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  1. I don't think it fared particularly well commercially, which is usually not a good sign for a board game. I personally didn't care for it that much, though I thought it was clever, it really lacked the Sid Meiers Civilization feel. It was more like a kind of generic area control game. I agree though I think it was pretty ripe for an expansion, I could see quite a bit of room for improvement to break up the repetitiveness of the game.
  2. Easily one of the best FFG games in the lineup. I think its overshadowed by its Android roots, a game world that has always been kind of "nchie". This is one of those games that probability would have done a **** of a lot better with a different theme. I don't know what it is about Android but its just one of those themes that doesn't register with people. In either case I would say this game is in my top 5 of all time, its that good.
  3. They are focusing on franchises that make money and of course on creating franchises. I figured we would see some new board or card games, but if a TI4 expansion was announced I would have been really surprised.
  4. The good news is we won't have to wait long to find out if anything will be announced, the bad news is that Christian T. Petersen left the company and its always been rumored that TI has been a losing franchise by comparison to most of the games FFG has made and that Christian effectively developed and released his game as a privilege of his position rather than a wise investment. If its a "money call", without him at the helm, I'm not sure anyone is going to be in a position to push a TI product if the rumors are true. The future of TI is very uncertain, it really depends if FFG and Asmodee consider the TI franchise relevant.
  5. Its a considerable difference. In a game with 8 points you can effectively use rush tactics, meaning you push the points and 8 points is achievable using that tactic, 10 points is not. If you you use a rush tactic in a normal 10 point game you are practically guaranteed to lose as those last 2 points will be a game in which its basically you versus everyone else, virtually impossible to win and that is from experience, have tried it myself several times. The threshold is typically 6-7 points, once you reach that, everyone is trying to stop you and in TI if everyone is trying to stop you, they WILL succeed. Its physically not possible to fend of everyone.. **** you are good if you can hold back 1 player.
  6. Common misconception, but that is simply not how the game publishing works. There is no such thing as "we are focusing on this, so that is suffering as a result" in game publishing. FFG has the money to reprint anything they want whenever they want, there are no shortages of resources. Every decesion is simply a financial choice about investment. What is a good investment, what is a bad investment. The very clear reason they aren't reprinting the old sets is because their is too few people who would buy them. I love LotR LCG, but you can count on one hand the amount of new players that bought the game in the last year. For all intense and purposes the only reason this game hasn't been shut down at this point is that they have a loyal following large enough to make it worth for them to sell new sets, but there is virtually no new player market to tap into anymore for this game, to get that, they need to go 2nd edition and start over and to do that they have to shut this version down for a few years to let the game cool. So in a sense the OP is right though its not a lack of interested or "caring" by FFG, its just an understanding of the reality that the new player base for this game is so small it may as well not exist at all.
  7. One of the best things about Guardian is that when someone rolls a 1 damage for example, you can take that, instead of giving him an opportunity to re-roll or alter that to a higher damage result. So in addition to protecting your main character, you can deny the opponent opportunities to re-roll and fix weaker results. It is also goods in decks you want to stall. Some decks are intentionally slow, designed around the "you finish your stuff and then I will own you after you have claimed". Guardian sucks up an action so its really great in these sort of delay decks. Its also great when dealing with blue boosters. Aka someone rolls damage and + damage (blue result) and you remove the damage rendering the blue result useless. This can really mess up a guys big move. Finally they are great in dice removal decks. Again similar to the above, you use your dice removal mechanics to get rid of dice that can affect you but these mechanics are usually very specific in how they are used. For example the card will say "remove an ability die" or "remove a character die". As such sometimes you can't use it because the hit the play needs was rolled on a type of die you don't have removal for in your hand, but with guardian you can still remove it and deny your opponent the blue combo's, later removing those with other removal die mechanics. Its a very subtle ability, but many advanced strategies and deck building concepts, but its really great for breaking up combos and denying your opponent the opportunity to re-roll and adjust his dice. Guardian decks work really well in combination with shield mechanics as well. The common play is that you hit characters without shields, but with guardian you can have some control over where the damage goes (on your shielded guardian character). Suffice to say, there is more to it than just what is on the surface, its actually one of the more diverse mechanics with a wide range of impact.
  8. Star Wars Destiny design space was at one point pretty tight, there were only so many ways decks could be built (effectively or otherwise) but today things are quite different. As mentioned already, many decks don't even consider the heroes as anything more than veins to tap and damage soak. Economy, Vehicle, Support, Control, Denial, Claim, swarm decks are just some of the many that can be constructed. I'm not sure there is really a trick to it, I personally find what works is picking a random hero and saying "ok, lets make a deck for THIS guy". They aren't all winners, but what I have discovered is that many hero abilities I might otherwise overlook are actually amazing in the right deck. I do get "builders block" sometimes, in those cases I just play the decks I have until something inspires me, or I go with a themed deck.. they usually arent very good, but its fun to try to build a deck around a very specific part of the movie stories.
