just released these smaller, cheaper expansions from here on out.
Michael Barnes wrote: My MM review this week is for this...they have GOT to get a Road to Legend style thing going for Imperial Assault. I do not think I will get another expansion that requires an Imperial Player.
Yep, I think you're likely right. If RtL has been developed sensibly, it ought to pretty much be a matter of just re-skinning it.
On the other hand, RtL is the only reason left to play Descent over IA, really. So they may be unwiling to hammer the final nail into its coffin.
Another thought occurred to me. And this may be an IP/licensing issue. But remember how they came out with the Arkham Horror painted minis ? Why not do the same for IA ?
We did the whole campaign, me and my two IA friends, but we all agreed that we kind of didn't want to do another...and these are two guys I had done Road to Legend with, and the whole time we were thinking about how much better it would be.
If they do go with an app, I hope they just do smaller campaigns too. These long-ass Descent-style campaigns are fucking pointless. There's no real development in terms of story or character. You get new skill cards, the Overlord/Imperial player gets more stuff...there isn't any true change over time. It's just a way to drag it all out and make people feel like they are progressing toward an overall goal. It's an illusion. And I think this is the case in most campaign-driven board games, barring the legacy stuff.
TL;DR- I don't like campaigns.
I understand why they're designed this way, but it gives campaign style games this artificial sensation that really rubs me the wrong way. The only reason I like the Imperial Assault Expansion campaigns is because they're relatively short. I only like Descent RtL because I can solo that shit at my leisure. Or we can spend a day and crank out the mini campaign on a Saturday if so inclined.
The ironic part is that for many years I lamented the fact that there weren't any games that focused on campaigns. Now that they're here I'm sort of realizing that, yeah, I don't really want em.
I sort of hear where you guys are coming from. There so much more to gain from an rpg campaign over a board game one. The differences just don't compare and I think that desire for that same sort of narrative and meaning is why we keep banging at these tabletop dungeon crawlers.
Either way, campaign play actually provides the ultimate in tabletop experience. I'm talking league play with the likes of Blood Bowl, Dreadball, etc.
No gaming experience can compare to a well run league. The injuries, the star tracking, the between match trashtalking and newsletters, the anticipation of a rival game or facing a surging team. It can be an amazing experience that simply can't be repeated in one and done play.