Obviously years late at this point, but since I just started playing it, figured i'd say thank you. And I COMPLETELY agree with what you said about fudging. I'm really new to board gaming, but I have history with tabletop roleplaying, and so when I took up the Imperials, I naturally took up the role of DM in my mind. You're right it doesn't say to do that, and thats a shame, but it improves the play experience TREMENDOUSLY. My friend originally played it with her ex-girlfriend who is a vicious board gamer, one who plays to win and only to win every single time. Queue her playing imperial and not only trying to crush the rebels including my friend along with not 100% understanding the rules and it was a NIGHTMARE. My friend hated it. This time, it's just me and her playing it as a 2 player game where she controls 4 rebels and...well, I mean, I am still winning the majority of the campaigns simply because I am the more tactical game minded, but it's WAY closer and I have no problem sharing strategy for her team. Since I come at it from the perspective I do, I see my role as facilitating fun for the other players. Winning is irrelevant to me, I want it to be a great story that the good guys (ideally) win in the end by the skin of their teeth. I have never thrown, but I have definitely played suboptimally or given hints to my plans and how to possibly handle them. It definitely feels like the Imperial side is objectively stronger for just about every combination of skill levels unless the rebels all have previous experience playing so they know what is going to happen ahead of time, AND strategy combat experience so they can make good decisions both short and long-term. It might be fun to play it hyper competitive with a full group of people who all theorycraft the game, but that's certainly not realisitc, at least not for my friend circle. So it's up to the Imperial player to keep things close. I don't think you NEED to truly fudge, but you do need to play unoptimally at times.
"If you are the sort of person who really loves winning and always has to aim to win, regardless of anything else, this is not a game you are gonna' enjoy. Well, it is not a game that your friends are gonna' enjoy playing with you." - Print that on any game ever.
It really depends on the game. Sure, making sure everyone is having fun is important, but some games are fun *because* of extremely heated competition. Games like Diplomacy are prime examples.
FYI the star wars crawl was not meant to blow anyone's minds back in 1977, it was actually a callback to the old movie serials of the 20s and 30s. Absolutely it feels dated, it was already a trope when Lucas used it!
Philippe Rostaing how is it a trope if it was a call back to the 20s and 30s? If no one was doing it for years... it wouldn't be a cliché, because it wasn't used enough to be trite, at that point. And now, no one does it or does it since, but Star Wars, so it's iconic to their legacy. Sure, you can say it was derivative, but one can also just call it a homage...
I was going to say this The "Shut up and Sit Down" guys might not have had this in their childhood, but old Flash Gordon, Buck Rogers and Republic serials on TV during school holidays in the UK They got shown in cinemas in "kid's clubs" on Saturday mornings So we had the shared cultural knowledge of the serial scrolling text
As an Imperial player, this game has drained me. The difficulty/learning curve drastically skews in Rebel's favor. Rebels just sprint through map objectives and unless you get a lucky stun - you're doomed. Our first campaign we quit because Imperial side lost the first 4 missions in a row (One of which being Diala's side mission.) and just snowballed out of control. Balance is a real issue, it's difficult because the game rewards all players for participating, and rewards the winners more (which is good in theory) but then the losing side starts to fall behind; and if they lose too often, well the campaign is ruined. In my experience, Imperial side loses most missions, even when I watch live streams of the game. A lot of the Rebel missions are simple terminal missions or escape missions which are extremely easy. The ones that require actual killing or defending can still be easy under certain circumstances; such as stun-locking Darth Vader because there's nothing in place to stop that from happening. Or sprinting passed an entire squadron of troopers because there's nothing that can stop that from happening. Or spending a turn to heal 10 health making all of the imperial player's turns useless. I love this game, but bloody hell is Imperial stressful.
Well you should join rebel side then and find someone more suitable for Imperial side. I am Imperial player. Only Lost my 2 first games. 1,5 campaign later (a lot of victories later) my rebel players dont want to play against me. As i have seen many people complain that imperial is OP and also seen same much people complain how rebels Are OP. I think in this game you have to find out who fits for what role, so it would be balanced and fun enough for all people.
