Jump to content

Galdred

Members
  • Content Count

    140
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Galdred reacted to SteveG700 in Will Descent Continue to be the Game That Broke My Heart?   
    Descent Road to Legend is the game that brought me from the world of role-playing games to other types of tabletop games. It provided a very rich simulation of a dungeocrawl experience with fun combat that was very tactical. Players moved through dungeon by unlocking a series of checkpoints. They would have to hussle because the overlord could spawn monsters and bury the players in sheer numbers. 
    Descent 2nd Edition and its derivatives (Imperial Assault, LotR) made the decision that brevity was all-important. Missions have built-in timers that virtually ensure the players lose after six or so turns. Games are won or lost based on some objective in the end zone. Combat now becomes something that's just...in the way!
    Enemies are brittle as glass, and their role is not to engage the players in pitched battle, but rather suck some actions out of them as they get smashed. Players that do well at these games learn to sink as few actions as they can into battle, so they can reach the end zone and rifle through trash or some other sort of scramble. The most prized abilities are things like teleporting and acrobatics that let players disengage.
    You know the really sad thing here? Road to Legend got it about 90% right. Dungeons were smaller than in the original game, but they still felt like dungeons. Spawning was still possible, but held in check. What needed to be fixed were the top-tier gold treasure magic items, and some character abilities that weren't well-designed for small dungeons or a campaign style. We just needed a tune up.
    I keep hoping FFG will learn, but then I play the LOTR game and sure enough, when orcs show up and the party engages them, all it does is slow the party down .No loot, no XP, none of the trappings that makes combat rewarding, and all the while the clock is running out so the game ends with an unceremonious wheiper. I don't know how someone finds that fun. My group didn't.
    Please, FFG, bring back battles. Let us fight, because fighting is more fun than watching a clock.
  2. Like
    Galdred got a reaction from Robin Graves in Iiiinteresting   
    So we'll end up with Common/UC/Rare/UR decks instead of card (well probably more like T1-T4, but still)? Whether it is better or worse than your usual CCG will really depend on how balanced they are against each other.
    If they are sufficiently balanced, playing randomly assigned decks could be fun, though.
  3. Like
    Galdred reacted to Darthain in Best 4x board game?   
    Eclipse is space taxes.  I was going to invade you, but won't until next turn, because space taxes.  A dry affair, even by a euro gamers standards.  It is an economic engine builder at the heart, not a space opera. 
     
    Dominant species can be interpreted as 4x, a slight stretch, but no more than eclipse and a lot less than other garbage like scythe thay claims 4x(small world might have 2x at best).
    TTA is my favourite civ builder and they often get lumped unto 4x. Explore is heavily abstracted, but no more than eclipse really. Kind of 3.5x.
  4. Like
    Galdred reacted to Democratus in Best 4x board game?   
    Federation and Empire is Task Force Games, the strategic companion to Star Fleet Battles. A full game could take months to complete. FASA had a tactical game that was fun and had amazing minis.
    Space Empires 4x is probably the best 4x board game I've ever played.

    Star Trek: Fleet Captains is great fun. It plays out like a season of the TV show.
    Eclipse is a faster playing Twilight Imperium.
    High Frontier is set in our solar system in a very near future. Great learning game and the prettiest game board ever.
    Small World is a fast-paced fantasy game where Flying Dwarves can battle Mercenary Pygmies.
    The Succession Wars is set in the Battletech universe, where each player is the head of one of the 5 great houses and all their armies.
  5. Like
    Galdred reacted to AlexGamz in Updated #1: WIP Custom Campaign: Imperial Assault/ X-Wing Campaign   
    Hey everyone,
    So a friend and I have been throwing around an idea for an Imperial Assault campaign that ties in with the exciting space battles of X-Wing.
    I’m glad to say we are on the right track. Our first major hurdle was plotting out the campaign. I took the liberty of mapping out all the available FFG campaigns to see how they size up, with out counting side missions. What I learned was how it is a much simpler flow chart than I anticipated.
     
