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felkor

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Posts posted by felkor


  1. What legal issues ?

     

    I have read / heard that FFG is for some reason not allowed to distribut the game themselves, which they do for certain stores.  Not sure if this is true or not.  Marximus's idea of simultaneous Europe / U.S. release is just as likely, but apparently there are European distributors who also have the game in stock already, so this even this may not delay the release too much.


  2. According to Meeplemart:

     

    "They must hold the inventory until the official release date. Which, to my knowledge FFG has not set yet. Honestly though, these things can change hourly... this is why we try to avoid giving firm release dates for anything. It is just WAAAAAAYYYYYY to unpredictable. "

     

    This may be why FFG is showing the game as still "On the Boat".  They may be dealing with other issues (like the legal issues some others have mentioned) making it take more time to get the game off to all the required distributors, and that's why they haven't updated it to "Shipping Now" and why most retailers are still in the dark as to when they will have it.


  3. Agreed.  They used to have a bit of a customer service issue, but they've hired a couple new people over the last year or so and now between service, prices, and selection, they are about the best store for miniatures and board/card games in the country.


  4. I've seen a couple people mention that they've seen prices go up for this game, and today I saw this message from the store I have it pre-ordered from, Meeplemart:

     

     
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    Fantasy Flight Games has announced a price increase of Star Wars: Imperial Assault. We have not received our final price yet, (especially with the Canadian dollar looking worse everyday)...
     
    Meeplemart price should now be around $84.95 but we will not know for sure until it arrives.
     
    As per our Pre-Order policy; final price is subject to change, so those of you who have pre-ordered a copy now have the option of cancelling your pre-order or paying the difference when it arrives. Those of you who Pre-Ordered it on Black Friday will have the option of paying the difference of $84.95 - 12% or cancelling your Pre-Order.
    -------------

  5. I have finished to read rules, my impressions are that in this game in campaign mode imperials are a sort of sparring partner and will never defeat rebel heroes. they have so many hit points that really doubt imperial player can win a match and then with new abilities and equipments to unlock they become more powerful.

    About casual gamers from what I read probably will be more fun a skirmish mode, but I don't know.

     

     

     

     

    In the campaign missions, the Imperials do not have to completely destroy all the Rebels to win the match.  They can just wound each one, and/or there are other objectives for the Imperials.  If you look around for battle reports from those who already have the game, it sounds like the Imperials have no problem winning half the games in the Campaign.


  6. You can choose to activate your ally whenver you want (when it's the Rebel players' turn to activate).  You don't do it at the same time as a hero. 

     

    From the "Rebel Allies" section of the Rules Reference:

     

    "When it is their opportunity to resolve an activation, Rebel players can choose to activate an ally, collectively controlling it. After activating an ally, exhaust its Deployment card, and then the Imperial player performs an activation."

    I do believe the rules are a bit confusing, as "their" in the above paragraph looks like it could refer to a specific hero, which would mean they activate alongside a hero, but I believe it refers to "Rebel players" as a group, as that's in the same sentence, which would mean they get their own activation.

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