Fun fact: Gaarrkhen (The wookie) is completely busted. We've played a couple of campaigns and every time he's far and away the MVP. He's got a lot of health and stamina, he starts with a pretty good melee weapon, has very strong upgrades, and while he's primarily a melee character, that doesn't end up being a problem because of his charge ability. And his Rage ability is also really good. Our group certainly had trouble with the balancing things. Early on the Imperial side destroyed us (partially because our imperial player is really good), but by late game all of our upgrades built up and our characters were wiping out most of a squad in one turn. The imperial player said it was because one of his mission rewards, influence, was really bad; he rarely had anything good to spend it on, and most of what he could spend it on were cards that could be used once and then were removed from his arsenal. On the rebel side, I had some problems. Firstly, I hated how every mission boiled down to "sprint to the McGuffin and smash your face against it until your next objective is given." The time you're given is very strict, and it can be frustrating to be declared the loser just because one of your units is standing one square away from the evac point or because the Imperial side just used a giant unit to body block where you needed to go. There was a mission or two where the objectives were a little different, but one mission I was surprised we didn't see more of was a "defend this point for this many turns." While we haven't played EVERY mission, I've only seen one such mission so far, and it seems like a cool idea; much more action packed then running around like a chicken with your head cut off ignoring combat because you don't have time/it's more efficient to just sprint to the exit. I hated the spawn point system that the Imperial player had. One mission I ran to an empty side room to get some rest actions in and heal up, and the next thing I knew, I was surrounded by stormtroopers that hadn't been there a second ago. Where the hell did they come from!!? To be fair, each round the Rebels have the first activation, so you can get away from that, but it feels like my strategy is foiled just because I don't have the privy information of where the Imperial side gets to spawn from. The Imperial player also has information on your future objectives whereas the Rebels do not (you simply have a "Do X to advance to next objective" at which point your next objective is revealed). It seems strange that the IMPERIAL PLAYER knows the Rebel's mission whereas the Rebels have to be drip fed the plan, and it feels frustrating knowing that the Imperial Player can plan around not just your current objective, but you future ones as well. Line of sight also makes no goddamn sense. I've played through two or three campaigns and I still barely understand it. "Cover" is not really a thing. You have to be so far into cover that you can no longer take shots yourself before it's effective.
Wow what a great video! It's entertaining without being obnoxious, and informative without being dreary. Props guys, i hope you get a ton of subscribers soon because, if you all your videos are this well done, you deserve them. As a side, having played this game, I really appreciate the nuanced issues you addressed. Specifically the power discrepancy between the Imperial and Rebel players. As someone who always wants to win, I've had to make a conscious effort to tone it down a bit least my dedicated group of friends murder me in my sleep lol. Information like that is so important and no other review I've seen for this game mentions it.
The best thing about a DHMIS T-shirt is that it can make someone curious enough to look it up. And fall into the infinite rabbit hole that is that series.
everyone knows that wookies are incomprehensible walls of hair... unless they have seen the weird Christmas special where you met chewbaccas family and they spoke perfect English... weird.
Descent is a fun game...Imperial Assault is another FF Money-pit game. $90 - core, $40 or $60 - EA Expansion (6), and for $8 - $18 for EA additional Villain/Ally pak. Great video guys as usual...I sold my copy a long time ago in a game room far, far away.
A surprisingly good game. I think that the Obi Wanky Nobi figure is out in a couple of weeks along with a couple of others. The Bespin Gambit is a worthy expansion - very stealthy.
I really wanted to love this game. I played this with the same group I played descent with. In descent every game was a challenge, both teams fighting as hard as they could to win. We played this four times every time the Imperials, (me) won. If you need to purposely lose or fudge some rules to make the game balanced. That's just an unbalanced game, and by extension a poorly designed game.
Really depends on the group playing. In our experience, we (rebels) win more than we lose (2/3). After a couple of upgrades and better understanding of the game, we were able to win more frequently. Some missions, you have to balance clearing out the enemy and just doing the objectives.
I had a similar experience to Louuysison. Depending on how good the players are will depend on how challenging it is. Granted, I think the burden is higher for the Rebels. You only need one good Imperial player to have a very challenging Imperial army. You need all the Rebels to be competent, because one bad Rebel player will reduce the Rebel's chances by a quarter.
I've found the game to be pretty balanced really. As the Imperial player I lost the first three or four missions, all of which were REALLY close with the Rebels usually on their last turn of play before losing. I won the next three or four, all of them but one also really close (one was only lost due to a series of very poor rolls by a couple of players), and the Rebels won the last mission we played. A lot of it comes down to the Rebel players and if they are using their turns effectively. I always remind my players of the objective they need to accomplish and the time constraints before we start, as usually the Rebels need to MOVE if they want to win. Taking the time and attempting to clear the board of enemy units pretty much guarantees the Rebels will lose.