    You can find that flow chart here: Imperial Assault Flowchart
     
    So with that in mind we set off and tried to make a compelling 3 Act journey for 5 rebels to partake in
    We came up with this

    A better view of Our campaign flowchart
     
    The Campaign starts with the rebels stealing a Gozanti, this will be their flag ship through out the campaign. My original Idea was giving them a Ghost as it was smaller and have all the rebels fight in different positions 2/3 on turrets on controlling the Ghost itself and on in the Phantom.
    While playing with this idea a friend from my local gaming store mentioned the Gozanti might be a better idea. I was initially opposed to it, but the more I thought about it the better it got. Giving the rebels a means to buy their own ships and deploy them from a huge ship seemed like such a cool concept.
    Players upgrade every two missions, instead of one. And there are no side missions, though it is possible to obtain side mission rewards by completing mission throughout the campaign. One of the finales, if the rebels win, they get all their red side mission rewards.
    From there it was a matter of figuring out the bones of the story and this is what we currently have:
    Act 1: The Small Rebel Cell (up to 5 players) find out that the imperials are working on an assault craft the size of a CR90, and seek to tell the Alliance to Restore the Republic about it. The Imperials see the threat these rebels pose and deem them a minor threat. With no clue how to contact the Alliance, the rebels seek to obtain the information from the Imperials, as well as any more details about the Raider. The finale is a space mission where the rebels find the whereabouts of a Rebel Cell in contact with the High Command and send them a brief message about the Raider. They are given a rendezvous point and told to meet there.
    Act 2: The rendezvous is on a remote system in Hutt controlled space.  On their way to the point the are assaulted by Bounty Hunters. The rebels are caught between a rock and indiscriminate blaster fire, and they soon find themselves in front of Jabba the Hutt. Jabba makes them an offer, either meet his contact in the Hoth system, where the Black Suns have begun to plot against the Hutt, or meet his contact in Cloud City and raid Bespin’s supply of Tibanna Gas. The Hutt explains that your bounty is quite high, but he will take care of it so long as you do him this favor. As you finish up one of the missions, you receive a distress call from the contacts you just helped. As you begin to shift your engines, you get a second distress call from the team you didn’t help. After you make your choice you all return to Jabba to see if he will hold up his end of the bargain. He does, but he holds up his end of his bargain with the Empire. You fight your way out of the palace and make your way to the rendezvous.
    Act 3: While at the rendezvous with the Tantive IV, it is made clear you now have the full attention of the Empire and are ambushed by some of their best pilots. You do your best to fight them off, but in the process, lose the Tantive IV. All who were aboard are in escape pods drifting in various directions through space. The rebels do their best to make sure everyone is saved, including C3PO and Princess Leia. The rebels find them selves searching for Leia and come across the Imperials most feared champions. Once Leia is recovered she tells of the things she learned, while imprisoned by the Empire and deems the time to strike is now. In the finale, you fight against the Emperor himself.
    We had to re work a good amount of the X-Wing rules to better fit with an Imperial Assault campaign, while we are in a good place with them, its not perfect. We ran a proof-of-concept mission and it went well, though we didn’t use all the ins-and-outs of X-Wing, we feel it does work. I have been looking at Heroes of The Aturi Cluster for Ideas. Some work some don’t.
    We also have a few ideas we are working on to make the X-Wing portion feel more along the lines of Imperial Assault.
    We decided that each Rebel Hero will get their own pilot card. Since they can buy their own ships there wont be a specific ship, and their upgrade bar will be blank. The Pilot cards will have unique abilities, and wont count as pilot abilities, so the can buy one later on.
    Another thing we decided is to make class decks for X-Wing, in the same fashion of Imperial Assault.
    The classes we have are:
    Pilot: Focus on better maneuverability
    Gunner: Cannons and Turrets
    Engineer: Shields and stealth
    Bomber: Bombs, Torpedoes, Missiles 
    Captain: stays and upgrades the Gozanti
    The Imperial player will receive a deck twice the size of regular decks.We do have rules in place for when a rebel player loses a ship: the go from normal, to damaged (flip the card), to wrecked. While wrecked the draw a card from a new damage deck, that is a semi-permanent detriment. They will have to pay to get rid of it and it may affect their ship, or their figure, i.e. being exposed to the vacuum of space could lower your overall health.
    We began hammering out the details of introduction of Act 1. We have all Event Summery down pact, the objectives, the win conditions, the rewards, the major villain (Kayn Somos). So we started to move on ward to the next mission, which is a space mission. We fell flat on our face.
    We decided our rule changes to X-Wing were not where they should be. So, we have been trying to figure out a way that changes them to suit our need, while still upholding the core mechanics of X-Wing. Part of our issue not knowing how upgrading the space ships was going to work.
    We tried eliminating the need for pilot skills and, in turn moving in the same manor as Imperial assault does; rebel than imperial than rebel than imperial, etc. etc. etc.
    That was mess. So it was back to the drawing board.
    For me, currency was the issue. I couldn’t figure out how to balance buying a ship, when upgrades were so cheap, you could outfit a ship in no time. That’s where Heroes of the Aturi Cluster rang in my head, and pilot scores were back in, it’s a good way to allow the players to spend money in another avenue. Then the issues was “what about the guy in the Gozanti” we talked for a while and played with the idea of giving him a large ship to play with, but that did get very far.  We do now have an acceptable way for the Captain to spend money, I talk about that more when were talking about ship upgrades.  So that’s were we are looking right now.
    We designed the Rebel “X-Wing Class Cards” now, I’ll post them below.
    Now our next steps are as follows:
    Imperial X-Wing Class Deck
    Rebel Hero Pilot Cards
    Ship Hero Sheet and Wrecked Cards
    Space Game Upgrade Options (we have a very good idea of this now)
    Proof of Concept of New Style of X-Wing Campaign
    Continue with Missions
    Finish Campaign
    Make Everything Pretty
     
