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angelman2

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  1. Like
    angelman2 got a reaction from subtrendy2 in Things HotE Wave Seems to Be Missing   
    I think there are a couple of reasons: First, the HotE campaign is centered around the HEART of the Empire, i.e. Coruscant, Emperor Palpatine, Imperial core politics, rather than hinterland battles against Rebel forces, and there won't be many Rebel soldiers walking around in that theatre. Secondly, there are so many named characters they want to get out for this that there isn't much room for rank-and-file. Thirdly, the campaign is about heroes sneaking about the streets of Coruscant (as far as I can tell), which again means there won't be much room for support troopers. Also, I get the feeling that HotE is a Jedi/Force-focused box (in themes and story and allies if not with its heroes), so it is primarily a named characters romp.

    I don't think there's anything disconcerting going on with HotE, although I do hope they get back to more rank-and-file in future boxes.
  2. Like
    angelman2 reacted to IanSolo_FFG in Include all Missions in App to come. Let the staff know   
    But I guess for others it would be more fun to beat an ipad then having the game collecting dust on the shelf because they don't have a regular group committing to campaign.  
    I play both ways, solitaire (with Redjack's automated version) and with a group of friends.  I enjoy both ways.  Playing with friends brings the social experience where IA is one of our "excuses" to gather on a Friday night to eat chips and candies, to drink beers, to play a great Star Wars theme game and to bring a little childhood in out adult life.  Then I play IA on my own in my garage because I just can't get enough of that game!
    I'm excited for the app mainly for the possibility of having a new campaign but could live without it.
  3. Like
    angelman2 got a reaction from buckero0 in Things HotE Wave Seems to Be Missing   
    I think there are a couple of reasons: First, the HotE campaign is centered around the HEART of the Empire, i.e. Coruscant, Emperor Palpatine, Imperial core politics, rather than hinterland battles against Rebel forces, and there won't be many Rebel soldiers walking around in that theatre. Secondly, there are so many named characters they want to get out for this that there isn't much room for rank-and-file. Thirdly, the campaign is about heroes sneaking about the streets of Coruscant (as far as I can tell), which again means there won't be much room for support troopers. Also, I get the feeling that HotE is a Jedi/Force-focused box (in themes and story and allies if not with its heroes), so it is primarily a named characters romp.

    I don't think there's anything disconcerting going on with HotE, although I do hope they get back to more rank-and-file in future boxes.
  4. Like
    angelman2 reacted to cleardave in Things HotE Wave Seems to Be Missing   
    I'm with @angelman2 on this one.
    Without knowing too much else about the specifics of the campaign (for my own spoiler-free reasons, forgive me if anything I say is contradicted in the preview articles), I would imagine it makes good thematic sense to cut the heroes off from too much support in the box.  If the campaign allows for Side Missions, then you'll still have the option to recruit in some Allies that way, or maybe it'll lock you into Coruscant without Side Missions (as we're used to) at all.
    I would see the presence of Maul/Ashoka being interesting because it makes for a good "choosing sides" moment in the game where you opt to help one over the other, as they'd not likely be on the same side in the context of the fiction or even in this campaign.
    This new ally would be your only substantive help vs Palpatine and Vader, possibly with an assist from the Shapeshifter as well?  We'll see.
    From a sales point of view I doubt they're worried about the packs not selling well in broad strokes.  Just put some key Skirmish material in it and you're fine.  I'm sure the Rangers sold just fine, from the last expansion box for instance.  The Echo Base Troopers were similarly a good purchase.
    I don't think Heart is a half-assed attempt at anything really.  More overall options to add in the the pool when you replay old campaigns, more things to mess around with for Skirmish.  Bring it ("it" being the next product announcement, naturally!) on!
  5. Like
    angelman2 reacted to subtrendy2 in Things HotE Wave Seems to Be Missing   
    These topics got some discussion in May, but now that we're all a little older and a little wiser, I wanted to revisit the idea that HotE is a bit of an outlier for Big Boxes, and in more ways than one.  While the campaign itself is certainly a departure from the more OT film centered stuff we've seen before, the wave itself seems missing some items that I at least consider common in other waves.
    1. Non-canon Villains
    2. Rebel Generics
     
    Sad as I am to say it, I think the theory that the non-canon villains don't sell well may hold some water.  Personally, I really liked them, and I thought making Terro and Weiss an alternative sculpt for a generic unit was a stroke of brilliance.  I could totally see us getting a speeder bike villain, or another villain mounted on a creature of some sort.  But it seems instead that HotE is simply going to go with Maul and Palpatine as villains this time (and, hopefully some significant Vader presence too).
     