+Chris M the circumstances of both games were the same. I played the overlord in descent and I'm playing the Imperials in this. We all played together from beginning to end. I understand they are different games and they may take one or two sessions to get used to but four games straight??? You have to admit that a boardgame where you are expected to ignore rules or combat opportunities in the interest of fairness is NOT balanced. You could argue that the game may be balanced but the scenarios aren't. In either case however it is still a matter of poor design. We are going to keep playing and maybe this will change but my review now is a poorly designed rpg In a box.
I will definitely agree that not all the scenarios are balanced, but considering the number included, that's not all that surprising. Still, I've never needed to ignore opportunities to keep the game balanced at all, there has only been one overly decisive victory for the Imperials in the games I've played. If you consider the diversity of reviews where so many describe the Rebels as being overpowered versus a similar number saying the Imperials are overpowered, I think it just comes down to the players, the decisions being made, and a certain amount of luck in regards to the dice, with the game itself being pretty balanced. Hope you enjoy your future plays of the game.
7:33 i recommend pan and paper AI for both games and one of the player plus the over lord cards (OL should draw an exra for playing open handed) the best of his ability to harm the part yes while he is in the part, it balances things out as long the overlord cards are played out right with intercity. A dice can decide the monsters action, and all action should be played by the controlling player to the monster best of its option, quest oriented move, attack nearest, attack weakest, defend ...ect..... this needs the double playing player to have special mentality and enjoy with laughter as the dragon makes as breath attack that annihilates the entire part :D not perfect but hay who wants to be the bad guy in game like this its either he wins and 4 friends are loosing and sad of looses and both feels bad, on that note I recommand D&D, Magus, Vampire and otehr role playing games much more :D
i couldn't agree more with the point about the player playing empire having to balance to campaign a little at times like a gm does. it's not about winning, it has that d&d element to it.
In Descent we just rotated being the bad guy in the Campaign, which worked pretty well and everyone had fun... would that work in Imperial Assault as well?
I dont find it boring that they make it easy design. I love looking at board games and be amazed the time they took to make it. Haha i have a crap tons of board games but no one to play with sadly
I've been looking for an idea for my wife's bday and you've sold me. Seeing as how the game is rated on BGG to be best at 2 and 5 players I've got to go with Imperial Assault instead of Descent.
Have they updated this video? Is there a sequel to this video? There's been like 4 big box expansions since this video was released and like 10 waves of character/army packs to slowly balance out the game and replace the tokens of earlier sets with plastic molded minis
That's exactly what he said. Instead of "Jazz", it was decided to change the word a bit to describe the Star Wars music at some point, and they settled on "Jizz". To be fair, I believe this was before jizz came to mean something else entirely.
The text wasn't blowing any minds in 1977. It was imitating the old serials from the 30s like flash Gordon, dick tracy, and the green hornet, the so called cliffhangers, which usually had text like this to bring you up to date on what happened in the prior episode. It wasn't even blowing any minds in the 30s.
Wow the exact thing that you described happened in our game group when playing descent i as one of the heroes became increasingly frustrated with the overlord and eventually blew up on him and stated that i hated descent and we never played again.
That's comparing apples and swivel chairs. They are completely different things, only similar in that they're both Star Wars-related. Imperial Assault is a tactical miniatures game where most of the players play individual rebel heroes, trying to achieve objectives while being opposed by the forces of the Empire. Rebellion is a large-scale game where both the Empire and the Rebellion are hatching plots, while the Empire is trying to locate the Rebel base and destroy it before the Rebellion can turn public opinion to their side.
There is a D&D homebrew of star wars for 5th edition, and I made a Bard class, and it was a Jizz Artist. Instead of inspiration, they had Jizzspiration!