    As promised, here is our X-Wing Rebel Class Cards (one per player)
     
    Pilot Class Deck
    ·         0 xp: You gain free use of the Veteran Instincts Elite Pilot Card, and gain the slam action
    ·         1 xp: while defending, you may turn blank results to focus results
    ·         1 xp: You may stress all enemies at range one, if you have a higher pilot skill
    ·         2 xp: When making 1 turn, 2 turn, or 3 turn you may Red Talon Roll Maneuver
    ·         2 xp: Remove 2 stress when preforming a Green Maneuver
    ·         3 xp: You do not gain a weapon disable token from using your slam action
    ·         3 xp: Gain Barrel Roll, when preforming a barrel roll you may use a straight 1, 2 or 3
    ·         4 xp: All White Maneuvers on your dial are now Green Maneuvers
    ·         4 xp: All Red Maneuvers on your dial are now White Maneuvers
     
    Gunner Class Deck
    ·         0 xp: Your upgrade bar gains a cannon and turret icon.
    ·         1 xp: when attacking, if the attack misses you gain a focus.
    ·         1 xp: For every enemy at range 1 you may re roll one attack die.
    ·         2 xp: When using a focus, you may additionally change one focus icon to a critical hit.
    ·         2 xp: when attacking, if your attack hits, you may change one critical hit to two hits.
    ·         3 xp: when using a cannon, if the attack misses you may make a primary weapon attack
    ·         3 xp: during combat phase, if your first attack is with a turret, you may perform an additional attack
    ·         4 xp: When using a cannon, gain 2 stress, you may add dice to your attack up to your primary weapon stat.
    ·         4 xp: When using a turret, it gains attack range of 1-3
     
    Engineer Class Deck
    ·         0 xp: Gain the illegal cloaking device modification for free
    ·         1 xp: May attack while cloaked, drop primary weapon value by 1 to a minimum of 1, you immediately decloak without moving, do not roll for cloaking device breaking
    ·         1 xp: You may spend an action to repair a broken or spent upgrade
    ·         2 xp: when defending, if the attacker misses, gain one shield token
    ·         2 xp: when you perform a green manuver, gain one shield token back to your maximum shield value
    ·         3 xp: while cloaked, you may attack an enemy ship if you are outside the defenders firing arc and have no enemy ships at range 1 or 2, you may remain cloaked.
    ·         3 xp: as an action, gain 2 stress, gain shields up to your evade value
    ·         4 xp: when attacking, all your attacks are considered range one
    ·         4 xp: while you still have shield tokens, you reduce incoming damage by 1 to a minimum of 1
     