    The missing Rebel generics seems really odd to me, though.  I always thought generics would be prioritized, as they encourage players to buy more than one of the same box.  Of course they may not sell as well as popular characters, but they should at least in part make up for it by selling multiple copies.
     
    Maybe the setting limits how the Rebels could really get much out of grunts, but I was also sad to not see them get anything.
     
    So, any other theories on why we're missing these two things?  Think they'll come back?  Think this was the right call?  
  6. Like
    angelman2 reacted to ATM2100 in Custom Campaigns and House Rules   
    I have also noticed the RGC not being fielded very much and I toyed with the idea myself for a while. Presently I only own hoth core and a few expansions, I was thinking that i would bring in some unique villain on every mission and the heroes would have to kill each one each time, starting with no villain, the each story mission gets harder villains, starting on sorin, then kane, then ig-88 then general wiess maybe or a break. then you face off with a super power increased abilities like darth vader in that one core fanalie.
  7. Like
    angelman2 got a reaction from ManateeX in Custom Campaigns and House Rules   
    (I hope it's ok that I impose on your thread here, @KotasMilitia?)

    Hi all,

    So, having bought ImpAss in July and already completed two campaigns (core + Twin Shadows) I’m naturally starting to muse about writing a campaign or two of my own. I’m aware of the couple of fan made campaigns out there but I would be more interested in writing something that could be used with only the core game and with no extra rules; in other words, just a new story to enjoy. Being a story teller more than a rules wizard, I have no clue how to scale and balance an ImpAss mission and I wonder if anyone here has any ideas? One would begin with Deployment Card costs of course, but what else would one need to consider? And how do you determine the value of heroes in the game?

    As for the story, I have recently finished the core campaign and it hit me that we haven’t seen the Royal Guard Champion (RGC) in our games yet, despite him being one of 3 main bad guys in the core game. I therefore want to do something with him. What I am envisioning is a campaign sat after The Battle of Endor with remnants of the Empire going on the offensive (well in line with the Aftermath series and Inferno Squadron etc.). The RGC would be the main villain of the campaign, leading efforts to score Influence during a series of missions (where the heroes will primarily be defenders against Imp sneak attacks and the like), hoarding Agenda Cards for a final showdown finale. Does this sound intriguing, do you think? 

    Mission ideas so far:
    --The Committee: New Republic officials are debating politics with the governments of a neutral sector, hoping to get the locals to join the New Republic. It is of vital importance that this goes off without a hitch as even the slightest disturbance could foil the NewRep’s plans. The Heroes have been charged with patrolling the subbasement of the chosen facility to keep the Nexu population at bay, when Royal Guards burst onto the scene. The Imps will try to fight their way to the committee room to disturb the proceedings (+2 Influence) and kill any VIPs there (+2 Influence per murdered VIP); it is basically a suicide run although RGC will of course escape somehow (or perhaps there are several RGCs at work, like a coterie of high ranking Royal Guards). [There would be an option here for the heroes to bring in any one unique “Rebel” ally of their choice to lead the proceedings, allowing the Imps to field something awful in response; a bounty hunter perhaps].

    --Clones Again: Having spared no efforts to learn who the remnant Imps are and what they are up to, the New Republic has discovered Royal Guards lurking around in an ancient and long-abandoned cloning facility. Heroes are dispatched to take out the Imps and keep any cloning data out of their hands. [I’m not sure about the cloning thing here, but this could be anything, really. The point is that the Imps are trying to find an edge against the NewRep. Possibly some Dark Side artifact or something?]

    --The Battle of COOL NAME: NewRep intelligence has discovered that the Imps are planning an assault against one of the republic bases in this sector, an old Imperial facility taken over by the NewRep after the Battle of Endor. The base has been regarded as a low priority (with only a skeleton defense force present), but the Imps sure wants it for something, and the heroes are dispatched to help defend it. The Imps storm the base’s exterior with legions of Stormtroopers and General Weiss while the NewReps defends the place with Rebel Troops (these would have to be reinforce-able somehow – perhaps a fresh squad arrives on the scene at the end of each round when a previous squad was defeated) + a repurposed AT-ST. Halfway through the battle, Royal Guards & RGC suddenly appears inside the facility through some secret entrance where they are going after computer terminals (i.e. trying to steal some old Imp data buried in the system somewhere). +1 Influence per terminal stolen. 

