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angelman2

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  1. Like
    angelman2 reacted to Slipjoint in Who’s Left?   
    I've been down this road before. Games Workshop killed Mordheim but it's still playable with any miniatures that float your boat. And it's still one of the greatest skirmish games ever created. While it may not be *thriving* there are definitely people that still play.
    Compared to Mordheim, Imperial Assault is in FAR better health.
    The existing products will still probably be available for years to come.
    Likewise it's possible that FFG will decide to drop a new expansion at some point. Just because there are no CURRENT plans to do so, it doesn't mean that it won't happen.
    Especially if the existing stuff is still selling.
    Likewise there is always the possibility of a 2.0 release.
    And in between, the fans will keep playing and coming up with homebrewed stuff to keep playing the game they love.
    In fact, the game may enter an even better place if the community works on the more broken elements of the game and smooths out the rough spots.
    Likewise, fans can keep cranking out new scenarios, maps, characters, and equipment.
    Doom and gloom? Not my style.
  2. Like
    angelman2 reacted to coogee78 in No plans for new physical product for Imperial Assault   
    It might be the end of the line for IA. But looking a Descent, I'm not giving up all hope on the campaign side of things. for Descent, the last two expansions came out fairly quickly, two years after the previous one (though it has been three years now since they came out which is not so good). They have also had more App campaigns and paper campaigns (without new maps and minis). This year they got some new class decks (sort of like the imperial decks in IA, but for heroes), so they are still getting content. Hopefully the app will drive sales enough that FFG does the same sorts of things with IA.   
  3. Like
    angelman2 got a reaction from IanSolo_FFG in Who’s Left?   
    I'm still around. I play campaign only but have yet to finish all the official material, and when we've finally done that we're planing to re-play everything at least once. And then there are the handful of fan campaigns out there, which we'll definitely try out, and finally, @IanSolo_FFG & I are writing our own fan-made campaign (which is, admittedly, struggling with motivation at the moment), so there are hundreds of hours left in Imperial Assault for us
     
    PS: I might also add that I plan to use the minis in a future SW RPG campaign, so I'll get even more love out of this product, even if FFG never produce anything else for IA  
  4. Like
    angelman2 reacted to thinkbomb in realities of new factions ... (op ed)   
    So ... here's the lengthy discussion portion of adding new factions, and why that would ultimately require a 2.0 in order to work.
    tl;dr there's actually design philosophy challenges that necessitate a change.
     
    If you followed X-Wing, you'll know they went through their 2.0 renovation recently.  One of their biggest talking points in this was the issue of faction identity.  What that boils down to is having a distinct feel between playing as Rebels, Resistance, First Order, Empire, and Scum ... as well as having multiple archtypes within each faction.
    To illustrate that point: The Rebels and Resistance were initially bundled together in the same faction in 1.0  .  In 2.0 one of the core defining archtypes that the Rebels embraced was a 'group hug' mentality: flying in squadrons and assisting your teammates through special abilities.  The Resistance developed a sort of 'show off flyboy' archtype which rewarded skilled flying (high risk high reward Dependant on lining up your shots).
    They also had signature abilites and upgrades for each faction that kinda helped defined them.  For scum it was a card "dead man's switch" where your ship would explode damaging all nearby enemies upon defeat (which personified dirty tricks / recklessness).
    So heading back into IA (and this is strictly skirmish speaking) ... it's going to get a lot harder to better differentiate the separate factions with the existing rules.  A big part of this is that the different groups as is don't have as solid of archtypes within their abilities.  And then you'd have to push it out to the other factions.  Defining what it is that makes a massive group of various clankers different than various imperial troopers, for example.
    It also gets muddied quite a bit for the Rebels and Republic.  Rebels have star players and some support troops ... but republic is going to be kinda the same thing, but with key jedi support and loads of clone troopers (Which is oddly going to make them bleed into the empire).
     
    So yeah ... with a 2.0 they could introduce a few more tools to work with.  While there's a couple natural ones they could borrow from X-Wing 2.0 (calculate, force tokens), they could also add a couple new ones (off hand: targeted, which would be a debuff-inverse of hidden).
    Additionally something I've kinda noticed that has a lot of room for play would be upgrade slots (basically just a cleaner iteration on upgrade cards).  For example, paying an extra point to have your jet troopers ignore figures during line of sight checks, similar to the app.  This would also allow for re-usuable force powers and whatnot.  These upgrades could significantly improve diversification in that regard.
    - fringe benefit is that upgrade cards could easily carry over into campaign
    There's also the benefit of adding more codified tools to remove word-salad cards.
    (personally, dreamland wishing, I'd prefer a rework of strain with deployments so that most common units could have 1 endurance.  Being able to strain-forward 1 space, or have a buffer against bleeding, or have that strain be consumable with abilities = loads of room to play with)
    Any rate, those tools would allow for an easier time differentiating between factions and making each more satisfying to play separately as.
     