    Bomber Class Deck                           
    ·         0 xp: your upgrade bar gains a bomb, missile, and torpedo.
    ·         1 xp: you may use a 2 straight, 2 turn left or 2 turn right to drop a bomb, in place of a 1 straight.
    ·         1 xp: you may acquire a target lock out side of range 3
    ·         2 xp: Bombs ignore friendly targets, all bombs gain 2 ordinance tokens
    ·         2 xp:  when using missiles or torpedoes, you do 1 damage to all ships at range 1 of the target
    ·         3 xp: If your bomb or mine is at range 2 of an enemy, you may attach it to that ship, it then explodes
    ·         3 xp: when using missiles or torpedoes, you may attack outside your primary firing arc
    ·         4 xp: You may interrupt enemy maneuver to cause one bomb or mine to explode, bombs no longer explode on their own.
    ·         4 xp: Lose primary weapon, do not flip missiles or torpedoes when used. Gain the Deadeye EPT
     
    Captain Class Deck
    ·         0 xp: Gain the Coordinate action, it is not restricted to range 1-2
    ·         1 xp: when you gain energy, gain 1 additional energy
    ·         1 xp: Gain 1 Hardpoint to upgrade bar
    ·         2 xp: Gain suppressive fire condition card
    ·         2 xp: when you ram a ship that is small or large, you do not roll attack die
    ·         3 xp: gain 3 hull upgrades
    ·         3 xp: gain 1 shield upgrade, hitting obstacles damages shields before damaging hull
    ·         4 xp: coordinate now allows a player to perform a second maneuver and action
    ·         4 xp: action: spend 2 energy, all friendly ships gain a focus and evade tokens
     
    There is still a ton a work, rework and balance that will have to playtest, but we wanted to see how it’s was received so far. We are really excited about it.
    I’ll be updating this as he and I go.
    Have a good one!!
  6. Like
    Galdred reacted to AlexGamz in Updated #1: WIP Custom Campaign: Imperial Assault/ X-Wing Campaign   
    Hey again!
    We finished up the massive Imperial Class Deck for the X-Wing Portion of the game. We Think what we have is both powerful and useful to combat those crazy Rebel Class abilities we came up with. Our main goal was might and swarm. And you’ll be able to pick up on some of the choices we made to reflect.
     
    As with everything we are still in a working state so everything is subject to change.
    Imperial Class Deck
    ·         0 xp: When Deploying a TIE Fighter, you may deploy up to 2 additional TIE Fighters of the same value for no additional cost. Furthermore, During the combat phase, when you perform an attack with a TIE Fighter, if there is a different TIE Fighter at Range 1-2, you may interrupt to perform a free attack with a that TIE Fighter.
    ·         0 xp: Spend 2 threat: A nearby capital ship launches a Turbolaser Assault. At the start of the combat phase, perform an attack on any enemy ship. Roll 5 attack dice, the defender suffers all hits and critical hits. You may change one focus result to a hit. The defender adds 3 evade dice to their defense roll. Exhaust this card.
     
    ·         1 xp: When Deploying a unique pilot, you may reduce its pilot score by a maximum of 3 to a minimum of 1 to reduce the threat cost to deploy that pilot.
    ·         1 xp: Spend 1 threat: if an attack misses you may gain target lock on the defender.
    ·         1 xp: Activate this card at the start of the Combat Phase. During that combat phase, after an attack you declare is resolved, the defender receives one stress. Deplete this card.
    ·         1 xp: When an non-unique imperial ship receives a stress token, it also receives an Evade token. It may not receive more than one Evade Token this way.
     
    ·         2 xp: treat all imperial ships as having a +1 to pilot score. This does not affect score cost.
    ·         2 xp: During Set Up, you gain may add VT-49 Decimator, with pilot Patrol Leader to the list. It cannot be placed within rang 3 of enemy ships.
    ·         2 xp: All TIE ships gain a free Twin Ion Engine Mk. II Modification
    ·         2 xp: You may spend 1 threat per die to either reroll or force an opponent reroll. Exhaust this card.
     