The game left a sour taste in my mouth. It's great to basically dungeon delve in a Star Wars setting where all of your actions and inactions have consequences... But when you're at the end facing the final boss and the party loses due to some really terrible dice throws, it feels very discouraging. It feels like the game is too "balanced" against the players so it feels like your choices don't really matter. If you enlist the help of Luke Skywalker, then the Imperials get more points to make the mission harder and it just feels like there's no point in using Luke or Han when it'll just give the Imps more points to spawn in Vader and Veers or whatever. And if they die, well he will just spawn more troops. When Han, Luke, or your dudes die they're gone. The result is that we rarely used Han or Luke because they never made it any easier, only harder. What's the point in giving the Rebels the ability to choose Luke as an ally if all you're doing in empowering the enemy? Especially since early Luke is basically useless against a horde of stormtroopers and demon dogs. You're better off spending money on weapons and keeping the Imperials weak. Then again, I guess it's up to the GM to balance the experience, but there's no way to balance the luck behind dice rolls.
I think one problem was that stormtroopers were made to fight, and the dude I played with, thought it would be a good idea to stand and block all the objectives. Still kinda fun though.
Always a pleasure to watch one of your vids. These will remain visible on the continent, right? If not, I'm ready to launch a KS so you can all move here.
A good game master isn't about winning at all costs - it's about providing a compelling narrative with fun interactions and a wholesome game. GMs that are playing to win, are in the wrong game, no matter which roleplay experience it is.
Indeed. However, Susd is primarily a board game review channel which rarely deals with games with a DM, and Imperial Assault is marketed in board game circles, so it's a good idea to specifically point out that the dungeon Master needs to take on a GM role, rather than just being an opposing, competing player
"I love Descent THIS much!" *dust cloud of disuse comes off boxes*
A CGI dust cloud though :)
That's cause this is the special edition, the original was all practical.
RuleBritannia1987 brilliant
This comment made my day :-).
Every time I think I have an original thought, I find it in the comments xD
Obviously years late at this point, but since I just started playing it, figured i'd say thank you. And I COMPLETELY agree with what you said about fudging. I'm really new to board gaming, but I have history with tabletop roleplaying, and so when I took up the Imperials, I naturally took up the role of DM in my mind. You're right it doesn't say to do that, and thats a shame, but it improves the play experience TREMENDOUSLY. My friend originally played it with her ex-girlfriend who is a vicious board gamer, one who plays to win and only to win every single time. Queue her playing imperial and not only trying to crush the rebels including my friend along with not 100% understanding the rules and it was a NIGHTMARE. My friend hated it. This time, it's just me and her playing it as a 2 player game where she controls 4 rebels and...well, I mean, I am still winning the majority of the campaigns simply because I am the more tactical game minded, but it's WAY closer and I have no problem sharing strategy for her team. Since I come at it from the perspective I do, I see my role as facilitating fun for the other players. Winning is irrelevant to me, I want it to be a great story that the good guys (ideally) win in the end by the skin of their teeth. I have never thrown, but I have definitely played suboptimally or given hints to my plans and how to possibly handle them.
It definitely feels like the Imperial side is objectively stronger for just about every combination of skill levels unless the rebels all have previous experience playing so they know what is going to happen ahead of time, AND strategy combat experience so they can make good decisions both short and long-term. It might be fun to play it hyper competitive with a full group of people who all theorycraft the game, but that's certainly not realisitc, at least not for my friend circle. So it's up to the Imperial player to keep things close. I don't think you NEED to truly fudge, but you do need to play unoptimally at times.
Check out the dust flying off the copies of Descent at 9:14
"If you are the sort of person who really loves winning and always has to aim to win, regardless of anything else, this is not a game you are gonna' enjoy. Well, it is not a game that your friends are gonna' enjoy playing with you." - Print that on any game ever.
That’s not true for every game at all. Most abstract strategy games are obvious examples.
It really depends on the game. Sure, making sure everyone is having fun is important, but some games are fun *because* of extremely heated competition. Games like Diplomacy are prime examples.
not even close to true about every game.
FYI the star wars crawl was not meant to blow anyone's minds back in 1977, it was actually a callback to the old movie serials of the 20s and 30s. Absolutely it feels dated, it was already a trope when Lucas used it!
Philippe Rostaing how is it a trope if it was a call back to the 20s and 30s? If no one was doing it for years... it wouldn't be a cliché, because it wasn't used enough to be trite, at that point. And now, no one does it or does it since, but Star Wars, so it's iconic to their legacy. Sure, you can say it was derivative, but one can also just call it a homage...
Thanks champ.