    --Treachery!: The heroes have been sent to bolster defenses of an important NewRep installation, when a mutiny erupts there. Somehow, the Imps have managed to turn sections of the local NewRep forces, who have slain the loyal troops and are now helping the Imps take over the facility. The heroes must defend the place and/or carry Rebel Tokens to a ship and escape with vital information and equipment. Rebel Troopers & Duros Saboteurs could both fight on the Imp side here, +Trandoshans (representing a local faction turning Imperial), and installation defenses (like hallway cannons) could be turned against the heroes. 

    That’s all I’ve got for now. What do you guys think? Is this doable? Any thoughs?
  8. Like
    angelman2 reacted to subtrendy2 in Custom Campaigns and House Rules   
  9. Like
    angelman2 reacted to IanSolo_FFG in Desperate Hour   
  10. Like
    angelman2 got a reaction from BlodVargarna in Desperate Hour   
    Hi all,

    Last night we finally played Desperate Hour and ended our first run-through of the core campaign, and what a brilliant game it was!
     



    Thanks to everyone who helped me out with my questions and all :D
     
     
  11. Like
    angelman2 got a reaction from ManateeX in Desperate Hour   
  12. Like
    angelman2 got a reaction from IanSolo_FFG in Desperate Hour   
    Oh yeah, I'm basically a GM at heart and the power of the story is MUCH more important to me then who wins (which is why I love Jabba's Realm as it has a much stronger and more defined story than Core & Twin Shadows; should I ever get around to it, I want to publish a fan-source "story emphasis" compendium to each of the campaigns 'cause I've got some ideas... *wink wink, nudge nudge*)

    Btw., how do I hide texts here? I'm pretty tech-stupid and can't figure it out on my own...

    While I'm waiting for instructions on hiding text, would you mind explaining (in hidden text) how you justify fielding that on Hoth? (Or was that scenario located on a more appropriate world?) Not that you have to justify it, but I'm curious how that works from a story perspective. (Awesome use of your game, btw!)
     
  13. Like
    angelman2 reacted to subtrendy2 in It's FRIDAY!!!!! Who will we see spoiled today??   
    That's really only happened with the smallboxes so far, right?
  14. Like
    angelman2 reacted to subtrendy2 in It's FRIDAY!!!!! Who will we see spoiled today??   
    Stop it with that optimism.    But yeah, that would make my day, whenever it happens.  Seriously, the droids and HotE waves were announced each on days where I wasn't feeling well, and both really helped brighten my day.  Looking forward to that feeling again, however cheesey it sounds.
  15. Like
    angelman2 got a reaction from IanSolo_FFG in Desperate Hour   
  16. Like
    angelman2 got a reaction from ManateeX in Desperate Hour   
    Hi all,

    Last night we finally played Desperate Hour and ended our first run-through of the core campaign, and what a brilliant game it was!
     



    Thanks to everyone who helped me out with my questions and all :D
     
     
  17. Like
    angelman2 got a reaction from ATM2100 in Custom Campaigns and House Rules   
    (I hope it's ok that I impose on your thread here, @KotasMilitia?)

    Hi all,

    So, having bought ImpAss in July and already completed two campaigns (core + Twin Shadows) I’m naturally starting to muse about writing a campaign or two of my own. I’m aware of the couple of fan made campaigns out there but I would be more interested in writing something that could be used with only the core game and with no extra rules; in other words, just a new story to enjoy. Being a story teller more than a rules wizard, I have no clue how to scale and balance an ImpAss mission and I wonder if anyone here has any ideas? One would begin with Deployment Card costs of course, but what else would one need to consider? And how do you determine the value of heroes in the game?

    As for the story, I have recently finished the core campaign and it hit me that we haven’t seen the Royal Guard Champion (RGC) in our games yet, despite him being one of 3 main bad guys in the core game. I therefore want to do something with him. What I am envisioning is a campaign sat after The Battle of Endor with remnants of the Empire going on the offensive (well in line with the Aftermath series and Inferno Squadron etc.). The RGC would be the main villain of the campaign, leading efforts to score Influence during a series of missions (where the heroes will primarily be defenders against Imp sneak attacks and the like), hoarding Agenda Cards for a final showdown finale. Does this sound intriguing, do you think? 