    ·         3 xp: Any Imperial Ship with a pilot score of 6 or above may increase their primary weapon value by 1
    ·         3 xp: When a friendly ship is defeated, you gain threat 2 threat.
    ·         3 xp: spend 5 threat: All enemy ships receive 1 stress. Deplete this card
    ·         3 xp: If a non-unique pilot can equip a Title, you may choose to. If that Title grants you an upgrade slot you may use one of the following:
    EPT: Ruthlessness, Predator, Juke
    Astromech: R2 Astromech, R3 Astromech
    Torpedoes: Proton Torpedoes, Plasma Torpedoes
    Missiles: Homing Missiles, Proton Rockets
    Cannon: Flechette Cannon, “Mangler” Cannon
    Turret: Autoblaster Turret, Synced Turret
    Bomb: Seismic Charges, Proximity Mines
    Crew: • Rebel Captive, Tactician, Operation Specialist
    Salvaged Astromech: Overclocked R4, Unhinged Astromech
    Systems: Accuracy Corrector, Collision Detector
    Modifications: Stealth Device, Vectored Thrusters, Guidance Chips
    Illicit: Glitterstim, Dead Man’s Switch
    Tech: Primed Thrusters, Weapon Guidance
     
    ·         4 xp: Spend 2 threat: You may add one die result of your choice, to any one roll. Exhaust this card.
    ·         4 xp: Spend 6 threat: All enemy ships gain one Ion Token and one Weapons Disabled token. Deplete this card.
    ·         4 xp: all Imperial ships gain +1 shield and +1 hull
    ·         4 xp: Deplete this Card, roll 1d4 or choose from the table below, deploy that Bounty Hunter.
    If pilot is already in use due to mission parameters, you may not choose that ship.
     
     
     
     
     
     
     
    D4
    Pilot/Ship
    Upgrades
    Additional Conditions
     
     
     
     
    1
    (Scum) Boba Fett/ Fire Spray-31
    Elite Pilot Talent: Expertise
    Cannon: Heavy Laser Cannon
    Bomb: Seismic Charges
    Missiles: Concussion Missiles
    Mod: Countermeasures
    Torpedo: Proton Torpedo
    Title: Slave-1
    Spend 1 threat: before deployment, Boba Fett gains the Boba Fett Crew Card with the additional condition; if Boba Fett Crew Card is face down,
    Spend 1 Threat to flip Boba Fett Crew Card Face Up
    2
    Bossk/ YV-666
    Elite Pilot Talent: Rage
    Cannon: “Mangler” Cannon
    Cannon: Ion Cannon
    Missiles: Concussion Missiles
    Mod: Maneuvering Fins
    Title: Hound’s Tooth
     
    Spend 2 threat: before deployment, Bossk gains the Bossk Crew Card.
    3
     
    Dengar/ Jumpmaster-5000
    Elite Pilot Talent: Deadeye
    Torpedo: Adv. Proton Torpedo
    Torpedo: Proton Torpedo
    Salvaged Mech: Unhinged Astromech
    Title: Punishing One
    Illicit: Glitterstim
     
    Spend 3 threat: before deployment, Dengar gains the Dengar Crew Card.
    4
    IG-88B/ Aggressor
    Cannon: Heavy Laser Cannon
    Cannon: Tractor Beam
    System: Adv. Targeting Computer
     
    Spend 5 threat: before deployment: Gain IG-88C Pilot Ability. Furthermore, any small or large ship in deployment gains IG-88D crew card.
     
