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Imperial Assault as a spiritual successor to HeroQuest

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Imperial Assault as a spiritual successor to HeroQuest

Postby Andy P » January 5th, 2015, 9:13 am

I picked up a copy of Imperial Assault just before Xmas, and our gaming group played through a good number of story games over the weekend.

It was HeroQuest that got me into the hobby twenty-five years ago, and apart from brief dalliances with Advanced HeroQuest and Warhammer Quest, this was the first HeroQuest-like game I've played since (having mostly been playing traditional wargames in the meantime). Of course, (among many other dungeon-crawler games) Descent is fantasy and therefore even more like HeroQuest than Imperial Assault, but I never got around to playing it.

The genre has certainly moved on since HQ. Even simple things like allowing the heroes to choose their own order of activation - and interleaving them with the GM's own activations - make for a much more cooperative game, where the heroes discuss among themselves the best way to fulfil their objectives, rather than (say) the Barbarian player taking his turn and simply hitting the nearest monster because that's what he does. The game is very challenging, so if the heroes don't work together they'll probably lose; and they are forced to keep progressing by the continuous stream of Imperial reinforcements, which keeps the pace up and keeps things interesting.

IA has an almost RPG-like progression system, where heroes can learn new skills, as well as upgrade equipment. This offers another layer of interest and allows the heroes to each be given their own sub-plots (eg. the Jedi character has to obtain their lightsabre by overcoming their guilt over the death of their mentor). Heroes can still purchase equipment, like in HQ, but the money is shared, which again encourages cooperation. The GM player also gets upgrades, in the form of agendas - so it's not just the heroes having levelling-up fun.

The missions are both more focussed and more varied. They form a branching plot (I actually felt more could have been done with this in IA, though the side missions are a wonderfully nice touch) rather than the contextless quests of the HQ base system or the linear story of the expansions (which were a good start in the right direction compared to one-off quests - we all remember the epic quest to kill the Witch King - but it's been bettered since). Failure doesn't simply require re-attempting the same quest - it tells a different story and offers the heroes a different challenge.

Oh - and as if that's not enough, IA also has a head-to-head game mode so you can play it more like a wargame as well.

All in all, I've fallen in love with IA just as I did with HQ all those years ago. HQ did so much right: four-on-one story-based gameplay, missions, and progression. The core concept is still brilliant and captivating. But the genre has progressed so far since, I can't ever imagine going back. HQ was superb, but it was a game of its time. I finally got around to painting all my old HQ models last year, and I'd been hoping to convince our gaming group to play it, to try to recapture the nostalgia for my lost youth; but having now played IA, HQ seems so clunky that I simply can't see that happening.

Much love for HQ, but the world has moved on since. For a more modern gaming experience in the same vein, as a clear spiritual successor, I can't recommend Imperial Assault highly enough. |_P
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Re: Imperial Assault as a spiritual successor to HeroQuest

Postby slev » January 10th, 2015, 5:36 am

I saw this being played at a con last weekend. It is actually a re-skin of Descent 2nd ed.


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Re: Imperial Assault as a spiritual successor to HeroQuest

Postby Sjeng » January 10th, 2015, 6:25 pm

slev wrote:I saw this being played at a con last weekend. It is actually a re-skin of Descent 2nd ed.

with some flaws worked out. Descent 2.5 reskin.
But I've read the DM player doesn't have any good objectives and that might get boring. Also rounds are too quick, and you end up with rebels dashing to their goals, and the DM protecting console panels. Kinda takes away the story.
Looks great though.
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Re: Imperial Assault as a spiritual successor to HeroQuest

Postby slev » January 10th, 2015, 6:29 pm

Sjeng wrote:
slev wrote:I saw this being played at a con last weekend. It is actually a re-skin of Descent 2nd ed.

with some flaws worked out. Descent 2.5 reskin.
But I've read the DM player doesn't have any good objectives and that might get boring. Also rounds are too quick, and you end up with rebels dashing to their goals, and the DM protecting console panels. Kinda takes away the story.
Looks great though.


I didn't notice any changes to the core mechanics, but I was in a rush. What did I miss?