    There's also the campaign play issues (which, admittedly, that's what our group is 100% about).
    Time line restrictions would make significant portions of your plastic figures unplayable from one campaign to the next.  I mean ... it'd be pretty jarring to be playing a battle for Geonosys republic campaign, when suddenly Kylo and FO troopers storm in.  (granted, our group would probably pull that crap anyway for kicks and giggles, but still).  Honestly you're kinda looking at a starter-sized big-box for each era (just to provide enough figs for the repub/cis and FO/resisty).  While some campaigns could benefit from being in fringe eras (rise of resistance, fall of republic), most players would demand more era-only campaigns than most.  Which, really would require a lot of R&D and plastics.
     
    So, yeah ...
    I'd love to see a 2.0 ... the rework on all this stuff could benefit and clean it up significantly.  But it does come with a lot of issues.
    IA just hasn't caught on pure fire enough to merit a rework like this (blister packs aren't hotcakes sellers, for example).
  5. Like
    angelman2 got a reaction from cnemmick in Who’s Left?   
    I'm still around. I play campaign only but have yet to finish all the official material, and when we've finally done that we're planing to re-play everything at least once. And then there are the handful of fan campaigns out there, which we'll definitely try out, and finally, @IanSolo_FFG & I are writing our own fan-made campaign (which is, admittedly, struggling with motivation at the moment), so there are hundreds of hours left in Imperial Assault for us
     
    PS: I might also add that I plan to use the minis in a future SW RPG campaign, so I'll get even more love out of this product, even if FFG never produce anything else for IA  
  6. Haha
    angelman2 got a reaction from King_Balrog in Who’s Left?   
    I'm still around. I play campaign only but have yet to finish all the official material, and when we've finally done that we're planing to re-play everything at least once. And then there are the handful of fan campaigns out there, which we'll definitely try out, and finally, @IanSolo_FFG & I are writing our own fan-made campaign (which is, admittedly, struggling with motivation at the moment), so there are hundreds of hours left in Imperial Assault for us
     
    PS: I might also add that I plan to use the minis in a future SW RPG campaign, so I'll get even more love out of this product, even if FFG never produce anything else for IA  
  7. Like
    angelman2 reacted to IanSolo_FFG in Possible future changes to the game?   
    Return to Hoth campaign starts right during the first part of the Empire Strikes Back movie and to me I thought it was very well thought!  As we played the mission we could imagine that Luke was flying his snowspeeder at the same time to bring down the AT-ATs while Han and Leia were trying to escape Echo base!  That was incredible immersion for us!  And now each time I watch the Battle of Hoth, I think of the hero crews that are fighting somewhere off screen!!  
    Personaly I would have loved to have more of these missions that ties in with the movies .. anotehr example is the Threat mission about the heroes assisting Chewie in tracking smoe bounty hunters that might have information about frozen Han.  This is great as when you watch Return of the Jedi, if you ever played that mission, you can imagine that the heroes contributed somehow to "help free" Solo!
     
  8. Like
    angelman2 reacted to IanSolo_FFG in SW: IA - APP - Bug Report   
    I second that!
  9. Like
    angelman2 got a reaction from Fourtytwo in The best parts of IA (Read first post, please.)   
    Best Star Wars immersion game in the miniature/boardgame category! A fantastic gaming experience
  10. Like
    angelman2 reacted to Jyico in The best parts of IA (Read first post, please.)   
    My favorite part of IA is how little I need to bring to a tournament to play.  This is of course not counting the tiles, which I pack separately, but a small plano with my list of small squad, dice, tokens, and a few other things means its really portable and simple.  
    Second favorite thing is how I can narrate a story about how the battle is going, as much as I hate seeing the X-Men symbol... It really does feel like heroics are playing out right in front of you.  Over everything?  STAR WARS!
  11. Like
    angelman2 reacted to Fourtytwo in No plans for new physical product for Imperial Assault   
    I'm sorry, but comparing a hobby-related NDA to the feeble apologies of war criminals is not only grossly hyperbolic, but utterly out of place. The rhethoric here is becoming petty base. I'm convinced you can do better than that.
  12. Like
    angelman2 reacted to Bitterman in No plans for new physical product for Imperial Assault   
    Counter-point: no, it's not. It's literally nothing whatsoever like that. Nothing remotely similar to that at all.
  13. Like
    angelman2 reacted to Zerker in No plans for new physical product for Imperial Assault   
    But they have. That's what this entire thread is discussing.
  14. Like
    angelman2 reacted to cnemmick in No plans for new physical product for Imperial Assault   
    Also, concerning testers: Some that I know also test other FFG products, and I'm sure they don't want to willingly break their NDA and be kicked out of those experiences.
  15. Like
    angelman2 reacted to Bitterman in No plans for new physical product for Imperial Assault   
    What (s)he said.
    NDAs aren't "meaningless". If you agree to not disclose something, then disclose it anyway, you are breaking your word and revealing yourself to be a fundamentally dishonest person (regardless of the chances of getting caught, or likely consequences if that should happen, which I'm not going to speculate on or argue about here). Most people aren't fundamentally dishonest - thankfully - and you might like to consider what it says about you that you think it would be such a non-issue to break an agreement that you would have committed to, in writing no less.
    Anyone has the option to not sign an NDA, if they don't agree with it. They then won't get told whatever the NDA protects. Fair enough. To sign it anyway, intending only to break it - that's a very sad state of affairs.
  16. Sad
    angelman2 got a reaction from King_Balrog in No plans for new physical product for Imperial Assault   
    Oh, I'm pretty sure they read the forums; not every post, of course, but they do keep up on us. That said, FFG is not going to change communication policies just because we whine and cry over our beloved game, I'm afraid...
  17. Like
    angelman2 reacted to tobbby1 in No plans for new physical product for Imperial Assault   
    This was sad news for a new player like me. I was pretty sure this was going to be supported for a long time since it, at least to me gives the best star wars boardgame feel combined with being a top 50 game at BBG.
     