    Additionally, we came up with Pilot abilities for each of the Rebel Heroes in Imperial Assault. We also included the three new hereoes, Drokkata, Jerrod Kelvin, and Ko-Tun Feralo.
    Those are the most WIP out of all of them.
    Diala Passil
    ·         You may spend one focus to reduce the defender’s agility by 1
    Fenn Signis
    ·         You gain a free •Lone Wolf Elite Pilot Talent
    Gaarkhan
    ·         After you perform a maneuver that would overlap, or pass through an enemy ship, if you are able, preform a free boost, receive one stress and damage card. The enemy receives one face up damage card.
    ·         You may purchase the Auzituck Gunship for -$400
    Gideon Argus
    ·         After you preform a target lock action, you may remove one stress from a friendly ship at range 1-3.
    Jyn Odan
    ·         You gain a free Opportunist Elite Pilot Talent
    ·         When determining available ships to purchase, you may include Imperial ships
    Mak Eshka’rey
    ·         Your primary weapon attack range is 1-5. While attacking beyond range 3, the defender gains 2 defense die for the range bonus in place of the standard 1.
    Biv Bodhrik
    ·         May assign the “A Debt To Pay” Condition Card to any enemy ship. Once that ship is destroyed, you may move “A Debt To Pay” to another ship. You may not move it unless the current holder is destroyed.
    Saska Teft
    ·         Action: If you are not stressed, you may receive 2 stress to make one enemy ship at range 1-3 receive a weapons disabled token.
    ·         Your upgrade bar gains the Tech icon
    Loku Kanoloa
    ·         If you have a target lock on the defender, your shots cannot be obstructed when firing through an obstacle.
    MHD-19
    ·         Action: Receive 1 stress and 1 Weapons Disabled Token, discard one facedown damage card or, receive 3 stress and 1 Weapons Disabled Token and discard a faceup damage card
    Verena Talos
    ·         When defending at range 1, you may roll one extra defense dice.
    ·         When determining available ships to purchase, you may include Imperial ships.
    Davith Elso
    ·         When attacking, if you deal damage to the target, you gain a free Stealth Device Modification Upgrade until the next activation phase.
    Murne Rin
    ·         Action: receive 2 stress, choose an enemy ship at range 1-3, you may force that ship to attack any target in it’s primary firing arc, with its primary weapon.
    ·         When determining available ships to purchase, you may include Imperial ships.
    Onar Koma
    ·         Friendly small ships cannot be the target of an attack if they can target you instead
    ·         When determining available ships to purchase, you may include Scum ships.
    Shyla Varad
    ·         Gain free Harpoon Missile Card with an ordinance token
    ·         When determining available ships to purchase, you may include Scum ships.
    ·         You may purchase the Protectorate Starfighter for -$500
    Vinto Hreeda
    ·         While attacking, if you deal a damage card, you may perform a primary weapon attack upon against a different ship. You cannot perform another attack this turn.
    Drokkatta
    ·         Your Upgrade Bar gains a Bomb Icon. When a bomb you placed detonates, choose one ship at range 1 of the bomb token. That ship receives one damage.
    ·         You may purchase the Auzituck Gunship for -$400
    Jarrod Kelvin
    ·         At the start of the Combat Phase, you may receive a Weapons Disabled Token. If you do you may add additional Evade Dice up to your primary weapon value.
    ·         You gain a free J4X-7 Astromech Card
    o   J4X-7: does a thing.
    Ko-Tun Feralo
    ·         Your Upgrade bar gains your choice of one of the following: Cannon, Turret
    ·         When you select the upgrade of your choice you gain the corresponding card for free.
    Cannon: Ion Cannon
    Turret: Ion Cannon Turret
     
    If anyone has any feedback we’d love to hear from anyone!
    Untill next time amigos, May the Force Be with You
  7. Like
    Galdred reacted to EvilTwinDK in Finally!   
    Any chance it could be a little like Chaos in the old World?
  8. Like
    Galdred got a reaction from Handler in Who is Buying This? Who is sticking with IA?   
    I would probably have tried Legion if it was compatible with IA, but I am not interested enough to repurchase everything. At least, Games Workshop let you use Space Hulk miniatures in your 40K games (on the other hand, they just made my 3*10K points epic armies obsolete by releasing Adeptus Titanicus in 8mm instead of 6, but given how few of us Epic players are left, I don't feel too bad about it)...
  9. Like
    Galdred got a reaction from TheEldarGuy in Who is Buying This? Who is sticking with IA?   
    I would probably have tried Legion if it was compatible with IA, but I am not interested enough to repurchase everything. At least, Games Workshop let you use Space Hulk miniatures in your 40K games (on the other hand, they just made my 3*10K points epic armies obsolete by releasing Adeptus Titanicus in 8mm instead of 6, but given how few of us Epic players are left, I don't feel too bad about it)...
  10. Like
    Galdred reacted to Ignithas in Who is Buying This? Who is sticking with IA?   
    I will stick to IA, but not because I am a IA Loyalist, but because Platoons fighting each other is probably the least interesting aspect of SW for me. Imperial Assault has the friends going on an adventure vibe, which I love about Episode 4-6 The only SW miniature game that I'd buy from scratch would be a large scale ground battle game with Fighters, Speeders, ATs, Turrets etc.
    Would I buy into Legion if it was copatible with IA? Completely depends on the investment I had to take.
  11. Like
    Galdred reacted to Camiji in Who is Buying This? Who is sticking with IA?   
    Honestly, Played Legion at Gen Con, wasn't impressed. It felt like they mushed together the rules and mechanics of X-wing, Armada and IA and make this game. Foot units moves with range, vehical's need a measuring tool, range is measured by a plastic stick, felt kinda of sloppy. I don't think there will be "Army Books" as all the units had a card for it with all the information, and there were upgrade cards that could be used with your unit's. I hope FF doesn't pull the crap they did with Armada and force you to buy crap you don't want to play to get certain upgrade cards. If I want to play empire, I should ONLY BUY EMPIRE UNITS TO GET EVERYTHING...  I know I don't have to buy Tyranid to get upgrades to use with the Space Marine army I am building.