I was going to say this
The "Shut up and Sit Down" guys might not have had this in their childhood, but old Flash Gordon, Buck Rogers and Republic serials on TV during school holidays in the UK
They got shown in cinemas in "kid's clubs" on Saturday mornings
So we had the shared cultural knowledge of the serial scrolling text
Trope =! Cliche
@@elcidbob came here to say this. glad someone already did
I love you take the ammo out of the clip when putting away the nerf gun.
Warms the cockles of the heart.
As an Imperial player, this game has drained me. The difficulty/learning curve drastically skews in Rebel's favor. Rebels just sprint through map objectives and unless you get a lucky stun - you're doomed. Our first campaign we quit because Imperial side lost the first 4 missions in a row (One of which being Diala's side mission.) and just snowballed out of control. Balance is a real issue, it's difficult because the game rewards all players for participating, and rewards the winners more (which is good in theory) but then the losing side starts to fall behind; and if they lose too often, well the campaign is ruined. In my experience, Imperial side loses most missions, even when I watch live streams of the game.
A lot of the Rebel missions are simple terminal missions or escape missions which are extremely easy. The ones that require actual killing or defending can still be easy under certain circumstances; such as stun-locking Darth Vader because there's nothing in place to stop that from happening. Or sprinting passed an entire squadron of troopers because there's nothing that can stop that from happening. Or spending a turn to heal 10 health making all of the imperial player's turns useless.
I love this game, but bloody hell is Imperial stressful.
Well you should join rebel side then and find someone more suitable for Imperial side. I am Imperial player. Only Lost my 2 first games. 1,5 campaign later (a lot of victories later) my rebel players dont want to play against me. As i have seen many people complain that imperial is OP and also seen same much people complain how rebels Are OP. I think in this game you have to find out who fits for what role, so it would be balanced and fun enough for all people.
I appreciate your opinion and your thumbnail
Imperials are overpowered and you're just bad.
"Photocopiers have been illegal in the United Kingdom since the Great Toner Wars of 2003." 😝
"...as if someone left the tap to Hell running." 🤣
Isn’t that the plot to Doom?
1:20 You know the Law.
The intro piece to Star Wars MUST finish before you leave the text crawl.
He said, man with a hat that points finger, storm men,.... the hair beast.
priceless.
I'm less impressed by the crawl than by how you obtained the music rights.
No kidding! UA-cam is usually an absolute Nazi about that kind of thing, astonished this hasn't been audio-removed...???
Can't you use any copyrighted music as long as it under 10 seconds?
@@xanfulton well, it was just replaced :( no more Star Wars music
Fun fact: Gaarrkhen (The wookie) is completely busted. We've played a couple of campaigns and every time he's far and away the MVP. He's got a lot of health and stamina, he starts with a pretty good melee weapon, has very strong upgrades, and while he's primarily a melee character, that doesn't end up being a problem because of his charge ability. And his Rage ability is also really good.
Our group certainly had trouble with the balancing things. Early on the Imperial side destroyed us (partially because our imperial player is really good), but by late game all of our upgrades built up and our characters were wiping out most of a squad in one turn.
The imperial player said it was because one of his mission rewards, influence, was really bad; he rarely had anything good to spend it on, and most of what he could spend it on were cards that could be used once and then were removed from his arsenal.
On the rebel side, I had some problems. Firstly, I hated how every mission boiled down to "sprint to the McGuffin and smash your face against it until your next objective is given." The time you're given is very strict, and it can be frustrating to be declared the loser just because one of your units is standing one square away from the evac point or because the Imperial side just used a giant unit to body block where you needed to go. There was a mission or two where the objectives were a little different, but one mission I was surprised we didn't see more of was a "defend this point for this many turns." While we haven't played EVERY mission, I've only seen one such mission so far, and it seems like a cool idea; much more action packed then running around like a chicken with your head cut off ignoring combat because you don't have time/it's more efficient to just sprint to the exit.
I hated the spawn point system that the Imperial player had. One mission I ran to an empty side room to get some rest actions in and heal up, and the next thing I knew, I was surrounded by stormtroopers that hadn't been there a second ago. Where the hell did they come from!!? To be fair, each round the Rebels have the first activation, so you can get away from that, but it feels like my strategy is foiled just because I don't have the privy information of where the Imperial side gets to spawn from. The Imperial player also has information on your future objectives whereas the Rebels do not (you simply have a "Do X to advance to next objective" at which point your next objective is revealed). It seems strange that the IMPERIAL PLAYER knows the Rebel's mission whereas the Rebels have to be drip fed the plan, and it feels frustrating knowing that the Imperial Player can plan around not just your current objective, but you future ones as well.