  9. That would be my guess as well. I personally love the direction the game is taking. One thing that makes Lord of the Rings LCG an awesome experience for Lord of the Rings fans is the way in which the expansions are so closely tied to the story of the setting. Adding smegol as a playable character is a natural progression here and as has always been the case with this LCG, no matter how we speculate, everyone is always ultimately surprised with what FFG comes up with. The game is taking a step into a new direction and while I can see that not everyone will love the direction, the important thing here is that we took another step forward. The risk of Lord of the Rings LCG being canceled grows year after year as the game gets older so everytime a new deluxe expansion is announced I sigh in relief knowing that my favorite game lives on. Do I love every expansion, every concept, every mechanic that they have introduced? No I don't, but I love the fact that no matter how much I add to my collection there is always more to get. This is all great news for fans and I'm ecstatic! Thank You FFG!! My credit card is in the mail.
  10. Well, I'm not an expert but what you described there (Target Card Removal, Dice Fixing, Multi Removal for higher cost), these are a far more a focus with blue decks than the other colors and they are not not auto-includes for all decks, in particular non-blue ones. I think you should think about getting out of the box when you look at Destiny and avoid eye contact with the meta which is a real dead end for creativity. For example in red decks you might consider your dice control to be more automated like with an Imperial Discipline. I mean for a cost of 1 you have a method you can use to manipulate a die for a character every round of the game. On top of that you have an option to make it damage or money and if you happen to roll well with your character die you can get something out of the Imperial Discipline. I guess what I'm saying is that there are a lot of ways to skin a cat and most of them are right there in front of you but it's easy to get blinders on trying to create decks using some sort of Covenant standard. I would say that 90% of all games I have ever won of Star Wars Destiny was very specifically as a result of avoiding hard boxes and applying terms like "auto-include" or "meta" when building decks. I win more games with unconventional decks than anything else I put together.
  11. Werd! Super glue is way more dangerous than any exact-o knife you will ever wield. I've glued myself to more models than I can count and there is nothing quite like loosing a piece of your model, calling FFG and asking you to send a replacement part, only to find it later in the shower as it helplessly falls off your elbow where you glued it to yourself. Yeah.. that happened. On a more serious note. I personally haven't had any issues with gap filling or warping with my Legion mini's, though from what I understand this is more a Rebel issue than a Imperial one, other than like Vaders sword for example that was a bit crooked and needed straightening. In terms of Armies I have put together over the years which includes Warhammer 40k, Warmachine, Runewars, Battletech, Warhammer Fantasy and Bolt Action, Legion was definitely on the easy side of the spectrum. Each product had its own unique challenges of course from a modeling perspective as well as from a painting perspective. Certainly Warhammer 40k was the most complex in large part due to the sheer amount of parts and awkwardly shaped pieces (Had a Necron Army). There were certain models that not only required greenstuff but using a drill with metal pins to construct properly. Warmachine which also does not come on sprus I think has the largest variety in quality, some models are super clean, others have more mold lines than details and you spend days getting it ready. Legion so far has been relatively simple and straightforward. Most models require minimal prep and glued tight without any effort. My biggest beef with Legion is that so far, I haven't managed to buy anything for the game that didn't come with some sort of issue in terms of missing items. Getting the wrong arms, missing legs, that sort of thing. FFG is great at responding to these issues but it can be a bit frustrating non the less. From what I have read about Legion so far, the quality control seems to be kind of all over the place. Some people complain about warping and gaps, others get clean models.... I think all of these experiences my explain why the spru-nonspru discussion takes place fairly frequently in the hobby.
  12. I always associate Sprus vs. non-sprus to fishing. Basically, if your a veteran fisherman and you get the best lures and gear it makes a difference. If you are new to fishing, it will actually reduce your chances of catching a fish as it tends to be more complicated. Its basically the same with Sprus-non-sprus. With Sprus, if you know what you are doing, its a big advantage and you can make much nicer looking models, but if your new it can actually have very negative results and be a bit frustrating. With Sprus you often have to work with things like Greenstuff and other more complex stuff to get models to fit right. With stuff like legion when painting storm troopers you need some black primer and white paint... and done.
  13. You may consider doing that just that. In the last year the reprints seem to be chosen almost randomly and the order in which they are released is rarely in line with anything chronological. If you intended to complete your collection, you just have to buy whatever is available and hope the game doesnt go EOL before you finish.
  14. My area is quite small, we have a local game club, but to my knowledge the game was dead on arrival. Magic has a fair following around here and there are a lot of 40k players. In my local group we have 3 players, only 2 of which actively collect and play (me and my sparring partner). I don't think its a reflection on the quality of the game or even a desire to try/play the game, I think the main issues is the business model. People around here know how to do math, so that is working against FFG right now.
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