    Like all FF core products, you will need to buy extra's of things that should come in the box. Having to roll 6 red dice where there were only 3 was a pain and the guy doing the demo showed the frustration in his face. As for the detail of the models, I'd put there a smudge above the IA model's. Good, but nothing Great in comparison to other war games out there. For me, Considering we have to build and paint each model, the game better be competitively priced. I better not be seeing a box of 10 basic StormTroopers for $50..
  12. Like
    Galdred reacted to Nostradamus in Please do something about the game box   
    My major frustration with TI is a practical one. Please do something about the game box. A way to seperate the pieces of the game, the tiles etc. I had to use plastic bags and little plastic recipients to be able to get it to a doable level in 3th edition... Please fix this for the 4th edition!
  13. Like
    Galdred reacted to Archangelion in Upgrade Kit   
    So now we can play with 14 players!
  14. Like
    Galdred got a reaction from subtrendy2 in Twin Shadows Mission 4: Fire in the Sky   
    It is an old thread, but I didn't want to start a new one just for this:
    I have just played this mission, and I also did some DMing as I was about to stomp the players, after they let me open with a 4* Royal Guard attacks (with field general and lead by exemple) which allowed me to wound Diala on the first turn.
     
    After it was clear they would not be able to complete the mission, we decided that they could mitigate the loss by activating the weapon room and saving whoever they could, so they managed to barely pull it of with incapacited Diala and Fenn exiting the destroyer while Gideon and Biv Bodrick sacrificed themselves to sabotage the weapon control room.
    It worked quite well in maintaining some tension, and it was fun having the players decide who should stay behind.
  15. Like
    Galdred got a reaction from IanSolo_FFG in Twin Shadows Mission 4: Fire in the Sky   
    It is an old thread, but I didn't want to start a new one just for this:
    I have just played this mission, and I also did some DMing as I was about to stomp the players, after they let me open with a 4* Royal Guard attacks (with field general and lead by exemple) which allowed me to wound Diala on the first turn.
     