    I expected a 2nd ed. due to the fact it to me has not had a proper promotion since it became a solo and coop game, that would have pushed it higher on sales and BBG i guess. Yet I have lot of IA to discover and collect... envy me
  18. Like
    angelman2 reacted to GILLIES291 in No plans for new physical product for Imperial Assault   
    Well it's not the Clone Wars announcement I was hoping for... but at least the app is fun and hope we get app versions for the rest of the box expansions.
  19. Like
    angelman2 reacted to a1bert in IA Continuity Project - Our Community-Focused Effort to Improve Skirmish   
    Technically that is:
    Now that we know there are no plans for new expansions for IA Skirmish and thus expect no physical stuff in at least 2 years,
     
  20. Like
    angelman2 reacted to Fourtytwo in No plans for new physical product for Imperial Assault   
    Imperial Assault: Fourtytwo, help me take this marketing off.
    Fourtytwo: But you'll die.
    Imperial Assault: Nothing can stop that now. Just for once, let me look at you with my own eyes.
    Fourtytwo, carefully removing all marketing and product development from the game, finally seeing it for what he always believed it was underneath all that - friendly, honest and inspiring.
    Imperial Assault: Now… go, my fan. Leave me.
    Fourtytwo: No, you're staying with me. I'll not leave you here, I gotta save you!
    Imperial Assault: You already have, Fourtytwo. You were right. You were right about me. Tell everybody… you were right!
    Fourtytwo: IA! I won't leave you!
    And then, Imperial Assault dies, and a single tear runs down Fourtytwo's cheek as he bows his head in sadness.
  21. Like
    angelman2 reacted to totalnoob in No plans for new physical product for Imperial Assault   
    People have often talked about Armada and how they went long stretches without any announcements etc. If we study the history of Armada, did they at one time announce no products in testing, nothing being developed etc? I ask because after a long time of inactivity, and constant “competition” from a different but similar line (X-wing), eventually they did get more product. Also I think they are getting clone wars. Could there be a parallel for IA?
  22. Like
    angelman2 reacted to a1bert in Possible future changes to the game?   
    My "list" contains very minor things that would make the abilities clearer and interactions as intended.
    - Using "at the end of an attack" trigger for quite a lot of abilities.
    - Minor wording changes (e.g. focused not "on declare" but "while attacking").
    - More granularity to threat level and deployment / figure costs even when needing to handle larger numbers.
    - The biggest is probably rewriting the blocking terrain rules.
     
  23. Like
    angelman2 reacted to tobbby1 in Possible future changes to the game?   
    Hi all,
     
    New owner of IA here so please direct me to the correct thread if this has already been discussed. I recently bought IA when I realized that you could now play coop with the app.
     
    I have read some speculations of a 2nd ed. coming. Being new to the game with little playing experience I wonder what your thoughts is regarding the game based on your experience. Personally, I think that the system is great and I get the feeling that the community is feeling the same except on balance of competitive skirmish. I do not see the need of any bigger updates that is not possible to manage with some new cards. What do you think? Experience from Descent going to 2nd ed?
     
    Best regrards
    /T
  24. Haha
    angelman2 got a reaction from Strawhat in Asmodee Germany discontinuing IA   
    (Not really the right topic for this, but still...)

    I myself am an hopeless optimist and I cannot shake the feeling that all this silence and mystery we are experiencing concerning Imperial Assault could very well be due to development on a second edition. If they were working on such a project, they very well could do so at the expense of the current edition (i.e. slowing down releases), and they (especially a secretive company like FFG) would not speak a single word of this until they were a few months away from release.

    There are arguments against continuing IA, (especially the fact that since it is technically a boardgame, Hasbro must have its share of the sales), but I cannot help but feel there's great things coming for us!

    So there! I remain irritatingly optimistic and refuse to change! 😜
  25. Like
    angelman2 reacted to Uninvited Guest in Elephant in the Room.   
    My issue with this is that two strain is a pretty consistent cost for additional attacks.  I think a better fix for UC&P is just to add two MP to prior to the melee attack.  Maybe the ability to convert surges into damage for the melee as well.   Closing the distance to the target is his biggest problem given how he’s intended to play, and without Crushing Blow the yellow die on the melee is just there to help recover strain.
    I think that and improving Shake It Off (maybe recover one strain per surge or a harmful condition) is all he really needs to become viable.
    I like you fixes for Saska though.  I’ve only played her in the app, but I didn’t see a need to fix how the gadgets are handed out in that environment.  I can see where it might be different in a regular campaign though.
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