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Re: Imperial Assault as a spiritual successor to HeroQuest

Postby ruiza97 » January 11th, 2015, 12:20 am

From someone who played the game,
The GM player also gets upgrades, in the form of agendas - so it's not just the heroes having levelling-up fun.
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Re: Imperial Assault as a spiritual successor to HeroQuest

Postby Andy P » January 11th, 2015, 10:53 am

Sjeng wrote:But I've read the DM player doesn't have any good objectives and that might get boring. Also rounds are too quick, and you end up with rebels dashing to their goals, and the DM protecting console panels. Kinda takes away the story.


DM doesn't have good objectives? - well, they can build up their forces, work towards an agenda, fight against the heroes and do everything the heroes can do. So not sure what this means.

Rounds too quick? - "too quick" for what? Or compared to what? It's a quick game. Good! We got three games in, in an afternoon, and everyone was constantly involved with no waiting around. Happy with that, don't see what slowing it down would achieve.

Rebels dashing, console panels? - there's 28 missions in the (branching) campaign, held together by a story, each with different objectives. There is time pressure, granted, but that keeps things moving, none of this detracts from the story.

I wouldn't believe everything you read. ;)
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Re: Imperial Assault as a spiritual successor to HeroQuest

Postby gootchute » January 12th, 2015, 10:53 pm

Great game, I bought it recently! I don't recommend Descent 2nd ed though, it just does not feel like a proper dungeon crawl when the whole map is laid out at the start, and the heroes know exactly where the objective points are. Descent does not have the integrated turn system, and thus suffers more from the hero's simply dashing the the objective and ignoring heroic things like slaying monsters. The mission structure works much better for a sci-fi game.

Imperial Assault has a much improved improved, and more repayable campaign system than Descent 2nd ed. Main story quests branch off depending on the victor, a stock of side missions are randomly determined then picked from by heroes, and the Imprial can force ambush style missions to strike back at the Rebels. Additionally; in IA there is more hidden information which the Imperial player can use to get one over on the heroes, though that does take away from the replayability... good thing there are 32 missions and each campaign is only 11! One key aspect is that usually the heroes have a vague idea of what to do, but do not know what the Imperial is attempting to do for victory. Another key point of differentiation is that certain events bring in new units and change the mission. For example: ++SPOILER++ I played a game on Saturday where the Rebel heroes had to upload an account siphoning virus to one of 4 consoles. First they had to trudge through the forest and break into a bunker. As soon as the mission was "complete" they had to hold out until the end of the 8th round, defending the bunker they just liberated. It was hectic when the AT-ST showed up! The players had no idea how long it would take, and their reward was to simply defend to consoles, the more survived, the more $$ they got away with.


Plus you can play 2 player skirmish games... unit boxes incoming, hold on to your wallet! They'll milk this puppy for all it's worth...

My only complaint: rules for miniatures not included (they include tokens thankfully), Chewie, Han, Rebel Troopers, IG-88... I can get all those easily from a friend who collects Wizards of the Coast miniatures though.

OK 2 complaints: I'm going to be forced into buying expansions by players.
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Re: Imperial Assault as a spiritual successor to HeroQuest

Postby Sjeng » January 13th, 2015, 7:38 am

Well that sounds a lot more positive than I read on BGG. I still hope Descent 2nd is good though, as I own the base game and 3 expansions (secondhand, but unplayed, most even sealed).
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Re: Imperial Assault as a spiritual successor to HeroQuest

Postby slev » January 13th, 2015, 9:47 am

Sjeng wrote:Well that sounds a lot more positive than I read on BGG. I still hope Descent 2nd is good though, as I own the base game and 3 expansions (secondhand, but unplayed, most even sealed).


The base game campaign is somewhat lackluster, you may want to skip it.

A different campaign with at least one block of rumours and a sir-not-appearing-in-this-game lieutenant pack is MUCH better.


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Re: Imperial Assault as a spiritual successor to HeroQuest

Postby gootchute » January 13th, 2015, 1:07 pm

Obviously reviews are mixed!

I'll use the AT-ST for General Weiss. No way I'm paying 20 bucks for the same model with 4 added guns and a guy unbuttoned atop.
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