    After it was clear they would not be able to complete the mission, we decided that they could mitigate the loss by activating the weapon room and saving whoever they could, so they managed to barely pull it of with incapacited Diala and Fenn exiting the destroyer while Gideon and Biv Bodrick sacrificed themselves to sabotage the weapon control room.
    It worked quite well in maintaining some tension, and it was fun having the players decide who should stay behind.
  16. Like
    Galdred reacted to IanSolo_FFG in Twin Shadows Mission 4: Fire in the Sky   
    We've finally played Infiltrated.  The rebels (Gaarkhan, Fenn, Biv, Gideon and Leia as allied.  I allowed them to pick an ally of their choosing if they'd like to) won the mission on round 7 (out of 8).  I had managed to wound 2 out of the 4 heroes and was close to bring another one down.  I thematically played mostly stormtroopers for this mission (regular, elite version, Heavy Stormtroopers, Kayne Somos, etc. ... that is mostly what one would expect to find on a Star Destroyer).  I also included Royal Guards as a hint of Vader's presence on the command ship.  
    As I expected, they were carefully moving from one room to the other despite me telling them they had to hurry (it's a Star Destroyer filled with countless of troops!) such that at the beginning of round 4 they had yet to hack the hyperdrive.  That is when I triggered my "Rogue one final" mini-scenario I mentioned a few posts above.  It was Darth Vader with Deflection and Sith Lord command card upgrades VS Elite Rebel Troopers, Elite Saboteurs (before the nerf), Loku (Skirmish deployment card) and Mak (Skirmish deployment card).  I also house ruled that Vader couldn't suffer any condition and he was recovering 1 damage each time a rebel figure was defeated during his own activation (I mean he's just a Sith Lord after all ... *cough*).   Bringing Darth Vader on the board definitely had the impact I was expecting on their pace lol!  With these 4 upgrades, Vader was a beast, even inflicting damage out of his activation thanks to Deflection.   It really felt like the Rogue One Vader.  When the rebels won, Vader was still engaged with a single damaged Saboteur, so as I had originally planned he never was intended to be a threat to the rebel heroes.  I really just included him for the DM portion, for my own personal pleasure, for the show ... but man what a show!  
    As we are more attracted about having fun than being highly competitive, I must say I really enjoyed involving some DM elements during the mission and I will definitely do that for our future campaign. 
       
  17. Like
    Galdred got a reaction from Arc 724 in Question about (side & forced) missions   
    So if the Imperial player plays 2 agenda side mission, he will automatically get the reward from the one the rebal do not play (or both if they resolve another side mission), is it correct, or is it forbidden to have 2 agenda missions in play at the same time?
  18. Like
    Galdred reacted to Manchu in What about the L5R RPG and other L5R products?   
    Folks who love roll-and-keep, remember that nothing prevents you from continuing with 4E. As someone who owns the whole line (having even pre-ordered Atlas of Rokugan), I can tell you there is plenty of great material. And of course there is also the backlog of material from previous editions to fill out the weaker spots in the 4E product line (such as published adventures). This is actually a great time to consider completing your 4E collections as retailers start putting the line on clearance.
     
    BUT it is unrealistic to expect FFG to continue with 4E or even carry over (a substantially similar version of) roll-and-keep. I think the Star Wars RPGs are a pretty good indication that FFG views RPGs as a platform to sell cards and proprietary dice so, if you expect anything at all, expect that the coming L5R RPG will be designed with that kind of product development in mind.
     
    As far as board games go, I can't tell you how many times I have looked at my copy of "Ninja: Legend of the Scorpion Clan" and wished FFG had designed and produced it. Suffice it to say that the L5R IP is a natural fit for cloning Descent, as per Imperial Assault. I hope, also as per Imperial Assault, this will entail some kind of miniatures game crossover (new version of Clan War) -- although I hope this turns out a lot better than the rather weak effort with Imperial Assault.
  19. Like
    Galdred got a reaction from Shosuro in What about the L5R RPG and other L5R products?   
    Same there, I always thought the CCG tournament results brought nonsensical things to the RPG setting.
  20. Like
    Galdred got a reaction from Shosuro in What about the L5R RPG and other L5R products?   
    Will the rights to L5R RPG, board games and miniature games also go to FFG, or does it only concern the card game?
    I would love to see some L5R board games.
  21. Like
    Galdred got a reaction from Doji Satevis in What about the L5R RPG and other L5R products?   
    Same there, I always thought the CCG tournament results brought nonsensical things to the RPG setting.
  22. Like
    Galdred got a reaction from Tacitus05 in What about the L5R RPG and other L5R products?   
    Same there, I always thought the CCG tournament results brought nonsensical things to the RPG setting.
  23. Like
    Galdred reacted to Tacitus05 in What about the L5R RPG and other L5R products?   
    I think they best thing they could do would be to disconnect the RPG story from the LCG story. Make them two different time lines or something. 
  24. Like
    Galdred reacted to Andre Bigler in What about the L5R RPG and other L5R products?   
    Rokugani-themed Descent. It is the only thing I can think of.
  25. Like
    Galdred got a reaction from Crimson_red in What about the L5R RPG and other L5R products?   
    Will the rights to L5R RPG, board games and miniature games also go to FFG, or does it only concern the card game?
    I would love to see some L5R board games.
×
×
  • Create New...