Line of sight also makes no goddamn sense. I've played through two or three campaigns and I still barely understand it. "Cover" is not really a thing. You have to be so far into cover that you can no longer take shots yourself before it's effective.
9:13 I love the short, thick burst of dust that just goes flying from the middle of the Descent board game stack when it's slapped down on the table.
12:19 I have to admit, I lack the words to describe how frustrating it feels that this skit didn't finish with him finding actual cover at the end.
Wow what a great video! It's entertaining without being obnoxious, and informative without being dreary. Props guys, i hope you get a ton of subscribers soon because, if you all your videos are this well done, you deserve them.
As a side, having played this game, I really appreciate the nuanced issues you addressed. Specifically the power discrepancy between the Imperial and Rebel players. As someone who always wants to win, I've had to make a conscious effort to tone it down a bit least my dedicated group of friends murder me in my sleep lol. Information like that is so important and no other review I've seen for this game mentions it.
Their videos are basically all this well done.
340k now!
I'm a SU&SD reader/viewer from the inception. The new website and branding are great. You guys are totally crushing it. Keep it up.
This is my fav SUSD video. I've watched it several times just for its entertainment value. So good!!
The best thing about a DHMIS T-shirt is that it can make someone curious enough to look it up. And fall into the infinite rabbit hole that is that series.
Welcome aboard...
Golly, I'd love to paint those miniatures. Especially the AT-STs.
„Whut?!”
- Quintin Smith, 2016
When Matt’s face came out in that intro it broke me🤣😂🤣😂
everyone knows that wookies are incomprehensible walls of hair... unless they have seen the weird Christmas special where you met chewbaccas family and they spoke perfect English... weird.
Descent is a fun game...Imperial Assault is another FF Money-pit game. $90 - core, $40 or $60 - EA Expansion (6), and for $8 - $18 for EA additional Villain/Ally pak.
Great video guys as usual...I sold my copy a long time ago in a game room far, far away.
4:55 Yes, none of my rebels got out of the campaign without at least 1 mauling.
What I find really disturbing is how often the woman in blue walks by outside the window, everytime Matt looks in the direction of the hologram. 13:41
Who is that woman and why does she keep walking past the window?
A surprisingly good game. I think that the Obi Wanky Nobi figure is out in a couple of weeks along with a couple of others. The Bespin Gambit is a worthy expansion - very stealthy.
I love your don't hug me I'm scared shirt! GREEN IS NOT A CREATIVE COLOR
That intro crawl is A M A Z I NG
One of the best videos on this channel or al channels
HAHAHA i love the intro so much
4:59 I think by this point everyone has little pools of glue on the bottom of their drone minis
I really wanted to love this game. I played this with the same group I played descent with. In descent every game was a challenge, both teams fighting as hard as they could to win. We played this four times every time the Imperials, (me) won. If you need to purposely lose or fudge some rules to make the game balanced. That's just an unbalanced game, and by extension a poorly designed game.
Really depends on the group playing. In our experience, we (rebels) win more than we lose (2/3). After a couple of upgrades and better understanding of the game, we were able to win more frequently. Some missions, you have to balance clearing out the enemy and just doing the objectives.
I had a similar experience to Louuysison. Depending on how good the players are will depend on how challenging it is. Granted, I think the burden is higher for the Rebels. You only need one good Imperial player to have a very challenging Imperial army. You need all the Rebels to be competent, because one bad Rebel player will reduce the Rebel's chances by a quarter.
I've found the game to be pretty balanced really. As the Imperial player I lost the first three or four missions, all of which were REALLY close with the Rebels usually on their last turn of play before losing. I won the next three or four, all of them but one also really close (one was only lost due to a series of very poor rolls by a couple of players), and the Rebels won the last mission we played.
A lot of it comes down to the Rebel players and if they are using their turns effectively. I always remind my players of the objective they need to accomplish and the time constraints before we start, as usually the Rebels need to MOVE if they want to win. Taking the time and attempting to clear the board of enemy units pretty much guarantees the Rebels will lose.