    Mission ideas so far:
    --The Committee: New Republic officials are debating politics with the governments of a neutral sector, hoping to get the locals to join the New Republic. It is of vital importance that this goes off without a hitch as even the slightest disturbance could foil the NewRep’s plans. The Heroes have been charged with patrolling the subbasement of the chosen facility to keep the Nexu population at bay, when Royal Guards burst onto the scene. The Imps will try to fight their way to the committee room to disturb the proceedings (+2 Influence) and kill any VIPs there (+2 Influence per murdered VIP); it is basically a suicide run although RGC will of course escape somehow (or perhaps there are several RGCs at work, like a coterie of high ranking Royal Guards). [There would be an option here for the heroes to bring in any one unique “Rebel” ally of their choice to lead the proceedings, allowing the Imps to field something awful in response; a bounty hunter perhaps].

    --Clones Again: Having spared no efforts to learn who the remnant Imps are and what they are up to, the New Republic has discovered Royal Guards lurking around in an ancient and long-abandoned cloning facility. Heroes are dispatched to take out the Imps and keep any cloning data out of their hands. [I’m not sure about the cloning thing here, but this could be anything, really. The point is that the Imps are trying to find an edge against the NewRep. Possibly some Dark Side artifact or something?]

    --The Battle of COOL NAME: NewRep intelligence has discovered that the Imps are planning an assault against one of the republic bases in this sector, an old Imperial facility taken over by the NewRep after the Battle of Endor. The base has been regarded as a low priority (with only a skeleton defense force present), but the Imps sure wants it for something, and the heroes are dispatched to help defend it. The Imps storm the base’s exterior with legions of Stormtroopers and General Weiss while the NewReps defends the place with Rebel Troops (these would have to be reinforce-able somehow – perhaps a fresh squad arrives on the scene at the end of each round when a previous squad was defeated) + a repurposed AT-ST. Halfway through the battle, Royal Guards & RGC suddenly appears inside the facility through some secret entrance where they are going after computer terminals (i.e. trying to steal some old Imp data buried in the system somewhere). +1 Influence per terminal stolen. 

    --Treachery!: The heroes have been sent to bolster defenses of an important NewRep installation, when a mutiny erupts there. Somehow, the Imps have managed to turn sections of the local NewRep forces, who have slain the loyal troops and are now helping the Imps take over the facility. The heroes must defend the place and/or carry Rebel Tokens to a ship and escape with vital information and equipment. Rebel Troopers & Duros Saboteurs could both fight on the Imp side here, +Trandoshans (representing a local faction turning Imperial), and installation defenses (like hallway cannons) could be turned against the heroes. 

    That’s all I’ve got for now. What do you guys think? Is this doable? Any thoughs?
  18. Like
    angelman2 got a reaction from GyldenDamgaard in Desperate Hour   
    Hi all,

    Last night we finally played Desperate Hour and ended our first run-through of the core campaign, and what a brilliant game it was!
     



    Thanks to everyone who helped me out with my questions and all :D
     
     
  19. Like
    angelman2 reacted to subtrendy2 in Humor and Drama in Campaigns   
    Oh man...
    Spoilers for Return to Hoth:


  20. Like
    angelman2 got a reaction from subtrendy2 in What Are You Most Excited for in HOTE?   
    Lolz! You be funny, dude
  21. Like
    angelman2 reacted to a1bert in Jabba's Realm Finale (Storming the Palace) [*spoilers*]   
    Figures do not recover health, they recover damage.
    A figure cannot suffer damage so that they would have suffered damage over their health. So, they also cannot recover damage over their Health.
    (Health is almost always constant throughout a mission. There are only a couple of cases when the health of a figure can change.)
     
  22. Like
    angelman2 reacted to neosmagus in Jabba's Realm Finale (Storming the Palace) [*spoilers*]   
    Lol, OK then. Suddenly I have an idea for next time I play Canyon Run... Bring the Bantha and the Rancor...
  23. Like
    angelman2 got a reaction from neosmagus in Jabba's Realm Finale (Storming the Palace) [*spoilers*]   
    Well, playing like that is no fun fun at all...

    House Rule: Figures with 'Feed' can only use that ability on small friendly figures. Also, maximum health recovered is equal to the Feeding figur's printed health rating. That should help prevent some "Feed" abouse, I think, even if the Rancor has more than the listed health in any given scenario.
  24. Like
    angelman2 reacted to neosmagus in Jabba's Realm Finale (Storming the Palace) [*spoilers*]   
    While techinically the pit is comprised of exterior tiles...  thematically it is interior.   While not breaking rules as written, I think your imp player did a pretty **** move there with the bantha.
  25. Like
    angelman2 got a reaction from Mep in What Are You Most Excited for in HOTE?   
    Lolz! You be funny, dude
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