+Chris M the circumstances of both games were the same. I played the overlord in descent and I'm playing the Imperials in this. We all played together from beginning to end. I understand they are different games and they may take one or two sessions to get used to but four games straight??? You have to admit that a boardgame where you are expected to ignore rules or combat opportunities in the interest of fairness is NOT balanced. You could argue that the game may be balanced but the scenarios aren't. In either case however it is still a matter of poor design. We are going to keep playing and maybe this will change but my review now is a poorly designed rpg In a box.
I will definitely agree that not all the scenarios are balanced, but considering the number included, that's not all that surprising. Still, I've never needed to ignore opportunities to keep the game balanced at all, there has only been one overly decisive victory for the Imperials in the games I've played.
If you consider the diversity of reviews where so many describe the Rebels as being overpowered versus a similar number saying the Imperials are overpowered, I think it just comes down to the players, the decisions being made, and a certain amount of luck in regards to the dice, with the game itself being pretty balanced.
Hope you enjoy your future plays of the game.
7:33 i recommend pan and paper AI for both games and one of the player plus the over lord cards (OL should draw an exra for playing open handed) the best of his ability to harm the part yes while he is in the part, it balances things out as long the overlord cards are played out right with intercity.
A dice can decide the monsters action, and all action should be played by the controlling player to the monster best of its option, quest oriented move, attack nearest, attack weakest, defend ...ect..... this needs the double playing player to have special mentality and enjoy with laughter as the dragon makes as breath attack that annihilates the entire part :D
not perfect but hay who wants to be the bad guy in game like this its either he wins and 4 friends are loosing and sad of looses and both feels bad, on that note I recommand D&D, Magus, Vampire and otehr role playing games much more :D
i couldn't agree more with the point about the player playing empire having to balance to campaign a little at times like a gm does. it's not about winning, it has that d&d element to it.
In Descent we just rotated being the bad guy in the Campaign, which worked pretty well and everyone had fun... would that work in Imperial Assault as well?
Not within the same campaign. Between different campaigns, sure.
July 2015
Absolutely love the cliche' / parody synopsis, genuinely made me laugh out loud
I dont find it boring that they make it easy design. I love looking at board games and be amazed the time they took to make it. Haha i have a crap tons of board games but no one to play with sadly
This opening text is funny enough to rival spaceballs
I know I'm late to the party, but how would you compare it to Descent with the companion app? It makes it an actual playable 2 player game
10:51 Oops! Be right back! I left my tap to hell running!
Mike
Hate when that happens. The Necronomicon doesn’t mention what to do when that happens. And insurance won’t cover it.
I've been looking for an idea for my wife's bday and you've sold me. Seeing as how the game is rated on BGG to be best at 2 and 5 players I've got to go with Imperial Assault instead of Descent.
Have they updated this video? Is there a sequel to this video? There's been like 4 big box expansions since this video was released and like 10 waves of character/army packs to slowly balance out the game and replace the tokens of earlier sets with plastic molded minis
Why does this channel not have atleast a million subs?
Man with a hat pointing.....Hairbeasts LOL
1:25 SHOW ME WHATCH YOU GOT!!!....
9:15 i love this so much
big dust cloud
14:14 does he say "I've got to warm up my jizz instrument"? D:
That's exactly what he said. Instead of "Jazz", it was decided to change the word a bit to describe the Star Wars music at some point, and they settled on "Jizz". To be fair, I believe this was before jizz came to mean something else entirely.
It's a legitimate part of Star Wars canon, look it up on Google!
Toeatasandwich Is this reply towards me?
AMProductions Yes. I'm just quoting Paul at you :-P
Toeatasandwich Aaha mkay
The text wasn't blowing any minds in 1977. It was imitating the old serials from the 30s like flash Gordon, dick tracy, and the green hornet, the so called cliffhangers, which usually had text like this to bring you up to date on what happened in the prior episode. It wasn't even blowing any minds in the 30s.
Is it true this has a co-op mode now? If so, I'm super interested.
It does via the app
That looks like a bloody dreadful mug of tea !
Wow the exact thing that you described happened in our game group when playing descent i as one of the heroes became increasingly frustrated with the overlord and eventually blew up on him and stated that i hated descent and we never played again.
How did you get prince William too play with yous??
What is better Star Wars Rebellion or Imperial Assault?
That's comparing apples and swivel chairs. They are completely different things, only similar in that they're both Star Wars-related.
Imperial Assault is a tactical miniatures game where most of the players play individual rebel heroes, trying to achieve objectives while being opposed by the forces of the Empire. Rebellion is a large-scale game where both the Empire and the Rebellion are hatching plots, while the Empire is trying to locate the Rebel base and destroy it before the Rebellion can turn public opinion to their side.
Depends, how much money do you have?
that intro made my night!
I love the start :D
4.22 what goes on in a kids mind when he first learns guns
OMG That Intro!! 🤣🤣🤣
Is this the handsomest Matt? I think it is
LOL "Worst trousers."
How about a mansions of madness review? (Box at backround at 11.00)
rip to the intro having the actual star wars theme ;-;
The yellow wall of text still feels too fast to me.
I miss the dubbed powerful voice translating the text.
That head freaked me out so much! I didn't expect that!
There is a D&D homebrew of star wars for 5th edition, and I made a Bard class, and it was a Jizz Artist.
Instead of inspiration, they had Jizzspiration!
You guys seem like really fun game guys!
Ret and I (Blue) were belly laughing at your wonderful review... and may now be buying the game. Thank you and carry on as you were!
- Blue
Is it just me or does it seem that this guy would be just at home in an actual star wars movie?
how dare you diss the opening crawl
you are hilarious!! liked and subscribed.
Awesome intro.. Subscribed
I love your videos, but...
don't diss the crawl.
Awesome vid
LMAO that ending
Fuck my wallet... Or: Fuck!!! My wallet...
That ventriss is worth a bit lol
The game left a sour taste in my mouth.
It's great to basically dungeon delve in a Star Wars setting where all of your actions and inactions have consequences...
But when you're at the end facing the final boss and the party loses due to some really terrible dice throws, it feels very discouraging. It feels like the game is too "balanced" against the players so it feels like your choices don't really matter.
If you enlist the help of Luke Skywalker, then the Imperials get more points to make the mission harder and it just feels like there's no point in using Luke or Han when it'll just give the Imps more points to spawn in Vader and Veers or whatever. And if they die, well he will just spawn more troops. When Han, Luke, or your dudes die they're gone.
The result is that we rarely used Han or Luke because they never made it any easier, only harder.
What's the point in giving the Rebels the ability to choose Luke as an ally if all you're doing in empowering the enemy? Especially since early Luke is basically useless against a horde of stormtroopers and demon dogs. You're better off spending money on weapons and keeping the Imperials weak.
Then again, I guess it's up to the GM to balance the experience, but there's no way to balance the luck behind dice rolls.
I think one problem was that stormtroopers were made to fight, and the dude I played with, thought it would be a good idea to stand and block all the objectives.
Still kinda fun though.
Do Armada
I am a hair-beast and feel seen.
Always a pleasure to watch one of your vids. These will remain visible on the continent, right?
If not, I'm ready to launch a KS so you can all move here.
Isn't this the guy from Top Media?
So basically the game isn't balanced very well at all
It's not. It's hard on the rebel players in the beginning, and switches out to become hard for the Imperial player.
anyone else notice the dhmis shirt that matt was wearing?
Paul!
Afraid I might be asking this before they adress it on the video?
But how does this rate as a two player game?
Lmao love the opening
Smashing!!!
A good game master isn't about winning at all costs - it's about providing a compelling narrative with fun interactions and a wholesome game. GMs that are playing to win, are in the wrong game, no matter which roleplay experience it is.
Indeed. However, Susd is primarily a board game review channel which rarely deals with games with a DM, and Imperial Assault is marketed in board game circles, so it's a good idea to specifically point out that the dungeon Master needs to take on a GM role, rather than just being an opposing, competing player
We all just gonna ignore the dooku lightsaber?
yerbiggestfan poop asajj ventress's lightsaber
Eric W yes 👀 yes we are
Everytime i look at board games my head spins....
Dang, how’d you escape copyright strike from that opening? Star Wars is crazy sensitive about their music.
Whoever wrote the word crawl should be sacked.
And replaced by llamas?
Why is more expencive this game than others
14:14
I was playing a Star Wars DnD game and I homebrewed a bard.
"Jizz Artist"
And instead of "Inspiration" it had:
"Jizzspiration"!!
Are you going to post this comment again in a couple months?
How the hell did this not get hit with a copyright strike?
Dude! During the first 9 minutes it was the worse review you guys ever produced!
You look ridiculously British.
Spaceballs: The Board Game